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https://github.com/PCSX2/pcsx2.git
synced 2026-01-31 01:15:24 +01:00
GS/HW: Add new method of rounding sprites
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@@ -3560,7 +3560,7 @@ __forceinline bool AreTrianglesQuad(const GSVertex* RESTRICT vin, const u16* RES
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return are_quad;
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}
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__forceinline bool AreTrianglesQuadNonAA(const GSVertex* RESTRICT vin, const u16* RESTRICT index0, const u16* RESTRICT index1)
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bool GSState::AreTrianglesQuadNonAA(const GSVertex* RESTRICT vin, const u16* RESTRICT index0, const u16* RESTRICT index1)
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{
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u32 v0[3] = {
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vin[index0[0]].XYZ.U32[0],
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@@ -478,6 +478,7 @@ public:
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template<bool shuffle_check>
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bool TrianglesAreQuadsImpl();
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bool AreTrianglesQuadNonAA(const GSVertex* RESTRICT vin, const u16* RESTRICT index0, const u16* RESTRICT index1);
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bool TrianglesAreQuads(bool shuffle_check = false);
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template <u32 primclass>
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PRIM_OVERLAP GetPrimitiveOverlapDrawlistImpl(bool save_drawlist = false, bool save_bbox = false, float bbox_scale = 1.0f);
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@@ -4715,31 +4715,207 @@ void GSRendererHW::Draw()
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// Note: second hack corrects only the texture coordinate
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// Be careful to not correct downscaled targets, this can get messy and break post processing
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// but it still needs to adjust native stuff from memory as it's not been compensated for upscaling (Dragon Quest 8 font for example).
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if (CanUpscale() && (m_vt.m_primclass == GS_SPRITE_CLASS) && rt && rt->GetScale() > 1.0f)
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if (CanUpscale() && ((m_vt.m_primclass == GS_SPRITE_CLASS) || ((m_index.tail % 6 == 0) && m_vt.m_primclass == GS_TRIANGLE_CLASS && m_vt.m_eq.z)) && rt && rt->GetScale() > 1.0f)
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{
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const u32 count = m_vertex.next;
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GSVertex* v = &m_vertex.buff[0];
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bool valid_format = true;
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// Hack to avoid vertical black line in various games (ace combat/tekken)
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if (GSConfig.UserHacks_AlignSpriteX)
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if (m_vt.m_primclass == GS_TRIANGLE_CLASS)
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{
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// Note for performance reason I do the check only once on the first
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// primitive
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const int win_position = v[1].XYZ.X - context->XYOFFSET.OFX;
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const bool unaligned_position = ((win_position & 0xF) == 8);
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const bool unaligned_texture = ((v[1].U & 0xF) == 0) && PRIM->FST; // I'm not sure this check is useful
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const bool hole_in_vertex = (count < 4) || (v[1].XYZ.X != v[2].XYZ.X);
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if (hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST))
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const GSVertex* RESTRICT v = m_vertex.buff;
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const u16* RESTRICT index = m_index.buff;
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const size_t count = m_index.tail;
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for (int i = 0; i < count; i += 6)
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{
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// Normaly vertex are aligned on full pixels and texture in half
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// pixels. Let's extend the coverage of an half-pixel to avoid
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// hole after upscaling
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for (u32 i = 0; i < count; i += 2)
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// Non-axis aligned check when only two triangles
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if (!AreTrianglesQuadNonAA(v, &index[i], &index[i + 3]))
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{
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v[i + 1].XYZ.X += 8;
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// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
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if (unaligned_texture)
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v[i + 1].U += 8;
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valid_format = false;
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break;
