mirror of https://github.com/PCSX2/pcsx2.git
gsdx: disable linear interpolation when converting texture in texture cache
It avoid various upscaling glitches on GS post-processing effect // 1/ Palette is used to interpret the alpha channel of the RT as an index. // Star Ocean 3 uses it to emulate a stencil buffer. // 2/ Z formats are a bad idea to interpolate (discontinuties). // 3/ 16 bits buffer is used to move data from a channel to another. // // I keep linear filtering for standard color even if I'm not sure that it is // working correctly. // Indeed, texture is reduced so you need to read all covered pixels (9 in 3x) // to correctly interpolate the value. Linear interpolation is likely acceptable // only in 2x scaling // // Src texture will still be bilinear interpolated so I'm really not sure // that we need to do it here too. // // Future note: instead to do // RT 2048x2048 -> T 1024x1024 -> RT 2048x2048 // We can maybe sample directly a bigger texture // RT 2048x2048 -> T 2048x2048 -> RT 2048x2048 // Pro: better quality. Copy instead of StretchRect (must be faster) // Cons: consume more memory // // In distant future: investigate to reuse the RT directly without any // copy. Likely a speed boost and memory usage reduction.
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@ -864,14 +864,34 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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// GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format
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// However it is different here. We want to reuse a Render Target as a texture.
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// Because the texture is already on the GPU, CPU can't convert it.
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bool linear = true;
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if (psm.pal > 0) {
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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// Palette is used to interpret the alpha channel of the RT as an index.
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// Star Ocean 3 uses it to emulate a stencil buffer.
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// It is a very bad idea to force bilinear filtering on it.
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linear = false;
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}
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// Disable linear filtering for various GS post-processing effect
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// 1/ Palette is used to interpret the alpha channel of the RT as an index.
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// Star Ocean 3 uses it to emulate a stencil buffer.
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// 2/ Z formats are a bad idea to interpolate (discontinuties).
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// 3/ 16 bits buffer is used to move data from a channel to another.
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//
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// I keep linear filtering for standard color even if I'm not sure that it is
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// working correctly.
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// Indeed, texture is reduced so you need to read all covered pixels (9 in 3x)
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// to correctly interpolate the value. Linear interpolation is likely acceptable
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// only in 2x scaling
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//
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// Src texture will still be bilinear interpolated so I'm really not sure
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// that we need to do it here too.
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//
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// Future note: instead to do
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// RT 2048x2048 -> T 1024x1024 -> RT 2048x2048
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// We can maybe sample directly a bigger texture
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// RT 2048x2048 -> T 2048x2048 -> RT 2048x2048
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// Pro: better quality. Copy instead of StretchRect (must be faster)
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// Cons: consume more memory
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//
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// In distant future: investigate to reuse the RT directly without any
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// copy. Likely a speed boost and memory usage reduction.
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bool linear = (TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24);
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int shader = dst->m_type != RenderTarget ? 11 : 0;
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