VideoCommon: Fix scissorOffset, handle negative value correctly
VideoCommon: Change the type of BPMemory.scissorOffset to 10bit signed: S32X10Y10 VideoBackends: Fix Software Clipper.PerspectiveDivide function, use BPMemory.scissorOffset instead of hard code 342
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@ -513,8 +513,10 @@ void PerspectiveDivide(OutputVertexData* vertex)
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Vec3& screen = vertex->screenPosition;
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float wInverse = 1.0f / projected.w;
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screen.x = projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig - 342;
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screen.y = projected.y * wInverse * xfmem.viewport.ht + xfmem.viewport.yOrig - 342;
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screen.x =
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projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2;
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screen.y =
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projected.y * wInverse * xfmem.viewport.ht + xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2;
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screen.z = projected.z * wInverse * xfmem.viewport.zRange + xfmem.viewport.farZ;
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}
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} // namespace Clipper
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@ -306,22 +306,22 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
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s32 maxy = (std::max(std::max(Y1, Y2), Y3) + 0xF) >> 4;
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// scissor
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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s32 xoff = bpmem.scissorOffset.x * 2;
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s32 yoff = bpmem.scissorOffset.y * 2;
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s32 scissorLeft = bpmem.scissorTL.x - xoff - 342;
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s32 scissorLeft = bpmem.scissorTL.x - xoff;
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if (scissorLeft < 0)
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scissorLeft = 0;
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s32 scissorTop = bpmem.scissorTL.y - yoff - 342;
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s32 scissorTop = bpmem.scissorTL.y - yoff;
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if (scissorTop < 0)
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scissorTop = 0;
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s32 scissorRight = bpmem.scissorBR.x - xoff - 341;
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s32 scissorRight = bpmem.scissorBR.x - xoff + 1;
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if (scissorRight > s32(EFB_WIDTH))
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scissorRight = EFB_WIDTH;
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s32 scissorBottom = bpmem.scissorBR.y - yoff - 341;
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s32 scissorBottom = bpmem.scissorBR.y - yoff + 1;
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if (scissorBottom > s32(EFB_HEIGHT))
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scissorBottom = EFB_HEIGHT;
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@ -39,19 +39,29 @@ void SetGenerationMode()
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void SetScissor()
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{
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/* NOTE: the minimum value here for the scissor rect and offset is -342.
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* GX internally adds on an offset of 342 to both the offset and scissor
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* coords to ensure that the register was always unsigned.
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/* NOTE: the minimum value here for the scissor rect is -342.
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* GX SDK functions internally add an offset of 342 to scissor coords to
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* ensure that the register was always unsigned.
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*
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* The code that was here before tried to "undo" this offset, but
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* since we always take the difference, the +342 added to both
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* sides cancels out. */
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/* The scissor offset is always even, so to save space, the scissor offset
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* register is scaled down by 2. So, if somebody calls
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* GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
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const int xoff = bpmem.scissorOffset.x * 2;
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const int yoff = bpmem.scissorOffset.y * 2;
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/* NOTE: With a positive scissor offset, the scissor rect is shifted left and/or up;
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* With a negative scissor offset, the scissor rect is shifted right and/or down.
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*
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* GX SDK functions internally add an offset of 342 to scissor offset.
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* The scissor offset is always even, so to save space, the scissor offset register
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* is scaled down by 2. So, if somebody calls GX_SetScissorBoxOffset(20, 20);
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* the registers will be set to ((20 + 342) / 2 = 181, 181).
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*
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* The scissor offset register is 10bit signed [-512, 511].
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* e.g. In Super Mario Galaxy 1 and 2, during the "Boss roar effect",
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* for a scissor offset of (0, -464), the scissor offset register will be set to
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* (171, (-464 + 342) / 2 = -61).
