HostDisplay: Fix vram pixels bleeding into edges of display with linear filtering

This commit is contained in:
Connor McLaughlin
2021-01-04 01:32:14 +10:00
parent 498b00a8e8
commit f369e3c476
3 changed files with 21 additions and 12 deletions

View File

@ -764,10 +764,13 @@ void D3D11HostDisplay::RenderDisplay(s32 left, s32 top, s32 width, s32 height, v
m_context->PSSetShaderResources(0, 1, reinterpret_cast<ID3D11ShaderResourceView**>(&texture_handle));
m_context->PSSetSamplers(0, 1, linear_filter ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
const float uniforms[4] = {static_cast<float>(texture_view_x) / static_cast<float>(texture_width),
static_cast<float>(texture_view_y) / static_cast<float>(texture_height),
(static_cast<float>(texture_view_width) - 0.5f) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_height) - 0.5f) / static_cast<float>(texture_height)};
const float position_adjust = m_display_linear_filtering ? 0.5f : 0.0f;
const float size_adjust = m_display_linear_filtering ? 1.0f : 0.0f;
const float uniforms[4] = {
(static_cast<float>(texture_view_x) + position_adjust) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_y) + position_adjust) / static_cast<float>(texture_height),
(static_cast<float>(texture_view_width) - size_adjust) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_height) - size_adjust) / static_cast<float>(texture_height)};
const auto map = m_display_uniform_buffer.Map(m_context.Get(), m_display_uniform_buffer.GetSize(), sizeof(uniforms));
std::memcpy(map.pointer, uniforms, sizeof(uniforms));
m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));