Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GS: Clamp ST coordinates to valid range in GS vertex trace. #12201

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
100 changes: 58 additions & 42 deletions pcsx2/GS/GSState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1677,48 +1677,9 @@ void GSState::FlushPrim()

m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GSUtil::GetPrimClass(PRIM->PRIM));

// Texel coordinate rounding
// Helps Manhunt (lights shining through objects).
// Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers.
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
if (PRIM->TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
{
if (!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).
for (int i = m_index.tail - 1; i >= 0; i--)
{
GSVertex* v = &m_vertex.buff[m_index.buff[i]];

// Only Q on the second vertex is valid
if (!(i & 1) && is_sprite)
v->RGBAQ.Q = m_vertex.buff[m_index.buff[i + 1]].RGBAQ.Q;

int T = std::bit_cast<int>(v->ST.T);
int Q = std::bit_cast<int>(v->RGBAQ.Q);
int S = std::bit_cast<int>(v->ST.S);
const int expS = (S >> 23) & 0xff;
const int expT = (T >> 23) & 0xff;
const int expQ = (Q >> 23) & 0xff;
int max_exp = std::max(expS, expQ);

u32 mask = CalcMask(expS, max_exp);
S &= ~mask;
v->ST.S = std::bit_cast<float>(S);
max_exp = std::max(expT, expQ);
mask = CalcMask(expT, max_exp);
T &= ~mask;
v->ST.T = std::bit_cast<float>(T);
Q &= ~0xff;

if (!is_sprite || (i & 1))
v->RGBAQ.Q = std::bit_cast<float>(Q);

m_vt.m_min.t.x = std::min(m_vt.m_min.t.x, (v->ST.S / v->RGBAQ.Q) * (1 << m_context->TEX0.TW));
m_vt.m_min.t.y = std::min(m_vt.m_min.t.y, (v->ST.T / v->RGBAQ.Q) * (1 << m_context->TEX0.TH));
}
}
TexelCoordinateRounding();
}

// Skip draw if Z test is enabled, but set to fail all pixels.
Expand Down Expand Up @@ -3831,8 +3792,8 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(GIFRegTEX0 TEX0, GIFRegCL

u8 uses_border = 0;

if (m_vt.m_max.t.x >= FLT_MAX || m_vt.m_min.t.x <= -FLT_MAX ||
m_vt.m_max.t.y >= FLT_MAX || m_vt.m_min.t.y <= -FLT_MAX)
if (m_vt.m_max.t.x >= 2047.0f || m_vt.m_min.t.x <= -2047.0f ||
m_vt.m_max.t.y >= 2047.0f || m_vt.m_min.t.y <= -2047.0f)
{
// If any of the min/max values are +-FLT_MAX we can't rely on them
// so just assume full texture.
Expand Down Expand Up @@ -4009,6 +3970,61 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(GIFRegTEX0 TEX0, GIFRegCL
return { vr, uses_border };
}

// Texel coordinate rounding
// Helps Manhunt (lights shining through objects).
// Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers.
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
void GSState::TexelCoordinateRounding()
{
if (!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).
for (int i = m_index.tail - 1; i >= 0; i--)
{
GSVertex* v = &m_vertex.buff[m_index.buff[i]];

// Only Q on the second vertex is valid
if (!(i & 1) && is_sprite)
v->RGBAQ.Q = m_vertex.buff[m_index.buff[i + 1]].RGBAQ.Q;

int T = std::bit_cast<int>(v->ST.T);
int Q = std::bit_cast<int>(v->RGBAQ.Q);
int S = std::bit_cast<int>(v->ST.S);
const int expS = (S >> 23) & 0xff;
const int expT = (T >> 23) & 0xff;
const int expQ = (Q >> 23) & 0xff;
int max_exp = std::max(expS, expQ);

u32 mask = CalcMask(expS, max_exp);
S &= ~mask;
v->ST.S = std::bit_cast<float>(S);
max_exp = std::max(expT, expQ);
mask = CalcMask(expT, max_exp);
T &= ~mask;
v->ST.T = std::bit_cast<float>(T);
Q &= ~0xff;

if (!is_sprite || (i & 1))
v->RGBAQ.Q = std::bit_cast<float>(Q);

float U = (v->ST.S / v->RGBAQ.Q) * (1 << m_context->TEX0.TW);
float V = (v->ST.T / v->RGBAQ.Q) * (1 << m_context->TEX0.TH);

m_vt.m_min.t.x = std::isnan(U) ? m_vt.m_min.t.x : std::min(m_vt.m_min.t.x, U);
m_vt.m_min.t.y = std::isnan(V) ? m_vt.m_min.t.y : std::min(m_vt.m_min.t.y, V);
m_vt.m_max.t.x = std::isnan(U) ? m_vt.m_max.t.x : std::max(m_vt.m_max.t.x, U);
m_vt.m_max.t.y = std::isnan(V) ? m_vt.m_max.t.y : std::max(m_vt.m_max.t.y, V);
}
}

