From 779b1755678610ecf802d2a9f870f52c9e769f21 Mon Sep 17 00:00:00 2001 From: refractionpcsx2 Date: Sat, 15 Jun 2024 10:05:20 +0100 Subject: [PATCH] GS/HW: Don't scale up downscaled targets when copying directly --- pcsx2/GS/Renderers/HW/GSRendererHW.cpp | 24 ++++++++++++++++++------ 1 file changed, 18 insertions(+), 6 deletions(-) diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 0d8cb10fcf1bb..286de46b0cd84 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -2614,7 +2614,7 @@ void GSRendererHW::Draw() m_r = m_r.rintersect(t_size_rect); float target_scale = GetTextureScaleFactor(); - const int scale_draw = IsScalingDraw(src, no_gaps); + int scale_draw = IsScalingDraw(src, no_gaps); if (target_scale > 1.0f && scale_draw > 0) { // 1 == Downscale, so we need to reduce the size of the target also. @@ -2628,7 +2628,17 @@ void GSRendererHW::Draw() m_downscale_source = GSConfig.UserHacks_NativeScaling != GSNativeScaling::Aggressive ? false : src->m_from_target->GetScale() > 1.0f; // Bad for GTA + Full Spectrum Warrior, good for Sacred Blaze + Parappa. } else + { + // if it's directly copying keep the scale - Ratchet and clank hits this, stops edge garbage happening. + if (scale_draw == -1 && src && src->m_from_target && src->m_from_target->m_downscaled && + (GSVector4i(m_vt.m_min.p).xyxy() == GSVector4i(m_vt.m_min.t).xyxy()).alltrue() && (GSVector4i(m_vt.m_max.p).xyxy() == GSVector4i(m_vt.m_max.t).xyxy()).alltrue()) + { + target_scale = src->m_from_target->GetScale(); + scale_draw = 1; + } + m_downscale_source = false; + } if (IsPossibleChannelShuffle() && src && src->m_from_target && src->m_from_target->GetScale() != target_scale) { @@ -7212,10 +7222,6 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps) if (GSConfig.UserHacks_NativeScaling == GSNativeScaling::Off) return 0; - if (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) - return 0; - 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); @@ -7223,9 +7229,15 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps) if(tex_size.x == 0 || tex_size.y == 0 || draw_size.x == 0 || draw_size.y == 0) return 0; - if (std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1) + const bool is_target_src = src && src->m_from_target; + + 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 (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) + return 0; + // Should usually be 2x but some games like Monster House goes from 512x448 -> 128x128 const bool is_downscale = draw_size.x <= (tex_size.x * 0.75f) && draw_size.y <= (tex_size.y * 0.75f);