Add SSAA flag for post process shaders,
enforces 2x auto resolution, to be used with blurry effects Also includes a perf. friendly example using simplified gauss filter
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9d2a8a7647
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199106cad6
6 changed files with 90 additions and 1 deletions
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@ -1752,17 +1752,20 @@ void FramebufferManagerCommon::Resized() {
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}
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postShaderIsUpscalingFilter_ = shaderInfo ? shaderInfo->isUpscalingFilter : false;
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postShaderIsSSAAFilter_ = shaderInfo ? shaderInfo->isSSAAFilter : false;
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// Actually, auto mode should be more granular...
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// Round up to a zoom factor for the render size.
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int zoom = g_Config.iInternalResolution;
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if (zoom == 0) {
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if (zoom == 0 || postShaderIsSSAAFilter_) {
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// auto mode, use the longest dimension
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if (!g_Config.IsPortrait()) {
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zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
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} else {
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zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
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}
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if (postShaderIsSSAAFilter_)
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zoom *= 2;
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}
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if (zoom <= 1 || postShaderIsUpscalingFilter_)
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zoom = 1;
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@ -1871,6 +1874,8 @@ void FramebufferManagerCommon::ShowScreenResolution() {
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messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
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if (postShaderIsUpscalingFilter_) {
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messageStream << gr->T("(upscaling)") << " ";
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} else if (postShaderIsSSAAFilter_) {
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messageStream << gr->T("(supersampling)") << " ";
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}
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messageStream << gr->T("Window Size") << ": ";
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messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
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