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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 ( 1280 )
, m_height ( 1024 )
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, m_reset ( false )
, m_upscale_multiplier ( 1 )
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, m_tc ( tc )
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, m_channel_shuffle ( false )
, m_double_downscale ( false )
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{
m_upscale_multiplier = theApp . GetConfig ( " upscale_multiplier " , 1 ) ;
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m_large_framebuffer = ! ! theApp . GetConfig ( " large_framebuffer " , 1 ) ;
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m_userhacks_align_sprite_X = ! ! theApp . GetConfig ( " UserHacks_align_sprite_X " , 0 ) & & ! ! theApp . GetConfig ( " UserHacks " , 0 ) ;
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m_userhacks_round_sprite_offset = ! ! theApp . GetConfig ( " UserHacks " , 0 ) ? theApp . GetConfig ( " UserHacks_round_sprite_offset " , 0 ) : 0 ;
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m_userhacks_disable_gs_mem_clear = theApp . GetConfig ( " UserHacks_DisableGsMemClear " , 0 ) & & theApp . GetConfig ( " UserHacks " , 0 ) ;
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if ( ! m_upscale_multiplier ) { //Custom Resolution
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m_width = theApp . GetConfig ( " resx " , m_width ) ;
m_height = theApp . GetConfig ( " resy " , m_height ) ;
}
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if ( m_upscale_multiplier = = 1 ) { // hacks are only needed for upscaling issues.
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m_userhacks_round_sprite_offset = 0 ;
m_userhacks_align_sprite_X = 0 ;
}
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}
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void GSRendererHW : : SetScaling ( )
{
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GSVector2i crtc_size ( GetDisplayRect ( ) . width ( ) , GetDisplayRect ( ) . height ( ) ) ;
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// Details of (potential) perf impact of a big framebuffer
// 1/ extra memory
// 2/ texture cache framebuffer rescaling/copy
// 3/ upload of framebuffer (preload hack)
// 4/ framebuffer clear (color/depth/stencil)
// 5/ read back of the frambuffer
// 6/ MSAA
//
// With the solution
// 1/ Nothing to do.Except the texture cache bug (channel shuffle effect)
// most of the market is 1GB of VRAM (and soon 2GB)
// 2/ limit rescaling/copy to the valid data of the framebuffer
// 3/ ??? no solution so far
// 4a/ stencil can be limited to valid data.
// 4b/ is it useful to clear color? depth? (in any case, it ought to be few operation)
// 5/ limit the read to the valid data
// 6/ not support on openGL
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// Framebuffer width is always a multiple of 64 so at certain cases it can't cover some weird width values.
// 480P , 576P use width as 720 which is not referencable by FBW * 64. so it produces 704 ( the closest value multiple by 64).
// In such cases, let's just use the CRTC width.
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int fb_width = max ( { ( int ) m_context - > FRAME . FBW * 64 , crtc_size . x , 512 } ) ;
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// GS doesn't have a specific register for the FrameBuffer height. so we get the height
// from physical units of the display rectangle in case the game uses a heigher value of height.
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//
// Gregory: the framebuffer must have enough room to draw
// * at least 2 frames such as FMV (see OI_BlitFMV)
// * high resolution game such as snowblind engine game
//
// Autodetection isn't a good idea because it will create flickering
// If memory consumption is an issue, there are 2 possibilities
// * 1/ Avoid to create hundreds of RT
// * 2/ Use sparse texture (requires recent HW)
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//
// Avoid to alternate between 640x1280 and 1280x1024 on snow blind engine game
// int fb_height = (fb_width < 1024) ? 1280 : 1024;
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//
// Until performance issue is properly fixed, let's keep an option to reduce the framebuffer size.
int fb_height = m_large_framebuffer ? 1280 :
( fb_width < 1024 ) ? max ( 512 , crtc_size . y ) : 1024 ;
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int upscaled_fb_w = fb_width * m_upscale_multiplier ;
int upscaled_fb_h = fb_height * m_upscale_multiplier ;
bool good_rt_size = m_width > = upscaled_fb_w & & m_height > = upscaled_fb_h ;
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// No need to resize for native/custom resolutions as default size will be enough for native and we manually get RT Buffer size for custom.
// don't resize until the display rectangle and register states are stabilized.
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if ( m_upscale_multiplier < = 1 | | good_rt_size )
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return ;
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m_tc - > RemovePartial ( ) ;
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m_width = upscaled_fb_w ;
m_height = upscaled_fb_h ;
printf ( " Frame buffer size set to %dx%d (%dx%d) \n " , fb_width , fb_height , m_width , m_height ) ;
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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 ) ;
}
bool GSRendererHW : : CanUpscale ( )
{
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if ( m_hacks . m_cu & & ! ( this - > * m_hacks . m_cu ) ( ) )
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{
return false ;
}
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return m_upscale_multiplier ! = 1 & & 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)
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}
int GSRendererHW : : GetUpscaleMultiplier ( )
{
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// Custom resolution (currently 0) needs an upscale multiplier of 1.
