mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Correct some scaling behaviour
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1d46ec2059
commit
2fc6357ac4
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@ -2674,7 +2674,7 @@ void GSRendererHW::Draw()
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GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16) ||
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IsPossibleChannelShuffle());
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rt = g_texture_cache->LookupTarget(FRAME_TEX0, t_size, target_scale, GSTextureCache::RenderTarget, true,
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fm, false, force_preload, preserve_rt_rgb, preserve_rt_alpha, unclamped_draw_rect, possible_shuffle, is_possible_mem_clear && FRAME_TEX0.TBP0 != m_cached_ctx.ZBUF.Block());
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fm, false, force_preload, preserve_rt_rgb, preserve_rt_alpha, unclamped_draw_rect, possible_shuffle, is_possible_mem_clear && FRAME_TEX0.TBP0 != m_cached_ctx.ZBUF.Block(), scale_draw < 0);
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// Draw skipped because it was a clear and there was no target.
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if (!rt)
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@ -2696,7 +2696,7 @@ void GSRendererHW::Draw()
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return;
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}
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rt = g_texture_cache->CreateTarget(FRAME_TEX0, t_size, GetValidSize(src), target_scale, GSTextureCache::RenderTarget, true,
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rt = g_texture_cache->CreateTarget(FRAME_TEX0, t_size, GetValidSize(src), (scale_draw < 0) ? src->m_from_target->GetScale() : target_scale, GSTextureCache::RenderTarget, true,
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fm, false, force_preload, preserve_rt_color, m_r, src);
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if (!rt) [[unlikely]]
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{
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@ -2705,18 +2705,16 @@ void GSRendererHW::Draw()
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return;
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}
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}
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else
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{
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if (src && src->m_from_target && src->m_target_direct && src->m_from_target == rt)
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{
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src->m_texture = rt->m_texture;
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src->m_scale = rt->m_scale;
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src->m_unscaled_size = rt->m_unscaled_size;
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}
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target_scale = rt->GetScale();
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if (src && src->m_from_target && src->m_target_direct && src->m_from_target == rt)
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{
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src->m_texture = rt->m_texture;
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src->m_scale = rt->GetScale();
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src->m_unscaled_size = rt->m_unscaled_size;
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}
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target_scale = rt->GetScale();
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// The target might have previously been a C32 format with valid alpha. If we're switching to C24, we need to preserve it.
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preserve_rt_alpha |= (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].trbpp == 24 && rt->HasValidAlpha());
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preserve_rt_color = preserve_rt_rgb || preserve_rt_alpha;
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@ -4760,6 +4758,10 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
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float scale = tex->GetScale();
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HandleTextureHazards(rt, ds, tex, tmm, source_region, target_region, unscaled_size, scale, src_copy);
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// This is used for reading depth sources, so we should go off the source scale.
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float scale_factor = scale;
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m_conf.cb_ps.ScaleFactor = GSVector4(scale_factor * (1.0f / 16.0f), 1.0f / scale_factor, scale_factor, 0.0f);
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if ((m_conf.ps.tex_is_fb && rt->m_rt_alpha_scale) || (tex->m_target && tex->m_from_target && tex->m_target_direct && tex->m_from_target->m_rt_alpha_scale))
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m_conf.ps.rta_source_correction = 1;
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@ -5437,9 +5439,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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ResetStates();
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const float scale_factor = rt ? rt->GetScale() : ds->GetScale();
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m_conf.cb_vs.texture_offset = {};
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m_conf.cb_ps.ScaleFactor = GSVector4(scale_factor * (1.0f / 16.0f), 1.0f / scale_factor, scale_factor, 0.0f);
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m_conf.ps.scanmsk = env.SCANMSK.MSK;
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m_conf.rt = rt ? rt->m_texture : nullptr;
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m_conf.ds = ds ? ds->m_texture : nullptr;
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@ -6058,6 +6058,9 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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}
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else
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{
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const float scale_factor = rt ? rt->GetScale() : ds->GetScale();
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m_conf.cb_ps.ScaleFactor = GSVector4(scale_factor * (1.0f / 16.0f), 1.0f / scale_factor, scale_factor, 0.0f);
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m_conf.ps.tfx = 4;
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}
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@ -7206,28 +7209,28 @@ bool GSRendererHW::TextureCoversWithoutGapsNotEqual()
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int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
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{
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// Try to detect if a game is downscaling/upscaling the image in order to do post processing/bloom effects.
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const GSVector2i draw_size = GSVector2i(m_vt.m_max.p.x - m_vt.m_min.p.x, m_vt.m_max.p.y - m_vt.m_min.p.y);
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const GSVector2i tex_size = GSVector2i(m_vt.m_max.t.x - m_vt.m_min.t.x, m_vt.m_max.t.y - m_vt.m_min.t.y);
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const bool is_downscale = (tex_size.x / 2.0f) >= draw_size.x && (tex_size.y / 2.0f) >= draw_size.y;
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if (is_downscale && draw_size.x >= PCRTCDisplays.GetResolution().x)
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return 0;
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if (GSConfig.UserHacks_NativeScaling == GSNativeScaling::Off)
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return 0;
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const GSVector2i draw_size = GSVector2i(m_vt.m_max.p.x - m_vt.m_min.p.x, m_vt.m_max.p.y - m_vt.m_min.p.y);
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const GSVector2i tex_size = GSVector2i(m_vt.m_max.t.x - m_vt.m_min.t.x, m_vt.m_max.t.y - m_vt.m_min.t.y);
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// Check if we're already downscaled and drawing in current size, try not to rescale it.
