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https://github.com/RPCS3/rpcs3.git
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rsx: Correct border-color register value for shader texel remapping
- PS3 border color does not correctly support signed channels and instead treats them as simple compression - We instead perform the reverse conversion before sending it to our shader pipeline
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@ -4,6 +4,15 @@
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#include "rsx_utils.h"
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#include "Emu/system_config.h"
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#include "util/simd.hpp"
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#if defined(ARCH_ARM64)
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#if !defined(_MSC_VER)
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#pragma GCC diagnostic ignored "-Wstrict-aliasing"
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#endif
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#undef FORCE_INLINE
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#include "Emu/CPU/sse2neon.h"
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#endif
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namespace rsx
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{
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@ -291,7 +300,69 @@ namespace rsx
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u32 fragment_texture::border_color() const
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{
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return registers[NV4097_SET_TEXTURE_BORDER_COLOR + (m_index * 8)];
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const u32 raw = registers[NV4097_SET_TEXTURE_BORDER_COLOR + (m_index * 8)];
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const u32 sext = argb_signed();
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if (!sext) [[ likely ]]
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{
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return raw;
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}
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// Border color is broken on PS3. The SNORM behavior is completely broken and behaves like BIASED renormalization instead.
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// To solve the mismatch, we need to first do a bit expansion on the value then store it as sign extended. The second part is a natural part of numbers on a binary system, so we only need to do the former.
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static constexpr u32 expand4_lut[16] =
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{
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0x00000000u, // 0000
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0xFF000000u, // 0001
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0x00FF0000u, // 0010
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0xFFFF0000u, // 0011
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0x0000FF00u, // 0100
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0xFF00FF00u, // 0101
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0x00FFFF00u, // 0110
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0xFFFFFF00u, // 0111
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0x000000FFu, // 1000
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0xFF0000FFu, // 1001
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0x00FF00FFu, // 1010
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0xFFFF00FFu, // 1011
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0x0000FFFFu, // 1100
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0xFF00FFFFu, // 1101
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0x00FFFFFFu, // 1110
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0xFFFFFFFFu // 1111
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};
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// Bit pattern expand and reverse BE -> LE using LUT
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const u32 mask = expand4_lut[sext];
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// Now we perform the compensation operation
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// BIAS operation = (V - 128 / 127)
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// Load
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const __m128i _0 = _mm_setzero_si128();
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const __m128i _128 = _mm_set1_epi32(128);
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const __m128i _127 = _mm_set1_epi32(127);
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const __m128i _255 = _mm_set1_epi32(255);
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const auto be_raw = be_t<u32>(raw);
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__m128i v = _mm_cvtsi32_si128(static_cast<u32>(be_raw));
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v = _mm_unpacklo_epi8(v, _0);
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v = _mm_unpacklo_epi16(v, _0); // [ 0, 64, 255, 128 ]
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// Conversion: x = (y - 128)
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v = _mm_sub_epi32(v, _128); // [ -128, -64, 127, 0 ]
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// Convert to signed encoding (reverse sext)
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v = _mm_slli_epi32(v, 24);
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v = _mm_srli_epi32(v, 24);
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// Pack down
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v = _mm_packs_epi32(v, _0);
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v = _mm_packus_epi16(v, _0);
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// Read
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const u32 conv = _mm_cvtsi128_si32(v);
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// Merge
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return (conv & mask) | (raw & ~mask);
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}
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color4f fragment_texture::remapped_border_color() const
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