mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #1225 from PCSX2-Alpha/scaling_fix
GSDX: set a safe limit to Framebuffer width
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commit
a3788c4e98
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@ -49,29 +49,29 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
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void GSRendererHW::SetScaling()
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void GSRendererHW::SetScaling()
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{
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{
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int crtc_width = GetDisplayRect().width();
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GSVector2i crtc_size(GetDisplayRect().width(), GetDisplayRect().height());
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int crtc_height = GetDisplayRect().height();
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// Framebuffer width is always a multiple of 64 so at certain cases it can't cover some weird width values.
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// Framebuffer width is always a multiple of 64 so at certain cases it can't cover some weird width values.
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// 480P , 576P use width as 720 which is not referencable by FBW * 64. so it produces 704 ( the closest value multiple by 64).
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// 480P , 576P use width as 720 which is not referencable by FBW * 64. so it produces 704 ( the closest value multiple by 64).
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// In such cases, let's just use the CRTC width.
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// In such cases, let's just use the CRTC width.
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int fb_width = max((int)m_context->FRAME.FBW * 64, crtc_width);
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int fb_width = max({ (int)m_context->FRAME.FBW * 64, crtc_size.x , 512 });
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// GS doesn't have a specific register for the FrameBuffer height. so we get the height
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// GS doesn't have a specific register for the FrameBuffer height. so we get the height
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// from physical units of the display rectangle in case the game uses a heigher value of height.
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// from physical units of the display rectangle in case the game uses a heigher value of height.
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int fb_height = (fb_width < 1024) ? max(512, crtc_height) : 1024;
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int fb_height = (fb_width < 1024) ? max(512, crtc_size.y) : 1024;
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bool good_rt_size = m_width == (fb_width * m_upscale_multiplier) && m_height == (fb_height * m_upscale_multiplier);
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bool initialized_register_state = ((m_context->FRAME.FBW * 64) > 1) && (crtc_height > 1);
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int upscaled_fb_w = fb_width * m_upscale_multiplier;
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int upscaled_fb_h = fb_height * m_upscale_multiplier;
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bool good_rt_size = m_width >= upscaled_fb_w && m_height >= upscaled_fb_h;
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// 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.
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// 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.
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// don't resize until the display rectangle and register states are stabilized.
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// don't resize until the display rectangle and register states are stabilized.
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if ( m_upscale_multiplier <= 1 || good_rt_size || !initialized_register_state)
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if ( m_upscale_multiplier <= 1 || good_rt_size)
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return;
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return;
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m_tc->RemovePartial();
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m_tc->RemovePartial();
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m_width = fb_width * m_upscale_multiplier;
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m_width = upscaled_fb_w;
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m_height = fb_height * m_upscale_multiplier;
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m_height = upscaled_fb_h;
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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);
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printf("Frame buffer size set to %dx%d (%dx%d)\n", fb_width, fb_height , m_width, m_height);
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}
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}
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GSRendererHW::~GSRendererHW()
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GSRendererHW::~GSRendererHW()
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