return m_upscale_multiplier ? m_upscale_multiplier : 1 ;
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}
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GSVector2i GSRendererHW : : GetInternalResolution ( ) {
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GSVector2i dr = GetOutputRect ( ) ;
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if ( m_upscale_multiplier )
return GSVector2i ( dr . x * m_upscale_multiplier , dr . y * m_upscale_multiplier ) ;
else
return GSVector2i ( m_width , m_height ) ;
}
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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 )
{
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//Check if the frame buffer width or display width has changed
SetScaling ( ) ;
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if ( m_reset )
{
m_tc - > RemoveAll ( ) ;
m_reset = false ;
}
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GSRenderer : : VSync ( field ) ;
m_tc - > IncAge ( ) ;
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m_tc - > PrintMemoryUsage ( ) ;
m_dev - > PrintMemoryUsage ( ) ;
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m_skip = 0 ;
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}
void GSRendererHW : : ResetDevice ( )
{
m_tc - > RemoveAll ( ) ;
GSRenderer : : ResetDevice ( ) ;
}
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GSTexture * GSRendererHW : : GetOutput ( int i , int & y_offset )
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{
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 ;
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if ( GSTextureCache : : Target * rt = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GetFrameRect ( i ) . bottom ) )
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{
t = rt - > m_texture ;
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int delta = TEX0 . TBP0 - rt - > m_TEX0 . TBP0 ;
if ( delta > 0 ) {
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// Code was corrected to use generic format. But I'm not sure behavior is correct.
// Let's keep the warning to easily spot game that trigger this code path.
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ASSERT ( DISPFB . PSM = = PSM_PSMCT32 | | DISPFB . PSM = = PSM_PSMCT24 ) ;
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int pages = delta > > 5u ;
int y_pages = pages / DISPFB . FBW ;
y_offset = y_pages * GSLocalMemory : : m_psm [ DISPFB . PSM ] . pgs . y ;
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GL_CACHE ( " Frame y offset %d pixels, unit %d " , y_offset , i ) ;
}
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# ifdef ENABLE_OGL_DEBUG
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if ( s_dump )
{
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if ( s_savef & & s_n > = s_saven )
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{
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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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}
}
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s_n + + ;
# endif
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}
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
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m_tc - > InvalidateLocalMem ( m_mem . GetOffset ( BITBLTBUF . SBP , BITBLTBUF . SBW , BITBLTBUF . SPSM ) , r ) ;
}
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uint16 GSRendererHW : : Interpolate_UV ( float alpha , int t0 , int t1 )
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{
float t = ( 1.0f - alpha ) * t0 + alpha * t1 ;
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return ( uint16 ) t & ~ 0xF ; // cheap rounding
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}
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float GSRendererHW : : alpha0 ( int L , int X0 , int X1 )
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{
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int x = ( X0 + 15 ) & ~ 0xF ; // Round up
return float ( x - X0 ) / ( float ) L ;
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}
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float GSRendererHW : : alpha1 ( int L , int X0 , int X1 )
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{
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int x = ( X1 - 1 ) & ~ 0xF ; // Round down. Note -1 because right pixel isn't included in primitive so 0x100 must return 0.
return float ( x - X0 ) / ( float ) L ;
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}
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template < bool linear >
void GSRendererHW : : RoundSpriteOffset ( )
{
//#define DEBUG_U
//#define DEBUG_V
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# if defined(DEBUG_V) || defined(DEBUG_U)
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bool debug = linear ;
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# endif
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size_t count = m_vertex . next ;
GSVertex * v = & m_vertex . buff [ 0 ] ;
for ( size_t i = 0 ; i < count ; i + = 2 ) {
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// Performance note: if it had any impact on perf, someone would port it to SSE (AKA GSVector)
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// Compute the coordinate of first and last texels (in native with a linear filtering)
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int ox = m_context - > XYOFFSET . OFX ;
int X0 = v [ i ] . XYZ . X - ox ;
int X1 = v [ i + 1 ] . XYZ . X - ox ;
int Lx = ( v [ i + 1 ] . XYZ . X - v [ i ] . XYZ . X ) ;
float ax0 = alpha0 ( Lx , X0 , X1 ) ;
float ax1 = alpha1 ( Lx , X0 , X1 ) ;
uint16 tx0 = Interpolate_UV ( ax0 , v [ i ] . U , v [ i + 1 ] . U ) ;
uint16 tx1 = Interpolate_UV ( ax1 , v [ i ] . U , v [ i + 1 ] . U ) ;
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# ifdef DEBUG_U
if ( debug ) {
fprintf ( stderr , " u0:%d and u1:%d \n " , v [ i ] . U , v [ i + 1 ] . U ) ;
fprintf ( stderr , " a0:%f and a1:%f \n " , ax0 , ax1 ) ;
fprintf ( stderr , " t0:%d and t1:%d \n " , tx0 , tx1 ) ;
}
# endif
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int oy = m_context - > XYOFFSET . OFY ;
int Y0 = v [ i ] . XYZ . Y - oy ;
int Y1 = v [ i + 1 ] . XYZ . Y - oy ;
int Ly = ( v [ i + 1 ] . XYZ . Y - v [ i ] . XYZ . Y ) ;
float ay0 = alpha0 ( Ly , Y0 , Y1 ) ;
float ay1 = alpha1 ( Ly , Y0 , Y1 ) ;
uint16 ty0 = Interpolate_UV ( ay0 , v [ i ] . V , v [ i + 1 ] . V ) ;
uint16 ty1 = Interpolate_UV ( ay1 , v [ i ] . V , v [ i + 1 ] . V ) ;
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# ifdef DEBUG_V
if ( debug ) {
fprintf ( stderr , " v0:%d and v1:%d \n " , v [ i ] . V , v [ i + 1 ] . V ) ;
fprintf ( stderr , " a0:%f and a1:%f \n " , ay0 , ay1 ) ;
fprintf ( stderr , " t0:%d and t1:%d \n " , ty0 , ty1 ) ;
}
# endif
# ifdef DEBUG_U
if ( debug )
fprintf ( stderr , " GREP_BEFORE %d => %d \n " , v [ i ] . U , v [ i + 1 ] . U ) ;
# endif
# ifdef DEBUG_V
if ( debug )
fprintf ( stderr , " GREP_BEFORE %d => %d \n " , v [ i ] . V , v [ i + 1 ] . V ) ;
# endif
# if 1
// Use rounded value of the newly computed texture coordinate. It ensures
// that sampling will remains inside texture boundary
//
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// Note for bilinear: by definition it will never work correctly! A sligh modification
// of interpolation migth trigger a discard (with alpha testing)
// Let's use something simple that correct really bad case (for a couple of 2D games).
