Merge pull request #9801 from Techjar/bbox-rounding-hack
VideoCommon: Only include centered pixels in bounding box
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0c6e00ce0c
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@ -489,9 +489,18 @@ void UpdateBoundingBoxBuffer(int2 min_pos, int2 max_pos) {{
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}}
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void UpdateBoundingBox(float2 rawpos) {{
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// We only want to include coordinates for pixels aligned with the native resolution pixel centers.
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// This makes bounding box sizes more accurate (though not perfect) at higher resolutions,
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// avoiding EFB copy buffer overflow in affected games.
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//
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// For a more detailed explanation, see https://dolp.in/pr9801
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int2 int_efb_scale = iround(1 / {efb_scale}.xy);
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if (any(int2(rawpos) % int_efb_scale != int_efb_scale >> 1)) // divide by two
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return;
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// The rightmost shaded pixel is not included in the right bounding box register,
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// such that width = right - left + 1. This has been verified on hardware.
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int2 pos = int2(rawpos * cefbscale);
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int2 pos = int2(rawpos * {efb_scale}.xy);
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#ifdef API_OPENGL
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// We need to invert the Y coordinate due to OpenGL's lower-left origin
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@ -500,8 +509,8 @@ void UpdateBoundingBox(float2 rawpos) {{
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// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
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// extents of these groups, rather than the exact pixel.
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int2 pos_tl = pos & ~1;
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int2 pos_br = pos | 1;
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int2 pos_tl = pos & ~1; // round down to even
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int2 pos_br = pos | 1; // round up to odd
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#ifdef SUPPORTS_SUBGROUP_REDUCTION
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if (CAN_USE_SUBGROUP_REDUCTION) {{
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@ -520,7 +529,7 @@ void UpdateBoundingBox(float2 rawpos) {{
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}}
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)",
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fmt::arg("efb_height", EFB_HEIGHT));
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fmt::arg("efb_height", EFB_HEIGHT), fmt::arg("efb_scale", I_EFBSCALE));
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}
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}
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