pcsx2/plugins/GSdx/GSRendererHW.cpp

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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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererHW.h"
GSRendererHW::GSRendererHW(GSTextureCache* tc)
: m_width(1280)
, m_height(1024)
, m_custom_width(1280)
, m_custom_height(1024)
, m_reset(false)
, m_upscale_multiplier(1)
, m_tc(tc)
, m_channel_shuffle(false)
, m_lod(GSVector2i(0,0))
{
m_mipmap = theApp.GetConfigI("mipmap_hw");
m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
m_large_framebuffer = theApp.GetConfigB("large_framebuffer");
if (theApp.GetConfigB("UserHacks")) {
m_userhacks_align_sprite_X = theApp.GetConfigB("UserHacks_align_sprite_X");
m_userhacks_round_sprite_offset = theApp.GetConfigI("UserHacks_round_sprite_offset");
m_userhacks_disable_gs_mem_clear = theApp.GetConfigB("UserHacks_DisableGsMemClear");
} else {
m_userhacks_align_sprite_X = false;
m_userhacks_round_sprite_offset = 0;
m_userhacks_disable_gs_mem_clear = false;
}
if (!m_upscale_multiplier) { //Custom Resolution
m_custom_width = m_width = theApp.GetConfigI("resx");
m_custom_height = m_height = theApp.GetConfigI("resy");
}
if (m_upscale_multiplier == 1) { // hacks are only needed for upscaling issues.
m_userhacks_round_sprite_offset = 0;
m_userhacks_align_sprite_X = 0;
}
m_dump_root = root_hw;
}
void GSRendererHW::SetScaling()
{
GSVector2i crtc_size(GetDisplayRect().width(), GetDisplayRect().height());
// 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
// 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.
int fb_width = max({ (int)m_context->FRAME.FBW * 64, crtc_size.x , 512 });
// 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.
//
// 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)
//
// Avoid to alternate between 640x1280 and 1280x1024 on snow blind engine game
// int fb_height = (fb_width < 1024) ? 1280 : 1024;
//
// 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;
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;
bool initialized_register_state = (m_context->FRAME.FBW > 1) && (crtc_size.y > 1);
if (!m_upscale_multiplier && initialized_register_state)
{
if (m_height == m_custom_height)
{
float ratio = ceil(static_cast<float>(m_height) / crtc_size.y);
float buffer_scale_offset = (m_large_framebuffer) ? ratio : 0.5f;
ratio = round(ratio + buffer_scale_offset);
m_tc->RemovePartial();
m_width = max(m_width, 1280);
m_height = max(static_cast<int>(crtc_size.y * ratio) , 1024);
}
}
// 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.
if ( m_upscale_multiplier <= 1 || good_rt_size)
return;
m_tc->RemovePartial();
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);
}
GSRendererHW::~GSRendererHW()
{
delete m_tc;
}
void GSRendererHW::SetGameCRC(uint32 crc, int options)
{
GSRenderer::SetGameCRC(crc, options);
m_hacks.SetGameCRC(m_game);
}
bool GSRendererHW::CanUpscale()
{
if(m_hacks.m_cu && !(this->*m_hacks.m_cu)())
{
return false;
}
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)
}
int GSRendererHW::GetUpscaleMultiplier()
{
return m_upscale_multiplier;
}
GSVector2i GSRendererHW::GetCustomResolution()
{
return GSVector2i(m_custom_width, m_custom_height);
}
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)
{
//Check if the frame buffer width or display width has changed
SetScaling();
if(m_reset)
{
m_tc->RemoveAll();
m_reset = false;
}
GSRenderer::VSync(field);
m_tc->IncAge();
m_tc->PrintMemoryUsage();
m_dev->PrintMemoryUsage();
m_skip = 0;
}
void GSRendererHW::ResetDevice()
{
m_tc->RemoveAll();
GSRenderer::ResetDevice();
}
GSTexture* GSRendererHW::GetOutput(int i, int& y_offset)
