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Merge pull request #8049 from stenzek/crop

Renderer: Adjust source rectangle when crop would draw off screen
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stenzek committed Jun 8, 2019
2 parents b13e00b + 32359bf commit 951b66e4acb7d3a92998ddb1a06731ddf9e7eea8
@@ -328,23 +328,24 @@ void Renderer::WaitForGPUIdle()
D3D::context->Flush();
}

void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
return ::Renderer::RenderXFBToScreen(texture, rc);
return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);

if (!m_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);

// Render to staging texture which is double the width of the backbuffer
SetAndClearFramebuffer(m_3d_vision_framebuffer.get());

const auto target_rc = GetTargetRectangle();
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
m_post_processor->BlitFromTexture(
MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
target_rc.right + m_backbuffer_width, target_rc.bottom),
rc, texture, 1);
source_rc, source_texture, 1);

// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
@@ -67,8 +67,9 @@ class Renderer : public ::Renderer
void Flush() override;
void WaitForGPUIdle() override;

void RenderXFBToScreen(const AbstractTexture* texture,
const MathUtil::Rectangle<int>& rc) override;
void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc) override;
void OnConfigChanged(u32 bits) override;

private:
@@ -978,19 +978,19 @@ void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable,
BPFunctions::SetScissor();
}

void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
// Quad-buffered stereo is annoying on GL.
if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
return ::Renderer::RenderXFBToScreen(texture, rc);

const auto target_rc = GetTargetRectangle();
return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);

glDrawBuffer(GL_BACK_LEFT);
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);

glDrawBuffer(GL_BACK_RIGHT);
m_post_processor->BlitFromTexture(target_rc, rc, texture, 1);
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 1);

glDrawBuffer(GL_BACK);
}
@@ -134,8 +134,9 @@ class Renderer : public ::Renderer

void Flush() override;
void WaitForGPUIdle() override;
void RenderXFBToScreen(const AbstractTexture* texture,
const MathUtil::Rectangle<int>& rc) override;
void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc) override;
void OnConfigChanged(u32 bits) override;

void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
@@ -94,11 +94,12 @@ std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipel
}

// Called on the GPU thread
void SWRenderer::RenderXFBToScreen(const AbstractTexture* texture,
const MathUtil::Rectangle<int>& xfb_region)
void SWRenderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (!IsHeadless())
m_window->ShowImage(texture, xfb_region);
m_window->ShowImage(source_texture, source_rc);
}

u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
@@ -42,8 +42,9 @@ class SWRenderer final : public Renderer
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;

void RenderXFBToScreen(const AbstractTexture* texture,
const MathUtil::Rectangle<int>& rc) override;
void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc) override;

void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z) override;
@@ -556,6 +556,40 @@ float Renderer::CalculateDrawAspectRatio() const
}
}

void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height)
{
const int orig_target_width = target_rect->GetWidth();
const int orig_target_height = target_rect->GetHeight();
const int orig_source_width = source_rect->GetWidth();
const int orig_source_height = source_rect->GetHeight();
if (target_rect->left < 0)
{
const int offset = -target_rect->left;
target_rect->left = 0;
source_rect->left += offset * orig_source_width / orig_target_width;
}
if (target_rect->right > fb_width)
{
const int offset = target_rect->right - fb_width;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_width / orig_target_width;
}
if (target_rect->top < 0)
{
const int offset = -target_rect->top;
target_rect->top = 0;
source_rect->top += offset * orig_source_height / orig_target_height;
}
if (target_rect->bottom > fb_height)
{
const int offset = target_rect->bottom - fb_height;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_height / orig_target_height;
}
}

bool Renderer::IsHeadless() const
{
return true;
@@ -1212,7 +1246,14 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
{
BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
UpdateDrawRectangle();
RenderXFBToScreen(xfb_entry->texture.get(), xfb_rect);

// Adjust the source rectangle instead of using an oversized viewport to render the XFB.
auto render_target_rc = GetTargetRectangle();
auto render_source_rc = xfb_rect;
AdjustRectanglesToFitBounds(&render_target_rc, &xfb_rect, m_backbuffer_width,
m_backbuffer_height);
RenderXFBToScreen(render_target_rc, xfb_entry->texture.get(), render_source_rc);

DrawImGui();

// Present to the window system.
@@ -1280,21 +1321,22 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
}
}

void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
const auto target_rc = GetTargetRectangle();
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
MathUtil::Rectangle<int> left_rc, right_rc;
std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);

m_post_processor->BlitFromTexture(left_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(right_rc, rc, texture, 1);
m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);
}
else
{
m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
}
}

@@ -170,6 +170,13 @@ class Renderer
const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
float CalculateDrawAspectRatio() const;

// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
// rectangle if it is greater. Works even if the source and target rectangles don't have a
// 1:1 pixel mapping, scaling as appropriate.
void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height);

std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
void UpdateDrawRectangle();

@@ -215,8 +222,9 @@ class Renderer

// Draws the specified XFB buffer to the screen, performing any post-processing.
// Assumes that the backbuffer has already been bound and cleared.
virtual void RenderXFBToScreen(const AbstractTexture* texture,
const MathUtil::Rectangle<int>& rc);
virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc);

// Called when the configuration changes, and backend structures need to be updated.
virtual void OnConfigChanged(u32 bits) {}

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