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GS: Add Pre-Round Sprite hack
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This attempts to preproduce hardware behaviour, but falls down in a bunch of cases, hence the hack.
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refractionpcsx2 committed Nov 25, 2023
1 parent 31642ce commit c44bbc6
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Showing 7 changed files with 111 additions and 3 deletions.
1 change: 1 addition & 0 deletions pcsx2-qt/Settings/GraphicsSettingsWidget.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -115,6 +115,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
SettingWidgetBinder::BindWidgetToIntSetting(
sif, m_ui.screenshotFormat, "EmuCore/GS", "ScreenshotFormat", static_cast<int>(GSScreenshotFormat::PNG));
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.screenshotQuality, "EmuCore/GS", "ScreenshotQuality", 50);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.PreRoundSprites, "EmuCore/GS", "preround_sprites", false);
SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.stretchY, "EmuCore/GS", "StretchY", 100.0f);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropLeft, "EmuCore/GS", "CropLeft", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropTop, "EmuCore/GS", "CropTop", 0);
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10 changes: 10 additions & 0 deletions pcsx2-qt/Settings/GraphicsSettingsWidget.ui
Original file line number Diff line number Diff line change
Expand Up @@ -384,6 +384,16 @@
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QCheckBox" name="PreRoundSprites">
<property name="toolTip">
<string>Attempts to pre-round sprite texel coordinates to resolve rounding issues. Helpful for games such as Beyond Good and Evil, and Manhunt</string>
</property>
<property name="text">
<string>Pre-Round Sprites</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="5" column="0">
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1 change: 1 addition & 0 deletions pcsx2/Config.h
Original file line number Diff line number Diff line change
Expand Up @@ -685,6 +685,7 @@ struct Pcsx2Config
AutoFlushSW : 1,
PreloadFrameWithGSData : 1,
Mipmap : 1,
PreRoundSprites : 1,
ManualUserHacks : 1,
UserHacks_AlignSpriteX : 1,
UserHacks_CPUFBConversion : 1,
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93 changes: 90 additions & 3 deletions pcsx2/GS/GSState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1682,7 +1682,96 @@ void GSState::FlushPrim()
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
if (m_env.PRIM.TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
{
if (!m_env.PRIM.FST) // STQ's
if (m_env.PRIM.FST && GSConfig.PreRoundSprites) // UV's
{
// UV's on sprites only alter the final UV, I believe the problem is we're drawing too much (drawing stops earlier than we do)
// But this fixes Beyond Good adn Evil water and Dark Cloud 2's UI
if (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS)
{
for (u32 i = 0; i < m_index.tail; i += 2)
{
GSVertex* v1 = &m_vertex.buff[m_index.buff[i]];
GSVertex* v2 = &m_vertex.buff[m_index.buff[i + 1]];

GSVertex* vu1;
GSVertex* vu2;
GSVertex* vv1;
GSVertex* vv2;
if (v1->U > v2->U)
{
vu2 = v1;
vu1 = v2;
}
else
{
vu2 = v2;
vu1 = v1;
}

if (v1->V > v2->V)
{
vv2 = v1;
vv1 = v2;
}
else
{
vv2 = v2;
vv1 = v1;
}

GSVector2 pos_range(vu2->XYZ.X - vu1->XYZ.X, vv2->XYZ.Y - vv1->XYZ.Y);
const GSVector2 uv_range(vu2->U - vu1->U, vv2->V - vv1->V);
if (pos_range.x == 0)
pos_range.x = 1;
if (pos_range.y == 0)
pos_range.y = 1;
const GSVector2 grad(uv_range / pos_range);
bool isclamp_w = m_context->CLAMP.WMS > 0 && m_context->CLAMP.WMS < 3;
bool isclamp_h = m_context->CLAMP.WMT > 0 && m_context->CLAMP.WMT < 3;
int max_w = (m_context->CLAMP.WMS == 2) ? m_context->CLAMP.MAXU : ((1 << m_context->TEX0.TW) - 1);
int max_h = (m_context->CLAMP.WMT == 2) ? m_context->CLAMP.MAXV : ((1 << m_context->TEX0.TH) - 1);
int width = vu2->U >> 4;
int height = vv2->V >> 4;

if (m_context->CLAMP.WMS == 3)
width = (width & m_context->CLAMP.MINU) | m_context->CLAMP.MAXU;

if (m_context->CLAMP.WMT == 3)
height = (height & m_context->CLAMP.MINV) | m_context->CLAMP.MAXV;

if ((isclamp_w && width <= max_w && grad.x != 1.0f) || !isclamp_w)
{
if (vu2->U >= 0x1 && (!(vu2->U & 0xf) || grad.x <= 1.0f))
{
vu2->U = (vu2->U - 1);
/*if (!isclamp_w && ((vu2->XYZ.X - m_context->XYOFFSET.OFX) >> 4) < m_context->scissor.in.z)
vu2->XYZ.X -= 1;*/
}
}
else
vu2->U &= ~0xf;

