mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: separate channel code into a separate function
This commit is contained in:
parent
c6e1753803
commit
3d192b7f8d
|
@ -338,6 +338,130 @@ bool GSRendererOGL::EmulateTextureShuffleAndFbmask(GSDeviceOGL::PSSelector& ps_s
|
|||
return require_barrier;
|
||||
}
|
||||
|
||||
void GSRendererOGL::EmulateChannelShuffle(GSDeviceOGL::PSSelector& ps_sel, GSTexture** rt, const GSTextureCache::Source* tex)
|
||||
{
|
||||
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
|
||||
|
||||
// Uncomment to disable HLE emulation (allow to trace the draw call)
|
||||
// m_channel_shuffle = false;
|
||||
|
||||
// First let's check we really have a channel shuffle effect
|
||||
if (m_channel_shuffle) {
|
||||
if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy) {
|
||||
GL_INS("Gran Turismo RGB Channel");
|
||||
ps_sel.channel = 7;
|
||||
m_context->TEX0.TFX = TFX_DECAL;
|
||||
*rt = tex->m_from_target;
|
||||
} else if (m_game.title == CRC::Tekken5) {
|
||||
GL_INS("Tekken5 RGB Channel");
|
||||
ps_sel.channel = 7;
|
||||
m_context->FRAME.FBMSK = 0xFF000000;
|
||||
// 12 pages: 2 calls by channel, 3 channels, 1 blit
|
||||
// Minus current draw call
|
||||
m_skip = 12 * (3 + 3 + 1) - 1;
|
||||
*rt = tex->m_from_target;
|
||||
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
|
||||
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
|
||||
// UC: will copy depth to green channel
|
||||
// ToA: will copy depth to alpha channel
|
||||
if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) {
|
||||
// Green channel is masked
|
||||
GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");
|
||||
ps_sel.tales_of_abyss_hle = 1;
|
||||
} else {
|
||||
GL_INS("Urban Chaos Crazyness (Green extraction)");
|
||||
ps_sel.urban_chaos_hle = 1;
|
||||
}
|
||||
} else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) {
|
||||
// Blood will tell. I think it is channel effect too but again
|
||||
// implemented in a different way. I don't want to add more CRC stuff. So
|
||||
// let's disable channel when the signature is different
|
||||
//
|
||||
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
|
||||
// handled above.
|
||||
GL_INS("maybe not a channel!");
|
||||
m_channel_shuffle = false;
|
||||
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
|
||||
// Read either blue or Alpha. Let's go for Blue ;)
|
||||
// MGS3/Kill Zone
|
||||
GL_INS("Blue channel");
|
||||
ps_sel.channel = 3;
|
||||
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
|
||||
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
|
||||
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
|
||||
bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
|
||||
if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF) {
|
||||
// Typically used in Terminator 3
|
||||
int blue_mask = m_context->FRAME.FBMSK >> 24;
|
||||
int green_mask = ~blue_mask & 0xFF;
|
||||
int blue_shift = -1;
|
||||
|
||||
// Note: potentially we could also check the value of the clut
|
||||
switch (m_context->FRAME.FBMSK >> 24) {
|
||||
case 0xFF: ASSERT(0); break;
|
||||
case 0xFE: blue_shift = 1; break;
|
||||
case 0xFC: blue_shift = 2; break;
|
||||
case 0xF8: blue_shift = 3; break;
|
||||
case 0xF0: blue_shift = 4; break;
|
||||
case 0xE0: blue_shift = 5; break;
|
||||
case 0xC0: blue_shift = 6; break;
|
||||
case 0x80: blue_shift = 7; break;
|
||||
default: ASSERT(0); break;
|
||||
}
|
||||
|
||||
int green_shift = 8 - blue_shift;
|
||||
dev->SetupCBMisc(GSVector4i(blue_mask, blue_shift, green_mask, green_shift));
