GPU: Make perspective-correct color interpolation toggleable

This commit is contained in:
Connor McLaughlin 2022-10-03 20:03:30 +10:00
parent 6af5a2486c
commit 971bba07d6
20 changed files with 145 additions and 80 deletions

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@ -109,6 +109,21 @@ DisableUpscaling = true
DisablePGXP = true
# SCUS-94244 (Crash Bandicoot - Warped (USA))
[SCUS-94244]
DisablePGXPColorCorrection = true
# SCES-01420 (Crash Bandicoot 3 - Warped (Europe) (En,Fr,De,Es,It))
[SCES-01420]
DisablePGXPColorCorrection = true
# SCPS-10073 (Crash Bandicoot 3 - Buttobi! Sekai Isshuu (Japan))
[SCPS-10073]
DisablePGXPColorCorrection = true
# Pop'n Music 6 (Japan) (SLPM-87089)
[SLPM-87089]
ForceInterlacing = true

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@ -28,7 +28,7 @@ namespace GameDatabase {
enum : u32
{
GAME_DATABASE_CACHE_SIGNATURE = 0x45434C48,
GAME_DATABASE_CACHE_VERSION = 1
GAME_DATABASE_CACHE_VERSION = 2,
};
static Entry* GetMutableEntry(const std::string_view& serial);
@ -56,7 +56,8 @@ std::array<std::pair<const char*, const char*>, static_cast<u32>(GameDatabase::T
{"DisableWidescreen", TRANSLATABLE("GameSettingsTrait", "Disable Widescreen")},
{"DisablePGXP", TRANSLATABLE("GameSettingsTrait", "Disable PGXP")},
{"DisablePGXPCulling", TRANSLATABLE("GameSettingsTrait", "Disable PGXP Culling")},
{"DisablePGXPTextureCorrection", TRANSLATABLE("GameSettingsTrait", "Disable PGXP Texture Correction")},
{"DisablePGXPTextureCorrection", TRANSLATABLE("GameSettingsTrait", "Disable PGXP Perspective Correct Textures")},
{"DisablePGXPColorCorrection", TRANSLATABLE("GameSettingsTrait", "Disable PGXP Perspective Correct Colors")},
{"DisablePGXPDepthBuffer", TRANSLATABLE("GameSettingsTrait", "Disable PGXP Depth Buffer")},
{"ForcePGXPVertexCache", TRANSLATABLE("GameSettingsTrait", "Force PGXP Vertex Cache")},
{"ForcePGXPCPUMode", TRANSLATABLE("GameSettingsTrait", "Force PGXP CPU Mode")},
@ -364,12 +365,25 @@ void GameDatabase::Entry::ApplySettings(Settings& settings, bool display_osd_mes
{
Host::AddKeyedOSDMessage(
"gamedb_disable_pgxp_texture",
Host::TranslateStdString("OSDMessage", "PGXP texture correction disabled by game settings."), osd_duration);
Host::TranslateStdString("OSDMessage", "PGXP perspective corrected textures disabled by game settings."), osd_duration);
}
settings.gpu_pgxp_texture_correction = false;
}
if (HasTrait(Trait::DisablePGXPColorCorrection))
{
if (display_osd_messages && settings.gpu_pgxp_enable && settings.gpu_pgxp_texture_correction &&
settings.gpu_pgxp_color_correction)
{
Host::AddKeyedOSDMessage(
"gamedb_disable_pgxp_texture",
Host::TranslateStdString("OSDMessage", "PGXP perspective corrected colors disabled by game settings."), osd_duration);
}
settings.gpu_pgxp_color_correction = false;
}
if (HasTrait(Trait::ForcePGXPVertexCache))
{
if (display_osd_messages && settings.gpu_pgxp_enable && !settings.gpu_pgxp_vertex_cache)

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@ -37,6 +37,7 @@ enum class Trait : u32
DisablePGXP,
DisablePGXPCulling,
DisablePGXPTextureCorrection,
DisablePGXPColorCorrection,
DisablePGXPDepthBuffer,
ForcePGXPVertexCache,
ForcePGXPCPUMode,