// I hope it won't create too much glitches.
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if ( linear ) {
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int Lu = v [ i + 1 ] . U - v [ i ] . U ;
// Note 32 is based on taisho-mononoke
if ( ( Lu > 0 ) & & ( Lu < = ( Lx + 32 ) ) ) {
v [ i + 1 ] . U - = 8 ;
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}
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} else {
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if ( tx0 < = tx1 ) {
v [ i ] . U = tx0 ;
v [ i + 1 ] . U = tx1 + 16 ;
} else {
v [ i ] . U = tx0 + 15 ;
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v [ i + 1 ] . U = tx1 ;
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}
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}
# endif
# if 1
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if ( linear ) {
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int Lv = v [ i + 1 ] . V - v [ i ] . V ;
if ( ( Lv > 0 ) & & ( Lv < = ( Ly + 32 ) ) ) {
v [ i + 1 ] . V - = 8 ;
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}
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} else {
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if ( ty0 < = ty1 ) {
v [ i ] . V = ty0 ;
v [ i + 1 ] . V = ty1 + 16 ;
} else {
v [ i ] . V = ty0 + 15 ;
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v [ i + 1 ] . V = ty1 ;
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}
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}
# endif
# ifdef DEBUG_U
if ( debug )
fprintf ( stderr , " GREP_AFTER %d => %d \n \n " , v [ i ] . U , v [ i + 1 ] . U ) ;
# endif
# ifdef DEBUG_V
if ( debug )
fprintf ( stderr , " GREP_AFTER %d => %d \n \n " , v [ i ] . V , v [ i + 1 ] . V ) ;
# endif
}
}
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void GSRendererHW : : Draw ( )
{
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if ( m_dev - > IsLost ( ) | | IsBadFrame ( ) ) {
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GL_INS ( " Warning skipping a draw call (%d) " , s_n ) ;
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s_n + = 3 ; // Keep it sync with SW renderer
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return ;
}
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GL_PUSH ( " HW Draw %d " , s_n ) ;
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GSDrawingEnvironment & env = m_env ;
GSDrawingContext * context = m_context ;
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// It is allowed to use the depth and rt at the same location. However at least 1 must
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// be disabled.
// 1/ GoW uses a Cd blending on a 24 bits buffer (no alpha)
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// 2/ SuperMan really draws (0,0,0,0) color and a (0) 32-bits depth
// 3/ 50cents really draws (0,0,0,128) color and a (0) 24 bits depth
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// Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0
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const bool no_rt = ( context - > ALPHA . IsCd ( ) & & PRIM - > ABE & & ( context - > FRAME . PSM = = 1 ) ) ;
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const bool no_ds = ! no_rt & & (
// Depth is always pass (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer)
( context - > ZBUF . ZMSK & & m_context - > TEST . ZTST = = ZTST_ALWAYS & & ! m_context - > TEST . DATE ) | |
// Depth will be written through the RT
( context - > FRAME . FBP = = context - > ZBUF . ZBP & & ! PRIM - > TME & & ! context - > ZBUF . ZMSK & & ! context - > FRAME . FBMSK & & context - > TEST . ZTE )
) ;
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const bool draw_sprite_tex = PRIM - > TME & & ( m_vt . m_primclass = = GS_SPRITE_CLASS ) ;
const GSVector4 delta_p = m_vt . m_max . p - m_vt . m_min . p ;
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bool single_page = ( delta_p . x < = 64.0f ) & & ( delta_p . y < = 64.0f ) ;
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if ( m_channel_shuffle ) {
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m_channel_shuffle = draw_sprite_tex & & ( m_context - > TEX0 . PSM = = PSM_PSMT8 ) & & single_page ;
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if ( m_channel_shuffle ) {
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GL_CACHE ( " Channel shuffle effect detected SKIP " ) ;
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s_n + = 3 ; // Keep it sync with SW renderer
return ;
}
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} else if ( draw_sprite_tex & & m_context - > FRAME . Block ( ) = = m_context - > TEX0 . TBP0 ) {
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// Special post-processing effect
if ( m_vertex . next = = 4 ) {
// Note potentially we could also check the content of vertex (2nd
// sprite must be half of the first one)
GL_INS ( " Double downscale effect detected " ) ;
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m_double_downscale = true ;
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} else if ( ( m_context - > TEX0 . PSM = = PSM_PSMT8 ) & & single_page ) {
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GL_INS ( " Channel shuffle effect detected " ) ;
m_channel_shuffle = true ;