{
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, GetFrameRect(i).bottom))
{
t = rt->m_texture;
int delta = TEX0.TBP0 - rt->m_TEX0.TBP0;
if (delta > 0 && DISPFB.FBW != 0) {
int pages = delta >> 5u;
int y_pages = pages / DISPFB.FBW;
y_offset = y_pages * GSLocalMemory::m_psm[DISPFB.PSM].pgs.y;
GL_CACHE("Frame y offset %d pixels, unit %d", y_offset, i);
}
#ifdef ENABLE_OGL_DEBUG
if(s_dump)
{
if(s_savef && s_n >= s_saven)
{
t->Save(m_dump_root + format("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, psm_str(TEX0.PSM)));
}
}
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#endif
}
return t;
}
GSTexture* GSRendererHW::GetFeedbackOutput()
{
GIFRegTEX0 TEX0;
TEX0.TBP0 = m_regs->EXTBUF.EXBP;
TEX0.TBW = m_regs->EXTBUF.EXBW;
TEX0.PSM = m_regs->DISP[m_regs->EXTBUF.FBIN & 1].DISPFB.PSM;
GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, /*GetFrameRect(i).bottom*/0);
GSTexture* t = rt->m_texture;
#ifdef ENABLE_OGL_DEBUG
if(s_dump && s_savef && s_n >= s_saven)
t->Save(m_dump_root + format("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, m_perfmon.GetFrame(), 3, (int)TEX0.TBP0, psm_str(TEX0.PSM)));
#endif
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);
}
uint16 GSRendererHW::Interpolate_UV(float alpha, int t0, int t1)
{
float t = (1.0f - alpha) * t0 + alpha * t1;
return (uint16)t & ~0xF; // cheap rounding
}
float GSRendererHW::alpha0(int L, int X0, int X1)
{
int x = (X0 + 15) & ~0xF; // Round up
return float(x - X0) / (float)L;
}
float GSRendererHW::alpha1(int L, int X0, int X1)
{
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;
}
template <bool linear>
void GSRendererHW::RoundSpriteOffset()
{
//#define DEBUG_U
//#define DEBUG_V
#if defined(DEBUG_V) || defined(DEBUG_U)
bool debug = linear;
#endif
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
for(size_t i = 0; i < count; i += 2) {
// Performance note: if it had any impact on perf, someone would port it to SSE (AKA GSVector)
// Compute the coordinate of first and last texels (in native with a linear filtering)
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);
#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
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);
#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
//
// 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.
if (linear) {
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;
}
} else {
if (tx0 <= tx1) {
v[i].U = tx0;
v[i+1].U = tx1 + 16;
} else {
v[i].U = tx0 + 15;
v[i+1].U = tx1;
}
}
#endif
#if 1
if (linear) {
int Lv = v[i+1].V - v[i].V;
if ((Lv > 0) && (Lv <= (Ly+32))) {
v[i+1].V -= 8;
}
} else {
if (ty0 <= ty1) {
v[i].V = ty0;
v[i+1].V = ty1 + 16;
} else {
v[i].V = ty0 + 15;
v[i+1].V = ty1;
}
}
#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
}
}
void GSRendererHW::Draw()
{
if(m_dev->IsLost() || IsBadFrame()) {
GL_INS("Warning skipping a draw call (%d)", s_n);
return;
}
GL_PUSH("HW Draw %d", s_n);
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
// skip alpha test if possible
// Note: do it first so we know if frame/depth writes are masked
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;
// Note required to compute TryAlphaTest below. So do it now.
if (PRIM->TME && tex_psm.pal > 0)
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
// Test if we can optimize Alpha Test as a NOP
context->TEST.ATE = context->TEST.ATE && !GSRenderer::TryAlphaTest(fm, zm);
context->FRAME.FBMSK = fm;
context->ZBUF.ZMSK = zm != 0;
// It is allowed to use the depth and rt at the same location. However at least 1 must
// be disabled. Or the written value must be the same on both channels.
