VideoCommon: Move bounding box pixel quads rounding to shader

This avoids rounding values that the game writes to the bounding box
registers, especially the default values.
This commit is contained in:
Techjar 2021-05-28 23:30:22 -04:00
parent 37d0559493
commit e4aef0a85b
3 changed files with 20 additions and 18 deletions

View File

@ -838,8 +838,10 @@ void Tev::Draw()
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
}
BoundingBox::Update(static_cast<u16>(Position[0]), static_cast<u16>(Position[0]),
static_cast<u16>(Position[1]), static_cast<u16>(Position[1]));
// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
// extents of these groups, rather than the exact pixel.
BoundingBox::Update(static_cast<u16>(Position[0] & ~1), static_cast<u16>(Position[0] | 1),
static_cast<u16>(Position[1] & ~1), static_cast<u16>(Position[1] | 1));
#if ALLOW_TEV_DUMPS
if (g_ActiveConfig.bDumpTevStages)

View File

@ -492,19 +492,30 @@ void UpdateBoundingBox(float2 rawpos) {{
// such that width = right - left + 1. This has been verified on hardware.
int2 pos = iround(rawpos * cefbscale + offset);
// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
// extents of these groups, rather than the exact pixel.
#ifdef API_OPENGL
// Need to flip the operands for Y on OpenGL because of lower-left origin.
int2 pos_tl = int2(pos.x & ~1, pos.y | 1);
int2 pos_br = int2(pos.x | 1, pos.y & ~1);
#else
int2 pos_tl = pos & ~1;
int2 pos_br = pos | 1;
#endif
#ifdef SUPPORTS_SUBGROUP_REDUCTION
if (CAN_USE_SUBGROUP_REDUCTION) {{
int2 min_pos = IS_HELPER_INVOCATION ? int2(2147483647, 2147483647) : pos;
int2 max_pos = IS_HELPER_INVOCATION ? int2(-2147483648, -2147483648) : pos;
int2 min_pos = IS_HELPER_INVOCATION ? int2(2147483647, 2147483647) : pos_tl;
int2 max_pos = IS_HELPER_INVOCATION ? int2(-2147483648, -2147483648) : pos_br;
SUBGROUP_MIN(min_pos);
SUBGROUP_MAX(max_pos);
if (IS_FIRST_ACTIVE_INVOCATION)
UpdateBoundingBoxBuffer(min_pos, max_pos);
}} else {{
UpdateBoundingBoxBuffer(pos, pos);
UpdateBoundingBoxBuffer(pos_tl, pos_br);
}}
#else
UpdateBoundingBoxBuffer(pos, pos);
UpdateBoundingBoxBuffer(pos_tl, pos_br);
#endif
}}

View File

@ -187,18 +187,7 @@ void Renderer::ReinterpretPixelData(EFBReinterpretType convtype)
u16 Renderer::BBoxRead(int index)
{
u16 value = BBoxReadImpl(index);
// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
// extents of these groups, rather than the exact pixel.
// This would have been handled in the pixel shader, but all attempts to do so did not work on
// OpenGL/NVIDIA, due to presumably mystical driver behavior with atomics.
if (index == 0 || index == 2)
value &= ~1;
else
value |= 1;
return value;
return BBoxReadImpl(index);
}
void Renderer::BBoxWrite(int index, u16 value)