mirror of https://github.com/PCSX2/pcsx2.git
GSDX: Set a safe limit to Framebuffer width
There are likely few games (RE4) which constantly change the FBW register value causing the framebuffer width to be updated at every interval. Adding a safe limit (512) similar to frame buffer height would prevent such constant changes of the framebuffer width when FBW changes once again to an even lower value.
This commit is contained in:
parent
3e278a2e75
commit
997f0535f5
|
@ -49,29 +49,29 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
|
|||
|
||||
void GSRendererHW::SetScaling()
|
||||
{
|
||||
int crtc_width = GetDisplayRect().width();
|
||||
int crtc_height = GetDisplayRect().height();
|
||||
GSVector2i crtc_size(GetDisplayRect().width(), GetDisplayRect().height());
|
||||
|
||||
// Framebuffer width is always a multiple of 64 so at certain cases it can't cover some weird width values.
|
||||
// 480P , 576P use width as 720 which is not referencable by FBW * 64. so it produces 704 ( the closest value multiple by 64).
|
||||
// In such cases, let's just use the CRTC width.
|
||||
int fb_width = max((int)m_context->FRAME.FBW * 64, crtc_width);
|
||||
|
||||
int fb_width = max({ (int)m_context->FRAME.FBW * 64, crtc_size.x , 512 });
|
||||
// GS doesn't have a specific register for the FrameBuffer height. so we get the height
|
||||
// from physical units of the display rectangle in case the game uses a heigher value of height.
|
||||
int fb_height = (fb_width < 1024) ? max(512, crtc_height) : 1024;
|
||||
bool good_rt_size = m_width == (fb_width * m_upscale_multiplier) && m_height == (fb_height * m_upscale_multiplier);
|
||||
bool initialized_register_state = ((m_context->FRAME.FBW * 64) > 1) && (crtc_height > 1);
|
||||
int fb_height = (fb_width < 1024) ? max(512, crtc_size.y) : 1024;
|
||||
|
||||
int upscaled_fb_w = fb_width * m_upscale_multiplier;
|
||||
int upscaled_fb_h = fb_height * m_upscale_multiplier;
|
||||
bool good_rt_size = m_width >= upscaled_fb_w && m_height >= upscaled_fb_h;
|
||||
|
||||
// No need to resize for native/custom resolutions as default size will be enough for native and we manually get RT Buffer size for custom.
|
||||
// don't resize until the display rectangle and register states are stabilized.
|
||||
if ( m_upscale_multiplier <= 1 || good_rt_size || !initialized_register_state)
|
||||
if ( m_upscale_multiplier <= 1 || good_rt_size)
|
||||
return;
|
||||
|
||||
m_tc->RemovePartial();
|
||||
m_width = fb_width * m_upscale_multiplier;
|
||||
m_height = fb_height * m_upscale_multiplier;
|
||||
printf("Frame buffer size set to %dx%d (%dx%d)\n", (m_width / m_upscale_multiplier), (m_height / m_upscale_multiplier), m_width, m_height);
|
||||
m_width = upscaled_fb_w;
|
||||
m_height = upscaled_fb_h;
|
||||
printf("Frame buffer size set to %dx%d (%dx%d)\n", fb_width, fb_height , m_width, m_height);
|
||||
}
|
||||
|
||||
GSRendererHW::~GSRendererHW()
|
||||
|
|
Loading…
Reference in New Issue