mirror of https://github.com/PCSX2/pcsx2.git
GS-HW: Make memory clear work for Burnout 3
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15a82e2324
commit
353124d82d
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@ -536,9 +536,9 @@ REG64_(GIFReg, ALPHA)
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u8 FIX;
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u8 _PAD2[3];
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REG_END2
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// opaque => output will be Cs/As
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__forceinline bool IsOpaque() const { return ((A == B || (C == 2 && FIX == 0)) && D == 0) || (A == 0 && B == D && C == 2 && FIX == 0x80); }
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__forceinline bool IsOpaque(int amin, int amax) const { return ((A == B || amax == 0) && D == 0) || (A == 0 && B == D && amin == 0x80 && amax == 0x80); }
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// opaque => output will be Cs/As/zero
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__forceinline bool IsOpaque() const { return ((A == B || (C == 2 && FIX == 0)) && D == 0) || (A == 0 && B == D && C == 2 && FIX == 0x80) || (C == 2 && D != 1 && FIX == 0x00); }
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__forceinline bool IsOpaque(int amin, int amax) const { return ((A == B || amax == 0) && D == 0) || (A == 0 && B == D && amin == 0x80 && amax == 0x80) || (C == 2 && D != 1 && FIX == 0x00); }
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__forceinline bool IsCd() { return (A == B) && (D == 1); }
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REG_END2
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@ -1693,7 +1693,7 @@ void GSRendererHW::Draw()
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{
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// Constant Direct Write without texture/test/blending (aka a GS mem clear)
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if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME // Direct write
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&& (!PRIM->ABE || m_context->ALPHA.IsOpaque()) // No transparency
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&& (!PRIM->ABE || IsOpaque()) // No transparency
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&& (m_context->FRAME.FBMSK == 0) // no color mask
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&& !m_context->TEST.ATE // no alpha test
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&& (!m_context->TEST.ZTE || m_context->TEST.ZTST == ZTST_ALWAYS) // no depth test
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@ -1701,18 +1701,32 @@ void GSRendererHW::Draw()
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&& m_r.x == 0 && m_r.y == 0) // Likely full buffer write
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{
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// Likely doing a huge single page width clear, which never goes well. (Superman)
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if ((m_r.w > 1024) && context->FRAME.FBW == 1)
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// Burnout 3 does a 32x1024 double width clear on its reflection targets.
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const bool clear_height_valid = (m_r.w >= 1024);
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if (clear_height_valid && context->FRAME.FBW == 1)
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{
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m_r.z = GetResolution().x;
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m_r.w = GetResolution().y;
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m_r.w = GetFramebufferHeight();
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m_r.z = GetFramebufferWidth();
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context->FRAME.FBW = (m_r.z + 63) / 64;
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}
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if (OI_GsMemClear() && m_r.w > 1024)
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// Superman does a clear to white, not black, on its depth buffer.
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// Since we don't preload depth, OI_GsMemClear() won't work here, since we invalidate the target later
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// on. So, instead, let the draw go through with the expanded rectangle, and copy color->depth.
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const bool is_zero_clear = (((GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 0) ?
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m_vertex.buff[1].RGBAQ.U32[0] :
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(m_vertex.buff[1].RGBAQ.U32[0] & ~0xFF000000)) == 0);
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if (is_zero_clear && OI_GsMemClear() && clear_height_valid)
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{
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m_tc->InvalidateVideoMem(context->offset.fb, m_r, false, true);
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m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->FRAME.Block());
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m_tc->InvalidateVideoMem(context->offset.zb, m_r, false, false);
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m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->ZBUF.Block());
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if (m_context->ZBUF.ZMSK == 0)
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{
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m_tc->InvalidateVideoMem(context->offset.zb, m_r, false, false);
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m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->ZBUF.Block());
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}
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return;
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}
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}
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@ -1831,7 +1845,7 @@ void GSRendererHW::Draw()
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{
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// Constant Direct Write without texture/test/blending (aka a GS mem clear)
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if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME // Direct write
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&& (!PRIM->ABE || m_context->ALPHA.IsOpaque()) // No transparency
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&& (!PRIM->ABE || IsOpaque()) // No transparency
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&& (m_context->FRAME.FBMSK == 0) // no color mask
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&& !m_context->TEST.ATE // no alpha test
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&& (!m_context->TEST.ZTE || m_context->TEST.ZTST == ZTST_ALWAYS) // no depth test
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@ -4129,7 +4143,6 @@ GSRendererHW::Hacks::Hacks()
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::MetalSlug6, CRC::RegionCount, &GSRendererHW::OI_MetalSlug6));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SonicUnleashed, CRC::RegionCount, &GSRendererHW::OI_SonicUnleashed));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SuperManReturns, CRC::RegionCount, &GSRendererHW::OI_SuperManReturns));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ArTonelico2, CRC::RegionCount, &GSRendererHW::OI_ArTonelico2));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::Jak2, CRC::RegionCount, &GSRendererHW::OI_JakGames));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::Jak3, CRC::RegionCount, &GSRendererHW::OI_JakGames));
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@ -4240,7 +4253,7 @@ void GSRendererHW::OI_DoubleHalfClear(GSTextureCache::Target*& rt, GSTextureCach
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}
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// Striped double clear done by Powerdrome and Snoopy Vs Red Baron, it will clear in 32 pixel stripes half done by the Z and half done by the FRAME
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else if (rt && !ds && m_context->FRAME.FBP == m_context->ZBUF.ZBP && (m_context->FRAME.PSM & 0x30) != (m_context->ZBUF.PSM & 0x30)
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&& (m_context->FRAME.PSM & 0xF) == (m_context->ZBUF.PSM & 0xF) && (u32)(GSVector4i(m_vt.m_max.p).z) == 0)
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&& (m_context->FRAME.PSM & 0xF) == (m_context->ZBUF.PSM & 0xF) && m_vt.m_eq.z == 1)
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{
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const GSVertex* v = &m_vertex.buff[0];
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@ -4274,7 +4287,7 @@ bool GSRendererHW::OI_GsMemClear()
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r.z += 32;
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// Limit the hack to a single full buffer clear. Some games might use severals column to clear a screen
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// but hopefully it will be enough.
