pcsx2/plugins/GSdx/GSRendererHW.h

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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.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSRenderer.h"
#include "GSTextureCache.h"
#include "GSCrc.h"
template<class Device, class Vertex, class TextureCache>
class GSRendererHW : public GSRendererT<Device, Vertex>
{
TextureCache* m_tc;
int m_width;
int m_height;
int m_skip;
bool m_reset;
protected:
void Reset()
{
// TODO: GSreset can come from the main thread too => crash
// m_tc->RemoveAll();
m_reset = true;
__super::Reset();
}
void MinMaxUV(int w, int h, GSVector4i& r)
{
int wms = m_context->CLAMP.WMS;
int wmt = m_context->CLAMP.WMT;
int minu = (int)m_context->CLAMP.MINU;
int minv = (int)m_context->CLAMP.MINV;
int maxu = (int)m_context->CLAMP.MAXU;
int maxv = (int)m_context->CLAMP.MAXV;
GSVector4i vr = GSVector4i(0, 0, w, h);
GSVector4i wm[3];
if(wms + wmt < 6)
{
GSVector4 mm;
if(m_count < 100)
{
Vertex* v = m_vertices;
GSVector4 minv(+1e10f);
GSVector4 maxv(-1e10f);
int i = 0;
if(PRIM->FST)
{
for(int j = m_count - 3; i < j; i += 4)
{
GSVector4 v0 = GSVector4(v[i + 0].m128[0]);
GSVector4 v1 = GSVector4(v[i + 1].m128[0]);
GSVector4 v2 = GSVector4(v[i + 2].m128[0]);
GSVector4 v3 = GSVector4(v[i + 3].m128[0]);
minv = minv.minv((v0.minv(v1)).minv(v2.minv(v3)));
maxv = maxv.maxv((v0.maxv(v1)).maxv(v2.maxv(v3)));
}
for(int j = m_count; i < j; i++)
{
GSVector4 v0 = GSVector4(v[i + 0].m128[0]);
minv = minv.minv(v0);
maxv = maxv.maxv(v0);
}
mm = minv.xyxy(maxv) * GSVector4(16 << m_context->TEX0.TW, 16 << m_context->TEX0.TH).xyxy().rcpnr();
}
else
{
/*
for(int j = m_count - 3; i < j; i += 4)
{
GSVector4 v0 = GSVector4(v[i + 0].m128[0]) / GSVector4(v[i + 0].GetQ());
GSVector4 v1 = GSVector4(v[i + 1].m128[0]) / GSVector4(v[i + 1].GetQ());
GSVector4 v2 = GSVector4(v[i + 2].m128[0]) / GSVector4(v[i + 2].GetQ());
GSVector4 v3 = GSVector4(v[i + 3].m128[0]) / GSVector4(v[i + 3].GetQ());
minv = minv.minv((v0.minv(v1)).minv(v2.minv(v3)));
maxv = maxv.maxv((v0.maxv(v1)).maxv(v2.maxv(v3)));
}
for(int j = m_count; i < j; i++)
{
GSVector4 v0 = GSVector4(v[i + 0].m128[0]) / GSVector4(v[i + 0].GetQ());;
minv = minv.minv(v0);
maxv = maxv.maxv(v0);
}
mm = minv.xyxy(maxv);
*/
// just can't beat the compiler generated scalar sse code with packed div or rcp
mm.x = mm.y = +1e10;
mm.z = mm.w = -1e10;
for(int j = m_count; i < j; i++)
{
float w = 1.0f / v[i].GetQ();
float x = v[i].t.x * w;
if(x < mm.x) mm.x = x;
if(x > mm.z) mm.z = x;
float y = v[i].t.y * w;
if(y < mm.y) mm.y = y;
if(y > mm.w) mm.w = y;
}
}
}
else
{
mm = GSVector4(0.0f, 0.0f, 1.0f, 1.0f);
}
GSVector4 v0 = GSVector4(vr);
GSVector4 v1 = v0.zwzw();
GSVector4 mmf = mm.floor();
GSVector4 mask = mmf.xyxy() == mmf.zwzw();
wm[0] = GSVector4i(v0.blend8((mm - mmf) * v1, mask));
mm *= v1;
wm[1] = GSVector4i(mm.sat(GSVector4::zero(), v1));
wm[2] = GSVector4i(mm.sat(GSVector4(minu, minv, maxu, maxv)));
}
GSVector4i v;
switch(wms)
{
case CLAMP_REPEAT:
v = wm[0];
if(v.x == 0 && v.z != w) v.z = w; // FIXME
vr.x = v.x;
vr.z = v.z;
break;
case CLAMP_CLAMP:
case CLAMP_REGION_CLAMP:
v = wm[wms];
if(v.x > v.z) v.x = v.z;
vr.x = v.x;
vr.z = v.z;
break;
case CLAMP_REGION_REPEAT:
if(m_psrr) {vr.x = maxu; vr.z = vr.x + (minu + 1);}
//else {vr.x = 0; vr.z = w;}
break;
default:
__assume(0);
}
switch(wmt)
{
case CLAMP_REPEAT:
v = wm[0];
if(v.y == 0 && v.w != h) v.w = h; // FIXME
vr.y = v.y;
vr.w = v.w;
break;
case CLAMP_CLAMP:
case CLAMP_REGION_CLAMP:
v = wm[wmt];
if(v.y > v.w) v.y = v.w;
vr.y = v.y;
vr.w = v.w;
break;
case CLAMP_REGION_REPEAT:
if(m_psrr) {vr.y = maxv; vr.w = vr.y + (minv + 1);}
//else {r.y = 0; r.w = w;}
break;
default:
__assume(0);
}
r = vr + GSVector4i(-1, -1, 1, 1); // one more pixel because of bilinear filtering
GSVector2i bs = GSLocalMemory::m_psm[m_context->TEX0.PSM].bs;
r = r.ralign<GSVector4i::Outside>(bs).rintersect(GSVector4i(0, 0, w, h));
}
void VSync(int field)
{
__super::VSync(field);
m_tc->IncAge();
m_skip = 0;
if(m_reset)
{
m_tc->RemoveAll();
m_reset = false;
}
}
void ResetDevice()
{
m_tc->RemoveAll();
}
bool GetOutput(int i, Texture& t)
{
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);
