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"
#include "GSFunctionMap.h"
template<class Vertex>
class GSRendererHW : public GSRendererT<Vertex>
{
int m_width;
int m_height;
int m_skip;
bool m_reset;
bool m_nativeres;
int m_upscale_multiplier;
int m_userhacks_skipdraw;
#pragma region hacks
typedef bool (GSRendererHW::*OI_Ptr)(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
typedef void (GSRendererHW::*OO_Ptr)();
typedef bool (GSRendererHW::*CU_Ptr)();
bool OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
static uint32* video = NULL;
static int lines = 0;
if(lines == 0)
{
if(m_vt.m_primclass == GS_LINE_CLASS && (m_count == 448 * 2 || m_count == 512 * 2))
{
lines = m_count / 2;
}
}
else
{
if(m_vt.m_primclass == GS_POINT_CLASS)
{
if(m_count >= 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;
int oy = m_context->XYOFFSET.OFY;
for(int i = 0; i < m_count; i++)
{
int x = ((int)m_vertices[i].p.x - ox) >> 4;
int y = ((int)m_vertices[i].p.y - oy) >> 4;
// video[y * 448 + x] = m_vertices[i].c0;
video[(y << 8) + (y << 7) + (y << 6) + x] = m_vertices[i]._c0();
}
return false;
}
else
{
lines = 0;
}
}
else if(m_vt.m_primclass == GS_LINE_CLASS)
{
if(m_count == 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_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];
m_count = 6;
m_vt.Update(m_vertices, m_count, GS_TRIANGLE_CLASS);
}
else
{
lines = 0;
}
}
}
return true;
}
bool 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 OI_MetalSlug6(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
// missing red channel fix
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;
}
}
m_vt.Update(m_vertices, m_count, m_vt.m_primclass);
return true;
}
bool 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) && FPSM == PSM_PSMZ24) // ntsc 0xf00, pal 0x100
{
// z buffer clear
GIFRegTEX0 TEX0;
TEX0.TBP0 = FBP;
TEX0.TBW = FBW;
TEX0.PSM = FPSM;
if(GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(ds->m_texture, 0);
}
return false;
}
return true;
}
bool OI_SimpsonsGame(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 == 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...
m_dev->ClearDepth(ds, 0);
return false;
}
return true;
}
bool OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if(!PRIM->TME)
{
uint32 FBP = m_context->FRAME.Block();
uint32 ZBP = m_context->ZBUF.Block();
if(FBP == 0x008c0 && ZBP == 0x01a40)
{
// frame buffer clear, atst = fail, afail = write z only, z buffer points to frame buffer
GIFRegTEX0 TEX0;
TEX0.TBP0 = ZBP;
TEX0.TBW = m_context->FRAME.FBW;
TEX0.PSM = m_context->FRAME.PSM;
if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true))
{
m_dev->ClearRenderTarget(rt->m_texture, 0);
}
return false;
}
else if(FBP == 0x00000 && m_context->ZBUF.Block() == 0x01180)
{
// z buffer clear, frame buffer now points to the z buffer (how can they be so clever?)
GIFRegTEX0 TEX0;
TEX0.TBP0 = FBP;
TEX0.TBW = m_context->FRAME.FBW;
TEX0.PSM = m_context->ZBUF.PSM;
if(GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(ds->m_texture, 0);
}
return false;
}
}
return true;
}
bool 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 == 0x02a60) && FPSM == PSM_PSMCT32)
{
//only top half of the screen clears
m_dev->ClearDepth(ds, 0);
return false;
}
return true;
}
bool OI_TyTasmanianTiger(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) //fbp 0x3680 ntsc, 0x3200 pal , PSM_PSMCT24
{
uint32 FBP = m_context->FRAME.Block();
uint32 FBW = m_context->FRAME.FBW;
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 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_count == 16)
{
for(int i = 0; i < 16; i++)
{
uint8 a = m_vertices[i]._a();
m_vertices[i]._a() = a >= 0x80 ? 0xff : a * 2;
m_mem.WritePixel32(i & 7, i >> 3, m_vertices[i]._c0(), FBP, FBW);
}
m_mem.m_clut.Invalidate();
return false;
}
else if(m_count == 256)
{
for(int i = 0; i < 256; i++)
{
uint8 a = m_vertices[i]._a();
m_vertices[i]._a() = a >= 0x80 ? 0xff : a * 2;
m_mem.WritePixel32(i & 15, i >> 4, m_vertices[i]._c0(), FBP, FBW);
}
m_mem.m_clut.Invalidate();
