Display: Fix bleeding from adjacent VRAM columns with linear filtering

This commit is contained in:
Connor McLaughlin
2020-02-13 00:19:46 +09:00
parent 5c7ef65a34
commit c008a5d523
4 changed files with 18 additions and 14 deletions

View File

@ -445,8 +445,9 @@ void D3D11DisplayWindow::renderDisplay()
const float uniforms[4] = {static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_height) / static_cast<float>(m_display_texture_height)};
(static_cast<float>(m_display_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_height) - 0.5f) /
static_cast<float>(m_display_texture_height)};
const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
std::memcpy(map.pointer, uniforms, sizeof(uniforms));
m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));

View File

@ -459,10 +459,11 @@ void OpenGLDisplayWindow::renderDisplay()
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_FALSE);
m_display_program.Bind();
m_display_program.Uniform4f(0, static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_height) / static_cast<float>(m_display_texture_height));
m_display_program.Uniform4f(
0, static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_height) - 0.5f) / static_cast<float>(m_display_texture_height));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler);
glBindVertexArray(m_display_vao);