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*/
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s32 xoff = bpmem.scissorOffset.x * 2;
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s32 yoff = bpmem.scissorOffset.y * 2;
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MathUtil::Rectangle<int> native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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@ -65,10 +75,10 @@ void SetScissor()
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void SetViewport()
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{
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int scissor_x_off = bpmem.scissorOffset.x * 2;
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int scissor_y_off = bpmem.scissorOffset.y * 2;
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float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
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float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
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s32 xoff = bpmem.scissorOffset.x * 2;
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s32 yoff = bpmem.scissorOffset.y * 2;
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float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - xoff);
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float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - yoff);
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float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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@ -993,6 +993,12 @@ union X10Y10
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BitField<10, 10, u32> y;
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u32 hex;
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};
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union S32X10Y10
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{
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BitField<0, 10, s32> x;
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BitField<10, 10, s32> y;
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u32 hex;
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};
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// Framebuffer/pixel stuff (incl fog)
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enum class SrcBlendFactor : u32
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@ -1949,7 +1955,7 @@ struct BPMemory
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u32 boundbox0; // 55
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u32 boundbox1; // 56
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u32 unknown7[2]; // 57,58
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X10Y10 scissorOffset; // 59
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S32X10Y10 scissorOffset; // 59
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u32 unknown8[6]; // 5a,5b,5c,5d, 5e,5f
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BPS_TmemConfig tmem_config; // 60-66
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u32 metric; // 67
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@ -217,14 +217,14 @@ static void BPWritten(const BPCmd& bp)
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u32 destAddr = bpmem.copyTexDest << 5;
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u32 destStride = bpmem.copyMipMapStrideChannels << 5;
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MathUtil::Rectangle<int> srcRect;
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srcRect.left = static_cast<int>(bpmem.copyTexSrcXY.x);
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srcRect.top = static_cast<int>(bpmem.copyTexSrcXY.y);
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MathUtil::Rectangle<s32> srcRect;
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srcRect.left = bpmem.copyTexSrcXY.x;
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srcRect.top = bpmem.copyTexSrcXY.y;
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// Here Width+1 like Height, otherwise some textures are corrupted already since the native
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// resolution.
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srcRect.right = static_cast<int>(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
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srcRect.bottom = static_cast<int>(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);
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srcRect.right = bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1;
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srcRect.bottom = bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1;
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// Since the copy X and Y coordinates/sizes are 10-bit, the game can configure a copy region up
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// to 1024x1024. Hardware tests have found that the number of bytes written does not depend on
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@ -238,21 +238,21 @@ static void BPWritten(const BPCmd& bp)
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// writing the junk data, we don't write anything to RAM at all for over-sized copies, and clamp
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// to the EFB borders for over-offset copies. The arcade virtual console games (e.g. 1942) are
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// known for configuring these out-of-range copies.
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int copy_width = srcRect.GetWidth();
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int copy_height = srcRect.GetHeight();
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if (srcRect.right > s32(EFB_WIDTH) || srcRect.bottom > s32(EFB_HEIGHT))
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u32 copy_width = srcRect.GetWidth();
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u32 copy_height = srcRect.GetHeight();
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if (srcRect.right > EFB_WIDTH || srcRect.bottom > EFB_HEIGHT)
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{
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WARN_LOG_FMT(VIDEO, "Oversized EFB copy: {}x{} (offset {},{} stride {})", copy_width,
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copy_height, srcRect.left, srcRect.top, destStride);
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// Adjust the copy size to fit within the EFB. So that we don't end up with a stretched image,
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// instead of clamping the source rectangle, we reduce it by the over-sized amount.
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if (copy_width > s32(EFB_WIDTH))
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if (copy_width > EFB_WIDTH)
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{
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srcRect.right -= copy_width - EFB_WIDTH;
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copy_width = EFB_WIDTH;
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}
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if (copy_height > s32(EFB_HEIGHT))
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if (copy_height > EFB_HEIGHT)
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{
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srcRect.bottom -= copy_height - EFB_HEIGHT;
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copy_height = EFB_HEIGHT;
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@ -1010,8 +1010,8 @@ std::pair<std::string, std::string> GetBPRegInfo(u8 cmd, u32 cmddata)
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case BPMEM_SCISSOROFFSET: // 0x59
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{
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const X10Y10 xy{.hex = cmddata};
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return std::make_pair(RegName(BPMEM_EFB_TL),
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const S32X10Y10 xy{.hex = cmddata};
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return std::make_pair(RegName(BPMEM_SCISSOROFFSET),
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fmt::format("Scissor X offset: {}\nScissor Y offset: {}", xy.x, xy.y));
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}
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