|
||||
|
||||
if (blue_shift >= 0) {
|
||||
GL_INS("Green/Blue channel (%d, %d)", blue_shift, green_shift);
|
||||
ps_sel.channel = 6;
|
||||
m_context->FRAME.FBMSK = 0x00FFFFFF;
|
||||
} else {
|
||||
GL_INS("Green channel (wrong mask) (fbmask %x)", m_context->FRAME.FBMSK >> 24);
|
||||
ps_sel.channel = 2;
|
||||
}
|
||||
|
||||
} else if (green) {
|
||||
GL_INS("Green channel");
|
||||
ps_sel.channel = 2;
|
||||
} else {
|
||||
// Pop
|
||||
GL_INS("Red channel");
|
||||
ps_sel.channel = 1;
|
||||
}
|
||||
} else {
|
||||
GL_INS("channel not supported");
|
||||
m_channel_shuffle = false;
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Effect is really a channel shuffle effect so let's cheat a little
|
||||
if (m_channel_shuffle) {
|
||||
dev->PSSetShaderResource(4, tex->m_from_target);
|
||||
glTextureBarrier();
|
||||
|
||||
// Replace current draw with a fullscreen sprite
|
||||
//
|
||||
// Performance GPU note: it could be wise to reduce the size to
|
||||
// the rendered size of the framebuffer
|
||||
|
||||
GSVertex* s = &m_vertex.buff[0];
|
||||
s[0].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 0);
|
||||
s[1].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 16384);
|
||||
s[0].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 0);
|
||||
s[1].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 16384);
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
|
||||
} else {
|
||||
#ifdef ENABLE_OGL_DEBUG
|
||||
dev->PSSetShaderResource(4, NULL);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_GL42)
|
||||
{
|
||||
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
|
||||
|
@ -673,126 +797,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
|
|||
// Warning it must be done at the begining because it will change the
|
||||
// vertex list (it will interact with PrimitiveOverlap and accurate
|
||||
// blending)
|
||||
//
|
||||
//
|
||||
// Uncomment to disable HLE emulation (allow to trace the draw call)
|
||||
// m_channel_shuffle = false;
|
||||
|
||||
// First let's check we really have a channel shuffle effect
|
||||
if (m_channel_shuffle) {
|
||||
if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy) {
|
||||
GL_INS("Gran Turismo RGB Channel");
|
||||
ps_sel.channel = 7;
|
||||
m_context->TEX0.TFX = TFX_DECAL;
|
||||
rt = tex->m_from_target;
|
||||
} else if (m_game.title == CRC::Tekken5) {
|
||||
GL_INS("Tekken5 RGB Channel");
|
||||
ps_sel.channel = 7;
|
||||
m_context->FRAME.FBMSK = 0xFF000000;
|
||||
// 12 pages: 2 calls by channel, 3 channels, 1 blit
|
||||
// Minus current draw call
|
||||
m_skip = 12 * (3 + 3 + 1) - 1;
|
||||
rt = tex->m_from_target;
|
||||
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
|
||||
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
|
||||
// UC: will copy depth to green channel
|
||||
// ToA: will copy depth to alpha channel
|
||||
if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000) {
|
||||
// Green channel is masked
|
||||
GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");
|
||||
ps_sel.tales_of_abyss_hle = 1;
|
||||
} else {
|
||||
GL_INS("Urban Chaos Crazyness (Green extraction)");
|
||||
ps_sel.urban_chaos_hle = 1;
|
||||
}
|
||||
} else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) {
|
||||
// Blood will tell. I think it is channel effect too but again
|
||||
// implemented in a different way. I don't want to add more CRC stuff. So
|
||||
// let's disable channel when the signature is different
|
||||
//
|
||||
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
|
||||
// handled above.
