gsdx: improve previous hack for bilinear sprite

PS2 uses a -0.5 offset before sampling so texels must be rounded to half-pixel boundary

If fixes glitches on Venus and taisho-mononoke

Note: I didn't fixed yet texture render in reverse because I don't have any test for it.
This commit is contained in:
Gregory Hainaut 2015-04-10 09:42:39 +02:00
parent f5eeb2024e
commit d2156c86eb
1 changed files with 35 additions and 15 deletions

View File

@ -396,16 +396,23 @@ void GSRendererHW::Draw()
else if ((m_userhacks_round_sprite_offset == 2) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
//#define DEBUG_U
//#define DEBUG_V
//bool debug = m_vt.IsLinear();
const int half = m_vt.IsLinear() ? 8 : 0;
for(size_t i = 0; i < count; i += 2) {
// Compute the coordinate of first texels (in native)
// Performance note: if it had any impact on perf, someone would port it to SSE
// Compute the coordinate of first and last texels (in native with a linear filtering)
float ax0 = alpha0(context->XYOFFSET.OFX, v[i].XYZ.X, v[i+1].XYZ.X);
float ax1 = alpha1(context->XYOFFSET.OFX, v[i].XYZ.X, v[i+1].XYZ.X);
int tx0 = Interpolate_UV(ax0, v[i].U, v[i+1].U);
int tx1 = Interpolate_UV(ax1, v[i].U, v[i+1].U);
#ifdef DEBUG_U
fprintf(stderr, "u0:%d and u1:%d\n", v[i].U, v[i+1].U);
fprintf(stderr, "a0:%f and a1:%f\n", ax0, ax1);
fprintf(stderr, "t0:%d and t1:%d\n", tx0, tx1);
if (debug) {
fprintf(stderr, "u0:%d and u1:%d\n", v[i].U, v[i+1].U);
fprintf(stderr, "a0:%f and a1:%f\n", ax0, ax1);
fprintf(stderr, "t0:%d and t1:%d\n", tx0, tx1);
}
#endif
float ay0 = alpha0(context->XYOFFSET.OFY, v[i].XYZ.Y, v[i+1].XYZ.Y);
@ -413,22 +420,33 @@ void GSRendererHW::Draw()
int ty0 = Interpolate_UV(ay0, v[i].V, v[i+1].V);
int ty1 = Interpolate_UV(ay1, v[i].V, v[i+1].V);
#ifdef DEBUG_V
fprintf(stderr, "v0:%d and v1:%d\n", v[i].V, v[i+1].V);
fprintf(stderr, "a0:%f and a1:%f\n", ay0, ay1);
fprintf(stderr, "t0:%d and t1:%d\n", ty0, ty1);
if (debug) {
fprintf(stderr, "v0:%d and v1:%d\n", v[i].V, v[i+1].V);
fprintf(stderr, "a0:%f and a1:%f\n", ay0, ay1);
fprintf(stderr, "t0:%d and t1:%d\n", ty0, ty1);
}
#endif
#ifdef DEBUG_U
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].U, v[i+1].U);
if (debug)
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].U, v[i+1].U);
#endif
#ifdef DEBUG_V
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].V, v[i+1].V);
if (debug)
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].V, v[i+1].V);
#endif
#if 1
// Use rounded value of the newly computed texture coordinate. It ensures
// that sampling will remains inside texture boundary
//
// Note for bilinear: in this mode the PS2 add -0.5 offset (aka half) and 4 texels
// will be sampled so (t0 - 8) and (t1 - 8 + 16) must be valid.
//
// Minus half for t1 case might be too much
if (tx0 < tx1) {
v[i].U = tx0 + 1;
v[i+1].U = tx1 + 1 + 16;
v[i].U = tx0 + half + 1;
v[i+1].U = tx1 - half + 1 + 16;
} else {
v[i].U = tx0 + 15;
v[i+1].U = tx1 + 15 + 16;
@ -436,8 +454,8 @@ void GSRendererHW::Draw()
#endif
#if 1
if (ty0 < ty1) {
v[i].V = ty0 + 1;
v[i+1].V = ty1 + 1 + 16;
v[i].V = ty0 + half + 1;
v[i+1].V = ty1 - half + 1 + 16;
} else {
v[i].V = ty0 + 15;
v[i+1].V = ty1 + 15 + 16;
@ -445,10 +463,12 @@ void GSRendererHW::Draw()
#endif
#ifdef DEBUG_U
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].U, v[i+1].U);
if (debug)
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].U, v[i+1].U);
#endif
#ifdef DEBUG_V
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].V, v[i+1].V);
if (debug)
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].V, v[i+1].V);
#endif
}