mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: add a big comment to explain the scaling of src in TC
This commit is contained in:
parent
d29e375f72
commit
6ca7a802bf
|
@ -911,10 +911,24 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
|
|||
|
||||
GSVector4 dRect(0, 0, w, h);
|
||||
|
||||
// Try to extract a texture bigger than the RT. Current solution is to rescale the size
|
||||
// of the texture to fit in the RT. In my opinion, it would be better to increase the size of
|
||||
// the RT
|
||||
// TODO investigate this code is correct (maybe linked to custom resolution?)
|
||||
// Lengthy explanation of the rescaling code.
|
||||
// Here an example in 2x:
|
||||
// RT is 1280x1024 but only contains 512x448 valid data (so 256x224 pixels without upscaling)
|
||||
//
|
||||
// PS2 want to read it back as a 1024x1024 pixels (they don't care about the extra pixels)
|
||||
// So in theory we need to shrink a 2048x2048 RT into a 1024x1024 texture. Obviously the RT is
|
||||
// too small.
|
||||
//
|
||||
// So we will only limit the resize to the available data in RT.
|
||||
// Therefore we will resize the RT from 1280x1024 to 1280x1024/2048x2048 % of the new texture
|
||||
// size (which is 1280x1024) (i.e. 800x512)
|
||||
// From the rendering point of view. UV coordinate will be normalized on the real GS texture size
|
||||
// This way it can be used on an upscaled texture without extra scaling factor (only requirement is
|
||||
// to have same proportion)
|
||||
//
|
||||
// FIXME: The scaling will create a bad offset. For example if texture coordinate start at 0.5 (pixel 0)
|
||||
// At 2x it will become 0.5/128 * 256 = 1 (pixel 1)
|
||||
|
||||
if(w > dstsize.x)
|
||||
{
|
||||
scale.x = (float)dstsize.x / tw;
|
||||
|
|
Loading…
Reference in New Issue