[D3D12] Apply scissor to resolve regions

This commit is contained in:
Triang3l 2018-11-21 17:15:09 +03:00
parent a9e83872eb
commit 70fae20072
1 changed files with 26 additions and 7 deletions

View File

@ -907,11 +907,26 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
// Xenos only supports rectangle copies (luckily).
// The rectangle is for both the source and the destination, according to how
// it's used in Tales of Vesperia.
// Window scissor must also be applied - in the jigsaw puzzle in Banjo-Tooie,
// there are 1280x720 resolve rectangles, but only the scissored 1280x256
// needs to be copied, otherwise it overflows even beyond the EDRAM, and the
// depth buffer is visible on the screen. It also ensures the coordinates are
// not negative (in F.E.A.R., for example, the right tile is resolved with
// vertices (-640,0)->(640,720), however, the destination texture pointer is
// adjusted properly to the right half of the texture, and the source render
// target has a pitch of 800).
D3D12_RECT rect;
rect.left = LONG(std::min(std::min(vertices[0], vertices[2]), vertices[4]));
rect.right = LONG(std::max(std::max(vertices[0], vertices[2]), vertices[4]));
rect.top = LONG(std::min(std::min(vertices[1], vertices[3]), vertices[5]));
rect.bottom = LONG(std::max(std::max(vertices[1], vertices[3]), vertices[5]));
D3D12_RECT scissor;
uint32_t window_scissor_tl = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
uint32_t window_scissor_br = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
scissor.left = LONG(window_scissor_tl & 0x7FFF);
scissor.right = LONG(window_scissor_br & 0x7FFF);
scissor.top = LONG((window_scissor_tl >> 16) & 0x7FFF);
scissor.bottom = LONG((window_scissor_br >> 16) & 0x7FFF);
if (regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 16)) {
uint32_t pa_sc_window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
int16_t window_offset_x = pa_sc_window_offset & 0x7FFF;
@ -926,7 +941,18 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
rect.right += window_offset_x;
rect.top += window_offset_y;
rect.bottom += window_offset_y;
if (!(window_scissor_tl & (1u << 31))) {
scissor.left = std::max(LONG(scissor.left + window_offset_x), LONG(0));
scissor.right = std::max(LONG(scissor.right + window_offset_x), LONG(0));
scissor.top = std::max(LONG(scissor.top + window_offset_y), LONG(0));
scissor.bottom =
std::max(LONG(scissor.bottom + window_offset_y), LONG(0));
}
}
rect.left = std::max(rect.left, scissor.left);
rect.right = std::min(rect.right, scissor.right);
rect.top = std::max(rect.top, scissor.top);
rect.bottom = std::min(rect.bottom, scissor.bottom);
XELOGGPU(
"Resolve: (%d,%d)->(%d,%d) of RT %u (pitch %u, %u sample%s, format %u) "
@ -936,13 +962,6 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
msaa_samples != MsaaSamples::k1X ? "s" : "", surface_format,
surface_edram_base);
// Ignore the negative part (though do this after logging, just in case this
// needs more research). In F.E.A.R., the right tile is resolved with vertices
// (-640,0)->(640,720), however, the destination texture pointer is adjusted
// properly to the right half of the texture, and the source render target has
// a pitch of 800.
rect.left = std::max(rect.left, LONG(0));
rect.top = std::max(rect.top, LONG(0));
if (rect.left >= rect.right || rect.top >= rect.bottom) {
// Nothing to copy.
return true;