return false;
}
else
{
ASSERT(0);
}
}
}
return true;
}
void 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 OO_MajokkoALaMode2()
{
// palette readback
uint32 FBP = m_context->FRAME.Block();
if(!PRIM->TME && FBP == 0x03f40)
{
GIFRegBITBLTBUF BITBLTBUF;
BITBLTBUF.SBP = FBP;
BITBLTBUF.SBW = 1;
BITBLTBUF.SPSM = PSM_PSMCT32;
InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16));
}
}
bool CU_DBZBT2()
{
// palette should stay 64 x 64
uint32 FBP = m_context->FRAME.Block();
return FBP != 0x03c00 && FBP != 0x03ac0;
}
bool CU_MajokkoALaMode2()
{
// palette should stay 16 x 16
uint32 FBP = m_context->FRAME.Block();
return FBP != 0x03f40;
}
bool CU_TalesOfAbyss()
{
// full image blur and brightening
uint32 FBP = m_context->FRAME.Block();
return FBP != 0x036e0 && FBP != 0x03560 && FBP != 0x038e0;
}
class Hacks
{
template<class T> struct HackEntry
{
CRC::Title title;
CRC::Region region;
T func;
struct HackEntry(CRC::Title t, CRC::Region r, T f)
{
title = t;
region = r;
func = f;
}
};
template<class T> class FunctionMap : public GSFunctionMap<uint32, T>
{
list<HackEntry<T> >& m_tbl;
T GetDefaultFunction(uint32 key)
{
CRC::Title title = (CRC::Title)(key & 0xffffff);
CRC::Region region = (CRC::Region)(key >> 24);
for(list<HackEntry<T> >::iterator i = m_tbl.begin(); i != m_tbl.end(); i++)
{
if(i->title == title && (i->region == CRC::RegionCount || i->region == region))
{
return i->func;
}
}
return NULL;
}
public:
FunctionMap(list<HackEntry<T> >& tbl) : m_tbl(tbl) {}
};
list<HackEntry<OI_Ptr> > m_oi_list;
list<HackEntry<OO_Ptr> > m_oo_list;
list<HackEntry<CU_Ptr> > m_cu_list;
FunctionMap<OI_Ptr> m_oi_map;
FunctionMap<OO_Ptr> m_oo_map;
FunctionMap<CU_Ptr> m_cu_map;
public:
OI_Ptr m_oi;
OO_Ptr m_oo;
CU_Ptr m_cu;
Hacks()
: m_oi_map(m_oi_list)
, m_oo_map(m_oo_list)
, m_cu_map(m_cu_list)
, m_oi(NULL)
, m_oo(NULL)
, m_cu(NULL)
{
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFXII, CRC::EU, &GSRendererHW::OI_FFXII));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFX, CRC::RegionCount, &GSRendererHW::OI_FFX));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::MetalSlug6, CRC::RegionCount, &GSRendererHW::OI_MetalSlug6));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SimpsonsGame, CRC::RegionCount, &GSRendererHW::OI_SimpsonsGame));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SpidermanWoS, CRC::RegionCount, &GSRendererHW::OI_SpidermanWoS));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TyTasmanianTiger, CRC::RegionCount, &GSRendererHW::OI_TyTasmanianTiger));
m_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 SetGame(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;
}
}
} m_hacks;
#pragma endregion
protected:
GSTextureCache* m_tc;
void Reset()
{
// TODO: GSreset can come from the main thread too => crash
// m_tc->RemoveAll();
m_reset = true;
__super::Reset();
}
void VSync(int field)
{
__super::VSync(field);
m_tc->IncAge();
m_dev->AgePool();
m_skip = 0;
if(m_reset)
{
m_tc->RemoveAll();
m_reset = false;
}
}
void ResetDevice()
{
m_tc->RemoveAll();
__super::ResetDevice();
}
GSTexture* GetOutput(int i)
{
const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
GIFRegTEX0 TEX0;
TEX0.TBP0 = DISPFB.Block();
TEX0.TBW = DISPFB.FBW;
TEX0.PSM = DISPFB.PSM;
// TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM);
GSTexture* t = NULL;
if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height))
{
t = rt->m_texture;
if(s_dump)
{
if(s_save && s_n >= s_saven)
{
t->Save(format("c:\\temp2\\_%05d_f%lld_fr%d_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM));
}
s_n++;
}
}
return t;
}
void 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 InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
{
// 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);
m_tc->InvalidateLocalMem(m_mem.GetOffset(BITBLTBUF.SBP, BITBLTBUF.SBW, BITBLTBUF.SPSM), r);
}
void Draw()
{
#ifndef NO_CRC_HACKS
if(IsBadFrame(m_skip, m_userhacks_skipdraw)) return;
#endif
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
GIFRegTEX0 TEX0;