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} else {
GL_INS ( " Special post-processing effect not supported " ) ;
m_channel_shuffle = false ;
m_double_downscale = false ;
}
} else {
m_channel_shuffle = false ;
m_double_downscale = false ;
}
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GIFRegTEX0 TEX0 ;
TEX0 . TBP0 = context - > FRAME . Block ( ) ;
TEX0 . TBW = context - > FRAME . FBW ;
TEX0 . PSM = context - > FRAME . PSM ;
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GSTextureCache : : Target * rt = NULL ;
GSTexture * rt_tex = NULL ;
if ( ! no_rt ) {
rt = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : RenderTarget , true ) ;
rt_tex = rt - > m_texture ;
}
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TEX0 . TBP0 = context - > ZBUF . Block ( ) ;
TEX0 . TBW = context - > FRAME . FBW ;
TEX0 . PSM = context - > ZBUF . PSM ;
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GSTextureCache : : Target * ds = NULL ;
GSTexture * ds_tex = NULL ;
if ( ! no_ds ) {
ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , context - > DepthWrite ( ) ) ;
ds_tex = ds - > m_texture ;
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}
GSTextureCache : : Source * tex = NULL ;
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m_texture_shuffle = false ;
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if ( PRIM - > TME )
{
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const GSLocalMemory : : psm_t & tex_psm = GSLocalMemory : : m_psm [ m_context - > TEX0 . PSM ] ;
2013-07-01 21:28:58 +00:00
/*
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2013-07-01 21:28:58 +00:00
// m_tc->LookupSource will mess with the palette, should not, but we do this after, until it is sorted out
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if ( tex_psm . pal > 0 )
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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{
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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2016-04-23 10:06:58 +00:00
tex = tex_psm . depth ? m_tc - > LookupDepthSource ( context - > TEX0 , env . TEXA , r ) : m_tc - > LookupSource ( context - > TEX0 , env . TEXA , r ) ;
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// FIXME: Could be removed on openGL
2016-04-22 17:46:44 +00:00
if ( tex_psm . pal > 0 )
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{
m_mem . m_clut . Read32 ( context - > TEX0 , env . TEXA ) ;
}
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2015-07-30 07:15:04 +00:00
// Hypothesis: texture shuffle is used as a postprocessing effect so texture will be an old target.
// Initially code also tested the RT but it gives too much false-positive
//
// Both input and output are 16 bits and texture was initially 32 bits!
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m_texture_shuffle = ( GSLocalMemory : : m_psm [ context - > FRAME . PSM ] . bpp = = 16 ) & & ( tex_psm . bpp = = 16 )
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& & draw_sprite_tex & & tex - > m_32_bits_fmt ;
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// Texture shuffle is not yet supported with strange clamp mode
ASSERT ( ! m_texture_shuffle | | ( context - > CLAMP . WMS < 3 & & context - > CLAMP . WMT < 3 ) ) ;
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if ( tex - > m_target & & m_context - > TEX0 . PSM = = PSM_PSMT8 & & single_page & & draw_sprite_tex ) {
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GL_INS ( " Channel shuffle effect detected (2nd shot) " ) ;
m_channel_shuffle = true ;
} else {
m_channel_shuffle = false ;
}
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}
if ( rt ) {
// Be sure texture shuffle detection is properly propagated
// Otherwise set or clear the flag (Code in texture cache only set the flag)
// Note: it is important to clear the flag when RT is used as a real 16 bits target.
2016-04-22 17:46:44 +00:00
rt - > m_32_bits_fmt = m_texture_shuffle | | ( GSLocalMemory : : m_psm [ context - > FRAME . PSM ] . bpp ! = 16 ) ;
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}
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# ifdef ENABLE_OGL_DEBUG
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if ( s_dump )
{
uint64 frame = m_perfmon . GetFrame ( ) ;
string s ;
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if ( s_n > = s_saven ) {
// Dump Register state
s = format ( " %05d_context.txt " , s_n ) ;
m_env . Dump ( root_hw + s ) ;
m_context - > Dump ( root_hw + s ) ;
}
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if ( s_savet & & s_n > = s_saven & & tex )
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{
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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 , false , 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 , false , 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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if ( rt )
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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if ( ds_tex )
ds_tex - > Save ( root_hw + s ) ;
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}
s_n + + ;
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} else {
s_n + = 2 ;
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}
