mirror of https://github.com/PCSX2/pcsx2.git
GS: Add Pre-Round Sprite hack
This attempts to preproduce hardware behaviour, but falls down in a bunch of cases, hence the hack.
This commit is contained in:
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c647a30aa9
commit
97eaaa3a65
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@ -100,6 +100,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
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SettingWidgetBinder::BindWidgetToIntSetting(
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sif, m_ui.screenshotFormat, "EmuCore/GS", "ScreenshotFormat", static_cast<int>(GSScreenshotFormat::PNG));
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.screenshotQuality, "EmuCore/GS", "ScreenshotQuality", 50);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.PreRoundSprites, "EmuCore/GS", "preround_sprites", false);
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SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.stretchY, "EmuCore/GS", "StretchY", 100.0f);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropLeft, "EmuCore/GS", "CropLeft", 0);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropTop, "EmuCore/GS", "CropTop", 0);
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@ -446,6 +446,16 @@
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</property>
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</widget>
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</item>
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<item row="3" column="1">
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<widget class="QCheckBox" name="PreRoundSprites">
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<property name="toolTip">
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<string>Attempts to pre-round sprite texel coordinates to resolve rounding issues. Helpful for games such as Beyond Good and Evil, and Manhunt</string>
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</property>
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<property name="text">
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<string>Pre-Round Sprites</string>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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@ -638,6 +638,7 @@ struct Pcsx2Config
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PreloadFrameWithGSData : 1,
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Mipmap : 1,
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HWMipmap : 1,
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PreRoundSprites : 1,
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ManualUserHacks : 1,
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UserHacks_AlignSpriteX : 1,
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UserHacks_CPUFBConversion : 1,
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@ -1683,7 +1683,96 @@ void GSState::FlushPrim()
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// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
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if (PRIM->TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
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{
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if (!PRIM->FST) // STQ's
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if (PRIM->FST && GSConfig.PreRoundSprites) // UV's
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{
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// UV's on sprites only alter the final UV, I believe the problem is we're drawing too much (drawing stops earlier than we do)
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// But this fixes Beyond Good adn Evil water and Dark Cloud 2's UI
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if (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS)
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{
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for (u32 i = 0; i < m_index.tail; i += 2)
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{
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GSVertex* v1 = &m_vertex.buff[m_index.buff[i]];
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GSVertex* v2 = &m_vertex.buff[m_index.buff[i + 1]];
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GSVertex* vu1;
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GSVertex* vu2;
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GSVertex* vv1;
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GSVertex* vv2;
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if (v1->U > v2->U)
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{
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vu2 = v1;
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vu1 = v2;
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}
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else
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{
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vu2 = v2;
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vu1 = v1;
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}
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if (v1->V > v2->V)
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{
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vv2 = v1;
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vv1 = v2;
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}
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else
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{
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vv2 = v2;
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vv1 = v1;
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}
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GSVector2 pos_range(vu2->XYZ.X - vu1->XYZ.X, vv2->XYZ.Y - vv1->XYZ.Y);
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const GSVector2 uv_range(vu2->U - vu1->U, vv2->V - vv1->V);
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if (pos_range.x == 0)
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pos_range.x = 1;
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if (pos_range.y == 0)
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pos_range.y = 1;
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const GSVector2 grad(uv_range / pos_range);
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bool isclamp_w = m_context->CLAMP.WMS > 0 && m_context->CLAMP.WMS < 3;
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bool isclamp_h = m_context->CLAMP.WMT > 0 && m_context->CLAMP.WMT < 3;
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int max_w = (m_context->CLAMP.WMS == 2) ? m_context->CLAMP.MAXU : ((1 << m_context->TEX0.TW) - 1);
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int max_h = (m_context->CLAMP.WMT == 2) ? m_context->CLAMP.MAXV : ((1 << m_context->TEX0.TH) - 1);
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int width = vu2->U >> 4;
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int height = vv2->V >> 4;
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if (m_context->CLAMP.WMS == 3)
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width = (width & m_context->CLAMP.MINU) | m_context->CLAMP.MAXU;
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if (m_context->CLAMP.WMT == 3)
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height = (height & m_context->CLAMP.MINV) | m_context->CLAMP.MAXV;
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if ((isclamp_w && width <= max_w && grad.x != 1.0f) || !isclamp_w)
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{
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if (vu2->U >= 0x1 && (!(vu2->U & 0xf) || grad.x <= 1.0f))
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{
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vu2->U = (vu2->U - 1);
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/*if (!isclamp_w && ((vu2->XYZ.X - m_context->XYOFFSET.OFX) >> 4) < m_context->scissor.in.z)
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vu2->XYZ.X -= 1;*/
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}
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}
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else
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vu2->U &= ~0xf;
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// Dark Cloud 2 tries to address wider than the TBW when in CLAMP mode (maybe some weird behaviour in HW?)