if(GSTextureCache<Device>::GSRenderTarget* rt = m_tc->GetRenderTarget(TEX0, m_width, m_height, true))
{
t = rt->m_texture;
if(s_dump)
{
if(s_save)
{
rt->m_texture.Save(format("c:\\temp2\\_%05d_f%I64d_fr%d_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM));
}
s_n++;
}
return true;
}
return false;
}
void InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
{
TRACE(_T("[%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(BITBLTBUF, r);
}
void InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
{
TRACE(_T("[%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);
m_tc->InvalidateLocalMem(BITBLTBUF, r);
}
void Draw()
{
if(IsBadFrame(m_skip))
{
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<Device>::GSRenderTarget* rt = m_tc->GetRenderTarget(TEX0, m_width, m_height);
TEX0.TBP0 = context->ZBUF.Block();
TEX0.TBW = context->FRAME.FBW;
TEX0.PSM = context->ZBUF.PSM;
GSTextureCache<Device>::GSDepthStencil* ds = m_tc->GetDepthStencil(TEX0, m_width, m_height);
GSTextureCache<Device>::GSTexture* tex = NULL;
if(PRIM->TME)
{
tex = m_tc->GetTexture();
if(!tex) return;
}
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save && PRIM->TME)
{
s = format("c:\\temp2\\_%05d_f%I64d_tex_%05x_%d_%d%d_%02x_%02x_%02x_%02x.dds",
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);
tex->m_texture.Save(s, true);
if(tex->m_palette)
{
s = format("c:\\temp2\\_%05d_f%I64d_tpx_%05x_%d.dds", s_n, frame, context->TEX0.CBP, context->TEX0.CPSM);
tex->m_palette.Save(s, true);
}
}
s_n++;
if(s_save)
{
s = format("c:\\temp2\\_%05d_f%I64d_rt0_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
rt->m_texture.Save(s);
}
if(s_savez)
{
s = format("c:\\temp2\\_%05d_f%I64d_rz0_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
ds->m_texture.Save(s);
}
s_n++;
}
int prim = PRIM->PRIM;
if(!OverrideInput(prim, rt->m_texture, ds->m_texture, tex ? &tex->m_texture : NULL))
{
return;
}
Draw(prim, rt->m_texture, ds->m_texture, tex);
OverrideOutput();
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save)
{
s = format("c:\\temp2\\_%05d_f%I64d_rt1_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
rt->m_texture.Save(s);
}
if(s_savez)
{
s = format("c:\\temp2\\_%05d_f%I64d_rz1_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
ds->m_texture.Save(s);
}
s_n++;
}
m_tc->InvalidateTextures(context->FRAME, context->ZBUF);
}
virtual void Draw(int prim, Texture& rt, Texture& ds, typename GSTextureCache<Device>::GSTexture* tex) = 0;
virtual bool OverrideInput(int& prim, Texture& rt, Texture& ds, Texture* t)
{
#pragma region ffxii pal video conversion
if(m_game.title == CRC::FFXII && m_game.region == CRC::EU)
{
static uint32* video = NULL;
static bool ok = false;
if(prim == GS_POINTLIST && m_count >= 448 * 448 && m_count <= 448 * 512)
{
// incoming pixels are stored in columns, one column is 16x512, total res 448x512 or 448x454
if(!video) video = new uint32[512 * 512];
for(int x = 0, i = 0, rows = m_count / 448; x < 448; x += 16)
{
uint32* dst = &video[x];
for(int y = 0; y < rows; y++, dst += 512)
{
for(int j = 0; j < 16; j++, i++)
{
dst[j] = m_vertices[i].c0;
}
}
}
ok = true;
return false;
}
else if(prim == GS_LINELIST && m_count == 512 * 2 && ok)
{
// 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
ok = false;
m_dev.CreateTexture(*t, 512, 512);
t->Update(GSVector4i(0, 0, 448, 512), video, 512 * 4);
m_vertices[0] = m_vertices[0];
m_vertices[1] = m_vertices[1];
m_vertices[2] = m_vertices[m_count - 2];
m_vertices[3] = m_vertices[1];
m_vertices[4] = m_vertices[2];
m_vertices[5] = m_vertices[m_count - 1];
prim = GS_TRIANGLELIST;
m_count = 6;
return true;
}
}
#pragma endregion
#pragma region ffx random battle transition (z buffer written directly, clear it now)
if(m_game.title == CRC::FFX)
{
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)
{
m_dev.ClearDepth(ds, 0);
}
return true;
}
#pragma endregion
#pragma region metal slug missing red channel fix
if(m_game.title == CRC::MetalSlug6)
{
for(int i = 0, j = m_count; i < j; i++)
{
if(m_vertices[i].r == 0 && m_vertices[i].g != 0 && m_vertices[i].b != 0)
{
m_vertices[i].r = (m_vertices[i].g + m_vertices[i].b) / 2;
}
}
return true;
}
#pragma endregion
#pragma region tomoyo after, clannad (palette uploaded in a point list, pure genius...)
