mirror of https://github.com/PCSX2/pcsx2.git
GS:HW: Handle coordinate wrapping on target-sized sources
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@ -1384,12 +1384,29 @@ void GSRendererHW::Draw()
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m_context->offset.tex = m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
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GSVector4i r = GetTextureMinMax(TEX0, MIP_CLAMP, m_vt.IsLinear()).coverage;
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TextureMinMaxResult tmm = GetTextureMinMax(TEX0, MIP_CLAMP, m_vt.IsLinear());
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m_src = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, r) :
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m_tc->LookupSource(TEX0, env.TEXA, r, m_hw_mipmap >= HWMipmapLevel::Basic ||
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m_src = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, tmm.coverage) :
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m_tc->LookupSource(TEX0, env.TEXA, tmm.coverage, m_hw_mipmap >= HWMipmapLevel::Basic ||
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GSConfig.UserHacks_TriFilter == TriFiltering::Forced);
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// If m_src is from a target that isn't the same size as the texture, texture sample edge modes won't work quite the same way
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// If the game actually tries to access stuff outside of the rendered target, it was going to get garbage anyways so whatever
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// But the game could issue reads that wrap to valid areas, so move wrapping to the shader if wrapping is used
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GSVector4i unscaled_size = GSVector4i(GSVector4(m_src->m_texture->GetSize()) / GSVector4(m_src->m_texture->GetScale()));
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if (m_context->CLAMP.WMS == CLAMP_REPEAT && (tmm.uses_boundary & TextureMinMaxResult::USES_BOUNDARY_U) && unscaled_size.x != 1 << TEX0.TW)
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{
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m_context->CLAMP.WMS = CLAMP_REGION_REPEAT;
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m_context->CLAMP.MINU = (1 << m_context->TEX0.TW) - 1;
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m_context->CLAMP.MAXU = 0;
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}
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if (m_context->CLAMP.WMT == CLAMP_REPEAT && (tmm.uses_boundary & TextureMinMaxResult::USES_BOUNDARY_V) && unscaled_size.y != 1 << TEX0.TH)
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{
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m_context->CLAMP.WMT = CLAMP_REGION_REPEAT;
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m_context->CLAMP.MINV = (1 << m_context->TEX0.TH) - 1;
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m_context->CLAMP.MAXV = 0;
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}
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// Round 2
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if (IsMipMapActive() && m_hw_mipmap == HWMipmapLevel::Full && !tex_psm.depth)
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{
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@ -1411,9 +1428,9 @@ void GSRendererHW::Draw()
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m_vt.m_min.t *= 0.5f;
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m_vt.m_max.t *= 0.5f;
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r = GetTextureMinMax(MIP_TEX0, MIP_CLAMP, m_vt.IsLinear()).coverage;
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tmm = GetTextureMinMax(MIP_TEX0, MIP_CLAMP, m_vt.IsLinear());
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m_src->UpdateLayer(MIP_TEX0, r, layer - m_lod.x);
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m_src->UpdateLayer(MIP_TEX0, tmm.coverage, layer - m_lod.x);
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}
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// we don't need to generate mipmaps since they were provided
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