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if (src && src->m_from_target && src->m_from_target->m_downscaled && std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1)
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return 1;
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if (src && src->m_from_target && (std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1))
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return -1;
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// Try to detect if a game is downscaling/upscaling the image in order to do post processing/bloom effects.
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const bool is_downscale = (tex_size.x / 2.0f) >= (draw_size.x - 1) && (tex_size.y / 2.0f) >= (draw_size.y - 1);
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if (is_downscale && draw_size.x >= PCRTCDisplays.GetResolution().x)
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return 0;
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const bool is_upscale = (draw_size.x / 2.0f) >= (tex_size.x - 1) && (draw_size.y / 2.0f) >= (tex_size.y - 1);
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const bool is_upscale = (draw_size.x / 2.0f) >= tex_size.x && (draw_size.y / 2.0f) >= tex_size.y;
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const bool target_scale = is_downscale ? true : false;
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// DMC does a blit in strips with the scissor to keep it inside page boundaries, so that's not technically full coverage
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// but good enough for what we want.
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const bool no_gaps_or_single_sprite = (no_gaps || (m_vt.m_primclass == GS_SPRITE_CLASS && SpriteDrawWithoutGaps()));
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if (no_gaps_or_single_sprite && m_vt.m_primclass >= GS_TRIANGLE_CLASS && m_context->TEX1.MMAG == 1 && src && src->m_from_target &&
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GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp > 8 && m_cached_ctx.FRAME.Block() != m_cached_ctx.TEX0.TBP0 && !IsMipMapDraw() &&
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((is_upscale && !IsDiscardingDstColor()) || (IsDiscardingDstColor() && is_downscale)))
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((is_upscale && !IsDiscardingDstColor()) || (((PRIM->ABE && m_context->ALPHA.C == 2 && m_context->ALPHA.FIX == 255) || IsDiscardingDstColor()) && is_downscale)))
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{
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GL_INS("%s draw detected - from %dx%d to %dx%d", is_downscale ? "Downscale" : "Upscale", tex_size.x, tex_size.y, draw_size.x, draw_size.y);
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return is_upscale ? 2 : 1;
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@ -987,6 +987,7 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, c
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src->m_unscaled_size = dst->m_unscaled_size;
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src->m_shared_texture = true;
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src->m_target = true; // So renderer can check if a conversion is required
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src->m_target_direct = true;
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src->m_from_target = dst; // avoid complex condition on the renderer
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src->m_from_target_TEX0 = dst->m_TEX0;
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src->m_32_bits_fmt = dst->m_32_bits_fmt;
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@ -1746,6 +1747,8 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
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if (src->m_target && src->m_from_target)
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{
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src->m_valid_alpha_minmax = true;
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if (src->m_target_direct)
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src->m_scale = src->m_from_target->GetScale();
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if ((src->m_TEX0.PSM & 0xf) == PSMCT24)
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{
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@ -1797,7 +1800,7 @@ GSVector2i GSTextureCache::ScaleRenderTargetSize(const GSVector2i& sz, float sca
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}
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GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVector2i& size, float scale, int type,
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bool used, u32 fbmask, bool is_frame, bool preload, bool preserve_rgb, bool preserve_alpha, const GSVector4i draw_rect, bool is_shuffle, bool possible_clear)
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bool used, u32 fbmask, bool is_frame, bool preload, bool preserve_rgb, bool preserve_alpha, const GSVector4i draw_rect, bool is_shuffle, bool possible_clear, bool preserve_scale)
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{
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const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
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const u32 bp = TEX0.TBP0;
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@ -1994,7 +1997,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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dst->m_TEX0.TBP0, dst->m_TEX0.TBW, psm_str(dst->m_TEX0.PSM));
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}
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if (dst->m_scale != scale)
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if (dst->m_scale != scale && !preserve_scale)
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{
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calcRescale(dst);
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GSTexture* tex = type == RenderTarget ? g_gs_device->CreateRenderTarget(new_scaled_size.x, new_scaled_size.y, GSTexture::Format::Color, clear) :
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@ -2017,6 +2020,8 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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dst->m_unscaled_size = new_size;
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dst->m_downscaled = scale == 1.0f;
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}
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else if (dst->m_scale != scale)
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scale = dst->m_scale;
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// If our RGB was invalidated, we need to pull it from depth.
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// Terminator 3 will reuse our dst_matched target with the RGB masked, then later use the full ARGB area, so we need to update the depth.
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@ -490,8 +490,8 @@ public:
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Target* FindTargetOverlap(Target* target, int type, int psm);
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Target* LookupTarget(GIFRegTEX0 TEX0, const GSVector2i& size, float scale, int type, bool used = true, u32 fbmask = 0,
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bool is_frame = false, bool preload = GSConfig.PreloadFrameWithGSData, bool preserve_rgb = true, bool preserve_alpha = true,
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const GSVector4i draw_rc = GSVector4i::zero(), bool is_shuffle = false, bool possible_clear = false);
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bool is_frame = false, bool preload = GSConfig.PreloadFrameWithGSData, bool preserve_rgb = true, bool preserve_alpha = true,
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const GSVector4i draw_rc = GSVector4i::zero(), bool is_shuffle = false, bool possible_clear = false, bool preserve_scale = false);
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Target* CreateTarget(GIFRegTEX0 TEX0, const GSVector2i& size, const GSVector2i& valid_size,float scale, int type, bool used = true, u32 fbmask = 0,
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bool is_frame = false, bool preload = GSConfig.PreloadFrameWithGSData, bool preserve_target = true,
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const GSVector4i draw_rc = GSVector4i::zero(), GSTextureCache::Source* src = nullptr);
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