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# endif
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// The rectangle of the draw
GSVector4i r = GSVector4i ( m_vt . m_min . p . xyxy ( m_vt . m_max . p ) ) . rintersect ( GSVector4i ( context - > scissor . in ) ) ;
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if ( m_hacks . m_oi & & ! ( this - > * m_hacks . m_oi ) ( rt_tex , ds_tex , tex ) )
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{
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s_n + = 1 ; // keep counter sync
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GL_INS ( " Warning skipping a draw call (%d) " , s_n ) ;
return ;
}
if ( ! OI_BlitFMV ( rt , tex , r ) ) {
s_n + = 1 ; // keep counter sync
GL_INS ( " Warning skipping a draw call (%d) " , s_n ) ;
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return ;
}
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if ( ! m_userhacks_disable_gs_mem_clear ) {
OI_GsMemClear ( ) ;
}
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// 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 ;
2015-05-16 17:28:22 +00:00
// A couple of hack to avoid upscaling issue. So far it seems to impacts mostly sprite
2016-05-09 07:43:24 +00:00
// Note: first hack corrects both position and texture coordinate
// Note: second hack corrects only the texture coordinate
if ( ( m_upscale_multiplier > 1 ) & & ( m_vt . m_primclass = = GS_SPRITE_CLASS ) ) {
2015-04-07 17:18:24 +00:00
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 ) ;
2015-04-16 16:08:32 +00:00
const bool unaligned_texture = ( ( v [ 1 ] . U & 0xF ) = = 0 ) & & PRIM - > FST ; // I'm not sure this check is useful
const bool hole_in_vertex = ( count < 4 ) | | ( v [ 1 ] . XYZ . X ! = v [ 2 ] . XYZ . X ) ;
if ( hole_in_vertex & & unaligned_position & & ( unaligned_texture | | ! PRIM - > FST ) ) {
2015-04-03 23:21:46 +00:00
// 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 ;
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// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
if ( unaligned_texture )
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v [ i + 1 ] . U + = 8 ;
}
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}
}
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// Noting to do if no texture is sampled
if ( PRIM - > FST & & draw_sprite_tex ) {
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if ( ( m_userhacks_round_sprite_offset > 1 ) | | ( m_userhacks_round_sprite_offset = = 1 & & ! m_vt . IsLinear ( ) ) ) {
if ( m_vt . IsLinear ( ) )
RoundSpriteOffset < true > ( ) ;
else
RoundSpriteOffset < false > ( ) ;
}
} else {
; // vertical line in Yakuza (note check m_userhacks_align_sprite_X behavior)
2015-04-09 17:51:50 +00:00
}
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}
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//
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DrawPrims ( rt_tex , ds_tex , tex ) ;
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//
context - > TEST = TEST ;
context - > FRAME = FRAME ;
context - > ZBUF = ZBUF ;
//
2016-03-10 17:28:08 +00:00
// Help to detect rendering outside of the framebuffer
# if _DEBUG
if ( m_upscale_multiplier * r . z > m_width ) {
GL_INS ( " ERROR: RT width is too small only %d but require %d " , m_width , m_upscale_multiplier * r . z ) ;
}
if ( m_upscale_multiplier * r . w > m_height ) {
GL_INS ( " ERROR: RT height is too small only %d but require %d " , m_height , m_upscale_multiplier * r . w ) ;
}
# endif
2015-06-05 20:37:34 +00:00
if ( fm ! = 0xffffffff & & rt )
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{
2016-03-06 13:24:20 +00:00
//rt->m_valid = rt->m_valid.runion(r);
rt - > UpdateValidity ( r ) ;
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m_tc - > InvalidateVideoMem ( context - > offset . fb , r , false ) ;
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m_tc - > InvalidateVideoMemType ( GSTextureCache : : DepthStencil , context - > FRAME . Block ( ) ) ;
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}
2015-08-04 17:30:12 +00:00
if ( zm ! = 0xffffffff & & ds )
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{
2016-03-06 13:24:20 +00:00
//ds->m_valid = ds->m_valid.runion(r);
ds - > UpdateValidity ( r ) ;
2012-01-05 02:40:24 +00:00
m_tc - > InvalidateVideoMem ( context - > offset . zb , r , false ) ;
2015-06-05 21:37:06 +00:00
m_tc - > InvalidateVideoMemType ( GSTextureCache : : RenderTarget , context - > ZBUF . Block ( ) ) ;
2012-01-05 02:40:24 +00:00
}
//
2015-06-14 08:19:15 +00:00
if ( m_hacks . m_oo )
2012-01-05 02:40:24 +00:00
{
( this - > * m_hacks . m_oo ) ( ) ;
}
2016-04-23 10:09:57 +00:00
# ifdef ENABLE_OGL_DEBUG
2012-01-05 02:40:24 +00:00
if ( s_dump )
{
uint64 frame = m_perfmon . GetFrame ( ) ;
string s ;
if ( s_save & & s_n > = s_saven )
{
2015-02-21 12:51:06 +00:00
s = format ( " %05d_f%lld_rt1_%05x_%d.bmp " , s_n , frame , context - > FRAME . Block ( ) , context - > FRAME . PSM ) ;
2012-01-05 02:40:24 +00:00
2015-06-05 20:37:34 +00:00
if ( rt )
rt - > m_texture - > Save ( root_hw + s ) ;
2012-01-05 02:40:24 +00:00
}
if ( s_savez & & s_n > = s_saven )
{
2015-02-21 12:51:06 +00:00
s = format ( " %05d_f%lld_rz1_%05x_%d.bmp " , s_n , frame , context - > ZBUF . Block ( ) , context - > ZBUF . PSM ) ;
