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/*
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* Copyright ( C ) 2007 - 2009 Gabest
* http : //www.gabest.org
*
* This Program is free software ; you can redistribute it and / or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation ; either version 2 , or ( at your option )
* any later version .
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*
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* This Program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
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*
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* You should have received a copy of the GNU General Public License
* along with GNU Make ; see the file COPYING . If not , write to
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* the Free Software Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA USA .
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* http : //www.gnu.org/copyleft/gpl.html
*
*/
# include "stdafx.h"
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# include "GSRendererHW.h"
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GSRendererHW : : GSRendererHW ( GSTextureCache * tc )
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: m_width ( 1024 )
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, m_height ( 1024 )
, m_skip ( 0 )
, m_reset ( false )
, m_upscale_multiplier ( 1 )
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, m_tc ( tc )
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{
m_upscale_multiplier = theApp . GetConfig ( " upscale_multiplier " , 1 ) ;
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m_userhacks_skipdraw = ! ! theApp . GetConfig ( " UserHacks " , 0 ) ? theApp . GetConfig ( " UserHacks_SkipDraw " , 0 ) : 0 ;
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m_userhacks_align_sprite_X = ! ! theApp . GetConfig ( " UserHacks_align_sprite_X " , 0 ) & & ! ! theApp . GetConfig ( " UserHacks " , 0 ) ;
m_userhacks_stretch_sprite = ! ! theApp . GetConfig ( " UserHacks_stretch_sprite " , 0 ) & & ! ! theApp . GetConfig ( " UserHacks " , 0 ) ;
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m_userhacks_round_sprite_offset = ! ! theApp . GetConfig ( " UserHacks_round_sprite_offset " , 0 ) & & ! ! theApp . GetConfig ( " UserHacks " , 0 ) ;
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if ( ! m_nativeres )
{
m_width = theApp . GetConfig ( " resx " , m_width ) ;
m_height = theApp . GetConfig ( " resy " , m_height ) ;
m_upscale_multiplier = theApp . GetConfig ( " upscale_multiplier " , m_upscale_multiplier ) ;
if ( m_upscale_multiplier > 6 )
{
m_upscale_multiplier = 1 ; // use the normal upscale math
}
else if ( m_upscale_multiplier > 1 )
{
m_width = 640 * m_upscale_multiplier ; // 512 is also common, but this is not always detected right.
m_height = 512 * m_upscale_multiplier ; // 448 is also common, but this is not always detected right.
}
}
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else
{
m_upscale_multiplier = 1 ;
}
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// When you upscale sprite will sample invalid data of the texture. The idea is to add a subtexel offset
// so the sampling remains inside the texture.
// The strict minimal value can be computed with this formulae (you need to round above, [1;2[ must be rounded to 2).
//
// s: m_upscale_multiplier
// WH: Width or Height of the texture
// 0.5: initial offset of texture (not sure it is always true)
// L: length of primitive in pixels (after upscaling)
//
// Full formulae is
// 0.5 + (L - 1)* (WH-offset)/L < WH
//
// A reduced formulae is: (hypothesis 1:1 mapping => L == s*WH)
// offset > ((0.5)*s -1)/(s-1/WH)*16
//
// Rendering is perfect for 2x but some issues remains on higher scaling
switch ( m_upscale_multiplier ) {
case 1 : m_sub_texel_offset = 0 ; break ;
case 2 : m_sub_texel_offset = 1 ; break ;
case 3 : m_sub_texel_offset = 3 ; break ; // texture of 2 texels need 4 (Is is used?)
