Merge pull request #2284 from NZJenkins/swap-copy

Tweak Swap behaviour to fix flickering in some titles
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Luke Usher 2021-12-22 11:03:15 +00:00 committed by GitHub
commit 3e5272d91a
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2 changed files with 36 additions and 10 deletions

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@ -183,6 +183,8 @@ static xbox::X_D3DBaseTexture CxbxActiveTextureCopies[xbox::X_D3DTS_STAGE
xbox::X_D3DVIEWPORT8 g_Xbox_Viewport = { 0 }; xbox::X_D3DVIEWPORT8 g_Xbox_Viewport = { 0 };
float g_Xbox_BackbufferScaleX = 1; float g_Xbox_BackbufferScaleX = 1;
float g_Xbox_BackbufferScaleY = 1; float g_Xbox_BackbufferScaleY = 1;
xbox::X_D3DSWAP g_LastD3DSwap = (xbox::X_D3DSWAP) -1;
static constexpr size_t INDEX_BUFFER_CACHE_SIZE = 10000; static constexpr size_t INDEX_BUFFER_CACHE_SIZE = 10000;
@ -2960,6 +2962,12 @@ void GetScreenScaleFactors(float& scaleX, float& scaleY) {
return; return;
} }
if (g_LastD3DSwap == xbox::X_D3DSWAP_COPY) {
// HACK: Pretend we are drawing to the frontbuffer
// by disabling scale factors.
return;
}
// Example: // Example:
// NFS HP2 renders in-game at 640*480 // NFS HP2 renders in-game at 640*480
// The title uses MSAA, which increases the rendertarget size, but leaves the screen scale unaffected // The title uses MSAA, which increases the rendertarget size, but leaves the screen scale unaffected
@ -5197,17 +5205,33 @@ xbox::dword_xt WINAPI xbox::EMUPATCH(D3DDevice_Swap)
{ {
LOG_FUNC_ONE_ARG(Flags); LOG_FUNC_ONE_ARG(Flags);
// TODO: Ensure this flag is always the same across library versions // Handle swap flags
if (Flags != 0 && Flags != CXBX_SWAP_PRESENT_FORWARD) // We don't maintain a swap chain, and draw everything to backbuffer 0
LOG_TEST_CASE("D3DDevice_Swap: Flags != 0"); // so just hack around the swap flags for now...
static float prevBackBufferScaleX;
if (Flags == X_D3DSWAP_BYPASSCOPY) {
// Test case: MotoGp2
// Title handles copying to the frontbuffer itself, but we don't keep track of one
// MotoGp2 seems to copy a black rectangle over the backbuffer
// HACK: Effectively disable drawing - so the title can't copy anything around via draws
// and we just have to hope the title leaves the backbuffer untouched...
prevBackBufferScaleX = g_Xbox_BackbufferScaleX;
g_Xbox_BackbufferScaleX = 0;
}
else if (g_LastD3DSwap == X_D3DSWAP_BYPASSCOPY) {
g_Xbox_BackbufferScaleX = prevBackBufferScaleX;
}
// TODO handle swap flags g_LastD3DSwap = (xbox::X_D3DSWAP)Flags;
if (Flags & X_D3DSWAP_COPY) {
// This flag resets the backbuffer scale? // Early exit if we're not ready to present
// Test case: Antialias sample, Backbufferscale use this flag // Test Case: Antialias sample, BackBufferScale sample
// Test case: Need for Speed: Hot Pursuit 2 does not, but uses backbufferscale // Which use D3DSWAP_COPY to render UI directly to the frontbuffer
g_Xbox_BackbufferScaleX = 1; // If we present before the UI is drawn, it will flicker
g_Xbox_BackbufferScaleY = 1; if (Flags != X_D3DSWAP_DEFAULT && !(Flags & X_D3DSWAP_FINISH)) {
if (Flags == X_D3DSWAP_COPY) { LOG_TEST_CASE("X_D3DSWAP_COPY"); }
if (Flags == X_D3DSWAP_BYPASSCOPY) { LOG_TEST_CASE("X_D3DSWAP_BYPASSCOPY"); }
return g_Xbox_SwapData.Swap;
} }
// Fetch the host backbuffer // Fetch the host backbuffer

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@ -664,7 +664,9 @@ X_D3DSWAPDATA;
typedef enum _X_D3DSWAP typedef enum _X_D3DSWAP
{ {
X_D3DSWAP_DEFAULT = 0,
X_D3DSWAP_COPY = 1, X_D3DSWAP_COPY = 1,
X_D3DSWAP_BYPASSCOPY = 2,
X_D3DSWAP_FINISH = 4, X_D3DSWAP_FINISH = 4,
} }
X_D3DSWAP; X_D3DSWAP;