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GPU: Handle buffer overhead in postshader uniforms #12894

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merged 1 commit into from
May 13, 2020

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Framebuffers may be temporarily larger than the estimated width, because we estimate different sizes for them and resizing is expensive.

This moves accounting for that to texelDelta instead of pixelDelta.

See #12883 for more details, but the change here is:

Name New Previous Prev @ output res
pixelDelta Half the value to add to gl_Position for the next target pixel, 1.0 / targetSize Same That value scaled down by the padding in the texture
texelDelta Value to add to texture2D(param) for next texel, 1.0 / bufferSize (accounts for padding) 1.0 / renderSize (often similar to bufferSize) Same
time Values that increase each frame Same Same
video 1 if there are videos Same Same

-[Unknown]

Framebuffers may be temporarily larger than the estimated width, because
we estimate different sizes for them and resizing is expensive.

This moves accounting for that to texelDelta instead of pixelDelta.
@unknownbrackets unknownbrackets added this to the v1.10.0 milestone May 13, 2020
@hrydgard hrydgard merged commit e68d561 into hrydgard:master May 13, 2020
@unknownbrackets unknownbrackets deleted the postshader branch May 14, 2020 00:51
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