case 4 : m_sub_texel_offset = 5 ; break ;
case 5 : m_sub_texel_offset = 6 ; break ;
case 6 : m_sub_texel_offset = 6 ; break ;
default : break ;
}
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}
GSRendererHW : : ~ GSRendererHW ( )
{
delete m_tc ;
}
void GSRendererHW : : SetGameCRC ( uint32 crc , int options )
{
GSRenderer : : SetGameCRC ( crc , options ) ;
m_hacks . SetGameCRC ( m_game ) ;
if ( m_game . title = = CRC : : JackieChanAdv )
{
m_width = 1280 ; // TODO: uses a 1280px wide 16 bit render target, but this only fixes half of the problem
}
}
bool GSRendererHW : : CanUpscale ( )
{
if ( m_hacks . m_cu & & ! ( this - > * m_hacks . m_cu ) ( ) )
{
return false ;
}
return ! m_nativeres & & m_regs - > PMODE . EN ! = 0 ; // upscale ratio depends on the display size, with no output it may not be set correctly (ps2 logo to game transition)
}
int GSRendererHW : : GetUpscaleMultiplier ( )
{
return m_upscale_multiplier ;
}
void GSRendererHW : : Reset ( )
{
// TODO: GSreset can come from the main thread too => crash
// m_tc->RemoveAll();
m_reset = true ;
GSRenderer : : Reset ( ) ;
}
void GSRendererHW : : VSync ( int field )
{
if ( m_reset )
{
m_tc - > RemoveAll ( ) ;
m_reset = false ;
}
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GSRenderer : : VSync ( field ) ;
m_tc - > IncAge ( ) ;
m_skip = 0 ;
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}
void GSRendererHW : : ResetDevice ( )
{
m_tc - > RemoveAll ( ) ;
GSRenderer : : ResetDevice ( ) ;
}
GSTexture * GSRendererHW : : GetOutput ( int i )
{
const GSRegDISPFB & DISPFB = m_regs - > DISP [ i ] . DISPFB ;
GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = DISPFB . Block ( ) ;
TEX0 . TBW = DISPFB . FBW ;
TEX0 . PSM = DISPFB . PSM ;
// TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM);
GSTexture * t = NULL ;
if ( GSTextureCache : : Target * rt = m_tc - > LookupTarget ( TEX0 , m_width , m_height ) )
{
t = rt - > m_texture ;
if ( s_dump )
{
if ( s_save & & s_n > = s_saven )
{
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t - > Save ( root_hw + format ( " %05d_f%lld_fr%d_%05x_%d.bmp " , s_n , m_perfmon . GetFrame ( ) , i , ( int ) TEX0 . TBP0 , ( int ) TEX0 . PSM ) ) ;
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}
s_n + + ;
}
}
return t ;
}
void GSRendererHW : : InvalidateVideoMem ( const GIFRegBITBLTBUF & BITBLTBUF , const GSVector4i & r )
{
// printf("[%d] InvalidateVideoMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.DBP, (int)BITBLTBUF.DPSM);
m_tc - > InvalidateVideoMem ( m_mem . GetOffset ( BITBLTBUF . DBP , BITBLTBUF . DBW , BITBLTBUF . DPSM ) , r ) ;
}
void GSRendererHW : : InvalidateLocalMem ( const GIFRegBITBLTBUF & BITBLTBUF , const GSVector4i & r , bool clut )
{
// printf("[%d] InvalidateLocalMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.SBP, (int)BITBLTBUF.SPSM);
if ( clut ) return ; // FIXME
m_tc - > InvalidateLocalMem ( m_mem . GetOffset ( BITBLTBUF . SBP , BITBLTBUF . SBW , BITBLTBUF . SPSM ) , r ) ;
}
void GSRendererHW : : Draw ( )
{
if ( m_dev - > IsLost ( ) ) return ;
if ( GSRenderer : : IsBadFrame ( m_skip , m_userhacks_skipdraw ) ) return ;
GSDrawingEnvironment & env = m_env ;
GSDrawingContext * context = m_context ;
GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = context - > FRAME . Block ( ) ;
TEX0 . TBW = context - > FRAME . FBW ;
TEX0 . PSM = context - > FRAME . PSM ;
GSTextureCache : : Target * rt = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : RenderTarget , true ) ;
TEX0 . TBP0 = context - > ZBUF . Block ( ) ;
TEX0 . TBW = context - > FRAME . FBW ;
TEX0 . PSM = context - > ZBUF . PSM ;
GSTextureCache : : Target * ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , context - > DepthWrite ( ) ) ;
if ( ! rt | | ! ds )
{
ASSERT ( 0 ) ;
return ;
}
GSTextureCache : : Source * tex = NULL ;
if ( PRIM - > TME )
{
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/*
// m_tc->LookupSource will mess with the palette, should not, but we do this after, until it is sorted out
GSdx:
- changed the KH2 fix in GetTextureMinMax to my taste, should give the same results, when the used texture rect is to the left/above the clamped area, it returns [min, min+1], and [max-1, max] for right/below
- m_mem.m_clut.Read32 was returned to its original place from GetAlphaMinMax
- UserHacks_WildHack was moved up to GSState, special UV handlers are only used when this setting is active
- updated xbyak to the latest available (avx2 seems incomplete, the 256-bit promoted old instructions are missing)
- changed vtune's include path to the 2013 edition
Some other not yet commited changes from a year ago:
- WriteImageX overflow crash-fix
- moved colclamp after dithering (sw mode), it makes more sense, no visible changes noticed
- Gif_Tag::analyzeTag(), there was a conditional I didn't like, split the loop into two parts
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5649 96395faa-99c1-11dd-bbfe-3dabce05a288
