Enable hardware frame buffer texture scaling
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eacd432387
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@ -35,12 +35,22 @@ namespace Ryujinx.Core.OsHle.IpcServices.Android
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Acquired
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}
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private struct Rect
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{
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public int Top;
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public int Left;
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public int Right;
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public int Bottom;
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}
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private struct BufferEntry
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{
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public BufferState State;
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public HalTransform Transform;
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public Rect Crop;
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public GbpBuffer Data;
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}
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@ -168,6 +178,11 @@ namespace Ryujinx.Core.OsHle.IpcServices.Android
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BufferQueue[Slot].Transform = (HalTransform)Transform;
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BufferQueue[Slot].Crop.Top = CropTop;
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BufferQueue[Slot].Crop.Left = CropLeft;
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BufferQueue[Slot].Crop.Right = CropRight;
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BufferQueue[Slot].Crop.Bottom = CropBottom;
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BufferQueue[Slot].State = BufferState.Queued;
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SendFrameBuffer(Context, Slot);
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@ -258,18 +273,42 @@ namespace Ryujinx.Core.OsHle.IpcServices.Android
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BufferQueue[Slot].State = BufferState.Acquired;
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Rect Crop = BufferQueue[Slot].Crop;
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int RealWidth = FbWidth;
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int RealHeight = FbHeight;
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float ScaleX = 1;
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float ScaleY = 1;
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float OffsX = 0;
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float OffsY = 0;
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if (Crop.Right != 0 &&
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Crop.Bottom != 0)
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{
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RealWidth = Crop.Right - Crop.Left;
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RealHeight = Crop.Bottom - Crop.Top;
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ScaleX = (float)FbWidth / RealWidth;
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ScaleY = (float)FbHeight / RealHeight;
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OffsX = -(float)Crop.Left / Crop.Right;
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OffsY = -(float)Crop.Top / Crop.Bottom;
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OffsX += ScaleX - 1;
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OffsY += ScaleY - 1;
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}
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float Rotate = 0;
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if (BufferQueue[Slot].Transform.HasFlag(HalTransform.FlipX))
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{
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ScaleX = -1;
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ScaleX = -ScaleX;
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}
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if (BufferQueue[Slot].Transform.HasFlag(HalTransform.FlipY))
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{
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ScaleY = -1;
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ScaleY = -ScaleY;
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}
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if (BufferQueue[Slot].Transform.HasFlag(HalTransform.Rotate90))
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@ -287,6 +326,8 @@ namespace Ryujinx.Core.OsHle.IpcServices.Android
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FbHeight,
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ScaleX,
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ScaleY,
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OffsX,
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OffsY,
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Rotate);
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BufferQueue[Slot].State = BufferState.Free;
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@ -10,9 +10,20 @@ namespace Ryujinx.Graphics.Gal
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void InitializeFrameBuffer();
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void Render();
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void SetWindowSize(int Width, int Height);
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void SetFrameBuffer(byte* Fb, int Width, int Height, float SX, float SY, float R);
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void SetFrameBuffer(
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byte* Fb,
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int Width,
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int Height,
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float ScaleX,
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float ScaleY,
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float OffsX,
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float OffsY,
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float Rotate);
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void SendVertexBuffer(int Index, byte[] Buffer, int Stride, GalVertexAttrib[] Attribs);
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void SendR8G8B8A8Texture(int Index, byte[] Buffer, int Width, int Height);
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void BindTexture(int Index);
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}
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}
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@ -2,8 +2,9 @@
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precision highp float;
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uniform vec2 window_size;
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uniform mat2 transform;
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uniform vec2 window_size;
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uniform vec2 offset;
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layout(location = 0) in vec2 in_position;
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layout(location = 1) in vec2 in_tex_coord;
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@ -22,5 +23,6 @@ vec2 get_scale_ratio(void) {
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void main(void) {
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tex_coord = in_tex_coord;
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gl_Position = vec4((transform * in_position) * get_scale_ratio(), 0, 1);
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vec2 t_pos = (transform * in_position) + offset;
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gl_Position = vec4(t_pos * get_scale_ratio(), 0, 1);
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}
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@ -135,7 +135,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindVertexArray(0);
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}
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public unsafe void Set(byte* Fb, int Width, int Height, Matrix2 Transform)
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public unsafe void Set(byte* Fb, int Width, int Height, Matrix2 Transform, Vector2 Offs)
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{
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if (Fb == null)
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{
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@ -172,6 +172,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(WindowWidth, WindowHeight));
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int OffsetUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "offset");
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GL.Uniform2(OffsetUniformLocation, Offs);
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}
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public void Render()
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@ -1,6 +1,7 @@
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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@ -24,7 +25,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private Texture[] Textures;
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private Queue<Action> ActionsQueue;
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private ConcurrentQueue<Action> ActionsQueue;
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private FrameBuffer FbRenderer;
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@ -34,7 +35,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Textures = new Texture[8];
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ActionsQueue = new Queue<Action>();
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ActionsQueue = new ConcurrentQueue<Action>();
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}
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public void InitializeFrameBuffer()
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@ -51,9 +52,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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int Count = ActionsQueue.Count;
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while (Count-- > 0)
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while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
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{
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ActionsQueue.Dequeue()();
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RenderAction();
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}
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}
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@ -86,6 +87,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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int Height,
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float ScaleX,
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float ScaleY,
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float OffsX,
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float OffsY,
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float Rotate)
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{
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Matrix2 Transform;
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@ -93,7 +96,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Transform = Matrix2.CreateScale(ScaleX, ScaleY);
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Transform *= Matrix2.CreateRotation(Rotate);
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FbRenderer.Set(Fb, Width, Height, Transform);
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Vector2 Offs = new Vector2(OffsX, OffsY);
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FbRenderer.Set(Fb, Width, Height, Transform, Offs);
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}
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public void SendVertexBuffer(int Index, byte[] Buffer, int Stride, GalVertexAttrib[] Attribs)
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