From e2a126722fb6a5ae87906a21ddc7f5caa98ca862 Mon Sep 17 00:00:00 2001 From: refractionpcsx2 Date: Sun, 7 Jul 2024 20:14:35 +0100 Subject: [PATCH] GS/HW: Improve scale detection and allow non-bilinear downscales --- pcsx2/GS/Renderers/HW/GSRendererHW.cpp | 21 ++++++++++++++------- 1 file changed, 14 insertions(+), 7 deletions(-) diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 2655e35350..66a8ea0404 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -7293,23 +7293,30 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps) const GSVector2i draw_size = GSVector2i(m_vt.m_max.p.x - m_vt.m_min.p.x, m_vt.m_max.p.y - m_vt.m_min.p.y); const GSVector2i tex_size = GSVector2i(m_vt.m_max.t.x - m_vt.m_min.t.x, m_vt.m_max.t.y - m_vt.m_min.t.y); - // Try to catch cases of stupid draws like Manhunt and Syphon Filter where they sample a single pixel. - if(tex_size.x == 0 || tex_size.y == 0 || draw_size.x == 0 || draw_size.y == 0) - return 0; - const bool is_target_src = src && src->m_from_target; + // Try to catch cases of stupid draws like Manhunt and Syphon Filter where they sample a single pixel. + // Also make sure it's grabbing most of the texture. + if (tex_size.x == 0 || tex_size.y == 0 || draw_size.x == 0 || draw_size.y == 0 || !is_target_src) + return 0; + if (is_target_src && src->m_from_target->m_downscaled && std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1) return -1; - if (!PRIM->TME || m_context->TEX1.MMAG != 1 || m_vt.m_primclass < GS_TRIANGLE_CLASS || m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 || - IsMipMapDraw() || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 8 || !src || !src->m_from_target) + const GSDrawingContext& next_ctx = m_env.CTXT[m_env.PRIM.CTXT]; + const bool next_tex0_is_draw = m_env.PRIM.TME && next_ctx.TEX0.TBP0 == m_cached_ctx.FRAME.Block() && next_ctx.TEX1.MMAG == 1; + if (!PRIM->TME || (m_context->TEX1.MMAG != 1 && !next_tex0_is_draw) || m_vt.m_primclass < GS_TRIANGLE_CLASS || m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 || + IsMipMapDraw() || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 8) return 0; // Should usually be 2x but some games like Monster House goes from 512x448 -> 128x128 const bool is_downscale = m_cached_ctx.TEX0.TBW >= m_cached_ctx.FRAME.FBW && draw_size.x <= (tex_size.x * 0.75f) && draw_size.y <= (tex_size.y * 0.75f); + // Check we're getting most of the texture and not just stenciling a part of it. + // Only allow non-bilineared downscales if it's most of the target (misdetections of shadows in Naruto, Transformers etc), otherwise it's fine. + const GSVector2i tex_size_half = GSVector2i((src->GetRegion().HasX() ? src->GetRegionSize().x : src->m_from_target->m_valid.width()) / 2, (src->GetRegion().HasY() ? src->GetRegionSize().y : src->m_from_target->m_valid.height()) / 2); + const bool possible_downscale = m_context->TEX1.MMAG == 1 || src->m_from_target->m_downscaled || tex_size.x >= tex_size_half.x || tex_size.y >= tex_size_half.y; - if (is_downscale && draw_size.x >= PCRTCDisplays.GetResolution().x) + if (is_downscale && (draw_size.x >= PCRTCDisplays.GetResolution().x || !possible_downscale)) return 0; const bool is_upscale = m_cached_ctx.TEX0.TBW <= m_cached_ctx.FRAME.FBW && ((draw_size.x / tex_size.x) >= 4 || (draw_size.y / tex_size.y) >= 4);