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if ( GSLocalMemory : : m_psm [ context - > TEX0 . PSM ] . pal > 0 )
{
m_mem . m_clut . Read32 ( context - > TEX0 , env . TEXA ) ;
}
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*/
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GSVector4i r ;
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GetTextureMinMax ( r , context - > TEX0 , context - > CLAMP , m_vt . IsLinear ( ) ) ;
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tex = m_tc - > LookupSource ( context - > TEX0 , env . TEXA , r ) ;
if ( ! tex ) return ;
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if ( GSLocalMemory : : m_psm [ context - > TEX0 . PSM ] . pal > 0 )
{
m_mem . m_clut . Read32 ( context - > TEX0 , env . TEXA ) ;
}
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}
if ( s_dump )
{
uint64 frame = m_perfmon . GetFrame ( ) ;
string s ;
if ( s_save & & s_n > = s_saven & & tex )
{
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s = format ( " %05d_f%lld_tex_%05x_%d_%d%d_%02x_%02x_%02x_%02x.dds " ,
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s_n , frame , ( int ) context - > TEX0 . TBP0 , ( int ) context - > TEX0 . PSM ,
( int ) context - > CLAMP . WMS , ( int ) context - > CLAMP . WMT ,
( int ) context - > CLAMP . MINU , ( int ) context - > CLAMP . MAXU ,
( int ) context - > CLAMP . MINV , ( int ) context - > CLAMP . MAXV ) ;
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tex - > m_texture - > Save ( root_hw + s , true ) ;
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if ( tex - > m_palette )
{
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s = format ( " %05d_f%lld_tpx_%05x_%d.dds " , s_n , frame , context - > TEX0 . CBP , context - > TEX0 . CPSM ) ;
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tex - > m_palette - > Save ( root_hw + s , true ) ;
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}
}
s_n + + ;
if ( s_save & & s_n > = s_saven )
{
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s = format ( " %05d_f%lld_rt0_%05x_%d.bmp " , s_n , frame , context - > FRAME . Block ( ) , context - > FRAME . PSM ) ;
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rt - > m_texture - > Save ( root_hw + s ) ;
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}
if ( s_savez & & s_n > = s_saven )
{
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s = format ( " %05d_f%lld_rz0_%05x_%d.bmp " , s_n , frame , context - > ZBUF . Block ( ) , context - > ZBUF . PSM ) ;
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ds - > m_texture - > Save ( root_hw + s ) ;
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}
s_n + + ;
}
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if ( m_hacks . m_oi & & ! ( this - > * m_hacks . m_oi ) ( rt - > m_texture , ds - > m_texture , tex ) )
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{
return ;
}
// skip alpha test if possible
GIFRegTEST TEST = context - > TEST ;
GIFRegFRAME FRAME = context - > FRAME ;
GIFRegZBUF ZBUF = context - > ZBUF ;
uint32 fm = context - > FRAME . FBMSK ;
uint32 zm = context - > ZBUF . ZMSK | | context - > TEST . ZTE = = 0 ? 0xffffffff : 0 ;
if ( context - > TEST . ATE & & context - > TEST . ATST ! = ATST_ALWAYS )
{
if ( GSRenderer : : TryAlphaTest ( fm , zm ) )
{
context - > TEST . ATST = ATST_ALWAYS ;
}
}
context - > FRAME . FBMSK = fm ;
context - > ZBUF . ZMSK = zm ! = 0 ;
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// A couple of hack to avoid upscaling issue. So far it seems to impacts only sprite without linear filtering
if ( ( m_upscale_multiplier > 1 ) & & ( m_vt . m_primclass = = GS_SPRITE_CLASS ) /*&& !m_vt.IsLinear()*/ ) {
// TODO: It could be a good idea to check context->CLAMP.WMS/WMT values on the following hack
size_t count = m_vertex . next ;
GSVertex * v = & m_vertex . buff [ 0 ] ;
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// Hack to avoid vertical black line in various games (ace combat/tekken)
if ( m_userhacks_align_sprite_X ) {
// Note for performance reason I do the check only once on the first
// primitive
int win_position = v [ 1 ] . XYZ . X - context - > XYOFFSET . OFX ;
const bool unaligned_position = ( ( win_position & 0xF ) = = 8 ) ;
const bool unaligned_texture = ( ( v [ 1 ] . U & 0xF ) = = 0 ) ;
const bool one_texel_widht = ( v [ 1 ] . U = = v [ 0 ] . U ) ;
if ( unaligned_position & & ( unaligned_texture | | one_texel_widht ) ) {
// Normaly vertex are aligned on full pixels and texture in half
// pixels. Let's extend the coverage of an half-pixel to avoid
// hole after upscaling
for ( size_t i = 0 ; i < count ; i + = 2 ) {
v [ i + 1 ] . XYZ . X + = 8 ;
if ( ! one_texel_widht )
v [ i + 1 ] . U + = 8 ;
}
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}
}
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// Hack to avoid black line in various 2D games.