// Clamp the min/max UV values to the min/max valid UV values.
// This is needed in certain cases where buggy GS input results
// in huge floating points values for ST.
m_vt.m_min.t = m_vt.m_min.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(m_vt.m_min.t);
m_vt.m_max.t = m_vt.m_max.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(m_vt.m_max.t);
}

void GSState::CalcAlphaMinMax(const int tex_alpha_min, const int tex_alpha_max)
{
if (m_vt.m_alpha.valid && tex_alpha_min == 0 && tex_alpha_max == 255)
Expand Down
1 change: 1 addition & 0 deletions pcsx2/GS/GSState.h
Original file line number Diff line number Diff line change
Expand Up @@ -190,6 +190,7 @@ class GSState : public GSAlignedClass<32>
bool IsCoverageAlpha();
void CalcAlphaMinMax(const int tex_min, const int tex_max);
void CorrectATEAlphaMinMax(const u32 atst, const int aref);
void TexelCoordinateRounding();

public:
struct GSUploadQueue
Expand Down
36 changes: 29 additions & 7 deletions pcsx2/GS/Renderers/Common/GSVertexTraceFMM.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -138,20 +138,36 @@ void GSVertexTraceFMM::FindMinMax(GSVertexTrace& vt, const void* vertex, const u

stq0 = st.xyww(primclass == GS_SPRITE_CLASS ? stq1 : stq0);
stq1 = st.zwww(stq1);

tmin = tmin.min(stq0.min(stq1));
tmax = tmax.max(stq0.max(stq1));

// Check for NaNs
GSVector4 temp_min = stq0.min(stq1);
GSVector4 temp_max = stq0.max(stq1);
temp_min.x = std::isnan(temp_min.x) ? s_minmax.x : temp_min.x;
temp_min.y = std::isnan(temp_min.y) ? s_minmax.x : temp_min.y;
temp_max.x = std::isnan(temp_max.x) ? s_minmax.y : temp_max.x;
temp_max.y = std::isnan(temp_max.y) ? s_minmax.y : temp_max.y;

tmin = tmin.min(temp_min);
tmax = tmax.max(temp_max);
}
else
{
GSVector4i uv0(v0.m[1]);
GSVector4i uv1(v1.m[1]);

GSVector4 st0 = GSVector4(uv0.uph16()).xyxy();
GSVector4 st1 = GSVector4(uv1.uph16()).xyxy();
GSVector4 st0 = GSVector4(uv0.uph16());
GSVector4 st1 = GSVector4(uv1.uph16());

// Check for NaNs
GSVector4 temp_min = st0.min(st1);
GSVector4 temp_max = st0.max(st1);
temp_min.x = std::isnan(temp_min.x) ? s_minmax.x : temp_min.x;
temp_min.y = std::isnan(temp_min.y) ? s_minmax.x : temp_min.y;
temp_max.x = std::isnan(temp_max.x) ? s_minmax.y : temp_max.x;
temp_max.y = std::isnan(temp_max.y) ? s_minmax.y : temp_max.y;

tmin = tmin.min(st0.min(st1));
tmax = tmax.max(st0.max(st1));
tmin = tmin.min(temp_min.xyxy());
tmax = tmax.max(temp_max.xyxy());
}
}

Expand Down Expand Up @@ -246,6 +262,12 @@ void GSVertexTraceFMM::FindMinMax(GSVertexTrace& vt, const void* vertex, const u

vt.m_min.t = tmin * s;
vt.m_max.t = tmax * s;

// Clamp the min/max UV values to the min/max valid UV values.
// This is needed in certain cases where buggy GS input results
// in huge floating points values for ST.
vt.m_min.t = vt.m_min.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(vt.m_min.t);
vt.m_max.t = vt.m_max.t.min(GSVector4(2047.0f)).max(GSVector4(-2047.0f)).xyzw(vt.m_max.t);
}
else
{
Expand Down
Loading