Video Backends: Implement vertical scaling for xfb copies. This fixes the

display of PAL games that run in 50hz mode.
This commit is contained in:
iwubcode 2017-07-02 21:24:20 -05:00
parent 5a372020ea
commit b285188de1
8 changed files with 65 additions and 34 deletions

View File

@ -26,6 +26,8 @@ struct EFBEncodeParams
s32 SrcTop;
u32 DestWidth;
u32 ScaleFactor;
float y_scale;
u32 padding[3];
};
PSTextureEncoder::PSTextureEncoder()
@ -45,7 +47,7 @@ void PSTextureEncoder::Init()
// EFB2RAM copies use max (EFB_WIDTH * 4) by (EFB_HEIGHT / 4)
// XFB2RAM copies use max (EFB_WIDTH / 2) by (EFB_HEIGHT)
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4,
EFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET);
1024, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
CHECK(SUCCEEDED(hr), "create efb encode output texture");
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
@ -127,6 +129,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
encode_params.SrcTop = src_rect.top;
encode_params.DestWidth = native_width;
encode_params.ScaleFactor = scale_by_half ? 2 : 1;
encode_params.y_scale = params.y_scale;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &encode_params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
@ -134,7 +137,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (scale_by_half || g_renderer->GetEFBScale() != 1)
if (scale_by_half || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();

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@ -50,6 +50,7 @@ struct EncodingProgram
{
SHADER program;
GLint copy_position_uniform;
GLint y_scale_uniform;
};
static std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
@ -166,6 +167,7 @@ static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
PanicAlert("Failed to compile texture encoding shader.");
program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
program.y_scale_uniform = glGetUniformLocation(program.program.glprogid, "y_scale");
return s_encoding_programs.emplace(params, program).first->second;
}
@ -217,7 +219,7 @@ void Shutdown()
// dst_line_size, writeStride in bytes
static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line_size,
u32 dstHeight, u32 writeStride, bool linearFilter)
u32 dstHeight, u32 writeStride, bool linearFilter, float y_scale)
{
// switch to texture converter frame buffer
// attach render buffer as color destination
@ -233,7 +235,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (linearFilter || g_renderer->GetEFBScale() != 1)
if (linearFilter || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
g_sampler_cache->BindLinearSampler(9);
else
g_sampler_cache->BindNearestSampler(9);
@ -282,13 +284,14 @@ void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 nativ
texconv_shader.program.Bind();
glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
scale_by_half ? 2 : 1);
glUniform1f(texconv_shader.y_scale_uniform, params.y_scale);
const GLuint read_texture = params.depth ?
FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
FramebufferManager::ResolveAndGetRenderTarget(src_rect);
EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
scale_by_half && !params.depth);
scale_by_half && !params.depth, params.y_scale);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
@ -308,7 +311,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
// We enable linear filtering, because the GameCube does filtering in the vertical direction when
// yscale is enabled.
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true, 1.0f);
FramebufferManager::SetFramebuffer(0);
OGLTexture::DisableStage(0);
g_renderer->RestoreAPIState();

View File

@ -5,6 +5,7 @@
#include "VideoBackends/Vulkan/TextureConverter.h"
#include <algorithm>
#include <array>
#include <cstddef>
#include <cstring>
#include <string>
@ -32,6 +33,14 @@
namespace Vulkan
{
namespace
{
struct EFBEncodeParams
{
std::array<s32, 4> position_uniform;
float y_scale;
};
}
TextureConverter::TextureConverter()
{
}
@ -243,14 +252,19 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
VK_NULL_HANDLE, shader);
// Uniform - int4 of left,top,native_width,scale
s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
scale_by_half ? 2 : 1};
draw.SetPushConstants(position_uniform, sizeof(position_uniform));
EFBEncodeParams encoder_params;
encoder_params.position_uniform[0] = src_rect.left;
encoder_params.position_uniform[1] = src_rect.top;
encoder_params.position_uniform[2] = static_cast<s32>(native_width);
encoder_params.position_uniform[3] = scale_by_half ? 2 : 1;
encoder_params.y_scale = params.y_scale;
draw.SetPushConstants(&encoder_params, sizeof(encoder_params));
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
bool linear_filter = (scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1;
bool linear_filter = (scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 ||
params.y_scale > 1.0f;
draw.SetPSSampler(0, src_texture, linear_filter ? g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());

