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GS: Fix huge ST coordinates in input vertices. #12201
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TODO: On the dumps that I saw a difference should be checked on a ps2 to compare how they should look like. |
Lightning, would you be able to provide the dump name (if it is in gspack-10-july-2024)? I will try to work on this further given the new info from the hardware tests Ziemas ran. |
007 Agent Under Fire - door blend There's more but the list is huge, ace combat 4, ape escape 2 dave mirra seem broken. |
Thanks much, this should keep me busy for some time |
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I've fixed a few issues and the dump run seems to look good now on my end. Edit: Actually, there was a big error in the last force push that I didn't test. Should be fixed now hopefully. |
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What's the status on this, is it still worked on or ready for merge? |
@lightningterror Thanks for checking, I actually noticed a glitch with Counter_Terrorist_Special_Forces_-_Fire_for_Effect_SLES-53046_20230830195729.gs.xz. This is because we currently don't have handling of infinite STs in the rasterizer (the incorrect texture load was masking the issue at the expense of the missing haze effect; see image below). Unfortunately, even if we emulate this accurately, I think we would end up with the same or similar image. The issue may be further upstream with incorrect floating point calculations in VU or EE.
So the current status is I need to add infinite ST handling to the rasterizer and see if it fixes the above glitch. Also, I thought you might want to run a dump run on your end to double check me since you may have additional dumps in your collection. If you have the time that would be super helpful, or if you think the testing I'm doing is sufficient, that's ok also. |
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@lightningterror This may be ready for review and/or merging. I updated the original post to some of the drawbacks of the fix, since it causes a graphical bug in at least a couple GS dumps in SW, but I believe these are problems with the input that are (hopefully) being emulated accurately on the GS. I also did a bit of profiling and found that the performance impact was not bad. |
pcsx2/GS/GSState.cpp
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@@ -1675,50 +1668,19 @@ void GSState::FlushPrim() | |||
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Extra row.
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Thanks, fixed it
This breaks Oni |
Thanks for the reviews lightningterror. The Oni dump had NaNs in the ST coordinates that were causing the triangle to be culled. I changed the handling to instead replace NaN ST coordinates with 0 (I think this was TellowKrinkle's suggestion at some point). I will run a full dump run to make sure nothing got broken and get back to you. |
No longer fixes Galerian 2, dunno if that's intended or not |
Thanks for catching this. That Galerian dump is strange; it has some NaN ST coordinates but I haven't found yet where the lines come from. I will need to investigate this further and maybe figure out how to do a hardware test. |
Description of Changes
In the vertex trace, clamp floating point UV coordinates to valid UV ranges [-2047, 2047]. Add a pass to GSState::FlushPrims() that iterates through the primitivies about to be drawn and culls any that may be impossible to draw correctly (e.g., NaN values in ST coordinates) or replaces primitives with huge ST coordinates with a new primitive with clamped coordinates.
Rationale behind Changes
The input texture ST coordinates can sometimes be huge or NaN (for reasons not totally clear, it might be emulation or game bugs) so they cause issues with calculating the vertex trace values, determining texture vounding boxes, etc. This can cause graphical glitches downstream. Also, based on hardware tests it was determined that for truly large floating points values in ST (after divided by Q), they appeart to be clamped to +/-2047 when converting to UV (before the clamping/wrapping determined by the CLAMP register operates).
Suggested Testing Steps
Testing on GS dumps/games that are known to have huge ST coordinates as described above. I found a few examples of graphical issues that are caused in the SW renderer because of how the huge ST coords get clamped (first example below) . They were previously being masked because of the way the SW renderer it partially loads textures or cast floating point to integers in the rasterizer, which was being thrown off by the huge ST coordinates (so two problems were canceling each other out). Any help testing on more games/dumps or feedback on the changes would be greatly appreciated.
Currently these have been tested thouroughly on a large pack of GS dumps (provided by LightningTerror), with ta few of the more visible differences shown below. Some basic profiling was done on some of the GS dumps and the performance impact is similar to the GSVertexTraceFMM::FindMinMax(), since this is called once ever draw. It will have a larger impact on draws that have a large number of huge/infinite ST coordinates, which hopefully are not much.
In the example, before is left and after is right.
Should be a slight blurring effect. Unfortunately, fixing this issue causes another issue with the black patches. This should be "accurate" on the GS side but the input coordinates from the EE may not be in this dump. (Counter_Terrorist_Special_Forces_-_Fire_for_Effect_SLES-53046_20230830195729.gs.xz).
Should not have double eyebrows (Bakugan_Battle_Brawlers_shadows.gs.xz).
Should have a faint star-like patterns (Psychonauts_SLUS-21120_20231013005852.gs.xz).
Should have character's shadow (Tomb_Raider_-_Legend_SLUS-21203_20230905130255.gs.xz).
Should not have dark road (testdriveswminmax.gs.xz).