// 1/ GoW uses a Cd blending on a 24 bits buffer (no alpha)
// 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
// Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0
const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1));
const bool no_ds = !no_rt && (
// Depth is always pass/fail (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer => a depth/stencil buffer)
(zm != 0 && 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 && zm == 0 && fm == 0 && 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;
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;
if (m_channel_shuffle) {
GL_CACHE("Channel shuffle effect detected SKIP");
return;
}
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} else if (draw_sprite_tex && m_context->FRAME.Block() == m_context->TEX0.TBP0) {
// Special post-processing effect
if ((m_context->TEX0.PSM == PSM_PSMT8) && single_page) {
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GL_INS("Channel shuffle effect detected");
m_channel_shuffle = true;
} else {
GL_DBG("Special post-processing effect not supported");
m_channel_shuffle = false;
}
} else {
m_channel_shuffle = false;
}
GIFRegTEX0 TEX0;
TEX0.TBP0 = context->FRAME.Block();
TEX0.TBW = context->FRAME.FBW;
TEX0.PSM = context->FRAME.PSM;
GSTextureCache::Target* rt = NULL;
GSTexture* rt_tex = NULL;
if (!no_rt) {
rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true, fm);
rt_tex = rt->m_texture;
}
TEX0.TBP0 = context->ZBUF.Block();
TEX0.TBW = context->FRAME.FBW;
TEX0.PSM = context->ZBUF.PSM;
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;
}
GSTextureCache::Source* tex = NULL;
m_texture_shuffle = false;
if(PRIM->TME)
{
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GIFRegCLAMP MIP_CLAMP = context->CLAMP;
int mxl = std::min<int>((int)m_context->TEX1.MXL, 6);
m_lod = GSVector2i(0, 0);
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// Code from the SW renderer
if (IsMipMapActive()) {
int interpolation = (context->TEX1.MMIN & 1) + 1; // 1: round, 2: tri
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int k = (m_context->TEX1.K + 8) >> 4;
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int lcm = m_context->TEX1.LCM;
if ((int)m_vt.m_lod.x >= mxl) {
k = mxl; // set lod to max level
lcm = 1; // constant lod
}
if (PRIM->FST) {
ASSERT(lcm == 1);
ASSERT(((m_vt.m_min.t.uph(m_vt.m_max.t) == GSVector4::zero()).mask() & 3) == 3); // ratchet and clank (menu)
lcm = 1;
}
if (lcm == 1) {
m_lod.x = std::max<int>(k, 0);
m_lod.y = m_lod.x;
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} else {
// Not constant but who care !
if (interpolation == 2) {
// Mipmap Linear. Both layers are sampled, only take the big one
m_lod.x = std::max<int>((int)floor(m_vt.m_lod.x), 0);
} else {
// On GS lod is a fixed float number 7:4 (4 bit for the frac part)
#if 0
m_lod.x = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
#else
// Same as above with a bigger margin on rounding
// The goal is to avoid 1 undrawn pixels around the edge which trigger the load of the big
// layer.
if (ceil(m_vt.m_lod.x) < m_vt.m_lod.y)
m_lod.x = std::max<int>((int)round(m_vt.m_lod.x + 0.0625 + 0.01), 0);
else
m_lod.x = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
#endif
}
m_lod.y = std::max<int>((int)ceil(m_vt.m_lod.y), 0);
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}
m_lod.x = std::min<int>(m_lod.x, mxl);
m_lod.y = std::min<int>(m_lod.y, mxl);
TEX0 = GetTex0Layer(m_lod.x);
MIP_CLAMP.MINU >>= m_lod.x;
MIP_CLAMP.MINV >>= m_lod.x;
MIP_CLAMP.MAXU >>= m_lod.x;
MIP_CLAMP.MAXV >>= m_lod.x;
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for (int i = 0; i < m_lod.x; i++) {
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m_vt.m_min.t *= 0.5f;
m_vt.m_max.t *= 0.5f;
}
GL_CACHE("Mipmap LOD %d %d (%f %f) new size %dx%d (K %d L %u)", m_lod.x, m_lod.y, m_vt.m_lod.x, m_vt.m_lod.y, 1 << TEX0.TW, 1 << TEX0.TH, m_context->TEX1.K, m_context->TEX1.L);
} else {
TEX0 = GetTex0Layer(0);
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}
m_context->offset.tex = m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
GSVector4i r;
GetTextureMinMax(r, TEX0, MIP_CLAMP, m_vt.IsLinear());
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tex = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, r) : m_tc->LookupSource(TEX0, env.TEXA, r);
// Round 2
if (IsMipMapActive() && m_mipmap == 2 && !tex_psm.depth) {
// Upload remaining texture layers
GSVector4 tmin = m_vt.m_min.t;
GSVector4 tmax = m_vt.m_max.t;
for (int layer = m_lod.x + 1; layer <= m_lod.y; layer++) {
const GIFRegTEX0& MIP_TEX0 = GetTex0Layer(layer);
m_context->offset.tex = m_mem.GetOffset(MIP_TEX0.TBP0, MIP_TEX0.TBW, MIP_TEX0.PSM);
MIP_CLAMP.MINU >>= 1;
MIP_CLAMP.MINV >>= 1;
MIP_CLAMP.MAXU >>= 1;
MIP_CLAMP.MAXV >>= 1;
m_vt.m_min.t *= 0.5f;
m_vt.m_max.t *= 0.5f;
GetTextureMinMax(r, MIP_TEX0, MIP_CLAMP, m_vt.IsLinear());
tex->UpdateLayer(MIP_TEX0, r, layer - m_lod.x);
}
m_vt.m_min.t = tmin;
m_vt.m_max.t = tmax;
}
// 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!
