Merge pull request #2133 from NZJenkins/msaa_fixes
Fix some AA scale issues
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commit
4f2404867e
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@ -2878,6 +2878,20 @@ void GetMultiSampleScaleRaw(float& xScale, float& yScale) {
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// Titles can render pre-transformed vertices to screen space (using XYZRHW vertex position data or otherwise)
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// so we need to know the space they are in to interpret it correctly
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void GetScreenScaleFactors(float& scaleX, float& scaleY) {
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scaleX = 1;
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scaleY = 1;
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// With fixed-function mode, titles don't have to account for these scale factors,
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// so we don't have reverse them.
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// Test cases:
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// Fixed-func passthrough, title does not apply SSAA scale:
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// - Shenmue II (Menu)
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// Fixed-func passthrough, title does not apply backbuffer scale:
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// - Antialias sample(background gradient)
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if (g_Xbox_VertexShaderMode != VertexShaderMode::ShaderProgram) {
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return;
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}
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// Example:
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// NFS HP2 renders in-game at 640*480
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// The title uses MSAA, which increases the rendertarget size, but leaves the screen scale unaffected
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@ -2894,35 +2908,25 @@ void GetScreenScaleFactors(float& scaleX, float& scaleY) {
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if (isMultiSampleEnabled && isSuperSampleMode) {
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GetMultiSampleScaleRaw(scaleX, scaleY);
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}
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else {
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scaleX = 1;
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scaleY = 1;
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}
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// Account for the backbuffer scale
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// Fixed-function rendering doesn't have to account for backbuffer scale
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// So XYZRHW passthrough vertex positions will not be pre-scaled by the title
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// Test cases:
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// Fixed function passthrough (title does not apply backbuffer scale):
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// - Antialias sample (background gradient)
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// Vertex program passthrough equivalent (title does apply backbuffer scale):
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// - NFS:HP2 (car speed and other in-game UI elements)
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if (g_Xbox_VertexShaderMode != VertexShaderMode::Passthrough) {
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scaleX *= g_Xbox_BackbufferScaleX;
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scaleY *= g_Xbox_BackbufferScaleY;
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}
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scaleX *= g_Xbox_BackbufferScaleX;
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scaleY *= g_Xbox_BackbufferScaleY;
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}
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// Get the raw subpixel dimensions of the rendertarget buffer
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void GetRenderTargetRawDimensions(float& x, float&y) {
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x = (float) GetPixelContainerWidth(g_pXbox_RenderTarget);
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y = (float) GetPixelContainerHeight(g_pXbox_RenderTarget);
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void GetRenderTargetRawDimensions(float& x, float&y, xbox::X_D3DSurface* rt) {
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x = (float) GetPixelContainerWidth(rt);
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y = (float) GetPixelContainerHeight(rt);
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}
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// Get the base rendertarget dimensions excluding multisample scaling
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// e.g. a raw 1280*960 rendertarget with 2x MSAA would be have a base 640*480
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void GetRenderTargetBaseDimensions(float& x, float& y) {
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GetRenderTargetRawDimensions(x, y);
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GetRenderTargetRawDimensions(x, y, g_pXbox_RenderTarget);
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float aaX, aaY;
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GetMultiSampleScaleRaw(aaX, aaY);
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@ -2931,6 +2935,19 @@ void GetRenderTargetBaseDimensions(float& x, float& y) {
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y /= aaY;
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}
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// Get the pixel dimensions of the backbuffer, accounting for multisample mode
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void GetBackBufferPixelDimensions(float& x, float& y) {
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GetRenderTargetRawDimensions(x, y, g_pXbox_BackBufferSurface);
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// MSAA introduces subpixels, so scale them away
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if (g_Xbox_MultiSampleType & xbox::X_D3DMULTISAMPLE_SAMPLING_MULTI) {
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float aaX, aaY;
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GetMultiSampleScaleRaw(aaX, aaY);
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x /= aaX;
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y /= aaY;
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}
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}
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void Direct3D_CreateDevice_Start
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(
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const xbox::X_D3DPRESENT_PARAMETERS *pPresentationParameters
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@ -7381,9 +7398,20 @@ void CxbxUpdateHostTextureScaling()
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// Set scaling factor for this texture, which will be applied to
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// all texture-coordinates in CxbxVertexShaderTemplate.hlsl
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// Note : Linear textures are two-dimensional at most (right?)
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float width, height;
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if ((xbox::X_D3DSurface*)pXboxBaseTexture == g_pXbox_BackBufferSurface) {
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// Account for MSAA
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// Test case: Max Payne 2 (bullet time)
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GetBackBufferPixelDimensions(width, height);
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}
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else {
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width = (float)GetPixelContainerWidth(pXboxBaseTexture);
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height = (float)GetPixelContainerHeight(pXboxBaseTexture);
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}
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*texCoordScale = {
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(float)GetPixelContainerWidth(pXboxBaseTexture),
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(float)GetPixelContainerHeight(pXboxBaseTexture),
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width,
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height,
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(float)CxbxGetPixelContainerDepth(pXboxBaseTexture),
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1.0f
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};
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