2012-01-05 02:40:24 +00:00
2015-09-25 18:59:36 +00:00
if ( ds_tex )
ds_tex - > Save ( root_hw + s ) ;
2012-01-05 02:40:24 +00:00
}
s_n + + ;
2015-05-05 15:48:11 +00:00
2015-08-05 17:10:55 +00:00
if ( s_savel > 0 & & ( s_n - s_saven ) > s_savel )
{
2015-05-05 15:48:11 +00:00
s_dump = 0 ;
}
2015-05-06 16:52:51 +00:00
} else {
s_n + = 1 ;
2012-01-05 02:40:24 +00:00
}
2016-03-31 07:50:06 +00:00
# endif
2012-01-05 02:40:24 +00:00
# ifdef DISABLE_HW_TEXTURE_CACHE
2016-03-31 07:50:06 +00:00
2015-06-05 20:37:34 +00:00
if ( rt )
m_tc - > Read ( rt , r ) ;
2012-01-05 02:40:24 +00:00
# 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 )
{
2016-04-12 09:36:24 +00:00
bool is_opengl = ( static_cast < GSRendererType > ( theApp . GetConfig ( " Renderer " , static_cast < int > ( GSRendererType : : Default ) ) ) = = GSRendererType : : OGL_HW ) ;
bool can_handle_depth = ( ! theApp . GetConfig ( " UserHacks " , 0 ) | | ! theApp . GetConfig ( " UserHacks_DisableDepthSupport " , 0 ) ) & & is_opengl ;
2016-04-11 20:41:19 +00:00
2012-01-05 02:40:24 +00:00
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 ) ) ;
2015-07-05 15:32:57 +00:00
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SuperManReturns , CRC : : RegionCount , & GSRendererHW : : OI_SuperManReturns ) ) ;
2016-05-16 08:55:02 +00:00
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : ArTonelico2 , CRC : : RegionCount , & GSRendererHW : : OI_ArTonelico2 ) ) ;
2016-04-11 20:41:19 +00:00
if ( ! can_handle_depth )
m_oi_list . push_back ( HackEntry < OI_Ptr > ( CRC : : SMTNocturne , CRC : : RegionCount , & GSRendererHW : : OI_SMTNocturne ) ) ;
2012-01-05 02:40:24 +00:00
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 ] ;
2015-06-14 17:42:11 +00:00
if ( game . flags & CRC : : PointListPalette ) {
2012-01-05 02:40:24 +00:00
ASSERT ( m_oi = = NULL ) ;
m_oi = & GSRendererHW : : OI_PointListPalette ;
}
2015-07-03 20:13:35 +00:00
bool hack = theApp . GetConfig ( " UserHacks_ColorDepthClearOverlap " , 0 ) & & theApp . GetConfig ( " UserHacks " , 0 ) ;
if ( hack & & ! m_oi ) {
// FIXME: Enable this code in the future. I think it could replace
// most of the "old" OI hack. So far code was tested on GoW2 & SimpsonsGame with
// success
2015-06-14 17:42:11 +00:00
m_oi = & GSRendererHW : : OI_DoubleHalfClear ;
}
}
bool GSRendererHW : : OI_DoubleHalfClear ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
2015-07-05 12:13:24 +00:00
if ( ( m_vt . m_primclass = = GS_SPRITE_CLASS ) & & ! PRIM - > TME & & ! m_context - > ZBUF . ZMSK & & ( m_context - > FRAME . FBW > = 7 ) & & rt ) {
2015-06-14 17:42:11 +00:00
GSVertex * v = & m_vertex . buff [ 0 ] ;
//GL_INS("OI_DoubleHalfClear: psm:%x. Z:%d R:%d G:%d B:%d A:%d", m_context->FRAME.PSM,
// v[1].XYZ.Z, v[1].RGBAQ.R, v[1].RGBAQ.G, v[1].RGBAQ.B, v[1].RGBAQ.A);
// Check it is a clear on the first primitive only
if ( v [ 1 ] . XYZ . Z | | v [ 1 ] . RGBAQ . R | | v [ 1 ] . RGBAQ . G | | v [ 1 ] . RGBAQ . B | | v [ 1 ] . RGBAQ . A ) {
return true ;
}
// Only 32 bits format is supported otherwise it is complicated
if ( m_context - > FRAME . PSM & 2 )
return true ;
// FIXME might need some rounding
// In 32 bits pages are 64x32 pixels. In theory, it must be somethings
// like FBW * 64 pixels * ratio / 32 pixels / 2 = FBW * ratio
// It is hard to predict the ratio, so I round it to 1. And I use
// <= comparison below.
uint32 h_pages = m_context - > FRAME . FBW ;
uint32 base ;
uint32 half ;
if ( m_context - > FRAME . FBP > m_context - > ZBUF . ZBP ) {
base = m_context - > ZBUF . ZBP ;
half = m_context - > FRAME . FBP ;
} else {
base = m_context - > FRAME . FBP ;
half = m_context - > ZBUF . ZBP ;
}
if ( half < = ( base + h_pages * m_context - > FRAME . FBW ) ) {
//GL_INS("OI_DoubleHalfClear: base %x half %x. h_pages %d fbw %d", base, half, h_pages, m_context->FRAME.FBW);
if ( m_context - > FRAME . FBP > m_context - > ZBUF . ZBP ) {
m_dev - > ClearDepth ( ds , 0 ) ;
} else {
m_dev - > ClearRenderTarget ( rt , 0 ) ;
}
// Don't return false, it will break the rendering. I guess that it misses texture
// invalidation
//return false;
}
}
return true ;
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}
2016-03-19 12:35:23 +00:00
// Note: hack is safe, but it could impact the perf a little (normally games do only a couple of clear by frame)
void GSRendererHW : : OI_GsMemClear ( )
{
// Rectangle draw without texture
2016-03-26 10:27:31 +00:00
if ( ( m_vt . m_primclass = = GS_SPRITE_CLASS ) & & ( m_vertex . next = = 2 ) & & ! PRIM - > TME & & ! PRIM - > ABE // Direct write
& & ! m_context - > TEST . ATE // no alpha test
& & ( ! m_context - > TEST . ZTE | | m_context - > TEST . ZTST = = ZTST_ALWAYS ) // no depth test
& & ( m_vt . m_eq . rgba = = 0xFFFF & & m_vt . m_min . c . eq ( GSVector4i ( 0 ) ) ) // Constant 0 write
) {
GL_INS ( " OI_GsMemClear " ) ;
GSOffset * off = m_context - > offset . fb ;
GSVector4i r = GSVector4i ( m_vt . m_min . p . xyxy ( m_vt . m_max . p ) ) . rintersect ( GSVector4i ( m_context - > scissor . in ) ) ;
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int format = GSLocalMemory : : m_psm [ m_context - > FRAME . PSM ] . fmt ;
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// FIXME: loop can likely be optimized with AVX/SSE. Pixels aren't
// linear but the value will be done for all pixels of a block.
