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TJnotJT 2025-01-29 19:44:26 -06:00 committed by GitHub
commit 8a92a8b73f
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3 changed files with 87 additions and 48 deletions

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@ -1677,48 +1677,9 @@ void GSState::FlushPrim()
m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GSUtil::GetPrimClass(PRIM->PRIM)); m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GSUtil::GetPrimClass(PRIM->PRIM));
// Texel coordinate rounding
// Helps Manhunt (lights shining through objects).
// Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers.
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
if (PRIM->TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z)) if (PRIM->TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
{ {
if (!PRIM->FST) // STQ's TexelCoordinateRounding();
{
const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS;
// ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).
for (int i = m_index.tail - 1; i >= 0; i--)
{
GSVertex* v = &m_vertex.buff[m_index.buff[i]];
// Only Q on the second vertex is valid
if (!(i & 1) && is_sprite)
v->RGBAQ.Q = m_vertex.buff[m_index.buff[i + 1]].RGBAQ.Q;
int T = std::bit_cast<int>(v->ST.T);
int Q = std::bit_cast<int>(v->RGBAQ.Q);
int S = std::bit_cast<int>(v->ST.S);
const int expS = (S >> 23) & 0xff;
const int expT = (T >> 23) & 0xff;
const int expQ = (Q >> 23) & 0xff;
int max_exp = std::max(expS, expQ);
u32 mask = CalcMask(expS, max_exp);
S &= ~mask;
v->ST.S = std::bit_cast<float>(S);
max_exp = std::max(expT, expQ);
mask = CalcMask(expT, max_exp);
T &= ~mask;
v->ST.T = std::bit_cast<float>(T);
Q &= ~0xff;
if (!is_sprite || (i & 1))
v->RGBAQ.Q = std::bit_cast<float>(Q);
m_vt.m_min.t.x = std::min(m_vt.m_min.t.x, (v->ST.S / v->RGBAQ.Q) * (1 << m_context->TEX0.TW));
m_vt.m_min.t.y = std::min(m_vt.m_min.t.y, (v->ST.T / v->RGBAQ.Q) * (1 << m_context->TEX0.TH));
}
}
} }
// Skip draw if Z test is enabled, but set to fail all pixels. // Skip draw if Z test is enabled, but set to fail all pixels.
@ -3831,8 +3792,8 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(GIFRegTEX0 TEX0, GIFRegCL
u8 uses_border = 0; u8 uses_border = 0;
if (m_vt.m_max.t.x >= FLT_MAX || m_vt.m_min.t.x <= -FLT_MAX || if (m_vt.m_max.t.x >= 2047.0f || m_vt.m_min.t.x <= -2047.0f ||
m_vt.m_max.t.y >= FLT_MAX || m_vt.m_min.t.y <= -FLT_MAX) m_vt.m_max.t.y >= 2047.0f || m_vt.m_min.t.y <= -2047.0f)
{ {
// If any of the min/max values are +-FLT_MAX we can't rely on them // If any of the min/max values are +-FLT_MAX we can't rely on them
// so just assume full texture. // so just assume full texture.
@ -4009,6 +3970,61 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(GIFRegTEX0 TEX0, GIFRegCL
return { vr, uses_border }; return { vr, uses_border };
} }
// Texel coordinate rounding
// Helps Manhunt (lights shining through objects).
// Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers.
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
void GSState::TexelCoordinateRounding()
{
if (!PRIM->FST) // STQ's
{
const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS;
// ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).
for (int i = m_index.tail - 1; i >= 0; i--)
{
GSVertex* v = &m_vertex.buff[m_index.buff[i]];
// Only Q on the second vertex is valid
if (!(i & 1) && is_sprite)
v->RGBAQ.Q = m_vertex.buff[m_index.buff[i + 1]].RGBAQ.Q;
int T = std::bit_cast<int>(v->ST.T);
int Q = std::bit_cast<int>(v->RGBAQ.Q);
int S = std::bit_cast<int>(v->ST.S);
const int expS = (S >> 23) & 0xff;
const int expT = (T >> 23) & 0xff;
const int expQ = (Q >> 23) & 0xff;
int max_exp = std::max(expS, expQ);
u32 mask = CalcMask(expS, max_exp);
S &= ~mask;
v->ST.S = std::bit_cast<float>(S);
max_exp = std::max(expT, expQ);
mask = CalcMask(expT, max_exp);
T &= ~mask;
v->ST.T = std::bit_cast<float>(T);
Q &= ~0xff;
if (!is_sprite || (i & 1))
v->RGBAQ.Q = std::bit_cast<float>(Q);
float U = (v->ST.S / v->RGBAQ.Q) * (1 << m_context->TEX0.TW);
float V = (v->ST.T / v->RGBAQ.Q) * (1 << m_context->TEX0.TH);
m_vt.m_min.t.x = std::isnan(U) ? m_vt.m_min.t.x : std::min(m_vt.m_min.t.x, U);
m_vt.m_min.t.y = std::isnan(V) ? m_vt.m_min.t.y : std::min(m_vt.m_min.t.y, V);
m_vt.m_max.t.x = std::isnan(U) ? m_vt.m_max.t.x : std::max(m_vt.m_max.t.x, U);
m_vt.m_max.t.y = std::isnan(V) ? m_vt.m_max.t.y : std::max(m_vt.m_max.t.y, V);
}
}
// Clamp the min/max UV values to the min/max valid UV values.
// This is needed in certain cases where buggy GS input results
// in huge floating points values for ST.
m_vt.m_min.t = m_vt.m_min.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(m_vt.m_min.t);
m_vt.m_max.t = m_vt.m_max.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(m_vt.m_max.t);
}
void GSState::CalcAlphaMinMax(const int tex_alpha_min, const int tex_alpha_max) void GSState::CalcAlphaMinMax(const int tex_alpha_min, const int tex_alpha_max)
{ {
if (m_vt.m_alpha.valid && tex_alpha_min == 0 && tex_alpha_max == 255) if (m_vt.m_alpha.valid && tex_alpha_min == 0 && tex_alpha_max == 255)