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@ -30,6 +30,11 @@ ALWAYS_INLINE static bool ShouldUseUVLimits()
return g_settings.gpu_pgxp_enable || g_settings.gpu_texture_filter != GPUTextureFilter::Nearest;
}
ALWAYS_INLINE static bool ShouldDisableColorPerspective()
{
return g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_texture_correction && !g_settings.gpu_pgxp_color_correction;
}
GPU_HW::GPU_HW() : GPU()
{
m_vram_ptr = m_vram_shadow.data();
@ -64,6 +69,7 @@ bool GPU_HW::Initialize()
m_using_uv_limits = ShouldUseUVLimits();
m_chroma_smoothing = g_settings.gpu_24bit_chroma_smoothing;
m_downsample_mode = GetDownsampleMode(m_resolution_scale);
m_disable_color_perspective = ShouldDisableColorPerspective();
if (m_multisamples != g_settings.gpu_multisamples)
{
@ -140,6 +146,7 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
const bool per_sample_shading = g_settings.gpu_per_sample_shading && m_supports_per_sample_shading;
const GPUDownsampleMode downsample_mode = GetDownsampleMode(resolution_scale);
const bool use_uv_limits = ShouldUseUVLimits();
const bool disable_color_perspective = ShouldDisableColorPerspective();
*framebuffer_changed =
(m_resolution_scale != resolution_scale || m_multisamples != multisamples || m_downsample_mode != downsample_mode);
@ -148,7 +155,8 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
m_true_color != g_settings.gpu_true_color || m_per_sample_shading != per_sample_shading ||
m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
m_using_uv_limits != use_uv_limits || m_chroma_smoothing != g_settings.gpu_24bit_chroma_smoothing ||
m_downsample_mode != downsample_mode || m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer());
m_downsample_mode != downsample_mode || m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer() ||
m_disable_color_perspective != disable_color_perspective);
if (m_resolution_scale != resolution_scale)
{
@ -184,6 +192,7 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
m_using_uv_limits = use_uv_limits;
m_chroma_smoothing = g_settings.gpu_24bit_chroma_smoothing;
m_downsample_mode = downsample_mode;
m_disable_color_perspective = disable_color_perspective;
if (!m_supports_dual_source_blend && TextureFilterRequiresDualSourceBlend(m_texture_filtering))
m_texture_filtering = GPUTextureFilter::Nearest;

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@ -377,6 +377,7 @@ protected:
BitField<u8, bool, 3, 1> m_per_sample_shading;
BitField<u8, bool, 4, 1> m_scaled_dithering;
BitField<u8, bool, 5, 1> m_chroma_smoothing;
BitField<u8, bool, 6, 1> m_disable_color_perspective;
u8 bits = 0;
};

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@ -506,7 +506,7 @@ bool GPU_HW_D3D11::CompileShaders()
GPU_HW_ShaderGen shadergen(g_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
m_pgxp_depth_buffer, m_disable_color_perspective, m_supports_dual_source_blend);
ShaderCompileProgressTracker progress("Compiling Shaders",
1 + 1 + 2 + (4 * 9 * 2 * 2) + 1 + (2 * 2) + 4 + (2 * 3) + 1);

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@ -416,7 +416,7 @@ bool GPU_HW_D3D12::CompilePipelines()
GPU_HW_ShaderGen shadergen(g_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
m_pgxp_depth_buffer, m_disable_color_perspective, m_supports_dual_source_blend);
ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 +
(2 * 2) + 2 + 2 + 1 + 1 + (2 * 3) + 1);

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@ -518,7 +518,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
GPU_HW_ShaderGen shadergen(g_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
m_pgxp_depth_buffer, m_disable_color_perspective, m_supports_dual_source_blend);
ShaderCompileProgressTracker progress("Compiling Programs", (4 * 9 * 2 * 2) + (2 * 3) + (2 * 2) + 1 + 1 + 1 + 1 + 1);