if(m_game.title == CRC::TomoyoAfter || m_game.title == CRC::Clannad)
{
if(prim == GS_POINTLIST && !PRIM->TME)
{
uint32 bp = m_context->FRAME.Block();
uint32 bw = m_context->FRAME.FBW;
if(bp >= 0x03f40 && (bp & 0x1f) == 0)
{
if(m_count == 16)
{
for(int i = 0; i < 16; i++)
{
m_vertices[i].a = m_vertices[i].a >= 0x80 ? 0xff : m_vertices[i].a * 2;
m_mem.WritePixel32(i & 7, i >> 3, m_vertices[i].c0, bp, bw);
}
m_mem.m_clut.Invalidate();
return false;
}
else if(m_count == 256)
{
for(int i = 0; i < 256; i++)
{
m_vertices[i].a = m_vertices[i].a >= 0x80 ? 0xff : m_vertices[i].a * 2;
m_mem.WritePixel32(i & 15, i >> 4, m_vertices[i].c0, bp, bw);
}
m_mem.m_clut.Invalidate();
return false;
}
else
{
ASSERT(0);
}
}
}
return true;
}
#pragma endregion
#pragma region GoW2 z buffer clear
if(m_game.title == CRC::GodOfWar2)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FBW = m_context->FRAME.FBW;
uint32 FPSM = m_context->FRAME.PSM;
if((FBP == 0x00f00 || FBP == 0x00100) && FPSM == PSM_PSMZ24) // ntsc 0xf00, pal 0x100
{
GIFRegTEX0 TEX0;
TEX0.TBP0 = FBP;
TEX0.TBW = FBW;
TEX0.PSM = FPSM;
if(GSTextureCache<Device>::GSDepthStencil* ds = m_tc->GetDepthStencil(TEX0, m_width, m_height))
{
m_dev.ClearDepth(ds->m_texture, 0);
}
return false;
}
return true;
}
#pragma endregion
return true;
}
virtual void OverrideOutput()
{
#pragma region dbzbt2 palette readback (cannot detect yet, when fetching the texture later)
if(m_game.title == CRC::DBZBT2)
{
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));
}
}
#pragma endregion
#pragma region MajokkoALaMode2 palette readback
if(m_game.title == CRC::MajokkoALaMode2)
{
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));
}
}
#pragma endregion
}
bool CanUpscale()
{
#pragma region dbzbt2 palette should stay 64 x 64
if(m_game.title == CRC::DBZBT2)
{
uint32 FBP = m_context->FRAME.Block();
if(FBP == 0x03c00 || FBP == 0x03ac0)
{
return false;
}
}
#pragma endregion
#pragma region MajokkoALaMode2 palette should stay 16 x 16
if(m_game.title == CRC::MajokkoALaMode2)
{
uint32 FBP = m_context->FRAME.Block();
if(FBP == 0x03f40)
{
return false;
}
}
#pragma endregion
#pragma region TalesOfAbyss full image blur and brightening
if(m_game.title == CRC::TalesOfAbyss)
{
uint32 FBP = m_context->FRAME.Block();
if(FBP == 0x036e0 || FBP == 0x03560 || FBP == 0x038e0)
{
return false;
}
}
#pragma endregion
return __super::CanUpscale();
}
public:
GSRendererHW(uint8* base, bool mt, void (*irq)(), const GSRendererSettings& rs, bool psrr)
: GSRendererT<Device, Vertex>(base, mt, irq, rs, psrr)
, m_width(1024)
, m_height(1024)
, m_skip(0)
, m_reset(false)
{
if(!m_nativeres)
{
m_width = theApp.GetConfig("resx", m_width);
m_height = theApp.GetConfig("resy", m_height);
}
m_tc = new TextureCache(this);
}
virtual ~GSRendererHW()
{
delete m_tc;
}
void SetGameCRC(uint32 crc, int options)
{
__super::SetGameCRC(crc, options);
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
}
}
};