// Dark Cloud 2 tries to address wider than the TBW when in CLAMP mode (maybe some weird behaviour in HW?)
if ((vu2->U >> 4) > (int)(m_context->TEX0.TBW * 64) && isclamp_w && (vu2->U >> 4) - 8 <= (int)(m_context->TEX0.TBW * 64))
{
vu2->U = (m_context->TEX0.TBW * 64) << 4;
}

if ((isclamp_h && height <= max_h && grad.y != 1.0f) || !isclamp_h)
{
if (vv2->V >= 0x1 && (!(vv2->V & 0xf) || grad.y <= 1.0f))
{
vv2->V = (vv2->V - 1);
/*if (!isclamp_h && ((vv2->XYZ.Y - m_context->XYOFFSET.OFY) >> 4) < m_context->scissor.in.w)
vv2->XYZ.Y -= 1;*/
}
}
else
vv2->V &= ~0xf;
}
}
}
else if (!m_env.PRIM.FST) // STQ's
{
const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS;
// ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).
Expand Down Expand Up @@ -1735,7 +1824,6 @@ void GSState::FlushPrim()
if (unused > 0)
{
memcpy(m_vertex.buff, buff, sizeof(GSVertex) * unused);

m_vertex.tail = unused;
m_vertex.next = next > head ? next - head : 0;

Expand Down Expand Up @@ -3364,7 +3452,6 @@ __forceinline void GSState::VertexKick(u32 skip)
const GSVector4i new_v1(m_v.m[1]);

GSVector4i* RESTRICT tailptr = (GSVector4i*)&m_vertex.buff[tail];

tailptr[0] = new_v0;
tailptr[1] = new_v1;

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6 changes: 6 additions & 0 deletions pcsx2/GameDatabase.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -356,6 +356,7 @@ static const char* s_gs_hw_fix_names[] = {
"estimateTextureRegion",
"PCRTCOffsets",
"PCRTCOverscan",
"preRoundSprites",
"mipmap",
"trilinearFiltering",
"skipDrawStart",
Expand Down Expand Up @@ -402,6 +403,7 @@ bool GameDatabaseSchema::isUserHackHWFix(GSHWFixId id)
case GSHWFixId::Deinterlace:
case GSHWFixId::Mipmap:
case GSHWFixId::TexturePreloading:
case GSHWFixId::PreRoundSprites:
case GSHWFixId::TrilinearFiltering:
case GSHWFixId::MinimumBlendingLevel:
case GSHWFixId::MaximumBlendingLevel:
Expand Down Expand Up @@ -747,6 +749,10 @@ void GameDatabaseSchema::GameEntry::applyGSHardwareFixes(Pcsx2Config::GSOptions&
config.PCRTCOverscan = (value > 0);
break;

case GSHWFixId::PreRoundSprites:
config.PreRoundSprites = (value > 0);
break;

case GSHWFixId::Mipmap:
{
if (value >= 0 && value <= static_cast<int>(HWMipmapLevel::Full))
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1 change: 1 addition & 0 deletions pcsx2/GameDatabase.h
Original file line number Diff line number Diff line change
Expand Up @@ -75,6 +75,7 @@ namespace GameDatabaseSchema
EstimateTextureRegion,
PCRTCOffsets,
PCRTCOverscan,
PreRoundSprites,

// integer settings
Mipmap,
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2 changes: 2 additions & 0 deletions pcsx2/Pcsx2Config.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -526,6 +526,7 @@ Pcsx2Config::GSOptions::GSOptions()
AutoFlushSW = true;
PreloadFrameWithGSData = false;
Mipmap = true;
PreRoundSprites = false;

ManualUserHacks = false;
UserHacks_AlignSpriteX = false;
Expand Down Expand Up @@ -734,6 +735,7 @@ void Pcsx2Config::GSOptions::LoadSave(SettingsWrapper& wrap)
GSSettingBool(OsdShowSettings);
GSSettingBool(OsdShowInputs);
GSSettingBool(OsdShowFrameTimes);
GSSettingBoolEx(PreRoundSprites, "preround_sprites");

GSSettingBool(HWSpinGPUForReadbacks);
GSSettingBool(HWSpinCPUForReadbacks);
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