Merge pull request #1435 from ssakash/Custom_TextureCache

GSDX: Improve scaling of custom resolution
This commit is contained in:
ramapcsx2 2016-07-26 14:07:19 +02:00 committed by GitHub
commit c592ccb3e5
5 changed files with 44 additions and 30 deletions

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@ -69,6 +69,7 @@ public:
virtual void KeyEvent(GSKeyEventData* e);
virtual bool CanUpscale() {return false;}
virtual int GetUpscaleMultiplier() {return 1;}
virtual GSVector2i GetCustomResolution() {return GSVector2i(0,0);}
GSVector2i GetInternalResolution();
void SetAspectRatio(int aspect) {m_aspectratio = aspect;}
void SetVSync(bool enabled);

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@ -44,8 +44,8 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
}
if (!m_upscale_multiplier) { //Custom Resolution
m_width = theApp.GetConfigI("resx");
m_height = theApp.GetConfigI("resy");
m_custom_width = m_width = theApp.GetConfigI("resx");
m_custom_height = m_height = theApp.GetConfigI("resy");
}
if (m_upscale_multiplier == 1) { // hacks are only needed for upscaling issues.
@ -104,6 +104,21 @@ void GSRendererHW::SetScaling()
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;
bool initialized_register_state = (m_context->FRAME.FBW > 1) && (crtc_size.y > 1);
if (!m_upscale_multiplier && initialized_register_state)
{
if (m_height == m_custom_height)
{
float ratio = ceil(static_cast<float>(m_height) / crtc_size.y);
float buffer_scale_offset = (m_large_framebuffer) ? ratio : 0.5f;
ratio = round(ratio + buffer_scale_offset);
m_tc->RemovePartial();
m_width = max(m_width, 1280);
m_height = max(static_cast<int>(crtc_size.y * ratio) , 1024);
}
}
// 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.
@ -140,8 +155,12 @@ bool GSRendererHW::CanUpscale()
int GSRendererHW::GetUpscaleMultiplier()
{
// Custom resolution (currently 0) needs an upscale multiplier of 1.
return m_upscale_multiplier ? m_upscale_multiplier : 1;
return m_upscale_multiplier;
}
GSVector2i GSRendererHW::GetCustomResolution()
{
return GSVector2i(m_custom_width, m_custom_height);
}
void GSRendererHW::Reset()

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@ -32,6 +32,8 @@ class GSRendererHW : public GSRenderer
private:
int m_width;
int m_height;
int m_custom_width;
int m_custom_height;
bool m_reset;
int m_upscale_multiplier;
@ -162,6 +164,7 @@ public:
void SetGameCRC(uint32 crc, int options);
bool CanUpscale();
int GetUpscaleMultiplier();
GSVector2i GetCustomResolution();
void SetScaling();
void Reset();

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@ -391,7 +391,7 @@ void GSSettingsDlg::UpdateControls()
ShowWindow(GetDlgItem(m_hWnd, IDC_TC_DEPTH), ogl ? SW_SHOW : SW_HIDE);
EnableWindow(GetDlgItem(m_hWnd, IDC_CRC_LEVEL), hw);
EnableWindow(GetDlgItem(m_hWnd, IDC_LARGE_FB), integer_scaling > 1 && hw);
EnableWindow(GetDlgItem(m_hWnd, IDC_LARGE_FB), integer_scaling != 1 && hw);
EnableWindow(GetDlgItem(m_hWnd, IDC_CRC_LEVEL_TEXT), hw);
EnableWindow(GetDlgItem(m_hWnd, IDC_OPENCL_DEVICE), ocl);
EnableWindow(GetDlgItem(m_hWnd, IDC_RESX), hw && !integer_scaling);

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@ -467,35 +467,26 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
if(m_renderer->CanUpscale())
{
int multiplier = m_renderer->GetUpscaleMultiplier();
float multiplier = static_cast<float>(m_renderer->GetUpscaleMultiplier());
GSVector2 scale_factor(multiplier, multiplier);
if(multiplier > 1)
if(!multiplier) //Custom Resolution
{
dst->m_texture->SetScale(GSVector2((float)multiplier, (float)multiplier));
int width = m_renderer->GetDisplayRect().width();
int height = m_renderer->GetDisplayRect().height();
int real_height = static_cast<int>(round(m_renderer->GetInternalResolution().y / dst->m_texture->GetScale().y));
// Fixes offset issues on Persona 3 (512x511) where real value of height is 512
if(real_height % height == 1)
height = real_height;
GSVector2i custom_resolution = m_renderer->GetCustomResolution();
scale_factor.x = static_cast<float>(custom_resolution.x) / width;
scale_factor.y = static_cast<float>(custom_resolution.y) / height;
}
else // Custom resolution hack
{
GSVector4i fr = m_renderer->GetFrameRect();
int ww = (int)(fr.left + m_renderer->GetDisplayRect().width());
int hh = (int)(fr.top + m_renderer->GetDisplayRect().height());
// Gregory: I'm sure this sillyness is related to the usage of a 32bits
// buffer as a 16 bits format. In this case the height of the buffer is
// multiplyed by 2 (Hence a scissor bigger than the RT)
// This vp2 fix doesn't work most of the time
if(hh < 512 && m_renderer->m_context->SCISSOR.SCAY1 == 511) // vp2
{
hh = 512;
}
if(ww && hh)
{
dst->m_texture->SetScale(GSVector2((float)w / ww, (float)h / hh));
}
}
if(scale_factor.x && scale_factor.y)
dst->m_texture->SetScale(scale_factor);
}
if(used)