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if ( m_userhacks_stretch_sprite & & ! m_vt . IsLinear ( ) ) {
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for ( size_t i = 0 ; i < count ; i + = 2 ) {
if ( v [ i + 1 ] . U < v [ i ] . U )
v [ i + 1 ] . U + = m_sub_texel_offset ;
else
v [ i + 1 ] . U - = m_sub_texel_offset ;
if ( v [ i + 1 ] . V < v [ i ] . V )
v [ i + 1 ] . V + = m_sub_texel_offset ;
else
v [ i + 1 ] . V - = m_sub_texel_offset ;
}
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}
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if ( m_userhacks_round_sprite_offset & & ! m_vt . IsLinear ( ) ) {
for ( size_t i = 0 ; i < count ; i + = 2 ) {
// 2nd vertex is always on the right so I'm sure it is bigger than the context
int pixel_offset_X = ( v [ i + 1 ] . XYZ . X - context - > XYOFFSET . OFX ) & 0xF ;
int pixel_offset_Y = ( v [ i + 1 ] . XYZ . Y - context - > XYOFFSET . OFY ) & 0xF ;
int length_Y = v [ i + 1 ] . XYZ . Y - v [ i ] . XYZ . Y ;
// Bonus to avoid rounding issue
if ( v [ i + 1 ] . U < v [ i ] . U )
pixel_offset_X + = 16 - 1 ;
else
pixel_offset_X + = 1 ;
// TODO check negative case
if ( v [ i + 1 ] . V < v [ i ] . V )
pixel_offset_Y + = 16 - 1 ;
else
pixel_offset_Y + = 1 ;
// Tranlate the primitive to the pixel boundary
v [ i ] . U & = ~ 0xF ;
v [ i ] . U + = pixel_offset_X ;
v [ i + 1 ] . U & = ~ 0xF ;
v [ i + 1 ] . U + = pixel_offset_X ;
v [ i ] . V & = ~ 0xF ;
v [ i ] . V + = pixel_offset_Y ;
// I'm not confident with the negative case
if ( v [ i + 1 ] . V < v [ i ] . V ) {
v [ i + 1 ] . V = v [ i ] . V - length_Y ;
} else {
v [ i + 1 ] . V = v [ i ] . V + length_Y ;
}
//v[i+1].V &= ~0xF;
//v[i+1].V += pixel_offset_Y;
}
}
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}
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//
DrawPrims ( rt - > m_texture , ds - > m_texture , tex ) ;
//
context - > TEST = TEST ;
context - > FRAME = FRAME ;
context - > ZBUF = ZBUF ;
//
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GSVector4i r = GSVector4i ( m_vt . m_min . p . xyxy ( m_vt . m_max . p ) ) . rintersect ( GSVector4i ( context - > scissor . in ) ) ;
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if ( fm ! = 0xffffffff )
{
rt - > m_valid = rt - > m_valid . runion ( r ) ;
m_tc - > InvalidateVideoMem ( context - > offset . fb , r , false ) ;
}
if ( zm ! = 0xffffffff )
{
ds - > m_valid = ds - > m_valid . runion ( r ) ;
m_tc - > InvalidateVideoMem ( context - > offset . zb , r , false ) ;
}
//
if ( m_hacks . m_oo )
{
( this - > * m_hacks . m_oo ) ( ) ;
}
if ( s_dump )
{
uint64 frame = m_perfmon . GetFrame ( ) ;
string s ;
if ( s_save & & s_n > = s_saven )
{
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s = format ( " %05d_f%lld_rt1_%05x_%d.bmp " , s_n , frame , context - > FRAME . Block ( ) , context - > FRAME . PSM ) ;
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rt - > m_texture - > Save ( root_hw + s ) ;
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}
if ( s_savez & & s_n > = s_saven )
{
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s = format ( " %05d_f%lld_rz1_%05x_%d.bmp " , s_n , frame , context - > ZBUF . Block ( ) , context - > ZBUF . PSM ) ;
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ds - > m_texture - > Save ( root_hw + s ) ;
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}
s_n + + ;
}
# ifdef DISABLE_HW_TEXTURE_CACHE
m_tc - > Read ( rt , r ) ;
# endif
}
// hacks
GSRendererHW : : Hacks : : Hacks ( )
: m_oi_map ( m_oi_list )
, m_oo_map ( m_oo_list )
, m_cu_map ( m_cu_list )
, m_oi ( NULL )
, m_oo ( NULL )
, m_cu ( NULL )
{
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : FFXII , CRC : : EU , & GSRendererHW : : OI_FFXII ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : FFX , CRC : : RegionCount , & GSRendererHW : : OI_FFX ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : MetalSlug6 , CRC : : RegionCount , & GSRendererHW : : OI_MetalSlug6 ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : GodOfWar2 , CRC : : RegionCount , & GSRendererHW : : OI_GodOfWar2 ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SimpsonsGame , CRC : : RegionCount , & GSRendererHW : : OI_SimpsonsGame ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : RozenMaidenGebetGarden , CRC : : RegionCount , & GSRendererHW : : OI_RozenMaidenGebetGarden ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SpidermanWoS , CRC : : RegionCount , & GSRendererHW : : OI_SpidermanWoS ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : TyTasmanianTiger , CRC : : RegionCount , & GSRendererHW : : OI_TyTasmanianTiger ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : TyTasmanianTiger2 , CRC : : RegionCount , & GSRendererHW : : OI_TyTasmanianTiger ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : DigimonRumbleArena2 , CRC : : RegionCount , & GSRendererHW : : OI_DigimonRumbleArena2 ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : StarWarsForceUnleashed , CRC : : RegionCount , & GSRendererHW : : OI_StarWarsForceUnleashed ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : BlackHawkDown , CRC : : RegionCount , & GSRendererHW : : OI_BlackHawkDown ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : XmenOriginsWolverine , CRC : : RegionCount , & GSRendererHW : : OI_XmenOriginsWolverine ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : CallofDutyFinalFronts , CRC : : RegionCount , & GSRendererHW : : OI_CallofDutyFinalFronts ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SpyroNewBeginning , CRC : : RegionCount , & GSRendererHW : : OI_SpyroNewBeginning ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SpyroEternalNight , CRC : : RegionCount , & GSRendererHW : : OI_SpyroEternalNight ) ) ;
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : TalesOfLegendia , CRC : : RegionCount , & GSRendererHW : : OI_TalesOfLegendia ) ) ;
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m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SMTNocturne , CRC : : RegionCount , & GSRendererHW : : OI_SMTNocturne ) ) ;
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m_oo_list . push_back ( HackEntry < OO_Ptr > ( CRC : : DBZBT2 , CRC : : RegionCount , & GSRendererHW : : OO_DBZBT2 ) ) ;
m_oo_list . push_back ( HackEntry < OO_Ptr > ( CRC : : MajokkoALaMode2 , CRC : : RegionCount , & GSRendererHW : : OO_MajokkoALaMode2 ) ) ;
m_cu_list . push_back ( HackEntry < CU_Ptr > ( CRC : : DBZBT2 , CRC : : RegionCount , & GSRendererHW : : CU_DBZBT2 ) ) ;
m_cu_list . push_back ( HackEntry < CU_Ptr > ( CRC : : MajokkoALaMode2 , CRC : : RegionCount , & GSRendererHW : : CU_MajokkoALaMode2 ) ) ;
m_cu_list . push_back ( HackEntry < CU_Ptr > ( CRC : : TalesOfAbyss , CRC : : RegionCount , & GSRendererHW : : CU_TalesOfAbyss ) ) ;
}
void GSRendererHW : : Hacks : : SetGameCRC ( const CRC : : Game & game )
{
uint32 hash = ( uint32 ) ( ( game . region < < 24 ) | game . title ) ;
m_oi = m_oi_map [ hash ] ;
m_oo = m_oo_map [ hash ] ;
m_cu = m_cu_map [ hash ] ;
if ( game . flags & CRC : : PointListPalette )
{
ASSERT ( m_oi = = NULL ) ;
m_oi = & GSRendererHW : : OI_PointListPalette ;
}
}
bool GSRendererHW : : OI_FFXII ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
static uint32 * video = NULL ;
static size_t lines = 0 ;
if ( lines = = 0 )
{
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if ( m_vt . m_primclass = = GS_LINE_CLASS & & ( m_vertex . next = = 448 * 2 | | m_vertex . next = = 512 * 2 ) )
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{
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lines = m_vertex . next / 2 ;
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}
}
else
{
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if ( m_vt . m_primclass = = GS_POINT_CLASS )
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{
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if ( m_vertex . next > = 16 * 512 )
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{
// incoming pixels are stored in columns, one column is 16x512, total res 448x512 or 448x454
if ( ! video ) video = new uint32 [ 512 * 512 ] ;
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int ox = m_context - > XYOFFSET . OFX - 8 ;
int oy = m_context - > XYOFFSET . OFY - 8 ;
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const GSVertex * RESTRICT v = m_vertex . buff ;
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for ( int i = ( int ) m_vertex . next ; i > 0 ; i - - , v + + )
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{
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int x = ( v - > XYZ . X - ox ) > > 4 ;
int y = ( v - > XYZ . Y - oy ) > > 4 ;
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if ( x < 0 | | x > = 448 | | y < 0 | | y > = ( int ) lines ) return false ; // le sigh