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}
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}
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}
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if (valid_format)
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{
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const u32 count = m_vertex.next;
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GSVertex* v = &m_vertex.buff[0];
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u16* idx = &m_index.buff[0];
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// Hack to avoid vertical black line in various games (ace combat/tekken)
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if (GSConfig.UserHacks_AlignSpriteX)
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{
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// Note for performance reason I do the check only once on the first
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// primitive
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const int win_position0 = v[idx[0]].XYZ.X - context->XYOFFSET.OFX;
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const int win_position1 = v[idx[1]].XYZ.X - context->XYOFFSET.OFX;
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const bool unaligned_position = ((win_position0 & 0xf) != 0) || ((win_position1 & 0xF) != 0);
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const int first_s = (v[idx[0]].ST.S / v[idx[0]].RGBAQ.Q) * static_cast<int>(1 << m_cached_ctx.TEX0.TW);
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const bool unaligned_texture = (PRIM->FST && ((v[1].U & 0xF) == 0)) || (!PRIM->FST && (first_s & 0xF) == 0); // I'm not sure this check is useful
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const bool hole_in_vertex = (count < 4) || ((v[1].XYZ.X != v[2].XYZ.X) && std::abs(static_cast<int>(v[1].XYZ.X) - static_cast<int>(v[2].XYZ.X)) < 16);
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const bool is_tri = m_vt.m_primclass == GS_TRIANGLE_CLASS;
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const bool indexed_texture = src && src->m_scale == 1.0f && GSLocalMemory::m_psm[src->m_TEX0.PSM].pal > 0;
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const int skip = is_tri ? 3 : 2;
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if (m_lod.y == 0)
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{
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bool can_disable_linear = true;
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const GSVector2 gradient = GSVector2(1.0f, 1.0f);
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for (u32 i = 0; i < m_index.tail; i += skip)
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{
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const int x_offset = (is_tri && v[idx[i]].XYZ.X == v[idx[i + 1]].XYZ.X) ? 2 : 1;
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const int y_offset = (is_tri && v[idx[i]].XYZ.Y == v[idx[i + 1]].XYZ.Y) ? 2 : 1;
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GSVector2 vert = GSVector2(std::abs(static_cast<float>(v[idx[i]].XYZ.X - v[idx[i + x_offset]].XYZ.X)), std::abs(static_cast<float>(v[idx[i]].XYZ.Y - v[idx[i + y_offset]].XYZ.Y)));
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GSVector2 tex;
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if (!PRIM->FST)
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{
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const int s_offset = (is_tri && (v[idx[i]].ST.S / v[idx[i]].RGBAQ.Q) == (v[idx[i + 1]].ST.S / v[idx[i + 1]].RGBAQ.Q)) ? 2 : 1;
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const int t_offset = (is_tri && (v[idx[i]].ST.T / v[idx[i]].RGBAQ.Q) == (v[idx[i + 1]].ST.T / v[idx[i + 1]].RGBAQ.Q)) ? 2 : 1;
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GSVector2 v0, v1;
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float s = std::min((v[idx[i]].ST.S / v[idx[i]].RGBAQ.Q), 1.0f);
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float t = std::min((v[idx[i]].ST.T / v[idx[i]].RGBAQ.Q), 1.0f);
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v0.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
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v0.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
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s = std::min((v[idx[i + s_offset]].ST.S / v[idx[i + s_offset]].RGBAQ.Q), 1.0f);
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t = std::min((v[idx[i + t_offset]].ST.T / v[idx[i + t_offset]].RGBAQ.Q), 1.0f);
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v1.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
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v1.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
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tex = GSVector2(std::abs(v1.x - v0.x), std::abs(v1.y - v0.y));
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}
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else
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{
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const int u_offset = (is_tri && v[idx[i]].U == v[idx[i + 1]].U) ? 2 : 1;
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const int v_offset = (is_tri && v[idx[i]].V == v[idx[i + 1]].V) ? 2 : 1;
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tex = GSVector2(std::abs(static_cast<float>(v[idx[i]].U - v[idx[i + u_offset]].U)), std::abs(static_cast<float>(v[idx[i]].V - v[idx[i + v_offset]].V)));
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}
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GSVector2 grad = tex / vert;
