GS: Pre-round/truncate STQ values based on hardware tests

This commit is contained in:
refractionpcsx2 2023-11-16 23:16:21 +00:00
parent a60c30155e
commit 2fd24277c1
2 changed files with 54 additions and 1 deletions

View File

@ -27,6 +27,7 @@
#include <cfloat>
#include <fstream>
#include <iomanip>
#include <bit>
int GSState::s_n = 0;
int GSState::s_last_transfer_draw_n = 0;
@ -503,7 +504,7 @@ void GSState::DumpVertices(const std::string& filename)
file << uv_U << DEL << uv_V;
}
else
file << v.ST.S << DEL << v.ST.T << DEL << v.RGBAQ.Q;
file << v.ST.S << "(" << std::bit_cast<u32>(v.ST.S) << ")" << DEL << v.ST.T << "(" << std::bit_cast<u32>(v.ST.T) << ")" << DEL << v.RGBAQ.Q << "(" << std::bit_cast<u32>(v.RGBAQ.Q) << ")";
file << std::endl;
}
@ -1593,6 +1594,13 @@ inline bool GSState::TestDrawChanged()
return false;
}
u32 GSState::CalcMask(int exp, int max_exp)
{
const int amount = 9 + (max_exp - exp);
return (1 << std::min(amount, 23)) - 1;
}
void GSState::FlushPrim()
{
if (m_index.tail > 0)
@ -1668,6 +1676,50 @@ void GSState::FlushPrim()
m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GSUtil::GetPrimClass(PRIM->PRIM));
// Texel coordinate rounding
// Helps Manhunt (lights shining through objects).
// Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers.
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
if (m_env.PRIM.TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
{
if (!m_env.PRIM.FST) // STQ's
{
const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS;
// ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).
for (int i = m_index.tail - 1; i >= 0; i--)
{
GSVertex* v = &m_vertex.buff[m_index.buff[i]];
// Only Q on the second vertex is valid
if (!(i & 1) && is_sprite)
v->RGBAQ.Q = m_vertex.buff[m_index.buff[i + 1]].RGBAQ.Q;
int T = std::bit_cast<int>(v->ST.T);
int Q = std::bit_cast<int>(v->RGBAQ.Q);
int S = std::bit_cast<int>(v->ST.S);
const int expS = (S >> 23) & 0xff;
const int expT = (T >> 23) & 0xff;
const int expQ = (Q >> 23) & 0xff;
int max_exp = std::max(expS, expQ);
u32 mask = CalcMask(expS, max_exp);
S &= ~mask;
v->ST.S = std::bit_cast<float>(S);
max_exp = std::max(expT, expQ);
mask = CalcMask(expT, max_exp);
T &= ~mask;
v->ST.T = std::bit_cast<float>(T);
Q &= ~0xff;
if (!is_sprite || (i & 1))
v->RGBAQ.Q = std::bit_cast<float>(Q);
m_vt.m_min.t.x = std::min(m_vt.m_min.t.x, (v->ST.S / v->RGBAQ.Q) * (1 << m_context->TEX0.TW));
m_vt.m_min.t.y = std::min(m_vt.m_min.t.y, (v->ST.T / v->RGBAQ.Q) * (1 << m_context->TEX0.TH));
}
}
}
// Skip draw if Z test is enabled, but set to fail all pixels.
const bool skip_draw = (m_context->TEST.ZTE && m_context->TEST.ZTST == ZTST_NEVER);

View File

@ -383,6 +383,7 @@ public:
virtual void UpdateSettings(const Pcsx2Config::GSOptions& old_config);
void Flush(GSFlushReason reason);
u32 CalcMask(int exp, int max_exp);
void FlushPrim();
bool TestDrawChanged();
void FlushWrite();