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video [ ( y < < 8 ) + ( y < < 7 ) + ( y < < 6 ) + x ] = v - > RGBAQ . u32 [ 0 ] ;
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}
return false ;
}
else
{
lines = 0 ;
}
}
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else if ( m_vt . m_primclass = = GS_LINE_CLASS )
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{
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if ( m_vertex . next = = lines * 2 )
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{
// normally, this step would copy the video onto screen with 512 texture mapped horizontal lines,
// but we use the stored video data to create a new texture, and replace the lines with two triangles
m_dev - > Recycle ( t - > m_texture ) ;
t - > m_texture = m_dev - > CreateTexture ( 512 , 512 ) ;
t - > m_texture - > Update ( GSVector4i ( 0 , 0 , 448 , lines ) , video , 448 * 4 ) ;
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m_vertex . buff [ 2 ] = m_vertex . buff [ m_vertex . next - 2 ] ;
m_vertex . buff [ 3 ] = m_vertex . buff [ m_vertex . next - 1 ] ;
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m_index . buff [ 0 ] = 0 ;
m_index . buff [ 1 ] = 1 ;
m_index . buff [ 2 ] = 2 ;
m_index . buff [ 3 ] = 1 ;
m_index . buff [ 4 ] = 2 ;
m_index . buff [ 5 ] = 3 ;
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m_vertex . head = m_vertex . tail = m_vertex . next = 4 ;
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m_index . tail = 6 ;
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m_vt . Update ( m_vertex . buff , m_index . buff , m_index . tail , GS_TRIANGLE_CLASS ) ;
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}
else
{
lines = 0 ;
}
}
}
return true ;
}
bool GSRendererHW : : OI_FFX ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 ZBP = m_context - > ZBUF . Block ( ) ;
uint32 TBP = m_context - > TEX0 . TBP0 ;
if ( ( FBP = = 0x00d00 | | FBP = = 0x00000 ) & & ZBP = = 0x02100 & & PRIM - > TME & & TBP = = 0x01a00 & & m_context - > TEX0 . PSM = = PSM_PSMCT16S )
{
// random battle transition (z buffer written directly, clear it now)
m_dev - > ClearDepth ( ds , 0 ) ;
}
return true ;
}
bool GSRendererHW : : OI_MetalSlug6 ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
// missing red channel fix (looks alright in pcsx2 r5000+)
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GSVertex * RESTRICT v = m_vertex . buff ;
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for ( int i = ( int ) m_vertex . next ; i > 0 ; i - - , v + + )
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{
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uint32 c = v - > RGBAQ . u32 [ 0 ] ;
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uint32 r = ( c > > 0 ) & 0xff ;
uint32 g = ( c > > 8 ) & 0xff ;
uint32 b = ( c > > 16 ) & 0xff ;
if ( r = = 0 & & g ! = 0 & & b ! = 0 )
{
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v - > RGBAQ . u32 [ 0 ] = ( c & 0xffffff00 ) | ( ( g + b + 1 ) > > 1 ) ;
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}
}
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m_vt . Update ( m_vertex . buff , m_index . buff , m_index . tail , m_vt . m_primclass ) ;
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return true ;
}
bool GSRendererHW : : OI_GodOfWar2 ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FBW = m_context - > FRAME . FBW ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ( FBP = = 0x00f00 | | FBP = = 0x00100 | | FBP = = 0x01280 ) & & FPSM = = PSM_PSMZ24 ) // ntsc 0xf00, pal 0x100, ntsc "HD" 0x1280
{
// z buffer clear
GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = FBP ;
TEX0 . TBW = FBW ;
TEX0 . PSM = FPSM ;
if ( GSTextureCache : : Target * ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , true ) )
{
m_dev - > ClearDepth ( ds - > m_texture , 0 ) ;
}
return false ;
}
return true ;
}
bool GSRendererHW : : OI_SimpsonsGame ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ( FBP = = 0x01500 | | FBP = = 0x01800 ) & & FPSM = = PSM_PSMZ24 ) //0x1800 pal, 0x1500 ntsc
{
// instead of just simply drawing a full height 512x512 sprite to clear the z buffer,
// it uses a 512x256 sprite only, yet it is still able to fill the whole surface with zeros,
// how? by using a render target that overlaps with the lower half of the z buffer...