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if (grad.x != gradient.x || grad.y != gradient.y)
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{
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can_disable_linear = false;
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break;
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}
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}
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if (can_disable_linear)
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{
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m_vt.m_filter.linear = 0;
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m_vt.m_filter.opt_linear = 0;
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}
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}
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if ((m_vt.m_primclass == GS_SPRITE_CLASS) && hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST))
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{
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// Normaly vertex are aligned on full pixels and texture in half
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// pixels. Let's extend the coverage of an half-pixel to avoid
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// hole after upscaling
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for (u32 i = 0; i < count; i += 2)
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{
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v[i + 1].XYZ.X += 8;
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// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
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if (unaligned_texture)
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v[i + 1].U += 8;
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}
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}
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else if (indexed_texture)
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{
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const int comparitor = unaligned_position ? 0 : 8;
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if (!PRIM->FST)
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{
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int s_offset = (is_tri && (v[idx[0]].ST.S / v[idx[0]].RGBAQ.Q) == (v[idx[1]].ST.S / v[idx[1]].RGBAQ.Q)) ? 2 : 1;
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int t_offset = (is_tri && (v[idx[0]].ST.T / v[idx[0]].RGBAQ.Q) == (v[idx[1]].ST.T / v[idx[1]].RGBAQ.Q)) ? 2 : 1;
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GSVector2i v0, v1;
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float q = v[idx[0]].RGBAQ.Q == 0 ? FLT_MIN : v[idx[0]].RGBAQ.Q;
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float s = v[idx[0]].ST.S / q;
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float t = v[idx[0]].ST.T / q;
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v0.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
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v0.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
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q = v[idx[s_offset]].RGBAQ.Q == 0 ? FLT_MIN : v[idx[s_offset]].RGBAQ.Q;
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s = v[idx[s_offset]].ST.S / q;
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t = v[idx[t_offset]].ST.T / q;
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v1.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
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v1.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
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bool small_texture = std::abs(v1.x - v0.x) <= (64 * 16) || std::abs(v1.y - v0.y) <= (64 * 16);
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bool offset_texture_x = (m_vt.IsLinear() || ((v0.x & 0x8) && (v1.x & 0x8))) && small_texture; // Keep them relatively small to avoid full screen stuff.
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bool offset_texture_y = (m_vt.IsLinear() || ((v0.y & 0x8) && (v1.y & 0x8))) && small_texture;
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if (offset_texture_x && offset_texture_y)
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{
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for (u32 i = m_index.buff[0]; i < count; i += skip)
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{
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GSVector2 st;
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float largest_s = std::max(is_tri ? (v[i + 2].ST.S / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::max((v[i].ST.S / v[i].RGBAQ.Q), (v[i + 1].ST.S / v[i + 1].RGBAQ.Q)));
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float smallest_s = std::min(is_tri ? (v[i + 2].ST.S / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::min((v[i].ST.S / v[i].RGBAQ.Q), (v[i + 1].ST.S / v[i + 1].RGBAQ.Q)));
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for (int j = 0; j < skip; j++)
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{
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q = v[i + j].RGBAQ.Q == 0 ? FLT_MIN : v[i + j].RGBAQ.Q;
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float s = v[i + j].ST.S / q;
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st.x = static_cast<float>(1 << m_cached_ctx.TEX0.TW) * s;
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if ((v[i + j].ST.S / q) == largest_s)
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v[i + j].ST.S = ((st.x - 0.5f) / static_cast<float>(1 << m_cached_ctx.TEX0.TW)) * q;
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// Check the minimap in Persona 3.