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@ -5,11 +5,11 @@
GPU_HW_ShaderGen::GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples,
bool per_sample_shading, bool true_color, bool scaled_dithering,
GPUTextureFilter texture_filtering, bool uv_limits, bool pgxp_depth,
bool supports_dual_source_blend)
bool disable_color_perspective, bool supports_dual_source_blend)
: ShaderGen(render_api, supports_dual_source_blend), m_resolution_scale(resolution_scale),
m_multisamples(multisamples), m_per_sample_shading(per_sample_shading), m_true_color(true_color),
m_scaled_dithering(scaled_dithering), m_texture_filter(texture_filtering), m_uv_limits(uv_limits),
m_pgxp_depth(pgxp_depth)
m_pgxp_depth(pgxp_depth), m_disable_color_perspective(disable_color_perspective)
{
}
@ -109,19 +109,19 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
DeclareVertexEntryPoint(
ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage", "float4 a_uv_limits"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}}, false, "", UsingMSAA(),
UsingPerSampleShading());
UsingPerSampleShading(), m_disable_color_perspective);
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}}, false, "", UsingMSAA(),
UsingPerSampleShading());
{{"nointerpolation", "uint4 v_texpage"}}, false, "", UsingMSAA(), UsingPerSampleShading(),
m_disable_color_perspective);
}
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false, "", UsingMSAA(),
UsingPerSampleShading());
UsingPerSampleShading(), m_disable_color_perspective);
}
ss << R"(
@ -805,18 +805,20 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
{
DeclareFragmentEntryPoint(ss, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
true, use_dual_source ? 2 : 1, !m_pgxp_depth, UsingMSAA(), UsingPerSampleShading());
true, use_dual_source ? 2 : 1, !m_pgxp_depth, UsingMSAA(), UsingPerSampleShading(),
false, m_disable_color_perspective);
}
else
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
!m_pgxp_depth, UsingMSAA(), UsingPerSampleShading());
!m_pgxp_depth, UsingMSAA(), UsingPerSampleShading(), false,
m_disable_color_perspective);
}
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, !m_pgxp_depth, UsingMSAA(),
UsingPerSampleShading());
UsingPerSampleShading(), false, m_disable_color_perspective);
}
ss << R"(

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@ -7,7 +7,7 @@ class GPU_HW_ShaderGen : public ShaderGen
public:
GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool pgxp_depth, bool supports_dual_source_blend);
bool pgxp_depth, bool disable_color_perspective, bool supports_dual_source_blend);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
@ -42,4 +42,5 @@ private:
GPUTextureFilter m_texture_filter;
bool m_uv_limits;
bool m_pgxp_depth;
bool m_disable_color_perspective;
};

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@ -923,7 +923,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
GPU_HW_ShaderGen shadergen(g_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
m_pgxp_depth_buffer, m_disable_color_perspective, m_supports_dual_source_blend);
ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 + 2 +
(2 * 2) + 2 + 1 + 1 + (2 * 3) + 1);

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@ -222,6 +222,7 @@ void Settings::Load(SettingsInterface& si)
gpu_pgxp_enable = si.GetBoolValue("GPU", "PGXPEnable", false);
gpu_pgxp_culling = si.GetBoolValue("GPU", "PGXPCulling", true);
gpu_pgxp_texture_correction = si.GetBoolValue("GPU", "PGXPTextureCorrection", true);
gpu_pgxp_color_correction = si.GetBoolValue("GPU", "PGXPColorCorrection", false);
gpu_pgxp_vertex_cache = si.GetBoolValue("GPU", "PGXPVertexCache", false);
gpu_pgxp_cpu = si.GetBoolValue("GPU", "PGXPCPU", false);
gpu_pgxp_preserve_proj_fp = si.GetBoolValue("GPU", "PGXPPreserveProjFP", false);
@ -437,6 +438,7 @@ void Settings::Save(SettingsInterface& si) const
si.SetBoolValue("GPU", "PGXPEnable", gpu_pgxp_enable);
si.SetBoolValue("GPU", "PGXPCulling", gpu_pgxp_culling);
si.SetBoolValue("GPU", "PGXPTextureCorrection", gpu_pgxp_texture_correction);
si.SetBoolValue("GPU", "PGXPColorCorrection", gpu_pgxp_color_correction);
si.SetBoolValue("GPU", "PGXPVertexCache", gpu_pgxp_vertex_cache);
si.SetBoolValue("GPU", "PGXPCPU", gpu_pgxp_cpu);
si.SetBoolValue("GPU", "PGXPPreserveProjFP", gpu_pgxp_preserve_proj_fp);

