gsdx hack: limit range of UserHacks_align_sprite_X

Just an extra check to avoid an overlap (avoid white line in tekken)
This commit is contained in:
Gregory Hainaut 2015-04-16 18:08:32 +02:00
parent 2c3b3eafbe
commit 41e5be0673
1 changed files with 5 additions and 6 deletions

View File

@ -462,8 +462,6 @@ void GSRendererHW::Draw()
// A couple of hack to avoid upscaling issue. So far it seems to impacts only sprite without linear filtering // A couple of hack to avoid upscaling issue. So far it seems to impacts only sprite without linear filtering
if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS)) { if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
// TODO: It could be a good idea to check context->CLAMP.WMS/WMT values on the following hack
size_t count = m_vertex.next; size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0]; GSVertex* v = &m_vertex.buff[0];
@ -473,15 +471,16 @@ void GSRendererHW::Draw()
// primitive // primitive
int win_position = v[1].XYZ.X - context->XYOFFSET.OFX; int win_position = v[1].XYZ.X - context->XYOFFSET.OFX;
const bool unaligned_position = ((win_position & 0xF) == 8); const bool unaligned_position = ((win_position & 0xF) == 8);
const bool unaligned_texture = ((v[1].U & 0xF) == 0); const bool unaligned_texture = ((v[1].U & 0xF) == 0) && PRIM->FST; // I'm not sure this check is useful
const bool one_texel_widht = (v[1].U == v[0].U); const bool hole_in_vertex = (count < 4) || (v[1].XYZ.X != v[2].XYZ.X);
if (unaligned_position && (unaligned_texture || one_texel_widht)) { if (hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST)) {
// Normaly vertex are aligned on full pixels and texture in half // Normaly vertex are aligned on full pixels and texture in half
// pixels. Let's extend the coverage of an half-pixel to avoid // pixels. Let's extend the coverage of an half-pixel to avoid
// hole after upscaling // hole after upscaling
for(size_t i = 0; i < count; i += 2) { for(size_t i = 0; i < count; i += 2) {
v[i+1].XYZ.X += 8; v[i+1].XYZ.X += 8;
if (!one_texel_widht) // I really don't know if it is a good idea. Neither what to do for !PRIM->FST
if (unaligned_texture)
v[i+1].U += 8; v[i+1].U += 8;
} }
} }