GS: Redo a bunch of the ignore offset code

Plus clean up a bunch of stuff which isn't needed
This commit is contained in:
refractionpcsx2 2022-05-14 22:17:55 +01:00
parent 2aa6f771a9
commit de329e49a8
2 changed files with 75 additions and 161 deletions

View File

@ -510,16 +510,6 @@ GSVector2i GSState::GetResolution()
total_rect.w = std::min(total_rect.w, resolution.y);
resolution.x = total_rect.z;
resolution.y = total_rect.w;
// When we're ignoring offsets we need to account for pictures which are usually offset up off the screen
// where more of the bottom would normally be visible, stops some games looking so cut off.
const int display_offset = std::min(GetResolutionOffset(0).y, GetResolutionOffset(1).y);
// If there is a negative vertical offset on the picture, we need to read more.
if (display_offset < 0)
{
resolution.y += -display_offset;
}
}
return resolution;
@ -555,7 +545,10 @@ GSVector4i GSState::GetFrameRect(int i)
rectangle.bottom = rectangle.top + h;
if (isinterlaced() && m_regs->SMODE2.FFMD && h > 1)
{
rectangle.bottom += 1;
rectangle.bottom >>= 1;
}
return rectangle;
}

View File

@ -93,23 +93,20 @@ bool GSRenderer::Merge(int field)
dr[i] = GetDisplayRect(i);
display_offsets[i] = GetResolutionOffset(i);
if (isinterlaced() && m_regs->SMODE2.FFMD)
display_offsets[i].y >>= 1;
display_combined.x = std::max(((dr[i].right) - dr[i].left) + display_offsets[i].x, display_combined.x);
display_combined.y = std::max((dr[i].bottom - dr[i].top) + display_offsets[i].y, display_combined.y);
display_combined.x = std::max(GetFrameMagnifiedRect(i).right + abs(display_offsets[i].x), display_combined.x);
display_combined.y = std::max(GetFrameMagnifiedRect(i).bottom + abs(display_offsets[i].y), display_combined.y);
display_baseline.x = std::min(dr[i].left, display_baseline.x);
display_baseline.y = std::min(dr[i].top, display_baseline.y);
display_baseline.x = std::min(display_offsets[i].x, display_baseline.x);
display_baseline.y = std::min(display_offsets[i].y, display_baseline.y);
frame_baseline.x = std::min(fr[i].left, frame_baseline.x);
frame_baseline.y = std::min(fr[i].top, frame_baseline.y);
//DevCon.Warning("Read offset was X %d(left %d) Y %d(top %d)", display_baseline.x, dr[i].left, display_baseline.y, dr[i].top);
//printf("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i].x,fr[i].y,fr[i].z,fr[i].w , dr[i].x,dr[i].y,dr[i].z,dr[i].w);
/*DevCon.Warning("Read offset was X %d(left %d) Y %d(top %d)", display_baseline.x, dr[i].left, display_baseline.y, dr[i].top);
DevCon.Warning("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i].x,fr[i].y,fr[i].z,fr[i].w , dr[i].x,dr[i].y,dr[i].z,dr[i].w);
DevCon.Warning("Offset X %d Offset Y %d", display_offsets[i].x, display_offsets[i].y);*/
}
}
//display_combined.y = display_combined.y * (IsAnalogue() ? (isinterlaced() + 1) : 1);
if (!en[0] && !en[1])
{
return false;
@ -127,47 +124,6 @@ bool GSRenderer::Merge(int field)
m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
if (samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/)
{
// persona 4:
//
// fr[0] = 0 0 640 448
// fr[1] = 0 1 640 448
// dr[0] = 159 50 779 498
// dr[1] = 159 50 779 497
//
// second image shifted up by 1 pixel and blended over itself
//
// god of war:
//
// fr[0] = 0 1 512 448
// fr[1] = 0 0 512 448
// dr[0] = 127 50 639 497