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@ -108,6 +108,7 @@ struct Settings
bool gpu_pgxp_enable = false;
bool gpu_pgxp_culling = true;
bool gpu_pgxp_texture_correction = true;
bool gpu_pgxp_color_correction = false;
bool gpu_pgxp_vertex_cache = false;
bool gpu_pgxp_cpu = false;
bool gpu_pgxp_preserve_proj_fp = false;

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@ -11,8 +11,7 @@
Log_SetChannel(ShaderGen);
ShaderGen::ShaderGen(RenderAPI render_api, bool supports_dual_source_blend)
: m_render_api(render_api),
m_glsl(render_api != RenderAPI::D3D11 && render_api != RenderAPI::D3D12),
: m_render_api(render_api), m_glsl(render_api != RenderAPI::D3D11 && render_api != RenderAPI::D3D12),
m_supports_dual_source_blend(supports_dual_source_blend), m_use_glsl_interface_blocks(false)
{
#if defined(WITH_OPENGL) || defined(WITH_VULKAN)
@ -24,7 +23,7 @@ ShaderGen::ShaderGen(RenderAPI render_api, bool supports_dual_source_blend)
m_use_glsl_interface_blocks = (IsVulkan() || GLAD_GL_ES_VERSION_3_2 || GLAD_GL_VERSION_3_2);
m_use_glsl_binding_layout = (IsVulkan() || UseGLSLBindingLayout());
if (m_render_api == RenderAPI::OpenGL)
{
// SSAA with interface blocks is broken on AMD's OpenGL driver.
@ -355,8 +354,8 @@ const char* ShaderGen::GetInterpolationQualifier(bool interface_block, bool cent
void ShaderGen::DeclareVertexEntryPoint(
std::stringstream& ss, const std::initializer_list<const char*>& attributes, u32 num_color_outputs,
u32 num_texcoord_outputs, const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id /* = false */, const char* output_block_suffix /* = "" */,
bool centroid_interpolation /* = false */, bool sample_interpolation /* = false */)
bool declare_vertex_id /* = false */, const char* output_block_suffix /* = "" */, bool msaa /* = false */,
bool ssaa /* = false */, bool noperspective_color /* = false */)
{
if (m_glsl)
{
@ -377,7 +376,7 @@ void ShaderGen::DeclareVertexEntryPoint(
if (m_use_glsl_interface_blocks)
{
const char* qualifier = GetInterpolationQualifier(true, centroid_interpolation, sample_interpolation, true);
const char* qualifier = GetInterpolationQualifier(true, msaa, ssaa, true);
if (IsVulkan())
ss << "layout(location = 0) ";
@ -398,7 +397,7 @@ void ShaderGen::DeclareVertexEntryPoint(
}
else
{
const char* qualifier = GetInterpolationQualifier(false, centroid_interpolation, sample_interpolation, true);
const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, true);
for (u32 i = 0; i < num_color_outputs; i++)
ss << qualifier << "out float4 v_col" << i << ";\n";
@ -427,7 +426,7 @@ void ShaderGen::DeclareVertexEntryPoint(
}
else
{
const char* qualifier = GetInterpolationQualifier(false, centroid_interpolation, sample_interpolation, true);
const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, true);
ss << "void main(\n";
@ -442,7 +441,8 @@ void ShaderGen::DeclareVertexEntryPoint(
}
for (u32 i = 0; i < num_color_outputs; i++)
ss << " " << qualifier << "out float4 v_col" << i << " : COLOR" << i << ",\n";
ss << " " << qualifier << (noperspective_color ? "noperspective " : "") << "out float4 v_col" << i << " : COLOR"
<< i << ",\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " " << qualifier << "out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
@ -463,21 +463,21 @@ void ShaderGen::DeclareFragmentEntryPoint(
std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */,
bool centroid_interpolation /* = false */, bool sample_interpolation /* = false */,
bool declare_sample_id /* = false */)
bool msaa /* = false */, bool ssaa /* = false */, bool declare_sample_id /* = false */,
bool noperspective_color /* = false */)
{
if (m_glsl)
{
if (m_use_glsl_interface_blocks)
{
const char* qualifier = GetInterpolationQualifier(true, centroid_interpolation, sample_interpolation, false);
const char* qualifier = GetInterpolationQualifier(true, msaa, ssaa, false);
if (IsVulkan())
ss << "layout(location = 0) ";
ss << "in VertexData {\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " " << qualifier << "float4 v_col" << i << ";\n";
ss << " " << qualifier << (noperspective_color ? "noperspective " : "") << "float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
@ -491,10 +491,10 @@ void ShaderGen::DeclareFragmentEntryPoint(
}
else
{
const char* qualifier = GetInterpolationQualifier(false, centroid_interpolation, sample_interpolation, false);
const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, false);
for (u32 i = 0; i < num_color_inputs; i++)
ss << qualifier << "in float4 v_col" << i << ";\n";
ss << qualifier << (noperspective_color ? "noperspective " : "") << "in float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << qualifier << "in float2 v_tex" << i << ";\n";
@ -541,12 +541,13 @@ void ShaderGen::DeclareFragmentEntryPoint(
}
else
{
const char* qualifier = GetInterpolationQualifier(false, centroid_interpolation, sample_interpolation, false);
const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, false);
ss << "void main(\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " " << qualifier << "in float4 v_col" << i << " : COLOR" << i << ",\n";
ss << " " << qualifier << (noperspective_color ? "noperspective " : "") << "in float4 v_col" << i << " : COLOR"
<< i << ",\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " " << qualifier << "in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";