m_texture_shuffle = (GSLocalMemory::m_psm[context->FRAME.PSM].bpp == 16) && (tex_psm.bpp == 16)
2016-04-29 21:38:46 +00:00
&& draw_sprite_tex && tex->m_32_bits_fmt;
// Texture shuffle is not yet supported with strange clamp mode
ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
if (tex->m_target && m_context->TEX0.PSM == PSM_PSMT8 && single_page && draw_sprite_tex) {
GL_INS("Channel shuffle effect detected (2nd shot)");
m_channel_shuffle = true;
} else {
m_channel_shuffle = false;
}
}
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.
rt->m_32_bits_fmt = m_texture_shuffle || (GSLocalMemory::m_psm[context->FRAME.PSM].bpp != 16);
}
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if (s_n >= s_saven) {
// Dump Register state
s = format("%05d_context.txt", s_n);
m_env.Dump(m_dump_root+s);
m_context->Dump(m_dump_root+s);
}
if(s_savet && s_n >= s_saven && tex)
{
s = format("%05d_f%lld_itex_%05x_%s_%d%d_%02x_%02x_%02x_%02x.dds",
s_n, frame, (int)context->TEX0.TBP0, psm_str(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(m_dump_root+s, true);
if(tex->m_palette)
{
s = format("%05d_f%lld_itpx_%05x_%s.dds", s_n, frame, context->TEX0.CBP, psm_str(context->TEX0.CPSM));
tex->m_palette->Save(m_dump_root+s, true);
}
}
if(s_save && s_n >= s_saven)
{
s = format("%05d_f%lld_rt0_%05x_%s.bmp", s_n, frame, context->FRAME.Block(), psm_str(context->FRAME.PSM));
if (rt)
rt->m_texture->Save(m_dump_root+s);
}
if(s_savez && s_n >= s_saven)
{
s = format("%05d_f%lld_rz0_%05x_%s.bmp", s_n, frame, context->ZBUF.Block(), psm_str(context->ZBUF.PSM));
if (ds_tex)
ds_tex->Save(m_dump_root+s);
}
}
// The rectangle of the draw
GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(context->scissor.in));
if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt_tex, ds_tex, tex))
{
GL_INS("Warning skipping a draw call (%d)", s_n);
return;
}
if (!OI_BlitFMV(rt, tex, r)) {
GL_INS("Warning skipping a draw call (%d)", s_n);
return;
}
if (!m_userhacks_disable_gs_mem_clear) {
// Constant Direct Write without texture/test/blending (aka a GS mem clear)
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME // Direct write
&& (!PRIM->ABE || m_context->ALPHA.IsOpaque()) // No transparency
&& (m_context->FRAME.FBMSK == 0) // no color mask
&& !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) // constant color write
&& r.x == 0 && r.y == 0) { // Likely full buffer write
OI_GsMemClear();
OI_DoubleHalfClear(rt_tex, ds_tex);
}
}
// A couple of hack to avoid upscaling issue. So far it seems to impacts mostly sprite
// 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)) {
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
// 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) && 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)) {
// 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;
// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
if (unaligned_texture)
v[i+1].U += 8;
}
}
}
// Noting to do if no texture is sampled
if (PRIM->FST && draw_sprite_tex) {
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)
}
}
//
DrawPrims(rt_tex, ds_tex, tex);
//
context->TEST = TEST;
context->FRAME = FRAME;
context->ZBUF = ZBUF;
//
// 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
if(fm != 0xffffffff && rt)
{
//rt->m_valid = rt->m_valid.runion(r);
rt->UpdateValidity(r);
m_tc->InvalidateVideoMem(context->offset.fb, r, false);
m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->FRAME.Block());
}
if(zm != 0xffffffff && ds)
{
//ds->m_valid = ds->m_valid.runion(r);
ds->UpdateValidity(r);
m_tc->InvalidateVideoMem(context->offset.zb, r, false);
m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->ZBUF.Block());
}
//
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)
{
s = format("%05d_f%lld_rt1_%05x_%s.bmp", s_n, frame, context->FRAME.Block(), psm_str(context->FRAME.PSM));
if (rt)
rt->m_texture->Save(m_dump_root+s);
}