2016-05-23 17:23:04 +00:00
// FIXME: maybe we could limit the write to the top and bottom row page.
2016-03-28 08:43:34 +00:00
if ( format = = 0 ) {
// Based on WritePixel32
for ( int y = r . top ; y < r . bottom ; y + + )
{
uint32 * RESTRICT d = & m_mem . m_vm32 [ off - > pixel . row [ y ] ] ;
int * RESTRICT col = off - > pixel . col [ 0 ] ;
for ( int x = r . left ; x < r . right ; x + + )
{
d [ col [ x ] ] = 0 ; // Here the constant color
}
}
} else if ( format = = 1 ) {
// Based on WritePixel24
for ( int y = r . top ; y < r . bottom ; y + + )
{
uint32 * RESTRICT d = & m_mem . m_vm32 [ off - > pixel . row [ y ] ] ;
int * RESTRICT col = off - > pixel . col [ 0 ] ;
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for ( int x = r . left ; x < r . right ; x + + )
{
d [ col [ x ] ] & = 0xff000000 ; // Clear the color
}
}
} else if ( format = = 2 ) {
; // Hack is used for FMV which are likely 24/32 bits. Let's keep the for reference
#if 0
// Based on WritePixel16
for ( int y = r . top ; y < r . bottom ; y + + )
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{
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uint32 * RESTRICT d = & m_mem . m_vm16 [ off - > pixel . row [ y ] ] ;
int * RESTRICT col = off - > pixel . col [ 0 ] ;
for ( int x = r . left ; x < r . right ; x + + )
{
d [ col [ x ] ] = 0 ; // Here the constant color
}
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}
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# endif
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}
}
}
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bool GSRendererHW : : OI_BlitFMV ( GSTextureCache : : Target * _rt , GSTextureCache : : Source * tex , const GSVector4i & r_draw )
{
if ( r_draw . w > 1024 & & ( m_vt . m_primclass = = GS_SPRITE_CLASS ) & & ( m_vertex . next = = 2 ) & & PRIM - > TME & & ! PRIM - > ABE ) {
GL_PUSH ( " OI_BlitFMV " ) ;
GL_INS ( " OI_BlitFMV " ) ;
// The draw is done past the RT at the location of the texture. To avoid various upscaling mess
// We will blit the data from the top to the bottom of the texture manually.
// Expected memory representation
// -----------------------------------------------------------------
// RT (2 half frame)
// -----------------------------------------------------------------
// Top of Texture (full height frame)
//
// Bottom of Texture (half height frame, will be the copy of Top texture after the draw)
// -----------------------------------------------------------------
// sRect is the top of texture
int tw = ( int ) ( 1 < < m_context - > TEX0 . TW ) ;
int th = ( int ) ( 1 < < m_context - > TEX0 . TH ) ;
GSVector4 sRect ;
sRect . x = m_vt . m_min . t . x / tw ;
sRect . y = m_vt . m_min . t . y / th ;
sRect . z = m_vt . m_max . t . x / tw ;
sRect . w = m_vt . m_max . t . y / th ;
// Compute the Bottom of texture rectangle
ASSERT ( m_context - > TEX0 . TBP0 > m_context - > FRAME . Block ( ) ) ;
int offset = ( m_context - > TEX0 . TBP0 - m_context - > FRAME . Block ( ) ) / m_context - > TEX0 . TBW ;
GSVector4i r_texture ( r_draw ) ;
r_texture . y - = offset ;
r_texture . w - = offset ;
GSVector4 dRect ( r_texture ) ;
// Do the blit. With a Copy mess to avoid issue with limited API (dx)
// m_dev->StretchRect(tex->m_texture, sRect, tex->m_texture, dRect);
GSVector4i r_full ( 0 , 0 , tw , th ) ;
if ( GSTexture * rt = m_dev - > CreateRenderTarget ( tw , th , false ) ) {
m_dev - > CopyRect ( tex - > m_texture , rt , r_full ) ;
m_dev - > StretchRect ( tex - > m_texture , sRect , rt , dRect ) ;
m_dev - > CopyRect ( rt , tex - > m_texture , r_full ) ;
m_dev - > Recycle ( rt ) ;
}
// Copy back the texture into the GS mem. I don't know why but it will be
// reuploaded again later
m_tc - > Read ( tex , r_texture ) ;
m_tc - > InvalidateVideoMemSubTarget ( _rt ) ;
return false ; // skip current draw
}
// Nothing to see keep going
return true ;
}
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// OI (others input?/implementation?) hacks replace current draw call
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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+)
2012-01-19 04:53:36 +00:00
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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2012-01-05 02:40:24 +00:00
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 ;
2016-04-14 10:00:58 +00:00
if ( GSTextureCache : : Target * tmp_ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , true ) )
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{
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m_dev - > ClearDepth ( tmp_ds - > m_texture , 0 ) ;
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}
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...
