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Correct texture projection issues, mainly in softgpu #16117

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merged 7 commits into from
Sep 27, 2022

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unknownbrackets
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@unknownbrackets unknownbrackets commented Sep 27, 2022

This includes q in the interpolated stq to properly project coordinates, which wasn't being done before. Fixes the ground in TOCA (from a frame dump.)

Along the way, this also fixes texture projection with flat shading (outside GL/GLES), as well as what (0, 0, 0) normalizes to for the purposes of texture projection. These are probably very rare cases, though.

Did some other confirmations:

  • Processing when UV or normal not in vertex type (it uses whatever value was most recently specified.) Implemented, but in software renderer only.
  • Confirmed texture projection doesn't happen in through, but does happen for transformed rectangles.
  • Confirmed UV scale/offset does not apply to the texgen result, regardless of source.
  • Confirmed weights do apply to the texgen source (i.e. normals, etc.)

Tried to do this carefully so there's neutral impact to performance for the common cases.

See also hrydgard/pspautotests#226 (doesn't exactly pass these tests, due to some precision issues.)

-[Unknown]

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hrydgard commented Sep 27, 2022

Very interesting! Do we have an issue about the TOCA ground problem? Did it only affect software?

I'll review this in a bit.

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It only affected software. This frame dump: #16049 (comment)

The hardware rendering tweaks here were all correctness changes, I'm not sure any game actually triggers them.

-[Unknown]

@hrydgard hrydgard merged commit 29d8f40 into hrydgard:master Sep 27, 2022
@unknownbrackets unknownbrackets deleted the softgpu-texgen branch September 27, 2022 13:54
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