// dr[1] = 127 50 639 498
//
// same just the first image shifted
//
// These kinds of cases are now fixed by the more generic frame_diff code below, as the code here was too specific and has become obsolete.
// NOTE: Persona 4 and God Of War are not rare exceptions, many games have the same(or very similar) offsets.
int topDiff = fr[0].top - fr[1].top;
if (dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, topDiff, 0, topDiff)) || fr[1].eq(fr[0] + GSVector4i(0, topDiff, 0, topDiff))))
{
// dq5:
//
// fr[0] = 0 1 512 445
// fr[1] = 0 0 512 444
// dr[0] = 127 50 639 494
// dr[1] = 127 50 639 494
int top = std::min(fr[0].top, fr[1].top);
int bottom = std::min(fr[0].bottom, fr[1].bottom);
fr[0].top = fr[1].top = top;
fr[0].bottom = fr[1].bottom = bottom;
}
}
GSVector2i fs(0, 0);
GSVector2i ds(0, 0);
@ -200,6 +156,7 @@ bool GSRenderer::Merge(int field)
GSVector2i resolution(GetResolution());
bool scanmask_frame = true;
const bool ignore_offset = !GSConfig.PCRTCOffsets;
for (int i = 0; i < 2; i++)
{
@ -209,10 +166,9 @@ bool GSRenderer::Merge(int field)
GSVector4i r = GetFrameMagnifiedRect(i);
GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy();
const bool ignore_offset = !GSConfig.PCRTCOffsets;
GSVector2i off(ignore_offset ? 0 : display_offsets[i]);
GSVector2i display_diff(dr[i].left - display_baseline.x, dr[i].top - display_baseline.y);
GSVector2i display_diff(display_offsets[i].x - display_baseline.x, display_offsets[i].y - display_baseline.y);
GSVector2i frame_diff(fr[i].left - frame_baseline.x, fr[i].top - frame_baseline.y);
// If using scanmsk we have to keep the single line offset, regardless of upscale
@ -226,66 +182,27 @@ bool GSRenderer::Merge(int field)
if (!ignore_offset)
off.y &= ~1;
}
// All the following code is literally just to try and fill the window as much as possible and reduce blur put in by gamedevs by offsetting the DISPLAY's.
if (!ignore_offset && display_combined.y < (resolution.y) && display_combined.x < (resolution.x))
{
float difference[2];
difference[0] = resolution.x / (float)display_combined.x;
difference[1] = resolution.y / (float)display_combined.y;
if (difference[0] > 1.0f)
// Start of Anti-Blur code.
if (!ignore_offset)
{
float difference_to_use = (difference[0] < difference[1]) ? difference[0] : difference[1];
int width_change = (r.right * difference_to_use) - r.right;
r.right += width_change;
off.x -= width_change >> 1;
int height_change = (r.bottom * difference_to_use) - r.bottom;
if (height_change > 4)
{
r.bottom += height_change;
off.y -= height_change >> 1;
}
}
// Anti blur hax
// Offset by DISPLAY setting
if (samesrc)
{
// Offset by DISPLAY setting
if (display_diff.x < 4)
off.x -= display_diff.x;
if (display_diff.y < 4)
off.y -= display_diff.y;
// Offset by DISPFB setting
if (frame_diff.x == 1)
off.x += 1;
if (frame_diff.y == 1)
off.y += 1;
}
}
else if(ignore_offset) // Stretch to fit the window.
else
{
float difference[2];
//If the picture is offset we want to make sure we don't make it bigger, so this is the only place we need to now about the offset!
difference[0] = resolution.x / (float)((display_combined.x - display_offsets[i].x) + display_diff.x);
difference[1] = resolution.y / (float)((display_combined.y - display_offsets[i].y) + display_diff.y);
if (difference[0] > 1.0f)