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@ -190,6 +190,7 @@ protected:
bool IsCoverageAlpha(); bool IsCoverageAlpha();
void CalcAlphaMinMax(const int tex_min, const int tex_max); void CalcAlphaMinMax(const int tex_min, const int tex_max);
void CorrectATEAlphaMinMax(const u32 atst, const int aref); void CorrectATEAlphaMinMax(const u32 atst, const int aref);
void TexelCoordinateRounding();
public: public:
struct GSUploadQueue struct GSUploadQueue

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@ -138,20 +138,36 @@ void GSVertexTraceFMM::FindMinMax(GSVertexTrace& vt, const void* vertex, const u
stq0 = st.xyww(primclass == GS_SPRITE_CLASS ? stq1 : stq0); stq0 = st.xyww(primclass == GS_SPRITE_CLASS ? stq1 : stq0);
stq1 = st.zwww(stq1); stq1 = st.zwww(stq1);
// Check for NaNs
GSVector4 temp_min = stq0.min(stq1);
GSVector4 temp_max = stq0.max(stq1);
temp_min.x = std::isnan(temp_min.x) ? s_minmax.x : temp_min.x;
temp_min.y = std::isnan(temp_min.y) ? s_minmax.x : temp_min.y;
temp_max.x = std::isnan(temp_max.x) ? s_minmax.y : temp_max.x;
temp_max.y = std::isnan(temp_max.y) ? s_minmax.y : temp_max.y;
tmin = tmin.min(stq0.min(stq1)); tmin = tmin.min(temp_min);
tmax = tmax.max(stq0.max(stq1)); tmax = tmax.max(temp_max);
} }
else else
{ {
GSVector4i uv0(v0.m[1]); GSVector4i uv0(v0.m[1]);
GSVector4i uv1(v1.m[1]); GSVector4i uv1(v1.m[1]);
GSVector4 st0 = GSVector4(uv0.uph16()).xyxy(); GSVector4 st0 = GSVector4(uv0.uph16());
GSVector4 st1 = GSVector4(uv1.uph16()).xyxy(); GSVector4 st1 = GSVector4(uv1.uph16());
tmin = tmin.min(st0.min(st1)); // Check for NaNs
tmax = tmax.max(st0.max(st1)); GSVector4 temp_min = st0.min(st1);
GSVector4 temp_max = st0.max(st1);
temp_min.x = std::isnan(temp_min.x) ? s_minmax.x : temp_min.x;
temp_min.y = std::isnan(temp_min.y) ? s_minmax.x : temp_min.y;
temp_max.x = std::isnan(temp_max.x) ? s_minmax.y : temp_max.x;
temp_max.y = std::isnan(temp_max.y) ? s_minmax.y : temp_max.y;
tmin = tmin.min(temp_min.xyxy());
tmax = tmax.max(temp_max.xyxy());
} }
} }
@ -246,6 +262,12 @@ void GSVertexTraceFMM::FindMinMax(GSVertexTrace& vt, const void* vertex, const u
vt.m_min.t = tmin * s; vt.m_min.t = tmin * s;
vt.m_max.t = tmax * s; vt.m_max.t = tmax * s;
// Clamp the min/max UV values to the min/max valid UV values.
// This is needed in certain cases where buggy GS input results
// in huge floating points values for ST.
vt.m_min.t = vt.m_min.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(vt.m_min.t);
vt.m_max.t = vt.m_max.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(vt.m_max.t);
} }
else else
{ {