TEX0.TBP0 = context->FRAME.Block();
TEX0.TBW = context->FRAME.FBW;
TEX0.PSM = context->FRAME.PSM;
GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true);
TEX0.TBP0 = context->ZBUF.Block();
TEX0.TBW = context->FRAME.FBW;
TEX0.PSM = context->ZBUF.PSM;
GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, m_context->DepthWrite());
GSTextureCache::Source* tex = NULL;
if(PRIM->TME)
{
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
GSVector4i r;
GetTextureMinMax(r, context->TEX0, context->CLAMP, m_vt.IsLinear());
tex = m_tc->LookupSource(context->TEX0, env.TEXA, r);
if(!tex) return;
}
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save && s_n >= s_saven && tex)
{
s = format("c:\\temp2\\_%05d_f%lld_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%lld_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_n >= s_saven)
{
s = format("c:\\temp2\\_%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
rt->m_texture->Save(s);
}
if(s_savez && s_n >= s_saven)
{
s = format("c:\\temp2\\_%05d_f%lld_rz0_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
ds->m_texture->Save(s);
}
s_n++;
}
if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt->m_texture, ds->m_texture, tex))
{
return;
}
// skip alpha test if possible
GIFRegTEST TEST = context->TEST;
GIFRegFRAME FRAME = context->FRAME;
GIFRegZBUF ZBUF = context->ZBUF;
uint32 fm = context->FRAME.FBMSK;
uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
if(context->TEST.ATE && context->TEST.ATST != ATST_ALWAYS)
{
if(TryAlphaTest(fm, zm))
{
context->TEST.ATST = ATST_ALWAYS;
}
}
context->FRAME.FBMSK = fm;
context->ZBUF.ZMSK = zm != 0;
//
Draw(rt->m_texture, ds->m_texture, tex);
//
context->TEST = TEST;
context->FRAME = FRAME;
context->ZBUF = ZBUF;
//
GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
if(fm != 0xffffffff)
{
rt->m_valid = rt->m_valid.runion(r);
m_tc->InvalidateVideoMem(m_context->offset.fb, r, false);
}
if(zm != 0xffffffff)
{
ds->m_valid = ds->m_valid.runion(r);
m_tc->InvalidateVideoMem(m_context->offset.zb, r, false);
}
//
if(m_hacks.m_oo)
{
(this->*m_hacks.m_oo)();
}
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save && s_n >= s_saven)
{
s = format("c:\\temp2\\_%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
rt->m_texture->Save(s);
}
if(s_savez && s_n >= s_saven)
{
s = format("c:\\temp2\\_%05d_f%lld_rz1_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
ds->m_texture->Save(s);
}
s_n++;
}
#ifdef HW_NO_TEXTURE_CACHE
m_tc->Read(rt, r);
#endif
}
virtual void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) = 0;
bool CanUpscale()
{
if(m_hacks.m_cu && !(this->*m_hacks.m_cu)())
{
return false;
}
return !m_nativeres && m_regs->PMODE.EN != 0; // upscale ratio depends on the display size, with no output it may not be set correctly (ps2 logo to game transition)
}
int GetUpscaleMultiplier()
{
return m_upscale_multiplier;
}
public:
GSRendererHW(GSTextureCache* tc)
: GSRendererT<Vertex>()
, m_tc(tc)
, m_width(1024)
, m_height(1024)
, m_skip(0)
, m_reset(false)
, m_upscale_multiplier(1)
{
m_nativeres = !!theApp.GetConfig("nativeres", 0);
m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", 1);
m_userhacks_skipdraw = theApp.GetConfig("UserHacks_SkipDraw", 0);
if(!m_nativeres)
{
m_width = theApp.GetConfig("resx", m_width);
m_height = theApp.GetConfig("resy", m_height);
m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", m_upscale_multiplier);
if(m_upscale_multiplier > 6)
{
m_upscale_multiplier = 1; // use the normal upscale math
}
else if(m_upscale_multiplier > 1)
{
m_width = 640 * m_upscale_multiplier; // 512 is also common, but this is not always detected right.
m_height = 512 * m_upscale_multiplier; // 448 is also common, but this is not always detected right.
}
}
}
virtual ~GSRendererHW()
{
delete m_tc;
}
void SetGameCRC(uint32 crc, int options)
{
__super::SetGameCRC(crc, options);
m_hacks.SetGame(m_game);
if(m_game.title == CRC::JackieChanAdv)
{
m_width = 1280; // TODO: uses a 1280px wide 16 bit render target, but this only fixes half of the problem
}
}
};