mirror of https://github.com/PCSX2/pcsx2.git
GSDX-TextureCache: Generalize scaling equation
Previously the dedicated custom resolution scaling equation was ignored for the second SetScale() call, generalizing the equations will also fix the DMC scaling issue on custom resolution. Also remove unnecessary checks for null on scale factors. The possibility for having a null scale factor value only exists on custom resolution and it will only happen on cases where the output circuit isn't ready yet. So the ideal way would be to handle all the required conditions of output circuit on "m_renderer->CanUpscale()" itself.
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@ -403,6 +403,33 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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return src;
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}
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void GSTextureCache::ScaleTexture(GSTexture* texture)
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{
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if (!m_renderer->CanUpscale())
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return;
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float multiplier = static_cast<float>(m_renderer->GetUpscaleMultiplier());
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bool custom_resolution = (multiplier == 0);
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GSVector2 scale_factor(multiplier);
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if (custom_resolution)
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{
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int width = m_renderer->GetDisplayRect().width();
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int height = m_renderer->GetDisplayRect().height();
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int real_height = static_cast<int>(round(m_renderer->GetInternalResolution().y / texture->GetScale().y));
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// Fixes offset issues on Persona 3 (512x511) where real value of height is 512
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if (real_height % height == 1)
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height = real_height;
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GSVector2i requested_resolution = m_renderer->GetCustomResolution();
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scale_factor.x = static_cast<float>(requested_resolution.x) / width;
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scale_factor.y = static_cast<float>(requested_resolution.y) / height;
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}
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texture->SetScale(scale_factor);
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}
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GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int type, bool used, uint32 fbmask)
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{
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const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
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@ -515,31 +542,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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}
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}
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}
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if(m_renderer->CanUpscale())
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{
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float multiplier = static_cast<float>(m_renderer->GetUpscaleMultiplier());
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GSVector2 scale_factor(multiplier, multiplier);
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if(!multiplier) //Custom Resolution
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{
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int width = m_renderer->GetDisplayRect().width();
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int height = m_renderer->GetDisplayRect().height();
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int real_height = static_cast<int>(round(m_renderer->GetInternalResolution().y / dst->m_texture->GetScale().y));
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// Fixes offset issues on Persona 3 (512x511) where real value of height is 512
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if(real_height % height == 1)
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height = real_height;
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GSVector2i custom_resolution = m_renderer->GetCustomResolution();
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scale_factor.x = static_cast<float>(custom_resolution.x) / width;
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scale_factor.y = static_cast<float>(custom_resolution.y) / height;
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}
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if(scale_factor.x && scale_factor.y)
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dst->m_texture->SetScale(scale_factor);
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}
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ScaleTexture(dst->m_texture);
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if(used)
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{
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dst->m_used = true;
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@ -630,11 +633,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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GL_CACHE("TC: Lookup Frame %dx%d, miss (0x%x %s)", w, h, bp, psm_str(TEX0.PSM));
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dst = CreateTarget(TEX0, w, h, RenderTarget);
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float multiplier = static_cast<float>(m_renderer->GetUpscaleMultiplier());
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GSVector2 scale_factor(multiplier, multiplier);
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if(scale_factor.x && scale_factor.y)
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dst->m_texture->SetScale(scale_factor);
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ScaleTexture(dst->m_texture);
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m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); // new frame buffers after reset should be cleared, don't display memory garbage
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@ -164,6 +164,7 @@ public:
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void IncAge();
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bool UserHacks_HalfPixelOffset;
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void ScaleTexture(GSTexture* texture);
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const char* to_string(int type) {
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return (type == DepthStencil) ? "Depth" : "Color";
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