mirror of https://github.com/PCSX2/pcsx2.git
zzogl-pg: remove negative AA. Save some cpu cycles.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3756 96395faa-99c1-11dd-bbfe-3dabce05a288
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6b4d447c8d
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@ -111,31 +111,6 @@ void ProcessWireFrame()
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ZZLog::WriteToScreen(strtitle);
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ZZLog::WriteToScreen(strtitle);
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}
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}
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void ProcessNegAASetting(bool reverse)
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{
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FUNCLOG
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char strtitle[256];
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if (reverse)
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{
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conf.negaa--; // -1
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if (conf.negaa > 2) conf.negaa = 2; // u8 in unsigned, so negative value is 255.
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sprintf(strtitle, "down resolution - %s", s_naa[conf.negaa]);
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ZeroGS::SetNegAA(conf.negaa);
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}
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else
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{
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conf.negaa++;
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if (conf.negaa > 2) conf.negaa = 0;
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sprintf(strtitle, "down resolution - %s", s_naa[conf.negaa]);
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ZeroGS::SetNegAA(conf.negaa);
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}
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ZZLog::WriteToScreen(strtitle);
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SaveConfig();
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}
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typedef struct GameHackStruct
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typedef struct GameHackStruct
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{
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{
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const char HackName[40];
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const char HackName[40];
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@ -161,7 +161,6 @@ namespace ZeroGS
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{
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{
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extern void AddMessage(const char* pstr, u32 ms);
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extern void AddMessage(const char* pstr, u32 ms);
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extern void SetAA(int mode);
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extern void SetAA(int mode);
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extern void SetNegAA(int mode);
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extern bool Create(int width, int height);
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extern bool Create(int width, int height);
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extern void Destroy(bool bD3D);
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extern void Destroy(bool bD3D);
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extern void StartCapture();
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extern void StartCapture();
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@ -200,7 +200,6 @@ VB vb[2];
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float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
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float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
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u8 s_AAx = 0, s_AAy = 0; // if AAy is set, then AAx has to be set
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u8 s_AAx = 0, s_AAy = 0; // if AAy is set, then AAx has to be set
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u8 s_AAz = 0, s_AAw = 0; // if AAy is set, then AAx has to be set
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int icurctx = -1;
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int icurctx = -1;
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@ -199,24 +199,18 @@ extern CRenderTargetMngr s_RTs, s_DepthRTs;
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extern CBitwiseTextureMngr s_BitwiseTextures;
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extern CBitwiseTextureMngr s_BitwiseTextures;
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extern CMemoryTargetMngr g_MemTargs;
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extern CMemoryTargetMngr g_MemTargs;
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extern u8 s_AAx, s_AAy, s_AAz, s_AAw;
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extern u8 s_AAx, s_AAy;
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// Real rendered width, depends on AA and AAneg.
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// Real rendered width, depends on AA and AAneg.
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inline int RW(int tbw)
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inline int RW(int tbw)
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{
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{
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if (s_AAx >= s_AAz)
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return (tbw << s_AAx);
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return (tbw << (s_AAx - s_AAz));
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else
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return (tbw >> (s_AAz - s_AAx));
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}
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}
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// Real rendered height, depends on AA and AAneg.
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// Real rendered height, depends on AA and AAneg.
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inline int RH(int tbh)
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inline int RH(int tbh)
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{
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{
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if (s_AAy >= s_AAw)
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return (tbh << s_AAy);
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return (tbh << (s_AAy - s_AAw));
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else
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return (tbh >> (s_AAw - s_AAy));
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}
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}
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/* inline void CreateTargetsList(int start, int end, list<ZeroGS::CRenderTarget*>& listTargs) {
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/* inline void CreateTargetsList(int start, int end, list<ZeroGS::CRenderTarget*>& listTargs) {
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@ -404,38 +404,6 @@ void ZeroGS::ChangeDeviceSize(int nNewWidth, int nNewHeight)
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assert(vb[0].pBufferData != NULL && vb[1].pBufferData != NULL);
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assert(vb[0].pBufferData != NULL && vb[1].pBufferData != NULL);
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}
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}
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void ZeroGS::SetNegAA(int mode)
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{
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FUNCLOG
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// need to flush all targets
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s_RTs.ResolveAll();
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s_RTs.Destroy();
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s_DepthRTs.ResolveAll();
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s_DepthRTs.Destroy();
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s_AAz = s_AAw = 0; // This is code for x0, x2, x4, x8 and x16 anti-aliasing.
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if (mode > 0)
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{
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s_AAz = (mode + 1) / 2; // ( 1, 0 ) ; ( 1, 1 ) -- it's used as binary shift, so x << s_AAz, y << s_AAw
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s_AAw = mode / 2;
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}
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memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
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s_nLastResolveReset = 0;
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vb[0].prndr = NULL;
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vb[0].pdepth = NULL;
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vb[0].bNeedFrameCheck = 1;
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vb[0].bNeedZCheck = 1;
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vb[1].prndr = NULL;
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vb[1].pdepth = NULL;
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vb[1].bNeedFrameCheck = 1;
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vb[1].bNeedZCheck = 1;
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}
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void ZeroGS::SetAA(int mode)
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void ZeroGS::SetAA(int mode)
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{
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{
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FUNCLOG
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FUNCLOG
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@ -420,7 +420,6 @@ void ChangeWindowSize(int nNewWidth, int nNewHeight);
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void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
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void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
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void ChangeDeviceSize(int nNewWidth, int nNewHeight);
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void ChangeDeviceSize(int nNewWidth, int nNewHeight);
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void SetAA(int mode);
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void SetAA(int mode);
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void SetNegAA(int mode);
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void SetCRC(int crc);
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void SetCRC(int crc);
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void ReloadEffects();
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void ReloadEffects();
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