From c5a786ed2c27ed0669f9518ce9e7a6e499a09d0c Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Fri, 14 Aug 2015 20:57:45 +0200 Subject: [PATCH] gsdx-ogl: remove support WMS/T == 2 in hardware unit I think behavior was wrong because only first texel coordinate was clamped. Beside we can't interpolate if AEM isn't yet applied --- plugins/GSdx/GSRendererOGL.cpp | 2 +- plugins/GSdx/res/glsl/tfx_fs.glsl | 38 ++++++++++++++----------------- plugins/GSdx/res/glsl_source.h | 38 ++++++++++++++----------------- 3 files changed, 35 insertions(+), 43 deletions(-) diff --git a/plugins/GSdx/GSRendererOGL.cpp b/plugins/GSdx/GSRendererOGL.cpp index 043684b00c..1b9e122954 100644 --- a/plugins/GSdx/GSRendererOGL.cpp +++ b/plugins/GSdx/GSRendererOGL.cpp @@ -781,7 +781,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm; bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0; - bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3; + bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 2 && m_context->CLAMP.WMT < 2; // Don't force extra filtering on sprite (it creates various upscaling issue) bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear()); diff --git a/plugins/GSdx/res/glsl/tfx_fs.glsl b/plugins/GSdx/res/glsl/tfx_fs.glsl index df482558ed..beac76b0f1 100644 --- a/plugins/GSdx/res/glsl/tfx_fs.glsl +++ b/plugins/GSdx/res/glsl/tfx_fs.glsl @@ -63,16 +63,25 @@ layout(std140, binding = 21) uniform cb21 { vec3 FogColor; float AREF; + vec4 WH; + vec2 MinF; vec2 TA; + uvec4 MskFix; + uvec4 FbMask; - vec3 _not_yet_used; + + vec3 _pad1; float Af; + vec4 HalfTexel; + vec4 MinMax; + vec2 TC_OffsetHack; + vec2 _pad2; }; vec4 sample_c(vec2 uv) @@ -85,7 +94,7 @@ vec4 sample_p(float idx) return texture(PaletteSampler, vec2(idx, 0.0f)); } -vec4 wrapuv(vec4 uv) +vec4 clamp_wrap_uv(vec4 uv) { vec4 uv_out = uv; @@ -120,21 +129,6 @@ vec4 wrapuv(vec4 uv) return uv_out; } -vec2 clampuv(vec2 uv) -{ - vec2 uv_out = uv; - -#if (PS_WMS == 2) && (PS_WMT == 2) - uv_out = clamp(uv, MinF, MinMax.zw); -#elif PS_WMS == 2 - uv_out.x = clamp(uv.x, MinF.x, MinMax.z); -#elif PS_WMT == 2 - uv_out.y = clamp(uv.y, MinF.y, MinMax.w); -#endif - - return uv_out; -} - mat4 sample_4c(vec4 uv) { mat4 c; @@ -211,10 +205,12 @@ vec4 sample_color(vec2 st, float q) mat4 c; vec2 dd; -#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3) - c[0] = sample_c(clampuv(st)); + // FIXME I'm not sure this condition is useful (I think code will be optimized) +#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2) + // No software LTF and pure 32 bits RGBA texure without special texture wrapping + c[0] = sample_c(st); #ifdef TEX_COORD_DEBUG - c[0].rg = clampuv(st).xy; + c[0].rg = st.xy; #endif #else @@ -230,7 +226,7 @@ vec4 sample_color(vec2 st, float q) uv = st.xyxy; } - uv = wrapuv(uv); + uv = clamp_wrap_uv(uv); if((PS_FMT & FMT_PAL) != 0) { diff --git a/plugins/GSdx/res/glsl_source.h b/plugins/GSdx/res/glsl_source.h index 3139c86853..413c7bd8fd 100644 --- a/plugins/GSdx/res/glsl_source.h +++ b/plugins/GSdx/res/glsl_source.h @@ -922,16 +922,25 @@ static const char* tfx_fs_all_glsl = "{\n" " vec3 FogColor;\n" " float AREF;\n" + "\n" " vec4 WH;\n" + "\n" " vec2 MinF;\n" " vec2 TA;\n" + "\n" " uvec4 MskFix;\n" + "\n" " uvec4 FbMask;\n" - " vec3 _not_yet_used;\n" + "\n" + " vec3 _pad1;\n" " float Af;\n" + "\n" " vec4 HalfTexel;\n" + "\n" " vec4 MinMax;\n" + "\n" " vec2 TC_OffsetHack;\n" + " vec2 _pad2;\n" "};\n" "\n" "vec4 sample_c(vec2 uv)\n" @@ -944,7 +953,7 @@ static const char* tfx_fs_all_glsl = " return texture(PaletteSampler, vec2(idx, 0.0f));\n" "}\n" "\n" - "vec4 wrapuv(vec4 uv)\n" + "vec4 clamp_wrap_uv(vec4 uv)\n" "{\n" " vec4 uv_out = uv;\n" "\n" @@ -979,21 +988,6 @@ static const char* tfx_fs_all_glsl = " return uv_out;\n" "}\n" "\n" - "vec2 clampuv(vec2 uv)\n" - "{\n" - " vec2 uv_out = uv;\n" - "\n" - "#if (PS_WMS == 2) && (PS_WMT == 2)\n" - " uv_out = clamp(uv, MinF, MinMax.zw);\n" - "#elif PS_WMS == 2\n" - " uv_out.x = clamp(uv.x, MinF.x, MinMax.z);\n" - "#elif PS_WMT == 2\n" - " uv_out.y = clamp(uv.y, MinF.y, MinMax.w);\n" - "#endif\n" - "\n" - " return uv_out;\n" - "}\n" - "\n" "mat4 sample_4c(vec4 uv)\n" "{\n" " mat4 c;\n" @@ -1070,10 +1064,12 @@ static const char* tfx_fs_all_glsl = " mat4 c;\n" " vec2 dd;\n" "\n" - "#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)\n" - " c[0] = sample_c(clampuv(st));\n" + " // FIXME I'm not sure this condition is useful (I think code will be optimized)\n" + "#if (PS_LTF == 0 && PS_FMT == FMT_32 && PS_WMS < 2 && PS_WMT < 2)\n" + " // No software LTF and pure 32 bits RGBA texure without special texture wrapping\n" + " c[0] = sample_c(st);\n" "#ifdef TEX_COORD_DEBUG\n" - " c[0].rg = clampuv(st).xy;\n" + " c[0].rg = st.xy;\n" "#endif\n" "\n" "#else\n" @@ -1089,7 +1085,7 @@ static const char* tfx_fs_all_glsl = " uv = st.xyxy;\n" " }\n" "\n" - " uv = wrapuv(uv);\n" + " uv = clamp_wrap_uv(uv);\n" "\n" " if((PS_FMT & FMT_PAL) != 0)\n" " {\n"