mirror of https://github.com/PCSX2/pcsx2.git
GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)
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a04d9fa388
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@ -65,6 +65,12 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
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void GSRendererHW::SetScaling()
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{
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if (!m_upscale_multiplier)
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{
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CustomResolutionScaling();
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return;
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}
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GSVector2i crtc_size(GetDisplayRect().width(), GetDisplayRect().height());
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// Details of (potential) perf impact of a big framebuffer
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@ -111,52 +117,6 @@ void GSRendererHW::SetScaling()
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int upscaled_fb_w = fb_width * m_upscale_multiplier;
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int upscaled_fb_h = fb_height * m_upscale_multiplier;
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bool good_rt_size = m_width >= upscaled_fb_w && m_height >= upscaled_fb_h;
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bool initialized_register_state = (m_context->FRAME.FBW > 1) && (crtc_size.y > 1);
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if (!m_upscale_multiplier && initialized_register_state)
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{
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if (m_height == m_custom_height)
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{
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const float scaling_ratio = ceil(static_cast<float>(m_custom_height) / crtc_size.y);
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// Avoid using a scissor value which is too high, developers can even leave the scissor to max (2047)
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// at some cases when they don't want to limit the rendering size. Our assumption is that developers
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// set the scissor to the actual data in the buffer. Let's use the scissoring value only at such cases
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const int scissor_height = std::min(640u, (m_context->SCISSOR.SCAY1 - m_context->SCISSOR.SCAY0) + 1);
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const int single_buffer_size = std::max(GetDisplayRect().height(), scissor_height);
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// We have two contexts of framebuffer height -
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// One for lower memory consumption and low accuracy
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// Another one for higher memory consumption at necessary scenarios for higher accuracy
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std::array<int, 2> framebuffer_height;
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// When Large Framebuffer is disabled - Let's only consider the height of the display rectangle
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// as the base (This is wrong implementation when we consider it theoretically as CRTC has no relation
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// to the Framebuffer size)
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framebuffer_height[0] = static_cast<int>(round((crtc_size.y * scaling_ratio)));
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// When Large Framebuffer is enabled - We also consider for potential scissor sizes which are around
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// the size of the actual image data stored. (Helps ICO to properly scale to right size by help of the
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// scissoring values) Display rectangle has a height of 256 but scissor has a height of 512 which seems to
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// be the real buffer size.
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framebuffer_height[1] = static_cast<int>(round(single_buffer_size * scaling_ratio));
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m_tc->RemovePartial();
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m_width = std::max(m_width, native_buffer.x);
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m_height = std::max(framebuffer_height[m_large_framebuffer], native_buffer.y);
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std::string overhead = to_string(framebuffer_height[1] - framebuffer_height[0]);
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std::string message = "(Custom resolution) Framebuffer size set to " + to_string(crtc_size.x) + "x" + to_string(crtc_size.y);
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message += " (" + to_string(m_width) + "x" + to_string(m_height) + ")\n";
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if (m_large_framebuffer)
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{
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message += "Additional " + overhead + " pixels overhead by enabling Large Framebuffer\n";
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}
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else
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{
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message += "Saved " + overhead + " pixels overhead by disabling Large Framebuffer\n";
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}
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printf("%s", message);
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}
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}
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// No need to resize for native/custom resolutions as default size will be enough for native and we manually get RT Buffer size for custom.
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// don't resize until the display rectangle and register states are stabilized.
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@ -169,6 +129,53 @@ void GSRendererHW::SetScaling()
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printf("Frame buffer size set to %dx%d (%dx%d)\n", fb_width, fb_height , m_width, m_height);
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}
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void GSRendererHW::CustomResolutionScaling()
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{
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const int crtc_width = GetDisplayRect().width();
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const int crtc_height = GetDisplayRect().height();
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const float scaling_ratio = std::ceil(static_cast<float>(m_custom_height) / crtc_height);
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// Avoid using a scissor value which is too high, developers can even leave the scissor to max (2047)
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// at some cases when they don't want to limit the rendering size. Our assumption is that developers
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// set the scissor to the actual data in the buffer. Let's use the scissoring value only at such cases
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const int scissor_height = std::min(640, static_cast<int>(m_context->SCISSOR.SCAY1 - m_context->SCISSOR.SCAY0) + 1);
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const int single_buffer_size = std::max(GetDisplayRect().height(), scissor_height);
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// We have two contexts of framebuffer height -
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// One for lower memory consumption and low accuracy
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// Another one for higher memory consumption at necessary scenarios for higher accuracy
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std::array<int, 2> framebuffer_height;
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// When Large Framebuffer is disabled - Let's only consider the height of the display rectangle
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// as the base (This is wrong implementation when we consider it theoretically as CRTC has no relation
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// to the Framebuffer size)
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framebuffer_height[0] = static_cast<int>(std::round((crtc_height * scaling_ratio)));
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// When Large Framebuffer is enabled - We also consider for potential scissor sizes which are around
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// the size of the actual image data stored. (Helps ICO to properly scale to right size by help of the
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// scissoring values) Display rectangle has a height of 256 but scissor has a height of 512 which seems to
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// be the real buffer size.
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framebuffer_height[1] = static_cast<int>(std::round(single_buffer_size * scaling_ratio));
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if (m_width >= m_custom_width && m_height >= framebuffer_height[m_large_framebuffer])
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return;
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m_tc->RemovePartial();
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m_width = std::max(m_width, native_buffer.x);
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m_height = std::max(framebuffer_height[m_large_framebuffer], native_buffer.y);
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std::string overhead = std::to_string(framebuffer_height[1] - framebuffer_height[0]);
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std::string message = "(Custom resolution) Framebuffer size set to " + std::to_string(crtc_width) + "x" + std::to_string(crtc_height);
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message += " (" + std::to_string(m_width) + "x" + std::to_string(m_height) + ")\n";
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if (m_large_framebuffer)
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{
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message += "Additional " + overhead + " pixels overhead by enabling Large Framebuffer\n";
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}
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else
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{
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message += "Saved " + overhead + " pixels overhead by disabling Large Framebuffer\n";
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}
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printf("%s", message.c_str());
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}
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GSRendererHW::~GSRendererHW()
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{
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delete m_tc;
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@ -156,6 +156,7 @@ protected:
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GSVector2i m_lod; // Min & Max level of detail
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const GSVector2i native_buffer = GSVector2i(1280, 1024);
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void CustomResolutionScaling();
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public:
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GSRendererHW(GSTextureCache* tc);
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