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@ -232,7 +232,7 @@ static void BPWritten(const BPCmd& bp)
bool is_depth_copy = bpmem.zcontrol.pixel_format == PEControl::Z24;
g_texture_cache->CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride,
is_depth_copy, srcRect, !!PE_copy.intensity_fmt,
!!PE_copy.half_scale);
!!PE_copy.half_scale, 1.0f);
}
else
{
@ -261,7 +261,7 @@ static void BPWritten(const BPCmd& bp)
bool is_depth_copy = bpmem.zcontrol.pixel_format == PEControl::Z24;
g_texture_cache->CopyRenderTargetToTexture(destAddr, EFBCopyFormat::XFB, destStride,
is_depth_copy, srcRect, false,
false);
false, yScale);
// This stays in to signal end of a "frame"
g_renderer->RenderToXFB(destAddr, srcRect, destStride, height, s_gammaLUT[PE_copy.gamma]);

View File

@ -669,14 +669,15 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
auto* xfb_entry = g_texture_cache->GetTexture(xfbAddr, fbWidth, fbHeight, TextureFormat::XFB,
force_safe_texture_cache_hash);
// TODO, check if xfb_entry is a duplicate of the previous frame and skip SwapImpl
m_previous_xfb_texture = xfb_entry->texture.get();
if (xfb_entry)
{
// TODO, check if xfb_entry is a duplicate of the previous frame and skip SwapImpl
m_last_xfb_texture = xfb_entry->texture.get();
// TODO: merge more generic parts into VideoCommon
g_renderer->SwapImpl(xfb_entry->texture.get(), rc, ticks, Gamma);
// TODO: merge more generic parts into VideoCommon
g_renderer->SwapImpl(xfb_entry->texture.get(), rc, ticks, Gamma);
}
}
if (m_xfb_written)

View File

@ -376,7 +376,7 @@ TextureCacheBase::DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* pale
u32 copy_width =
std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x);
u32 copy_height =
std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y);
std::min((entry->native_height * entry->y_scale) - src_y, (entry_to_update->native_height * entry_to_update->y_scale) - dst_y);
// If one of the textures is scaled, scale both with the current efb scaling factor
if (entry_to_update->native_width != entry_to_update->GetWidth() ||
@ -385,9 +385,9 @@ TextureCacheBase::DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* pale
{
ScaleTextureCacheEntryTo(entry_to_update,
g_renderer->EFBToScaledX(entry_to_update->native_width),
g_renderer->EFBToScaledY(entry_to_update->native_height));
g_renderer->EFBToScaledY(entry_to_update->native_height * entry_to_update->y_scale));
ScaleTextureCacheEntryTo(entry, g_renderer->EFBToScaledX(entry->native_width),
g_renderer->EFBToScaledY(entry->native_height));
g_renderer->EFBToScaledY(entry->native_height * entry->y_scale));
src_x = g_renderer->EFBToScaledX(src_x);
src_y = g_renderer->EFBToScaledY(src_y);
@ -794,7 +794,7 @@ TextureCacheBase::TCacheEntry* TextureCacheBase::GetTexture(u32 address, u32 wid
// Do not load strided EFB copies, they are not meant to be used directly.
// Also do not directly load EFB copies, which were partly overwritten.
if (entry->IsCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
if (entry->IsCopy() && entry->native_width == nativeW && static_cast<unsigned int>(entry->native_height * entry->y_scale) == nativeH &&
entry->memory_stride == entry->BytesPerRow() && !entry->may_have_overlapping_textures)
{
// EFB copies have slightly different rules as EFB copy formats have different
@ -881,7 +881,8 @@ TextureCacheBase::TCacheEntry* TextureCacheBase::GetTexture(u32 address, u32 wid
TCacheEntry* entry = hash_iter->second;
// All parameters, except the address, need to match here
if (entry->format == full_format && entry->native_levels >= tex_levels &&
entry->native_width == nativeW && entry->native_height == nativeH)
entry->native_width == nativeW &&
static_cast<unsigned int>(entry->native_height * entry->y_scale) == nativeH)
{
entry = DoPartialTextureUpdates(hash_iter->second, &texMem[tlutaddr], tlutfmt);
@ -1107,7 +1108,7 @@ TextureCacheBase::TCacheEntry* TextureCacheBase::GetTexture(u32 address, u32 wid
void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstFormat,
u32 dstStride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf)
bool scaleByHalf, float y_scale)
{
// Emulation methods:
//
@ -1451,7 +1452,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstF
const u32 blockW = TexDecoder_GetBlockWidthInTexels(baseFormat);
// Round up source height to multiple of block size
u32 actualHeight = Common::AlignUp(tex_h, blockH);
u32 actualHeight = Common::AlignUp(static_cast<unsigned int>(tex_h * y_scale), blockH);
const u32 actualWidth = Common::AlignUp(tex_w, blockW);
u32 num_blocks_y = actualHeight / blockH;
@ -1465,7 +1466,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstF
if (copy_to_ram)
{
EFBCopyParams format(srcFormat, dstFormat, is_depth_copy, isIntensity);
EFBCopyParams format(srcFormat, dstFormat, is_depth_copy, isIntensity, y_scale);
CopyEFB(dst, format, tex_w, bytes_per_row, num_blocks_y, dstStride, srcRect, scaleByHalf);
}
else
@ -1556,6 +1557,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstF
{
entry->SetGeneralParameters(dstAddr, 0, baseFormat, is_xfb_copy);
entry->SetDimensions(tex_w, tex_h, 1);
entry->y_scale = y_scale;
entry->frameCount = FRAMECOUNT_INVALID;
if (is_xfb_copy)
@ -1731,7 +1733,7 @@ u32 TextureCacheBase::TCacheEntry::NumBlocksY() const
{
u32 blockH = TexDecoder_GetBlockHeightInTexels(format.texfmt);
// Round up source height to multiple of block size
u32 actualHeight = Common::AlignUp(native_height, blockH);
u32 actualHeight = Common::AlignUp(static_cast<unsigned int>(native_height * y_scale), blockH);
return actualHeight / blockH;
}