|
||||
GL_INS("maybe not a channel!");
|
||||
m_channel_shuffle = false;
|
||||
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) {
|
||||
// Read either blue or Alpha. Let's go for Blue ;)
|
||||
// MGS3/Kill Zone
|
||||
GL_INS("Blue channel");
|
||||
ps_sel.channel = 3;
|
||||
} else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) {
|
||||
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
|
||||
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
|
||||
bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
|
||||
if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF) {
|
||||
// Typically used in Terminator 3
|
||||
int blue_mask = m_context->FRAME.FBMSK >> 24;
|
||||
int green_mask = ~blue_mask & 0xFF;
|
||||
int blue_shift = -1;
|
||||
|
||||
// Note: potentially we could also check the value of the clut
|
||||
switch (m_context->FRAME.FBMSK >> 24) {
|
||||
case 0xFF: ASSERT(0); break;
|
||||
case 0xFE: blue_shift = 1; break;
|
||||
case 0xFC: blue_shift = 2; break;
|
||||
case 0xF8: blue_shift = 3; break;
|
||||
case 0xF0: blue_shift = 4; break;
|
||||
case 0xE0: blue_shift = 5; break;
|
||||
case 0xC0: blue_shift = 6; break;
|
||||
case 0x80: blue_shift = 7; break;
|
||||
default: ASSERT(0); break;
|
||||
}
|
||||
|
||||
int green_shift = 8 - blue_shift;
|
||||
dev->SetupCBMisc(GSVector4i(blue_mask, blue_shift, green_mask, green_shift));
|
||||
|
||||
if (blue_shift >= 0) {
|
||||
GL_INS("Green/Blue channel (%d, %d)", blue_shift, green_shift);
|
||||
ps_sel.channel = 6;
|
||||
m_context->FRAME.FBMSK = 0x00FFFFFF;
|
||||
} else {
|
||||
GL_INS("Green channel (wrong mask) (fbmask %x)", m_context->FRAME.FBMSK >> 24);
|
||||
ps_sel.channel = 2;
|
||||
}
|
||||
|
||||
} else if (green) {
|
||||
GL_INS("Green channel");
|
||||
ps_sel.channel = 2;
|
||||
} else {
|
||||
// Pop
|
||||
GL_INS("Red channel");
|
||||
ps_sel.channel = 1;
|
||||
}
|
||||
} else {
|
||||
GL_INS("channel not supported");
|
||||
m_channel_shuffle = false;
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Effect is really a channel shuffle effect so let's cheat a little
|
||||
if (m_channel_shuffle) {
|
||||
dev->PSSetShaderResource(4, tex->m_from_target);
|
||||
glTextureBarrier();
|
||||
|
||||
// Replace current draw with a fullscreen sprite
|
||||
//
|
||||
// Performance GPU note: it could be wise to reduce the size to
|
||||
// the rendered size of the framebuffer
|
||||
|
||||
GSVertex* s = &m_vertex.buff[0];
|
||||
s[0].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 0);
|
||||
s[1].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 16384);
|
||||
s[0].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 0);
|
||||
s[1].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 16384);
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
|
||||
} else {
|
||||
#ifdef ENABLE_OGL_DEBUG
|
||||
dev->PSSetShaderResource(4, NULL);
|
||||
#endif
|
||||
}
|
||||
EmulateChannelShuffle(ps_sel, &rt, tex);
|
||||
|
||||
// Upscaling hack to avoid various line/grid issues
|
||||
if (UserHacks_merge_sprite && tex && tex->m_target && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
|
||||
|
|
|
@ -65,6 +65,7 @@ class GSRendererOGL final : public GSRendererHW
|
|||
inline void EmulateGS();
|
||||
inline void SetupIA();
|
||||
inline bool EmulateTextureShuffleAndFbmask(GSDeviceOGL::PSSelector& ps_sel, GSDeviceOGL::OMColorMaskSelector& om_csel);
|
||||
inline void EmulateChannelShuffle(GSDeviceOGL::PSSelector& ps_sel, GSTexture** rt, const GSTextureCache::Source* tex);
|
||||
inline bool EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_GL42);
|
||||
|
||||
public:
|
||||
|
|
Loading…
Reference in New Issue