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if (r.width() < ((static_cast<int>(m_context->FRAME.FBW) - 1) * 64) || r.height() <= 128)
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if (m_r.width() < ((static_cast<int>(m_context->FRAME.FBW) - 1) * 64) || r.height() <= 128)
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return false;
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GL_INS("OI_GsMemClear (%d,%d => %d,%d)", r.x, r.y, r.z, r.w);
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@ -4704,32 +4717,6 @@ bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCa
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return true;
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}
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bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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// Instead to use a fullscreen rectangle they use a 32 pixels, 4096 pixels with a FBW of 1.
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// Technically the FB wrap/overlap on itself...
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const GSDrawingContext* ctx = m_context;
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#ifndef NDEBUG
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GSVertex* v = &m_vertex.buff[0];
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#endif
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if (!(ctx->FRAME.FBP == ctx->ZBUF.ZBP && !PRIM->TME && !ctx->ZBUF.ZMSK && !ctx->FRAME.FBMSK && m_vt.m_eq.rgba == 0xFFFF))
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return true;
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// Please kill those crazy devs!
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ASSERT(m_vertex.next == 2);
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ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS);
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ASSERT((v->RGBAQ.A << 24 | v->RGBAQ.B << 16 | v->RGBAQ.G << 8 | v->RGBAQ.R) == (int)v->XYZ.Z);
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// Do a direct write
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g_gs_device->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c));
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m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block());
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GL_INS("OI_SuperManReturns");
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return false;
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}
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bool GSRendererHW::OI_ArTonelico2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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// world map clipping
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@ -54,7 +54,6 @@ private:
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bool OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_SonicUnleashed(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_ArTonelico2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_JakGames(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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bool OI_BurnoutGames(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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@ -713,6 +713,8 @@ void GSTextureCache::ScaleTargetForDisplay(Target* t, const GIFRegTEX0& dispfb,
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// Take that into consideration to find the extent of the target which will be sampled.
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GSTexture* old_texture = t->m_texture;
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const int old_width = static_cast<int>(static_cast<float>(old_texture->GetWidth()) / old_texture->GetScale().x);
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const int old_height = static_cast<int>(static_cast<float>(old_texture->GetHeight()) / old_texture->GetScale().y);
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const int needed_height = std::min(real_h + y_offset, GSRendererHW::MAX_FRAMEBUFFER_HEIGHT);
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const int scaled_needed_height = std::max(static_cast<int>(static_cast<float>(needed_height) * old_texture->GetScale().y), old_texture->GetHeight());
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const int needed_width = std::min(real_w, static_cast<int>(dispfb.TBW * 64));
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@ -737,9 +739,22 @@ void GSTextureCache::ScaleTargetForDisplay(Target* t, const GIFRegTEX0& dispfb,
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g_gs_device->Recycle(old_texture);
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t->m_texture = new_texture;
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const GSVector4i newrect = GSVector4i(0, 0, t->m_TEX0.TBW * 64, needed_height);
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// We unconditionally preload the frame here, because otherwise we'll end up with blackness for one frame (when the expand happens).
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AddDirtyRectTarget(t, newrect, t->m_TEX0.PSM, t->m_TEX0.TBW);
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const int preload_width = t->m_TEX0.TBW * 64;
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if (old_width < preload_width && old_height < needed_height)
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{
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const GSVector4i right(old_width, 0, preload_width, needed_height);
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const GSVector4i bottom(0, old_height, old_width, needed_height);
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AddDirtyRectTarget(t, right, t->m_TEX0.PSM, t->m_TEX0.TBW);
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AddDirtyRectTarget(t, bottom, t->m_TEX0.PSM, t->m_TEX0.TBW);
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}
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else
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{
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const GSVector4i newrect = GSVector4i((old_height < scaled_needed_height) ? 0 : old_width,
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(old_width < preload_width) ? 0 : old_height,
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preload_width, needed_height);
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AddDirtyRectTarget(t, newrect, t->m_TEX0.PSM, t->m_TEX0.TBW);
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}
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// Inject the new height back into the cache.
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GetTargetHeight(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, static_cast<u32>(needed_height));
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