2016-03-19 10:43:27 +00:00
2012-01-05 02:40:24 +00:00
// 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 ;
2016-04-14 10:00:58 +00:00
if ( GSTextureCache : : Target * tmp_rt = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : RenderTarget , true ) )
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{
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m_dev - > ClearRenderTarget ( tmp_rt - > m_texture , 0 ) ;
2012-01-05 02:40:24 +00:00
}
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 ;
2016-04-14 10:00:58 +00:00
if ( GSTextureCache : : Target * tmp_ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , true ) )
2012-01-05 02:40:24 +00:00
{
2016-04-14 10:00:58 +00:00
m_dev - > ClearDepth ( tmp_ds - > m_texture , 0 ) ;
2012-01-05 02:40:24 +00:00
}
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 )
{
2012-01-19 04:53:36 +00:00
if ( ( FBP = = 0x0 | | FBP = = 0x01180 ) & & FPSM = = PSM_PSMCT32 & & ( m_vt . m_eq . z & & m_vt . m_max . p . z = = 0 ) )
2012-01-05 02:40:24 +00:00
{
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 )
{
2012-01-19 04:53:36 +00:00
if ( ( FBP = = 0x0 | | FBP = = 0x01180 ) & & FPSM = = PSM_PSMCT32 & & ( m_vt . m_eq . z & & m_vt . m_min . p . z = = 0 ) )
2012-01-05 02:40:24 +00:00
{
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 )
{
2012-01-19 04:53:36 +00:00
if ( ( FBP = = 0x0 | | FBP = = 0x01180 ) & & FPSM = = PSM_PSMCT32 & & ( m_vt . m_eq . z & & m_vt . m_min . p . z = = 0 ) )
2012-01-05 02:40:24 +00:00
{
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 ;
2012-01-19 04:53:36 +00:00
if ( FPSM = = PSM_PSMCT32 & & FBP = = 0x01c00 & & ! m_context - > TEST . ATE & & m_vt . m_eq . z )
2012-01-05 02:40:24 +00:00
{
m_context - > TEST . ZTST = ZTST_ALWAYS ;
//m_dev->ClearDepth(ds, 0);
}
return true ;
}
2014-01-21 15:27:05 +00:00
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 ;
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if ( GSTextureCache : : Target * tmp_ds = m_tc - > LookupTarget ( TEX0 , m_width , m_height , GSTextureCache : : DepthStencil , true ) )
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{
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m_dev - > ClearDepth ( tmp_ds - > m_texture , 0 ) ;
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}
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 ;
}
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bool GSRendererHW : : OI_SuperManReturns ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
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{
// Instead to use a fullscreen rectangle they use a 32 pixels, 4096 pixels with a FBW of 1.
// Technically the FB wrap/overlap on itself...
GSDrawingContext * ctx = m_context ;
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# ifndef NDEBUG
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GSVertex * v = & m_vertex . buff [ 0 ] ;
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# endif
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if ( ! ( ctx - > FRAME . FBP = = ctx - > ZBUF . ZBP & & ! PRIM - > TME & & ! ctx - > ZBUF . ZMSK & & ! ctx - > FRAME . FBMSK & & m_vt . m_eq . rgba = = 0xFFFF ) )
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return true ;
// Please kill those crazy devs!
ASSERT ( m_vertex . next = = 2 ) ;
ASSERT ( m_vt . m_primclass = = GS_SPRITE_CLASS ) ;
ASSERT ( ( v - > RGBAQ . A < < 24 | v - > RGBAQ . B < < 16 | v - > RGBAQ . G < < 8 | v - > RGBAQ . R ) = = ( int ) v - > XYZ . Z ) ;
// Do a direct write
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m_dev - > ClearRenderTarget ( rt , GSVector4 ( m_vt . m_min . c ) ) ;
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m_tc - > InvalidateVideoMemType ( GSTextureCache : : DepthStencil , ctx - > FRAME . Block ( ) ) ;
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return false ;
}
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bool GSRendererHW : : OI_ArTonelico2 ( GSTexture * rt , GSTexture * ds , GSTextureCache : : Source * t )
{
// world map clipping
//
// The bad draw call is a sprite rendering to clear the z buffer
/*
Depth buffer description
* width is 10 pages
* texture / scissor size is 640 x448
* depth is 16 bits so it writes 70 ( 10 w * 7 h ) pages of data .
following draw calls will use the buffer as 6 pages width with a scissor
test of 384 x672 . So the above texture can be seen as a
* texture width : 6 pages * 64 pixels / page = 384
* texture height : 70 / 6 pages * 64 pixels / page = 746
So as you can see the GS issue a write of 640 x448 but actually it
expects to clean a 384 x746 area . Ideally the fix will transform the
buffer to adapt the page width properly .
*/
GSVertex * v = & m_vertex . buff [ 0 ] ;
if ( m_vertex . next = = 2 & & ! PRIM - > TME & & m_context - > FRAME . FBW = = 10 & & v - > XYZ . Z = = 0 & & m_context - > TEST . ZTST = = ZTST_ALWAYS ) {
GL_INS ( " OI_ArTonelico2 " ) ;
m_dev - > ClearDepth ( ds , 0 ) ;
}
return true ;
}
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// OO (others output?) hacks: invalidate extra local memory after the draw call
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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 ) ) ;
}
}
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// Can Upscale hacks: disable upscaling for some draw calls
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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 ;
}