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@ -39,11 +39,12 @@ protected:
u32 num_color_outputs, u32 num_texcoord_outputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
bool ssaa = false);
bool ssaa = false, bool noperspective_color = false);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
bool msaa = false, bool ssaa = false, bool declare_sample_id = false);
bool msaa = false, bool ssaa = false, bool declare_sample_id = false,
bool noperspective_color = false);
RenderAPI m_render_api;
bool m_glsl;

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@ -3159,6 +3159,8 @@ void System::CheckForSettingsChanges(const Settings& old_settings)
g_settings.display_crop_mode != old_settings.display_crop_mode ||
g_settings.display_aspect_ratio != old_settings.display_aspect_ratio ||
g_settings.gpu_pgxp_enable != old_settings.gpu_pgxp_enable ||
g_settings.gpu_pgxp_texture_correction != old_settings.gpu_pgxp_texture_correction ||
g_settings.gpu_pgxp_color_correction != old_settings.gpu_pgxp_color_correction ||
g_settings.gpu_pgxp_depth_buffer != old_settings.gpu_pgxp_depth_buffer ||
g_settings.display_active_start_offset != old_settings.display_active_start_offset ||
g_settings.display_active_end_offset != old_settings.display_active_end_offset ||

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@ -16,14 +16,10 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.resolutionScale, "GPU", "ResolutionScale", 1);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.trueColor, "GPU", "TrueColor", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.scaledDithering, "GPU", "ScaledDithering", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableInterlacing, "GPU", "DisableInterlacing",
true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.forceNTSCTimings, "GPU", "ForceNTSCTimings",
false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.force43For24Bit, "Display", "Force4_3For24Bit",
false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.chromaSmoothingFor24Bit, "GPU",
"ChromaSmoothing24Bit", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableInterlacing, "GPU", "DisableInterlacing", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.forceNTSCTimings, "GPU", "ForceNTSCTimings", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.force43For24Bit, "Display", "Force4_3For24Bit", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.chromaSmoothingFor24Bit, "GPU", "ChromaSmoothing24Bit", false);
SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.textureFiltering, "GPU", "TextureFilter",
&Settings::ParseTextureFilterName, &Settings::GetTextureFilterName,
Settings::DEFAULT_GPU_TEXTURE_FILTER);
@ -33,11 +29,10 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpEnable, "GPU", "PGXPEnable", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpCulling, "GPU", "PGXPCulling", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpTextureCorrection, "GPU",
"PGXPTextureCorrection", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpTextureCorrection, "GPU", "PGXPTextureCorrection", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpColorCorrection, "GPU", "PGXPColorCorrection", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpDepthBuffer, "GPU", "PGXPDepthBuffer", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpPreserveProjPrecision, "GPU",
