gsdx hack: drop previous filtering hack

superseeded by UserHacks_round_sprite_offset
This commit is contained in:
Gregory Hainaut 2015-04-15 09:26:01 +02:00
parent 2da4a5e6bc
commit 65a84b9f64
4 changed files with 3 additions and 94 deletions

View File

@ -288,7 +288,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && (m_userhacks_stretch_sprite || m_userhacks_round_sprite_offset) && !m_vt.IsLinear());
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
ps_sel.wms = context->CLAMP.WMS;
ps_sel.wmt = context->CLAMP.WMT;

View File

@ -33,12 +33,7 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", 1);
m_userhacks_skipdraw = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SkipDraw", 0) : 0;
m_userhacks_align_sprite_X = !!theApp.GetConfig("UserHacks_align_sprite_X", 0) && !!theApp.GetConfig("UserHacks", 0);
m_userhacks_stretch_sprite = !!theApp.GetConfig("UserHacks_stretch_sprite", 0) && !!theApp.GetConfig("UserHacks", 0);
m_userhacks_round_sprite_offset = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_round_sprite_offset", 0) : 0;
if (m_userhacks_round_sprite_offset) {
// m_userhacks_round_sprite_offset is a better hack
m_userhacks_stretch_sprite = 0;
}
if(!m_nativeres)
{
@ -66,7 +61,6 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
// No upscaling hack at native resolution
m_userhacks_round_sprite_offset = 0;
m_userhacks_align_sprite_X = 0;
m_userhacks_stretch_sprite = 0;
}
// When you upscale sprite will sample invalid data of the texture. The idea is to add a subtexel offset
@ -493,96 +487,12 @@ void GSRendererHW::Draw()
}
}
// Hack to avoid black line in various 2D games.
if (m_userhacks_stretch_sprite && !m_vt.IsLinear()) {
for(size_t i = 0; i < count; i += 2) {
if (v[i+1].U < v[i].U)
v[i+1].U += m_sub_texel_offset;
else
v[i+1].U -= m_sub_texel_offset;
if (v[i+1].V < v[i].V)
v[i+1].V += m_sub_texel_offset;
else
v[i+1].V -= m_sub_texel_offset;
}
}
else if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
if (m_vt.IsLinear())
RoundSpriteOffset<true>();
else
RoundSpriteOffset<false>();
}
else if (0 && m_userhacks_round_sprite_offset && !m_vt.IsLinear()) { // Debug only
// This hack moves the sprite geometry to align it on the pixel
// boundary. It ensures that interpolation of upscaled sprite remains in
// inside the texture dimensions.
// It also rescale vertically the sprite to keep 1:1 mapping (silly
// ace combat that uses bad dimension)
for(size_t i = 0; i < count; i += 2) {
// 2nd vertex is always on the right/bottom so I'm sure it is bigger than the context
//fprintf(stderr, "test ceil(%d) %f\n", 16, ceil(16));
//int extra_pixel_offset_X = (v[i+1].XYZ.X - context->XYOFFSET.OFX) & 0xF;
//int extra_pixel_offset_Y = (v[i+1].XYZ.Y - context->XYOFFSET.OFY) & 0xF;
int pixel_offset_X;
int pixel_offset_Y;
// Bonus to avoid rounding issue
if (v[i+1].U < v[i].U)
pixel_offset_X = 16 - 1;
else
pixel_offset_X = 1;
// TODO check negative case
if (v[i+1].V < v[i].V)
pixel_offset_Y = 16 - 1;
else
pixel_offset_Y = 1;
// Tranlate the primitive to the pixel boundary
#ifdef DEBUG_U
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].U, v[i+1].U);
#endif
#ifdef DEBUG_V
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].V, v[i+1].V);
#endif
v[i].U &= ~0xF;
v[i].U += pixel_offset_X;
v[i+1].U &= ~0xF;
v[i+1].U += pixel_offset_X;
#ifdef DEBUG_U
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].U, v[i+1].U);
#endif
#ifdef DEBUG_V
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].V, v[i+1].V);
#endif
v[i].V &= ~0xF;
v[i].V += pixel_offset_Y;
// Check the scaling remains the same
// delta_Ty * (length_Y - 1) / (length_Y) < length_Y
// => delta_Ty * (length_Y - 1) < length_Y^2
// if delta_Ty = length_Y + 1) => equation is always true
//
// it fixes ace combat which uses a strange texture size (delta_Ty == 11 && length_Y == 10)
int delta_Ty = abs(v[i+1].V - v[i].V);
int length_Y = abs(v[i+1].XYZ.Y - v[i].XYZ.Y);
if (abs(delta_Ty - length_Y) <= 16) {
if (v[i+1].V < v[i].V) {
v[i+1].V = v[i].V - length_Y;
} else {
v[i+1].V = v[i].V + length_Y;
}
} else {
v[i+1].V &= ~0xF;
v[i+1].V += pixel_offset_Y;
}
}
}
}
//

View File

@ -143,7 +143,6 @@ protected:
virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) = 0;
bool m_userhacks_stretch_sprite;
int m_userhacks_round_sprite_offset;
public:

View File

@ -395,7 +395,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && (m_userhacks_stretch_sprite || m_userhacks_round_sprite_offset) && !m_vt.IsLinear());
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
ps_sel.wms = context->CLAMP.WMS;
ps_sel.wmt = context->CLAMP.WMT;