if(s_savez && s_n >= s_saven)
{
s = format("%05d_f%lld_rz1_%05x_%s.bmp", s_n, frame, context->ZBUF.Block(), psm_str(context->ZBUF.PSM));
2015-09-25 18:59:36 +00:00
if (ds_tex)
ds_tex->Save(m_dump_root+s);
}
if(s_savel > 0 && (s_n - s_saven) > s_savel)
{
s_dump = 0;
}
}
#ifdef DISABLE_HW_TEXTURE_CACHE
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if (rt)
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)
{
bool is_opengl = (static_cast<GSRendererType>(theApp.GetConfigI("Renderer")) == GSRendererType::OGL_HW);
bool can_handle_depth = (!theApp.GetConfigB("UserHacks") || !theApp.GetConfigB("UserHacks_DisableDepthSupport")) && is_opengl;
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::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::StarWarsForceUnleashed, CRC::RegionCount, &GSRendererHW::OI_StarWarsForceUnleashed));
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::SuperManReturns, CRC::RegionCount, &GSRendererHW::OI_SuperManReturns));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ArTonelico2, CRC::RegionCount, &GSRendererHW::OI_ArTonelico2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ItadakiStreet, CRC::RegionCount, &GSRendererHW::OI_ItadakiStreet));
if (!can_handle_depth) {
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TalesOfLegendia, CRC::RegionCount, &GSRendererHW::OI_TalesOfLegendia));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
}
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_oo_list.push_back(HackEntry<OO_Ptr>(CRC::Jak2, CRC::RegionCount, &GSRendererHW::OO_Jak));
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::Jak3, CRC::RegionCount, &GSRendererHW::OO_Jak));
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::JakX, CRC::RegionCount, &GSRendererHW::OO_Jak));
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;
}
}
// Trick to do a fast clear on the GS
// Set frame buffer pointer on the start of the buffer. Set depth buffer pointer on the half buffer
// FB + depth write will fill the full buffer.
void GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds)
{
// Note gs mem clear must be tested before calling this function
// Limit further to unmask Z write
if (!m_context->ZBUF.ZMSK && rt && ds) {
const GSVertex* v = &m_vertex.buff[0];
const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
//const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM];
// Z and color must be constant and the same
if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0])
return;
2016-09-30 20:25:24 +00:00
// Format doesn't have the same size. It smells fishy (xmen...)
//if (frame_psm.trbpp != depth_psm.trbpp)
// return;
// Size of the current draw
uint32 w_pages = static_cast<uint32>(roundf(m_vt.m_max.p.x / frame_psm.pgs.x));
uint32 h_pages = static_cast<uint32>(roundf(m_vt.m_max.p.y / frame_psm.pgs.y));
uint32 written_pages = w_pages * h_pages;
// Frame and depth pointer can be inverted
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 both buffers are side by side we can expect a fast clear in on-going
if (half <= (base + written_pages)) {
uint32 color = v[1].RGBAQ.u32[0];
GL_INS("OI_DoubleHalfClear: base %x half %x. w_pages %d h_pages %d fbw %d. Color %x", base << 5, half << 5, w_pages, h_pages, m_context->FRAME.FBW, color);
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
// Only pure clear are supported for depth
ASSERT(color == 0);
m_dev->ClearDepth(ds);
} else {
m_dev->ClearRenderTarget(rt, color);
}
}
}
}
// 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()
{
// Note gs mem clear must be tested before calling this function
// Limit it further to a full screen 0 write
if ((m_vertex.next == 2) && m_vt.m_min.c.eq(GSVector4i(0))) {
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));
// Limit the hack to a single fullscreen clear. Some games might use severals column to clear a screen
// but hopefully it will be enough.
