GSdx: a few games should be sharper (example: persona 4, guitar hero), blurring effect done inside the output merger is overridden when detectable, hope nothing got broken by it.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@826 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gabest11 2009-03-20 09:10:37 +00:00
parent d5b88723d2
commit 2baace0895
2 changed files with 89 additions and 55 deletions

View File

@ -128,32 +128,75 @@ protected:
bool Merge() bool Merge()
{ {
bool en[2];
CRect fr[2];
CRect dr[2];
int baseline = INT_MAX; int baseline = INT_MAX;
for(int i = 0; i < 2; i++) for(int i = 0; i < 2; i++)
{ {
if(IsEnabled(i)) en[i] = IsEnabled(i);
if(en[i])
{ {
baseline = min(GetDisplayPos(i).y, baseline); fr[i] = GetFrameRect(i);
dr[i] = GetDisplayRect(i);
baseline = min(dr[i].top, baseline);
}
}
// try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero)
//
// NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending)
if(en[0] && en[1] && PMODE->SLBG == 0 && PMODE->MMOD == 1 && PMODE->ALP == 0x80)
{
if(DISPFB[0]->FBP == DISPFB[1]->FBP
&& DISPFB[0]->FBW == DISPFB[1]->FBW
&& DISPFB[0]->PSM == DISPFB[1]->PSM)
{
CRect fr1 = fr[1] + CRect(0, 1, 0, 0);
CRect dr1 = dr[1] + CRect(0, 0, 0, 1);
if(fr[0] == fr1 && dr[0] == dr1)
{
// persona 4 for example:
//
// fr[0] = 0, 0, 640, 448 (y = 0, height = 448)
// fr[1] = 0, 1, 640, 448 (y = 1, height = 447)
// dr[0] = 159, 50, 779, 498 (y = 50, height = 448)
// dr[1] = 159, 50, 779, 497 (y = 50, height = 447)
//
// second image shifted up by 1 pixel and blended over itself
fr[1].top = fr[0].top;
dr[1].bottom = dr[0].bottom;
}
} }
} }
CSize fs(0, 0); CSize fs(0, 0);
CSize ds(0, 0); CSize ds(0, 0);
Texture st[2]; Texture tex[2];
GSVector4 sr[2]; GSVector4 src[2];
GSVector4 dr[2]; GSVector4 dst[2];
for(int i = 0; i < 2; i++) for(int i = 0; i < 2; i++)
{ {
if(IsEnabled(i) && GetOutput(i, st[i])) if(!en[i] || !GetOutput(i, tex[i]))
{ {
CRect r = GetFrameRect(i); continue;
}
CRect r = fr[i];
// overscan hack // overscan hack
if(GetDisplaySize(i).cy > 512) // hmm if(dr[i].Height() > 512) // hmm
{ {
int y = GetDeviceSize(i).cy; int y = GetDeviceSize(i).cy;
if(SMODE2->INT && SMODE2->FFMD) y /= 2; if(SMODE2->INT && SMODE2->FFMD) y /= 2;
@ -162,39 +205,30 @@ protected:
// //
sr[i].x = st[i].m_scale.x * r.left / st[i].GetWidth(); src[i].x = tex[i].m_scale.x * r.left / tex[i].GetWidth();
sr[i].y = st[i].m_scale.y * r.top / st[i].GetHeight(); src[i].y = tex[i].m_scale.y * r.top / tex[i].GetHeight();
sr[i].z = st[i].m_scale.x * r.right / st[i].GetWidth(); src[i].z = tex[i].m_scale.x * r.right / tex[i].GetWidth();
sr[i].w = st[i].m_scale.y * r.bottom / st[i].GetHeight(); src[i].w = tex[i].m_scale.y * r.bottom / tex[i].GetHeight();
GSVector2 o; GSVector2 o;
o.x = 0; o.x = 0;
o.y = 0; o.y = 0;
CPoint p = GetDisplayPos(i); if(dr[i].top - baseline >= 4) // 2?
if(p.y - baseline >= 4) // 2?
{ {
o.y = st[i].m_scale.y * (p.y - baseline); o.y = tex[i].m_scale.y * (dr[i].top - baseline);
} }
if(SMODE2->INT && SMODE2->FFMD) o.y /= 2; if(SMODE2->INT && SMODE2->FFMD) o.y /= 2;
dr[i].x = o.x; dst[i].x = o.x;
dr[i].y = o.y; dst[i].y = o.y;
dr[i].z = o.x + st[i].m_scale.x * r.Width(); dst[i].z = o.x + tex[i].m_scale.x * r.Width();
dr[i].w = o.y + st[i].m_scale.y * r.Height(); dst[i].w = o.y + tex[i].m_scale.y * r.Height();
#ifdef _M_AMD64 fs.cx = max(fs.cx, (int)(dst[i].z + 0.5f));
// schrödinger's bug, fs will be trashed unless we access these values fs.cy = max(fs.cy, (int)(dst[i].w + 0.5f));
CString str;
str.Format(_T("%d %f %f %f %f "), i, o.x, o.y, dr[i].z, dr[i].w);
//::MessageBox(NULL, str, _T(""), MB_OK);
#endif
fs.cx = max(fs.cx, (int)(dr[i].z + 0.5f));
fs.cy = max(fs.cy, (int)(dr[i].w + 0.5f));
}
} }
ds.cx = fs.cx; ds.cx = fs.cx;
@ -205,7 +239,7 @@ str.Format(_T("%d %f %f %f %f "), i, o.x, o.y, dr[i].z, dr[i].w);
bool slbg = PMODE->SLBG; bool slbg = PMODE->SLBG;
bool mmod = PMODE->MMOD; bool mmod = PMODE->MMOD;
if(st[0] || st[1]) if(tex[0] || tex[1])
{ {
GSVector4 c; GSVector4 c;
@ -214,14 +248,14 @@ str.Format(_T("%d %f %f %f %f "), i, o.x, o.y, dr[i].z, dr[i].w);
c.b = (float)BGCOLOR->B / 255; c.b = (float)BGCOLOR->B / 255;
c.a = (float)PMODE->ALP / 255; c.a = (float)PMODE->ALP / 255;
m_dev.Merge(st, sr, dr, fs, slbg, mmod, c); m_dev.Merge(tex, src, dst, fs, slbg, mmod, c);
if(SMODE2->INT && m_interlace > 0) if(SMODE2->INT && m_interlace > 0)
{ {
int field = 1 - ((m_interlace - 1) & 1); int field = 1 - ((m_interlace - 1) & 1);
int mode = (m_interlace - 1) >> 1; int mode = (m_interlace - 1) >> 1;
if(!m_dev.Interlace(ds, m_field ^ field, mode, st[1].m_scale.y)) // st[1].m_scale.y if(!m_dev.Interlace(ds, m_field ^ field, mode, tex[1].m_scale.y))
{ {
return false; return false;
} }