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@ -45,21 +45,22 @@ struct TextureAndTLUTFormat
struct EFBCopyParams
{
EFBCopyParams(PEControl::PixelFormat efb_format_, EFBCopyFormat copy_format_, bool depth_,
bool yuv_)
: efb_format(efb_format_), copy_format(copy_format_), depth(depth_), yuv(yuv_)
bool yuv_, float y_scale_)
: efb_format(efb_format_), copy_format(copy_format_), depth(depth_), yuv(yuv_), y_scale(y_scale_)
{
}
bool operator<(const EFBCopyParams& rhs) const
{
return std::tie(efb_format, copy_format, depth, yuv) <
std::tie(rhs.efb_format, rhs.copy_format, rhs.depth, rhs.yuv);
return std::tie(efb_format, copy_format, depth, yuv, y_scale) <
std::tie(rhs.efb_format, rhs.copy_format, rhs.depth, rhs.yuv, rhs.y_scale);
}
PEControl::PixelFormat efb_format;
EFBCopyFormat copy_format;
bool depth;
bool yuv;
float y_scale;
};
class TextureCacheBase
@ -86,6 +87,7 @@ public:
// content, aren't just downscaled
bool should_force_safe_hashing = false; // for XFB
bool is_xfb_copy = false;
float y_scale = 1.0f;
unsigned int native_width,
native_height; // Texture dimensions from the GameCube's point of view
@ -188,7 +190,7 @@ public:
virtual void BindTextures();
void CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstFormat, u32 dstStride,
bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf);
bool scaleByHalf, float y_scale);
virtual void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, const void* palette,
TLUTFormat format) = 0;
@ -210,6 +212,8 @@ public:
{
}
void ScaleTextureCacheEntryTo(TCacheEntry* entry, u32 new_width, u32 new_height);
protected:
TextureCacheBase();
@ -235,7 +239,6 @@ private:
TCacheEntry* ApplyPaletteToEntry(TCacheEntry* entry, u8* palette, TLUTFormat tlutfmt);
void ScaleTextureCacheEntryTo(TCacheEntry* entry, u32 new_width, u32 new_height);
TCacheEntry* DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* palette,
TLUTFormat tlutfmt);

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@ -64,9 +64,12 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType)
// left, top, of source rectangle within source texture
// width of the destination rectangle, scale_factor (1 or 2)
if (ApiType == APIType::Vulkan)
WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; } PC;\n");
WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; float y_scale; } PC;\n");
else
{
WRITE(p, "uniform int4 position;\n");
WRITE(p, "uniform float y_scale;\n");
}
// Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel.
WRITE(p, "float4 RGBA8ToRGB8(float4 src)\n");
@ -111,7 +114,8 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType)
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n"
" int4 position = PC.position;\n");
" int4 position = PC.position;\n"
" float y_scale = PC.y_scale;\n");
}
else // D3D
{
@ -150,6 +154,7 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType)
// pixel)
WRITE(p, " uv0 += float2(position.xy);\n"); // move to copied rect
WRITE(p, " uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); // normalize to [0:1]
WRITE(p, " uv0 /= float2(1, y_scale);\n"); // apply the y scaling
if (ApiType == APIType::OpenGL) // ogl has to flip up and down
{
WRITE(p, " uv0.y = 1.0-uv0.y;\n");