if (r.width() <= 128 || r.height() <= 128)
return;
GL_INS("OI_GsMemClear (%d,%d => %d,%d)", r.x, r.y, r.z, r.w);
int format = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
// 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.
// FIXME: maybe we could limit the write to the top and bottom row page.
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];
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++)
{
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
}
}
#endif
}
}
}
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 && tex && !tex->m_target) {
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;
}
// OI (others input?/implementation?) hacks replace current draw call
bool GSRendererHW::OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
static uint32* video = NULL;
static size_t lines = 0;
if(lines == 0)
{
if(m_vt.m_primclass == GS_LINE_CLASS && (m_vertex.next == 448 * 2 || m_vertex.next == 512 * 2))
{
lines = m_vertex.next / 2;
}
}
else
{
if(m_vt.m_primclass == GS_POINT_CLASS)
{
if(m_vertex.next >= 16 * 512)
{
// incoming pixels are stored in columns, one column is 16x512, total res 448x512 or 448x454
if(!video) video = new uint32[512 * 512];
int ox = m_context->XYOFFSET.OFX - 8;
int oy = m_context->XYOFFSET.OFY - 8;
const GSVertex* RESTRICT v = m_vertex.buff;
for(int i = (int)m_vertex.next; i > 0; i--, v++)
{
int x = (v->XYZ.X - ox) >> 4;
int y = (v->XYZ.Y - oy) >> 4;
if (x < 0 || x >= 448 || y < 0 || y >= (int)lines) return false; // le sigh
video[(y << 8) + (y << 7) + (y << 6) + x] = v->RGBAQ.u32[0];
}
return false;
}
else
{
lines = 0;
}
}
else if(m_vt.m_primclass == GS_LINE_CLASS)
{
if(m_vertex.next == lines * 2)
{
// 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);
m_vertex.buff[2] = m_vertex.buff[m_vertex.next - 2];
m_vertex.buff[3] = m_vertex.buff[m_vertex.next - 1];
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;
m_vertex.head = m_vertex.tail = m_vertex.next = 4;
m_index.tail = 6;
m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GS_TRIANGLE_CLASS);
}
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);
}
return true;
}
bool GSRendererHW::OI_MetalSlug6(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
// missing red channel fix (looks alright in pcsx2 r5000+)
GSVertex* RESTRICT v = m_vertex.buff;
for(int i = (int)m_vertex.next; i > 0; i--, v++)
{
uint32 c = v->RGBAQ.u32[0];
uint32 r = (c >> 0) & 0xff;
uint32 g = (c >> 8) & 0xff;
uint32 b = (c >> 16) & 0xff;
if(r == 0 && g != 0 && b != 0)
{
v->RGBAQ.u32[0] = (c & 0xffffff00) | ((g + b + 1) >> 1);
}
}
m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, m_vt.m_primclass);
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* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(tmp_ds->m_texture);
}
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* tmp_rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true))
{
m_dev->ClearRenderTarget(tmp_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* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(tmp_ds->m_texture);
}
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);
return false;
}
}
else if(PRIM->TME)
{
if((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_max.p.z == 0))
{
m_dev->ClearDepth(ds);
}
}
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((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_min.p.z == 0))
{
m_dev->ClearDepth(ds);
}
}
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((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_min.p.z == 0))
{
m_dev->ClearDepth(ds);
}
}
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;
if (FPSM == PSM_PSMCT32 && FBP == 0x01c00 && !m_context->TEST.ATE && m_vt.m_eq.z)
{
m_context->TEST.ZTST = ZTST_ALWAYS;
