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
This commit is contained in:
ezio1900 2021-04-19 20:20:37 +08:00
parent 34348fad1d
commit 97ea3a603e
5 changed files with 51 additions and 33 deletions

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@ -513,8 +513,10 @@ void PerspectiveDivide(OutputVertexData* vertex)
Vec3& screen = vertex->screenPosition;
float wInverse = 1.0f / projected.w;
screen.x = projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig - 342;
screen.y = projected.y * wInverse * xfmem.viewport.ht + xfmem.viewport.yOrig - 342;
screen.x =
projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2;
screen.y =
projected.y * wInverse * xfmem.viewport.ht + xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2;
screen.z = projected.z * wInverse * xfmem.viewport.zRange + xfmem.viewport.farZ;
}
} // namespace Clipper

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@ -306,22 +306,22 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
s32 maxy = (std::max(std::max(Y1, Y2), Y3) + 0xF) >> 4;
// scissor
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
s32 xoff = bpmem.scissorOffset.x * 2;
s32 yoff = bpmem.scissorOffset.y * 2;
s32 scissorLeft = bpmem.scissorTL.x - xoff - 342;
s32 scissorLeft = bpmem.scissorTL.x - xoff;
if (scissorLeft < 0)
scissorLeft = 0;
s32 scissorTop = bpmem.scissorTL.y - yoff - 342;
s32 scissorTop = bpmem.scissorTL.y - yoff;
if (scissorTop < 0)
scissorTop = 0;
s32 scissorRight = bpmem.scissorBR.x - xoff - 341;
s32 scissorRight = bpmem.scissorBR.x - xoff + 1;
if (scissorRight > s32(EFB_WIDTH))
scissorRight = EFB_WIDTH;
s32 scissorBottom = bpmem.scissorBR.y - yoff - 341;
s32 scissorBottom = bpmem.scissorBR.y - yoff + 1;
if (scissorBottom > s32(EFB_HEIGHT))
scissorBottom = EFB_HEIGHT;

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@ -39,19 +39,29 @@ void SetGenerationMode()
void SetScissor()
{
/* NOTE: the minimum value here for the scissor rect and offset is -342.
* GX internally adds on an offset of 342 to both the offset and scissor
* coords to ensure that the register was always unsigned.
/* NOTE: the minimum value here for the scissor rect is -342.
* GX SDK functions internally add an offset of 342 to scissor coords to
* ensure that the register was always unsigned.
*
* The code that was here before tried to "undo" this offset, but
* since we always take the difference, the +342 added to both
* sides cancels out. */
/* The scissor offset is always even, so to save space, the scissor offset
* register is scaled down by 2. So, if somebody calls
* GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
const int xoff = bpmem.scissorOffset.x * 2;
const int yoff = bpmem.scissorOffset.y * 2;
/* NOTE: With a positive scissor offset, the scissor rect is shifted left and/or up;
* With a negative scissor offset, the scissor rect is shifted right and/or down.
*
* GX SDK functions internally add an offset of 342 to scissor offset.
* The scissor offset is always even, so to save space, the scissor offset register
* is scaled down by 2. So, if somebody calls GX_SetScissorBoxOffset(20, 20);
* the registers will be set to ((20 + 342) / 2 = 181, 181).
*
* The scissor offset register is 10bit signed [-512, 511].
* e.g. In Super Mario Galaxy 1 and 2, during the "Boss roar effect",
* for a scissor offset of (0, -464), the scissor offset register will be set to
* (171, (-464 + 342) / 2 = -61).
*/
s32 xoff = bpmem.scissorOffset.x * 2;
s32 yoff = bpmem.scissorOffset.y * 2;
MathUtil::Rectangle<int> native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
@ -65,10 +75,10 @@ void SetScissor()
void SetViewport()
{
int scissor_x_off = bpmem.scissorOffset.x * 2;
int scissor_y_off = bpmem.scissorOffset.y * 2;
float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
s32 xoff = bpmem.scissorOffset.x * 2;
s32 yoff = bpmem.scissorOffset.y * 2;
float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - xoff);
float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - yoff);
float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);

