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Add OriginalAspect and OriginalAspectRot uniforms #17123
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by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.
…pport (was _RARCH_HAS_COREASPECT_UNIFORMS)
…lAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS
...how on earth did it worked for UBO !?
This seems to be working as intended, and I verified that it works with d3d drivers, as well. @HyperspaceMadness @LibretroAdmin Would either of you care to take a look? |
Sure. @HyperspaceMadness Giving you a 5 day window to let us know if you think this is good to have. |
This looks really great @kokoko3k , my only comment would be that it might be good to have OriginalAspectRot to be renamed OriginalAspectRotated. At first glance, my first guess was that OriginalAspectRot was a uniform which told me what the rotation was versus the rotated aspect Great work on this! |
Done. |
Description
Add 2 uniforms: OriginalAspect and OriginalAspectRot.
They are intended to be used by shaders when Retroarch aspect is set to something different than Core Provided.
In such scenarios, shaders have no access to what is the correct apect.
OriginalAspect reports the aspect reported by the core, while OriginalAspectRot reports 1/OriginalAspect then the content is rotated by 90° or 270°