{
const float difference_to_use = difference[0];
const int width_change = (r.right * difference_to_use) - r.right;
r.right += width_change;
}
const float difference_to_use = difference[1];
const int height_change = (r.bottom * difference_to_use) - r.bottom;
if (difference[1] > 1.0f && (!m_scanmask_used || height_change > 4))
{
r.bottom += height_change;
}
if (!slbg || !feedback_merge)
{
const int videomode = static_cast<int>(GetVideoMode()) - 1;
@ -294,6 +211,7 @@ bool GSRenderer::Merge(int field)
if (isinterlaced() && !m_regs->SMODE2.FFMD)
base_resolution.y *= 2;
// If the offsets between the two displays are quite large, it's probably intended for an effect.
if (display_diff.x >= 4)
off.x = display_diff.x;
@ -304,13 +222,13 @@ bool GSRenderer::Merge(int field)
if (samesrc)
{
// Offset by DISPLAY setting
if (display_diff.x < 4)
if (display_diff.x < 0)
{
off.x = 0;
if (base_resolution.x > resolution.x)
resolution.x -= display_diff.x;
}
if (display_diff.y < 4)
if (display_diff.y < 0)
{
off.y = 0;
if (base_resolution.y > resolution.y)
@ -323,41 +241,28 @@ bool GSRenderer::Merge(int field)
if (frame_diff.y == 1)
off.y += 1;
}
if (display_diff.x > 4)
off.x = display_diff.x;
// Don't do X, we only care about height, this would need to be tailored for games using X (Black does -5).
// Mainly for Hokuto no Ken which does -14 Y offset.
if (display_baseline.y < -4)
off.y += display_baseline.y;
}
}
}
// End of Anti-Blur code.
if (display_diff.y > 4)
off.y = display_diff.y;
}
}
// Anti blur hax if the resolution matches
else if (samesrc)
{
// Offset by DISPLAY setting
if (display_diff.x < 4)
off.x -= display_diff.x;
if (display_diff.y < 4)
off.y -= display_diff.y;
if (isinterlaced() && m_regs->SMODE2.FFMD)
off.y >>= 1;
// Offset by DISPFB setting
if (frame_diff.x == 1)
off.x += 1;
if (frame_diff.y == 1)
off.y += 1;
}
// End of Resize/Anti-Blur code.
// dst is the final destination rect with offset on the screen.
dst[i] = scale * (GSVector4(off).xyxy() + GSVector4(r.rsize()));
// src_gs_read is the size which we're really reading from GS memory.
src_gs_read[i] = ((GSVector4(fr[i]) + GSVector4(0, y_offset[i], 0, y_offset[i])) * scale) / GSVector4(tex[i]->GetSize()).xyxy();
// src_out_rect is the resized rect for output.
// src_out_rect is the resized rect for output. (Not really used)
src_out_rect[i] = (GSVector4(r) * scale) / GSVector4(tex[i]->GetSize()).xyxy();
// dst is the final destination rect with offset on the screen.
dst[i] = scale * (GSVector4(off).xyxy() + GSVector4(r.rsize()));
// Restore the single line offset for scanmsk.
if (m_scanmask_used && interlace_offset)
dst[i] += GSVector4(0.0f, 1.0f, 0.0f, 1.0f);
@ -376,6 +281,22 @@ bool GSRenderer::Merge(int field)
dst[2] = GSVector4(scale * GSVector4(feedback_rect.rsize()));
}
// Set the resolution to the height of the displays (kind of a saturate height)
if (ignore_offset && !feedback_merge)
{
GSVector2i max_resolution = GetResolution();
resolution.x = display_combined.x - display_baseline.x;
resolution.y = display_combined.y - display_baseline.y;
if (isinterlaced() && m_regs->SMODE2.FFMD)
{
resolution.y >>= 1;
}
resolution.x = std::min(max_resolution.x, resolution.x);
resolution.y = std::min(max_resolution.y, resolution.y);
}
fs = resolution * GSVector2i(GetUpscaleMultiplier());
ds = fs;