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@ -993,6 +993,12 @@ union X10Y10
BitField<10, 10, u32> y;
u32 hex;
};
union S32X10Y10
{
BitField<0, 10, s32> x;
BitField<10, 10, s32> y;
u32 hex;
};
// Framebuffer/pixel stuff (incl fog)
enum class SrcBlendFactor : u32
@ -1949,7 +1955,7 @@ struct BPMemory
u32 boundbox0; // 55
u32 boundbox1; // 56
u32 unknown7[2]; // 57,58
X10Y10 scissorOffset; // 59
S32X10Y10 scissorOffset; // 59
u32 unknown8[6]; // 5a,5b,5c,5d, 5e,5f
BPS_TmemConfig tmem_config; // 60-66
u32 metric; // 67

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@ -217,14 +217,14 @@ static void BPWritten(const BPCmd& bp)
u32 destAddr = bpmem.copyTexDest << 5;
u32 destStride = bpmem.copyMipMapStrideChannels << 5;
MathUtil::Rectangle<int> srcRect;
srcRect.left = static_cast<int>(bpmem.copyTexSrcXY.x);
srcRect.top = static_cast<int>(bpmem.copyTexSrcXY.y);
MathUtil::Rectangle<s32> srcRect;
srcRect.left = bpmem.copyTexSrcXY.x;
srcRect.top = bpmem.copyTexSrcXY.y;
// Here Width+1 like Height, otherwise some textures are corrupted already since the native
// resolution.
srcRect.right = static_cast<int>(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
srcRect.bottom = static_cast<int>(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);
srcRect.right = bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1;
srcRect.bottom = bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1;
// Since the copy X and Y coordinates/sizes are 10-bit, the game can configure a copy region up
// to 1024x1024. Hardware tests have found that the number of bytes written does not depend on
@ -238,21 +238,21 @@ static void BPWritten(const BPCmd& bp)
// writing the junk data, we don't write anything to RAM at all for over-sized copies, and clamp
// to the EFB borders for over-offset copies. The arcade virtual console games (e.g. 1942) are
// known for configuring these out-of-range copies.
int copy_width = srcRect.GetWidth();
int copy_height = srcRect.GetHeight();
if (srcRect.right > s32(EFB_WIDTH) || srcRect.bottom > s32(EFB_HEIGHT))
u32 copy_width = srcRect.GetWidth();
u32 copy_height = srcRect.GetHeight();
if (srcRect.right > EFB_WIDTH || srcRect.bottom > EFB_HEIGHT)
{
WARN_LOG_FMT(VIDEO, "Oversized EFB copy: {}x{} (offset {},{} stride {})", copy_width,
copy_height, srcRect.left, srcRect.top, destStride);
// Adjust the copy size to fit within the EFB. So that we don't end up with a stretched image,
// instead of clamping the source rectangle, we reduce it by the over-sized amount.
if (copy_width > s32(EFB_WIDTH))
if (copy_width > EFB_WIDTH)
{
srcRect.right -= copy_width - EFB_WIDTH;
copy_width = EFB_WIDTH;
}
if (copy_height > s32(EFB_HEIGHT))
if (copy_height > EFB_HEIGHT)
{
srcRect.bottom -= copy_height - EFB_HEIGHT;
copy_height = EFB_HEIGHT;
@ -1010,8 +1010,8 @@ std::pair<std::string, std::string> GetBPRegInfo(u8 cmd, u32 cmddata)
case BPMEM_SCISSOROFFSET: // 0x59
{
const X10Y10 xy{.hex = cmddata};
return std::make_pair(RegName(BPMEM_EFB_TL),
const S32X10Y10 xy{.hex = cmddata};
return std::make_pair(RegName(BPMEM_SCISSOROFFSET),
fmt::format("Scissor X offset: {}\nScissor Y offset: {}", xy.x, xy.y));
}