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if ((static_cast<int>(st.x * 16) & 0x8) == comparitor && (v[i + j].ST.S / q) == smallest_s)
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v[i + j].ST.S = (std::max(0.0f, (st.x - 0.5f)) / static_cast<float>(1 << m_cached_ctx.TEX0.TW)) * q;
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}
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float largest_t = std::max(is_tri ? (v[i + 2].ST.T / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::max((v[i].ST.T / v[i].RGBAQ.Q), (v[i + 1].ST.T / v[i + 1].RGBAQ.Q)));
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float smallest_t = std::min(is_tri ? (v[i + 2].ST.T / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::min((v[i].ST.T / v[i].RGBAQ.Q), (v[i + 1].ST.T / v[i + 1].RGBAQ.Q)));
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for (int j = 0; j < skip; j++)
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{
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q = v[i + j].RGBAQ.Q == 0 ? FLT_MIN : v[i + j].RGBAQ.Q;
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float t = v[i + j].ST.T / q;
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st.y = static_cast<float>(1 << m_cached_ctx.TEX0.TH) * t;
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if ((v[i + j].ST.T / q) == largest_t)
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v[i + j].ST.T = ((st.y - 0.5f) / static_cast<float>(1 << m_cached_ctx.TEX0.TH)) * q;
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// Check the minimap in Persona 3.
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if ((static_cast<int>(st.y * 16) & 0x8) == comparitor && (v[i + j].ST.T / q) == smallest_t)
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v[i + j].ST.T = (std::max(0.0f, (st.y - 0.5f)) / static_cast<float>(1 << m_cached_ctx.TEX0.TH)) * q;
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}
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}
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}
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}
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else
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{
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int u_offset = (is_tri && (v[0].U == v[1].U)) ? 2 : 1;
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int v_offset = (is_tri && (v[0].V == v[1].V)) ? 2 : 1;
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bool small_texture = std::abs(static_cast<int>(v[idx[u_offset]].U) - static_cast<int>(v[idx[0]].U)) <= (64 * 16) || std::abs(static_cast<int>(v[idx[v_offset]].V) - static_cast<int>(v[idx[0]].V)) <= (64 * 16);
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bool offset_texture_x = (m_vt.IsLinear() || ((v[0].U & 0x8) && (v[idx[u_offset]].U & 0x8))) && small_texture;
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bool offset_texture_y = (m_vt.IsLinear() || ((v[0].V & 0x8) && (v[idx[v_offset]].V & 0x8))) && small_texture;
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if (offset_texture_x && offset_texture_y)
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{
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for (u32 i = m_index.buff[0]; i < m_index.tail; i += skip)
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{
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u16 largest_u = std::max(is_tri ? v[idx[i + 2]].U : static_cast<u16>(0), std::max(v[idx[i]].U, v[idx[i + 1]].U));
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if ((v[idx[i]].U & 0x8) == comparitor && v[idx[i]].U == largest_u)
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v[idx[i]].U = std::max(static_cast<int>(v[idx[i]].U) - 8, 0);
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if ((v[idx[i + 1]].U & 0x8) == comparitor && v[idx[i + 1]].U == largest_u)
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v[idx[i + 1]].U = std::max(static_cast<int>(v[idx[i + 1]].U) - 8, 0);
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if (is_tri && (v[idx[i + 2]].U & 0x8) == comparitor && v[idx[i + 2]].U == largest_u)
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v[idx[i + 2]].U = std::max(static_cast<int>(v[idx[i + 2]].U) - 8, 0);
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u16 largest_v = std::max(is_tri ? v[idx[i + 2]].V : static_cast<u16>(0), std::max(v[idx[i]].V, v[idx[i + 1]].V));
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if ((v[idx[i]].V & 0x8) == comparitor && v[idx[i]].V == largest_v)
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v[idx[i]].V = std::max(static_cast<int>(v[idx[i]].V) - 8, 0);
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if ((v[idx[i + 1]].V & 0x8) == comparitor && v[idx[i + 1]].V == largest_v)
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v[idx[i + 1]].V = std::max(static_cast<int>(v[idx[i + 1]].V) - 8, 0);
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if (is_tri && (v[idx[i + 2]].V & 0x8) == comparitor && v[idx[i + 2]].V == largest_v)
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v[idx[i + 2]].V = std::max(static_cast<int>(v[idx[i + 2]].V) - 8, 0);
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}
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}
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}
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}
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}
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}
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