// TODO: tony hawk pro skater 4 same problem, the empty half is not visible though, painted over fully
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
return true ;
}
bool GSRendererHW : : OI_RozenMaidenGebetGarden ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
if ( ! PRIM - > TME )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 ZBP = m_context - > ZBUF . Block ( ) ;
if ( FBP = = 0x008c0 & & ZBP = = 0x01a40 )
{
// frame buffer clear, atst = fail, afail = write z only, z buffer points to frame buffer
GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = ZBP ;
TEX0 . TBW = m_context - > FRAME . FBW ;
TEX0 . PSM = m_context - > FRAME . PSM ;
if ( GSTextureCache : : Target * rt = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : RenderTarget , true ) )
{
m_dev - > ClearRenderTarget ( rt - > m_texture , 0 ) ;
}
return false ;
}
else if ( FBP = = 0x00000 & & m_context - > ZBUF . Block ( ) = = 0x01180 )
{
// z buffer clear, frame buffer now points to the z buffer (how can they be so clever?)
GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = FBP ;
TEX0 . TBW = m_context - > FRAME . FBW ;
TEX0 . PSM = m_context - > ZBUF . PSM ;
if ( GSTextureCache : : Target * ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , true ) )
{
m_dev - > ClearDepth ( ds - > m_texture , 0 ) ;
}
return false ;
}
}
return true ;
}
bool GSRendererHW : : OI_SpidermanWoS ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ( FBP = = 0x025a0 | | FBP = = 0x02800 ) & & FPSM = = PSM_PSMCT32 ) //0x2800 pal, 0x25a0 ntsc
{
//only top half of the screen clears
m_dev - > ClearDepth ( ds , 0 ) ;
}
return true ;
}
bool GSRendererHW : : OI_TyTasmanianTiger ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ( FBP = = 0x02800 | | FBP = = 0x02BC0 ) & & FPSM = = PSM_PSMCT24 ) //0x2800 pal, 0x2bc0 ntsc
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
return true ;
}
bool GSRendererHW : : OI_DigimonRumbleArena2 ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ! PRIM - > TME )
{
if ( ( FBP = = 0x02300 | | FBP = = 0x03fc0 ) & & FPSM = = PSM_PSMCT32 )
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
}
}
return true ;
}
bool GSRendererHW : : OI_BlackHawkDown ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( FBP = = 0x02000 & & FPSM = = PSM_PSMZ24 )
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
return true ;
}
bool GSRendererHW : : OI_StarWarsForceUnleashed ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ! PRIM - > TME )
{
if ( FPSM = = PSM_PSMCT24 & & FBP = = 0x2bc0 )
{
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
}
else if ( PRIM - > TME )
{
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if ( ( FBP = = 0x0 | | FBP = = 0x01180 ) & & FPSM = = PSM_PSMCT32 & & ( m_vt . m_eq . z & & m_vt . m_max . p . z = = 0 ) )
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{
m_dev - > ClearDepth ( ds , 0 ) ;
}
}
return true ;
}
bool GSRendererHW : : OI_XmenOriginsWolverine ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( FBP = = 0x0 & & FPSM = = PSM_PSMCT16 )
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
}
return true ;
}
bool GSRendererHW : : OI_CallofDutyFinalFronts ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( FBP = = 0x02300 & & FPSM = = PSM_PSMZ24 )
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
return true ;
}
bool GSRendererHW : : OI_SpyroNewBeginning ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ! PRIM - > TME )
{
if ( FPSM = = PSM_PSMCT24 & & ( FBP = = 0x02800 | | FBP = = 0x02bc0 ) ) //0x2800 pal, 0x2bc0 ntsc
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
}
else if ( PRIM - > TME )
{
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if ( ( FBP = = 0x0 | | FBP = = 0x01180 ) & & FPSM = = PSM_PSMCT32 & & ( m_vt . m_eq . z & & m_vt . m_min . p . z = = 0 ) )
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{
m_dev - > ClearDepth ( ds , 0 ) ;
}
}
return true ;
}
bool GSRendererHW : : OI_SpyroEternalNight ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( ! PRIM - > TME )
{
if ( FPSM = = PSM_PSMCT24 & & FBP = = 0x2bc0 )
{
//half height buffer clear
m_dev - > ClearDepth ( ds , 0 ) ;
return false ;
}
}
else if ( PRIM - > TME )
{
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if ( ( FBP = = 0x0 | | FBP = = 0x01180 ) & & FPSM = = PSM_PSMCT32 & & ( m_vt . m_eq . z & & m_vt . m_min . p . z = = 0 ) )
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{
m_dev - > ClearDepth ( ds , 0 ) ;
}
}
return true ;
}
bool GSRendererHW : : OI_TalesOfLegendia ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FPSM = m_context - > FRAME . PSM ;