"PGXPPreserveProjFP", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpPreserveProjPrecision, "GPU", "PGXPPreserveProjFP", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpCPU, "GPU", "PGXPCPU", false);
connect(m_ui.resolutionScale, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
@ -46,6 +41,7 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
updateScaledDitheringEnabled();
connect(m_ui.pgxpEnable, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updatePGXPSettingsEnabled);
connect(m_ui.pgxpTextureCorrection, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updatePGXPSettingsEnabled);
updatePGXPSettingsEnabled();
dialog->registerWidgetHelp(
@ -86,7 +82,8 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
m_ui.textureFiltering, tr("Texture Filtering"),
qApp->translate("GPUTextureFilter", Settings::GetTextureFilterDisplayName(GPUTextureFilter::Nearest)),
tr("Smooths out the blockiness of magnified textures on 3D object by using filtering. <br>Will have a "
"greater effect on higher resolution scales. Only applies to the hardware renderers. <br>The JINC2 and especially xBR filtering modes are very demanding, and may not be worth the speed penalty."));
"greater effect on higher resolution scales. Only applies to the hardware renderers. <br>The JINC2 and "
"especially xBR filtering modes are very demanding, and may not be worth the speed penalty."));
dialog->registerWidgetHelp(
m_ui.widescreenHack, tr("Widescreen Hack"), tr("Unchecked"),
tr("Scales vertex positions in screen-space to a widescreen aspect ratio, essentially "
@ -104,9 +101,13 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
dialog->registerWidgetHelp(m_ui.pgxpCulling, tr("Culling Correction"), tr("Checked"),
tr("Increases the precision of polygon culling, reducing the number of holes in geometry. "
"Requires geometry correction enabled."));
dialog->registerWidgetHelp(m_ui.pgxpTextureCorrection, tr("Texture Correction"), tr("Checked"),
tr("Uses perspective-correct interpolation for texture coordinates and colors, "
"straightening out warped textures. Requires geometry correction enabled."));
dialog->registerWidgetHelp(m_ui.pgxpTextureCorrection, tr("Perspective Correct Textures"), tr("Checked"),
tr("Uses perspective-correct interpolation for texture coordinates, straightening out "
"warped textures. Requires geometry correction enabled."));
dialog->registerWidgetHelp(
m_ui.pgxpColorCorrection, tr("Perspective Correct Colors"), tr("Unchecked"),
tr("Uses perspective-correct interpolation for vertex colors, which can improve visuals in some games, but cause "
"rendering errors in others. Requires geometry correction enabled."));
dialog->registerWidgetHelp(
m_ui.pgxpDepthBuffer, tr("Depth Buffer (Low Compatibility)"), tr("Unchecked"),
tr("Attempts to reduce polygon Z-fighting by testing pixels against the depth values from PGXP. Low compatibility, "
@ -142,9 +143,11 @@ void EnhancementSettingsWidget::setupAdditionalUi()
void EnhancementSettingsWidget::updatePGXPSettingsEnabled()
{
const bool enabled = m_ui.pgxpEnable->isChecked();
const bool enabled = m_dialog->getEffectiveBoolValue("GPU", "PGXPEnable", false);
const bool tc_enabled = enabled && m_dialog->getEffectiveBoolValue("GPU", "PGXPTextureCorrection", true);
m_ui.pgxpCulling->setEnabled(enabled);
m_ui.pgxpTextureCorrection->setEnabled(enabled);
m_ui.pgxpColorCorrection->setEnabled(tc_enabled);
m_ui.pgxpDepthBuffer->setEnabled(enabled);
m_ui.pgxpPreserveProjPrecision->setEnabled(enabled);
m_ui.pgxpCPU->setEnabled(enabled);