//m_dev->ClearDepth(ds);
}
return true;
}
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* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(tmp_ds->m_texture);
}
return false;
}
return true;
}
bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if(m_vt.m_primclass == GS_POINT_CLASS && !PRIM->TME)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FBW = m_context->FRAME.FBW;
if(FBP >= 0x03f40 && (FBP & 0x1f) == 0)
{
if(m_vertex.next == 16)
{
GSVertex* RESTRICT v = m_vertex.buff;
for(int i = 0; i < 16; i++, v++)
{
uint32 c = v->RGBAQ.u32[0];
uint32 a = c >> 24;
c = (a >= 0x80 ? 0xff000000 : (a << 25)) | (c & 0x00ffffff);
v->RGBAQ.u32[0] = c;
m_mem.WritePixel32(i & 7, i >> 3, c, FBP, FBW);
}
m_mem.m_clut.Invalidate();
return false;
}
else if(m_vertex.next == 256)
{
GSVertex* RESTRICT v = m_vertex.buff;
for(int i = 0; i < 256; i++, v++)
{
uint32 c = v->RGBAQ.u32[0];
uint32 a = c >> 24;
c = (a >= 0x80 ? 0xff000000 : (a << 25)) | (c & 0x00ffffff);
v->RGBAQ.u32[0] = c;
m_mem.WritePixel32(i & 15, i >> 4, c, FBP, FBW);
}
m_mem.m_clut.Invalidate();
return false;
}
else
{
ASSERT(0);
}
}
}
return true;
}
2015-07-07 15:56:04 +00:00
bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
// 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;
2016-04-28 21:29:52 +00:00
#ifndef NDEBUG
GSVertex* v = &m_vertex.buff[0];
2016-04-28 21:29:52 +00:00
#endif
if (!(ctx->FRAME.FBP == ctx->ZBUF.ZBP && !PRIM->TME && !ctx->ZBUF.ZMSK && !ctx->FRAME.FBMSK && m_vt.m_eq.rgba == 0xFFFF))
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
m_dev->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c));
m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block());
return false;
}
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 640x448
* depth is 16 bits so it writes 70 (10w * 7h) pages of data.
following draw calls will use the buffer as 6 pages width with a scissor
test of 384x672. 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 640x448 but actually it
expects to clean a 384x746 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);
}
return true;
}
bool GSRendererHW::OI_ItadakiStreet(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if (m_context->TEST.ATST == ATST_NOTEQUAL && m_context->TEST.AREF == 0) {
// It is also broken on the SW renderer. Issue appears because fragment alpha is 0
// I suspect the game expect low value of alpha, and due to bad rounding on the core
// you have wrongly 0.
// Otherwise some draws calls are empty (all pixels are discarded).
// It fixes missing element on the board
GL_INS("OI_ItadakiStreetSpecial disable alpha test");
m_context->TEST.ATST = ATST_ALWAYS;
#if 0 // Not enough
uint32 dummy_fm;
uint32 dummy_zm;
if (!TryAlphaTest(dummy_fm, dummy_zm)) {
GL_INS("OI_ItadakiStreetSpecial disable alpha test");
m_context->TEST.ATST = ATST_ALWAYS;
}
#endif
}
return true;
}
// OO (others output?) hacks: invalidate extra local memory after the draw call
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));
}
}
void GSRendererHW::OO_Jak()
{
// FIXME might need a CU_Jak too
GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
GSVector4i r_p = GSVector4i(0, 0, 16, 16);
if(!PRIM->FST && PRIM->TME && (r == r_p).alltrue() && m_context->TEX0.TW == 4 && m_context->TEX0.TH == 4 && m_context->TEX0.PSM == PSM_PSMCT32) {
// Game will render a texture directly into a palette.
uint32 FBP = m_context->FRAME.Block();
GL_INS("OO_Jak read back 0x%x", FBP);
GIFRegBITBLTBUF BITBLTBUF;
BITBLTBUF.SBP = FBP;
BITBLTBUF.SBW = 1;
BITBLTBUF.SPSM = PSM_PSMCT32;
InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16));
}
}
// Can Upscale hacks: disable upscaling for some draw calls
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;
}