GPU: Round texture coordinates instead of flooring

Fixes misaligned textures in some games such as Crash Bandicoot.

Currently, because the vertex offset is not applied at >1x resolution
scale, this will not work so it is disabled at >1x.
This commit is contained in:
Connor McLaughlin 2020-04-26 19:15:49 +10:00
parent d1e841f55d
commit 98ff136f67
2 changed files with 15 additions and 8 deletions

View File

@ -118,6 +118,7 @@ void GPU_HW_ShaderGen::WriteHeader(std::stringstream& ss)
else else
{ {
ss << "#define HLSL 1\n"; ss << "#define HLSL 1\n";
ss << "#define roundEven round\n";
ss << "#define CONSTANT static const\n"; ss << "#define CONSTANT static const\n";
ss << "#define VECTOR_EQ(a, b) (all((a) == (b)))\n"; ss << "#define VECTOR_EQ(a, b) (all((a) == (b)))\n";
ss << "#define VECTOR_NEQ(a, b) (any((a) != (b)))\n"; ss << "#define VECTOR_NEQ(a, b) (any((a) != (b)))\n";
@ -602,7 +603,9 @@ float4 SampleFromVRAM(uint4 texpage, uint2 icoord)
texcol.rgb /= float3(ialpha, ialpha, ialpha); texcol.rgb /= float3(ialpha, ialpha, ialpha);
semitransparent = (texcol.a != 0.0); semitransparent = (texcol.a != 0.0);
#else #else
float4 texcol = SampleFromVRAM(v_texpage, uint2(floor(v_tex0))); // With the vertex offset applied at 1x resolution scale, we want to round the texture coordinates.
// Floor them otherwise, as it currently breaks when upscaling as the vertex offset is not applied.
float4 texcol = SampleFromVRAM(v_texpage, uint2((RESOLUTION_SCALE == 1u) ? roundEven(v_tex0) : floor(v_tex0)));
if (VECTOR_EQ(texcol, TRANSPARENT_PIXEL_COLOR)) if (VECTOR_EQ(texcol, TRANSPARENT_PIXEL_COLOR))
discard; discard;

View File

@ -374,11 +374,11 @@ static constexpr bool IsTopLeftEdge(s32 ex, s32 ey)
return (ey < 0 || (ey == 0 && ex < 0)); return (ey < 0 || (ey == 0 && ex < 0));
} }
static constexpr u8 Interpolate(u8 v0, u8 v1, u8 v2, s32 w0, s32 w1, s32 w2, s32 ws) static constexpr u8 Interpolate(u8 v0, u8 v1, u8 v2, s32 w0, s32 w1, s32 w2, s32 ws, s32 half_ws)
{ {
const s32 v = w0 * static_cast<s32>(static_cast<u32>(v0)) + w1 * static_cast<s32>(static_cast<u32>(v1)) + const s32 v = w0 * static_cast<s32>(static_cast<u32>(v0)) + w1 * static_cast<s32>(static_cast<u32>(v1)) +
w2 * static_cast<s32>(static_cast<u32>(v2)); w2 * static_cast<s32>(static_cast<u32>(v2));
const s32 vd = v / ws; const s32 vd = (v + half_ws) / ws;
return (vd < 0) ? 0 : ((vd > 0xFF) ? 0xFF : static_cast<u8>(vd)); return (vd < 0) ? 0 : ((vd > 0xFF) ? 0xFF : static_cast<u8>(vd));
} }
@ -401,6 +401,7 @@ void GPU_SW::DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex
// Barycentric coordinates at minX/minY corner // Barycentric coordinates at minX/minY corner
const s32 ws = orient2d(px0, py0, px1, py1, px2, py2); const s32 ws = orient2d(px0, py0, px1, py1, px2, py2);
const s32 half_ws = std::max<s32>((ws / 2) - 1, 0);
if (ws == 0) if (ws == 0)
return; return;
@ -451,12 +452,15 @@ void GPU_SW::DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex
const s32 b1 = row_w1; const s32 b1 = row_w1;
const s32 b2 = row_w2; const s32 b2 = row_w2;
const u8 r = shading_enable ? Interpolate(v0->color_r, v1->color_r, v2->color_r, b0, b1, b2, ws) : v0->color_r; const u8 r =
const u8 g = shading_enable ? Interpolate(v0->color_g, v1->color_g, v2->color_g, b0, b1, b2, ws) : v0->color_g; shading_enable ? Interpolate(v0->color_r, v1->color_r, v2->color_r, b0, b1, b2, ws, half_ws) : v0->color_r;
const u8 b = shading_enable ? Interpolate(v0->color_b, v1->color_b, v2->color_b, b0, b1, b2, ws) : v0->color_b; const u8 g =
shading_enable ? Interpolate(v0->color_g, v1->color_g, v2->color_g, b0, b1, b2, ws, half_ws) : v0->color_g;
const u8 b =
shading_enable ? Interpolate(v0->color_b, v1->color_b, v2->color_b, b0, b1, b2, ws, half_ws) : v0->color_b;
const u8 texcoord_x = Interpolate(v0->texcoord_x, v1->texcoord_x, v2->texcoord_x, b0, b1, b2, ws); const u8 texcoord_x = Interpolate(v0->texcoord_x, v1->texcoord_x, v2->texcoord_x, b0, b1, b2, ws, half_ws);
const u8 texcoord_y = Interpolate(v0->texcoord_y, v1->texcoord_y, v2->texcoord_y, b0, b1, b2, ws); const u8 texcoord_y = Interpolate(v0->texcoord_y, v1->texcoord_y, v2->texcoord_y, b0, b1, b2, ws, half_ws);
ShadePixel<texture_enable, raw_texture_enable, transparency_enable, dithering_enable>( ShadePixel<texture_enable, raw_texture_enable, transparency_enable, dithering_enable>(
static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y); static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);