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if ( FPSM = = PSM_PSMCT32 & & FBP = = 0x01c00 & & ! m_context - > TEST . ATE & & m_vt . m_eq . z )
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{
m_context - > TEST . ZTST = ZTST_ALWAYS ;
//m_dev->ClearDepth(ds, 0);
}
return true ;
}
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bool GSRendererHW : : OI_SMTNocturne ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
uint32 FBMSK = m_context - > FRAME . FBMSK ;
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FBW = m_context - > FRAME . FBW ;
uint32 FPSM = m_context - > FRAME . PSM ;
if ( FBMSK = = 16777215 & & m_vertex . head ! = 2 & & m_vertex . tail ! = 4 & & m_vertex . next ! = 4 )
{
GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = FBP ;
TEX0 . TBW = FBW ;
TEX0 . PSM = FPSM ;
if ( GSTextureCache : : Target * ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , true ) )
{
m_dev - > ClearDepth ( ds - > m_texture , 0 ) ;
}
return false ;
}
return true ;
}
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bool GSRendererHW : : OI_PointListPalette ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
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if ( m_vt . m_primclass = = GS_POINT_CLASS & & ! PRIM - > TME )
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{
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 FBW = m_context - > FRAME . FBW ;
if ( FBP > = 0x03f40 & & ( FBP & 0x1f ) = = 0 )
{
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if ( m_vertex . next = = 16 )
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{
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GSVertex * RESTRICT v = m_vertex . buff ;
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for ( int i = 0 ; i < 16 ; i + + , v + + )
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{
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uint32 c = v - > RGBAQ . u32 [ 0 ] ;
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uint32 a = c > > 24 ;
c = ( a > = 0x80 ? 0xff000000 : ( a < < 25 ) ) | ( c & 0x00ffffff ) ;
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v - > RGBAQ . u32 [ 0 ] = c ;
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m_mem . WritePixel32 ( i & 7 , i > > 3 , c , FBP , FBW ) ;
}
m_mem . m_clut . Invalidate ( ) ;
return false ;
}
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else if ( m_vertex . next = = 256 )
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{
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GSVertex * RESTRICT v = m_vertex . buff ;
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for ( int i = 0 ; i < 256 ; i + + , v + + )
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{
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uint32 c = v - > RGBAQ . u32 [ 0 ] ;
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uint32 a = c > > 24 ;
c = ( a > = 0x80 ? 0xff000000 : ( a < < 25 ) ) | ( c & 0x00ffffff ) ;
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v - > RGBAQ . u32 [ 0 ] = c ;
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m_mem . WritePixel32 ( i & 15 , i > > 4 , c , FBP , FBW ) ;
}
m_mem . m_clut . Invalidate ( ) ;
return false ;
}
else
{
ASSERT ( 0 ) ;
}
}
}
return true ;
}
void GSRendererHW : : OO_DBZBT2 ( )
{
// palette readback (cannot detect yet, when fetching the texture later)
uint32 FBP = m_context - > FRAME . Block ( ) ;
uint32 TBP0 = m_context - > TEX0 . TBP0 ;
if ( PRIM - > TME & & ( FBP = = 0x03c00 & & TBP0 = = 0x03c80 | | FBP = = 0x03ac0 & & TBP0 = = 0x03b40 ) )
{
GIFRegBITBLTBUF BITBLTBUF ;
BITBLTBUF . SBP = FBP ;
BITBLTBUF . SBW = 1 ;
BITBLTBUF . SPSM = PSM_PSMCT32 ;
InvalidateLocalMem ( BITBLTBUF , GSVector4i ( 0 , 0 , 64 , 64 ) ) ;
}
}
void GSRendererHW : : OO_MajokkoALaMode2 ( )
{
// palette readback
uint32 FBP = m_context - > FRAME . Block ( ) ;
if ( ! PRIM - > TME & & FBP = = 0x03f40 )
{
GIFRegBITBLTBUF BITBLTBUF ;
BITBLTBUF . SBP = FBP ;
BITBLTBUF . SBW = 1 ;
BITBLTBUF . SPSM = PSM_PSMCT32 ;
InvalidateLocalMem ( BITBLTBUF , GSVector4i ( 0 , 0 , 16 , 16 ) ) ;
}
}
bool GSRendererHW : : CU_DBZBT2 ( )
{
// palette should stay 64 x 64
uint32 FBP = m_context - > FRAME . Block ( ) ;
return FBP ! = 0x03c00 & & FBP ! = 0x03ac0 ;
}
bool GSRendererHW : : CU_MajokkoALaMode2 ( )
{
// palette should stay 16 x 16
uint32 FBP = m_context - > FRAME . Block ( ) ;
return FBP ! = 0x03f40 ;
}
bool GSRendererHW : : CU_TalesOfAbyss ( )
{
// full image blur and brightening
uint32 FBP = m_context - > FRAME . Block ( ) ;
return FBP ! = 0x036e0 & & FBP ! = 0x03560 & & FBP ! = 0x038e0 ;
}