View File

@ -7,7 +7,7 @@
<x>0</x>
<y>0</y>
<width>448</width>
<height>720</height>
<height>516</height>
</rect>
</property>
<property name="windowTitle">
@ -76,7 +76,7 @@
<item row="6" column="0" colspan="2">
<widget class="QCheckBox" name="useSoftwareRendererForReadbacks">
<property name="text">
<string>Software Renderer Readbacks (run in parallel for VRAM->CPU transfers)</string>
<string>Software Renderer Readbacks (run in parallel for VRAM-&gt;CPU transfers)</string>
</property>
</widget>
</item>
@ -126,13 +126,6 @@
<string>PGXP (Precision Geometry Transform Pipeline)</string>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="0" column="0">
<widget class="QCheckBox" name="pgxpEnable">
<property name="text">
<string>Geometry Correction</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QCheckBox" name="pgxpCulling">
<property name="text">
@ -143,28 +136,42 @@
<item row="1" column="0">
<widget class="QCheckBox" name="pgxpTextureCorrection">
<property name="text">
<string>Texture Correction</string>
<string>Perspective Correct Textures</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QCheckBox" name="pgxpPreserveProjPrecision">
<item row="0" column="0">
<widget class="QCheckBox" name="pgxpEnable">
<property name="text">
<string>Preserve Projection Precision</string>
<string>Geometry Correction</string>
</property>
</widget>
</item>
<item row="2" column="0">
<item row="3" column="0">
<widget class="QCheckBox" name="pgxpCPU">
<property name="text">
<string>CPU Mode (Very Slow)</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QCheckBox" name="pgxpDepthBuffer">
<property name="text">
<string>Depth Buffer (Low Compatibility)</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QCheckBox" name="pgxpCPU">
<item row="2" column="0">
<widget class="QCheckBox" name="pgxpPreserveProjPrecision">
<property name="text">
<string>CPU Mode (Very Slow)</string>
<string>Preserve Projection Precision</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QCheckBox" name="pgxpColorCorrection">
<property name="text">
<string>Perspective Correct Colors</string>
</property>
</widget>
</item>

View File

@ -3448,21 +3448,24 @@ void FullscreenUI::DrawDisplaySettingsPage()
const bool pgxp_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPEnable", false);
const bool texture_correction_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPTextureCorrection", true);
DrawToggleSetting(bsi, "PGXP Texture Correction",
"Uses perspective-correct interpolation for texture coordinates and colors, straightening out "
"warped textures.",
"GPU", "PGXPTextureCorrection", true, pgxp_enabled);
DrawToggleSetting(bsi, "PGXP Culling Correction",
DrawToggleSetting(
bsi, "Perspective Correct Textures",
"Uses perspective-correct interpolation for texture coordinates, straightening out warped textures.", "GPU",
"PGXPTextureCorrection", true, pgxp_enabled);
DrawToggleSetting(bsi, "Perspective Correct Colors",
"Uses perspective-correct interpolation for colors, which can improve visuals in some games.",
"GPU", "PGXPColorCorrection", false, pgxp_enabled);
DrawToggleSetting(bsi, "Culling Correction",
"Increases the precision of polygon culling, reducing the number of holes in geometry.", "GPU",
"PGXPCulling", true, pgxp_enabled);
DrawToggleSetting(bsi, "PGXP Preserve Projection Precision",
DrawToggleSetting(bsi, "Preserve Projection Precision",
"Adds additional precision to PGXP data post-projection. May improve visuals in some games.", "GPU",
"PGXPPreserveProjFP", false, pgxp_enabled);
DrawToggleSetting(bsi, "PGXP Depth Buffer",
DrawToggleSetting(bsi, "Depth Buffer",
"Reduces polygon Z-fighting through depth testing. Low compatibility with games.", "GPU",
"PGXPDepthBuffer", false, pgxp_enabled && texture_correction_enabled);
DrawToggleSetting(bsi, "PGXP CPU Mode", "Uses PGXP for all instructions, not just memory operations.", "GPU",
"PGXPCPU", false, pgxp_enabled);
DrawToggleSetting(bsi, "CPU Mode", "Uses PGXP for all instructions, not just memory operations.", "GPU", "PGXPCPU",
false, pgxp_enabled);
MenuHeading("Texture Replacements");

View File

@ -292,6 +292,8 @@ void ImGuiManager::DrawEnhancementsOverlay()
text.AppendString("/Cull");
if (g_settings.gpu_pgxp_texture_correction)
text.AppendString("/Tex");
if (g_settings.gpu_pgxp_color_correction)
text.AppendString("/Col");
if (g_settings.gpu_pgxp_vertex_cache)
text.AppendString("/VC");
if (g_settings.gpu_pgxp_cpu)