mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: add a big comment to explain the scaling of src in TC
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@ -833,7 +833,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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GSTexture* tmp = NULL;
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if(dst->m_texture->IsMSAA())
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if (dst->m_texture->IsMSAA())
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{
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tmp = dst->m_texture;
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@ -911,10 +911,24 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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GSVector4 dRect(0, 0, w, h);
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// Try to extract a texture bigger than the RT. Current solution is to rescale the size
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// of the texture to fit in the RT. In my opinion, it would be better to increase the size of
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// the RT
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// TODO investigate this code is correct (maybe linked to custom resolution?)
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// Lengthy explanation of the rescaling code.
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// Here an example in 2x:
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// RT is 1280x1024 but only contains 512x448 valid data (so 256x224 pixels without upscaling)
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//
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// PS2 want to read it back as a 1024x1024 pixels (they don't care about the extra pixels)
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// So in theory we need to shrink a 2048x2048 RT into a 1024x1024 texture. Obviously the RT is
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// too small.
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//
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// So we will only limit the resize to the available data in RT.
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// Therefore we will resize the RT from 1280x1024 to 1280x1024/2048x2048 % of the new texture
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// size (which is 1280x1024) (i.e. 800x512)
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// From the rendering point of view. UV coordinate will be normalized on the real GS texture size
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// This way it can be used on an upscaled texture without extra scaling factor (only requirement is
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// to have same proportion)
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//
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// FIXME: The scaling will create a bad offset. For example if texture coordinate start at 0.5 (pixel 0)
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// At 2x it will become 0.5/128 * 256 = 1 (pixel 1)
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if(w > dstsize.x)
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{
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scale.x = (float)dstsize.x / tw;
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