gpu: Correct display transfer output with vertical flip+crop lines (#6952)

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GPUCode 2023-09-11 00:30:06 +03:00 committed by GitHub
parent 6aa31d6ec2
commit 0b0d3a4ac3
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 17 additions and 1 deletions

View file

@ -128,7 +128,7 @@ static void MemoryFill(const Regs::MemoryFillConfig& config) {
static void DisplayTransfer(const Regs::DisplayTransferConfig& config) { static void DisplayTransfer(const Regs::DisplayTransferConfig& config) {
const PAddr src_addr = config.GetPhysicalInputAddress(); const PAddr src_addr = config.GetPhysicalInputAddress();
const PAddr dst_addr = config.GetPhysicalOutputAddress(); PAddr dst_addr = config.GetPhysicalOutputAddress();
// TODO: do hwtest with these cases // TODO: do hwtest with these cases
if (!g_memory->IsValidPhysicalAddress(src_addr)) { if (!g_memory->IsValidPhysicalAddress(src_addr)) {
@ -164,6 +164,14 @@ static void DisplayTransfer(const Regs::DisplayTransferConfig& config) {
if (VideoCore::g_renderer->Rasterizer()->AccelerateDisplayTransfer(config)) if (VideoCore::g_renderer->Rasterizer()->AccelerateDisplayTransfer(config))
return; return;
// Using flip_vertically alongside crop_input_lines produces skewed output on hardware.
// We have to emulate this because some games rely on this behaviour to render correctly.
if (config.flip_vertically && config.crop_input_lines &&
config.input_width > config.output_width) {
dst_addr += (config.input_width - config.output_width) * (config.output_height - 1) *
GPU::Regs::BytesPerPixel(config.output_format);
}
u8* src_pointer = g_memory->GetPhysicalPointer(src_addr); u8* src_pointer = g_memory->GetPhysicalPointer(src_addr);
u8* dst_pointer = g_memory->GetPhysicalPointer(dst_addr); u8* dst_pointer = g_memory->GetPhysicalPointer(dst_addr);

View file

@ -272,6 +272,14 @@ bool RasterizerCache<T>::AccelerateDisplayTransfer(const GPU::Regs::DisplayTrans
dst_params.pixel_format = PixelFormatFromGPUPixelFormat(config.output_format); dst_params.pixel_format = PixelFormatFromGPUPixelFormat(config.output_format);
dst_params.UpdateParams(); dst_params.UpdateParams();
// Using flip_vertically alongside crop_input_lines produces skewed output on hardware.
// We have to emulate this because some games rely on this behaviour to render correctly.
if (config.flip_vertically && config.crop_input_lines &&
config.input_width > config.output_width) {
dst_params.addr += (config.input_width - config.output_width) * (config.output_height - 1) *
GPU::Regs::BytesPerPixel(config.output_format);
}
auto [src_surface_id, src_rect] = GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true); auto [src_surface_id, src_rect] = GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true);
if (!src_surface_id) { if (!src_surface_id) {
return false; return false;