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if ((vu2->U >> 4) > (int)(m_context->TEX0.TBW * 64) && isclamp_w && (vu2->U >> 4) - 8 <= (int)(m_context->TEX0.TBW * 64))
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{
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vu2->U = (m_context->TEX0.TBW * 64) << 4;
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}
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if ((isclamp_h && height <= max_h && grad.y != 1.0f) || !isclamp_h)
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{
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if (vv2->V >= 0x1 && (!(vv2->V & 0xf) || grad.y <= 1.0f))
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{
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vv2->V = (vv2->V - 1);
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/*if (!isclamp_h && ((vv2->XYZ.Y - m_context->XYOFFSET.OFY) >> 4) < m_context->scissor.in.w)
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vv2->XYZ.Y -= 1;*/
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}
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}
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else
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vv2->V &= ~0xf;
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}
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}
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}
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else if (!PRIM->FST) // STQ's
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{
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const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS;
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// ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).
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@ -1736,7 +1825,6 @@ void GSState::FlushPrim()
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if (unused > 0)
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{
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memcpy(m_vertex.buff, buff, sizeof(GSVertex) * unused);
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m_vertex.tail = unused;
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m_vertex.next = next > head ? next - head : 0;
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@ -3486,7 +3574,6 @@ __forceinline void GSState::VertexKick(u32 skip)
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const GSVector4i new_v1(m_v.m[1]);
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GSVector4i* RESTRICT tailptr = (GSVector4i*)&m_vertex.buff[tail];
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tailptr[0] = new_v0;
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tailptr[1] = new_v1;
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@ -377,6 +377,7 @@ static const char* s_gs_hw_fix_names[] = {
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"estimateTextureRegion",
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"PCRTCOffsets",
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"PCRTCOverscan",
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"preRoundSprites",
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"trilinearFiltering",
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"skipDrawStart",
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"skipDrawEnd",
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@ -423,6 +424,7 @@ bool GameDatabaseSchema::isUserHackHWFix(GSHWFixId id)
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case GSHWFixId::Deinterlace:
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case GSHWFixId::Mipmap:
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case GSHWFixId::TexturePreloading:
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case GSHWFixId::PreRoundSprites:
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case GSHWFixId::TrilinearFiltering:
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case GSHWFixId::MinimumBlendingLevel:
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case GSHWFixId::MaximumBlendingLevel:
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@ -779,6 +781,10 @@ void GameDatabaseSchema::GameEntry::applyGSHardwareFixes(Pcsx2Config::GSOptions&
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config.PCRTCOverscan = (value > 0);
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break;
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case GSHWFixId::PreRoundSprites:
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config.PreRoundSprites = (value > 0);
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break;
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case GSHWFixId::Mipmap:
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config.HWMipmap = (value > 0);
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break;
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@ -60,6 +60,7 @@ namespace GameDatabaseSchema
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EstimateTextureRegion,
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PCRTCOffsets,
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PCRTCOverscan,
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PreRoundSprites,
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// integer settings
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TrilinearFiltering,
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@ -645,6 +645,7 @@ Pcsx2Config::GSOptions::GSOptions()
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PreloadFrameWithGSData = false;
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Mipmap = true;
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HWMipmap = true;
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PreRoundSprites = false;
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ManualUserHacks = false;
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UserHacks_AlignSpriteX = false;
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@ -847,6 +848,7 @@ void Pcsx2Config::GSOptions::LoadSave(SettingsWrapper& wrap)
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SettingsWrapBitBool(OsdShowVideoCapture);
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SettingsWrapBitBool(OsdShowInputRec);
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SettingsWrapBitBoolEx(PreRoundSprites, "preround_sprites");
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SettingsWrapBitBool(HWSpinGPUForReadbacks);
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SettingsWrapBitBool(HWSpinCPUForReadbacks);
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SettingsWrapBitBoolEx(GPUPaletteConversion, "paltex");
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