- apply present shader on screenshots
This commit is contained in:
parent
61ead74492
commit
2a15f65065
3 changed files with 26 additions and 8 deletions
|
|
@ -169,7 +169,7 @@ void VkPostprocess::BlitCurrentToImage(VkTextureImage *dstimage, VkImageLayout f
|
|||
imageTransition1.execute(cmdbuffer);
|
||||
}
|
||||
|
||||
void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool clearBorders)
|
||||
void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot)
|
||||
{
|
||||
auto fb = GetVulkanFrameBuffer();
|
||||
|
||||
|
|
@ -193,10 +193,19 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
|
|||
uniforms.GrayFormula = static_cast<int>(gl_satformula);
|
||||
}
|
||||
uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
|
||||
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
|
||||
uniforms.Offset = { 0.0f, 1.0f };
|
||||
|
||||
if (applyGamma && fb->swapChain->swapChainFormat.colorSpace == VK_COLOR_SPACE_HDR10_ST2084_EXT)
|
||||
if (screenshot)
|
||||
{
|
||||
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
|
||||
uniforms.Offset = { 0.0f, 0.0f };
|
||||
}
|
||||
else
|
||||
{
|
||||
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
|
||||
uniforms.Offset = { 0.0f, 1.0f };
|
||||
}
|
||||
|
||||
if (applyGamma && fb->swapChain->swapChainFormat.colorSpace == VK_COLOR_SPACE_HDR10_ST2084_EXT && !screenshot)
|
||||
{
|
||||
uniforms.HdrMode = 1;
|
||||
}
|
||||
|
|
@ -211,9 +220,11 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
|
|||
renderstate.Viewport = box;
|
||||
renderstate.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
|
||||
renderstate.SetInputTexture(1, &hw_postprocess.present.Dither, PPFilterMode::Nearest, PPWrapMode::Repeat);
|
||||
renderstate.SetOutputSwapChain();
|
||||
if (screenshot)
|
||||
renderstate.SetOutputNext();
|
||||
else
|
||||
renderstate.SetOutputSwapChain();
|
||||
renderstate.SetNoBlend();
|
||||
//if (clearBorders) renderstate.SetClearBorders();
|
||||
renderstate.Draw();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue