gsdx hw: only keep a single half clear implementation

This commit is contained in:
Gregory Hainaut 2016-09-18 12:20:09 +02:00
parent a0c1719695
commit 5ef2d538a0
1 changed files with 29 additions and 92 deletions

View File

@ -787,7 +787,7 @@ GSRendererHW::Hacks::Hacks()
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SuperManReturns, CRC::RegionCount, &GSRendererHW::OI_SuperManReturns));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ArTonelico2, CRC::RegionCount, &GSRendererHW::OI_ArTonelico2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ItadakiStreet, CRC::RegionCount, &GSRendererHW::OI_ItadakiStreet));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFVIIDoC, CRC::RegionCount, &GSRendererHW::OI_FFVIIDoC));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFVIIDoC, CRC::RegionCount, &GSRendererHW::OI_DoubleHalfClear));
if (!can_handle_depth)
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
@ -825,28 +825,28 @@ void GSRendererHW::Hacks::SetGameCRC(const CRC::Game& game)
// Handle case where the frame buffer and the Z buffer overlap
bool GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME && !m_context->ZBUF.ZMSK && (m_context->FRAME.FBW >= 7) && rt) {
GSVertex* v = &m_vertex.buff[0];
// Trick to do a fast clear on the GS
// Set frame buffer pointer on the start of the buffer. Set depth buffer pointer on the half buffer
// FB + depth write will fill the full buffer.
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME && !m_context->ZBUF.ZMSK && rt && ds) {
const GSVertex* v = &m_vertex.buff[0];
const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM];
//GL_INS("OI_DoubleHalfClear: psm:%s. Z:%d R:%d G:%d B:%d A:%d", psm_str(m_context->FRAME.PSM),
// v[1].XYZ.Z, v[1].RGBAQ.R, v[1].RGBAQ.G, v[1].RGBAQ.B, v[1].RGBAQ.A);
// Check it is a clear on the first primitive only
if (v[1].XYZ.Z || v[1].RGBAQ.R || v[1].RGBAQ.G || v[1].RGBAQ.B || v[1].RGBAQ.A) {
return true;
}
// Only 32 bits format is supported otherwise it is complicated
if (m_context->FRAME.PSM & 2)
// Z and color must be constant and the same
if (m_vt.m_eq.rgba != 0xFFFF || !(m_vt.m_eq.xyzf & 0x4) || v[1].XYZ.Z != v[1].RGBAQ.u32[0])
return true;
// FIXME might need some rounding
// In 32 bits pages are 64x32 pixels. In theory, it must be somethings
// like FBW * 64 pixels * ratio / 32 pixels / 2 = FBW * ratio
// It is hard to predict the ratio, so I round it to 1. And I use
// <= comparison below.
// FIXME: I don't understand anymore what I used it
uint32 h_pages = m_context->FRAME.FBW;
// Format doesn't have the same size. It smells fishy
if (frame_psm.trbpp != depth_psm.trbpp)
return true;
// Size of the current draw
uint32 w_pages = roundf(m_vt.m_max.p.x / frame_psm.pgs.x);
uint32 h_pages = roundf(m_vt.m_max.p.y / frame_psm.pgs.y);
uint32 written_pages = w_pages * h_pages;
// Frame and depth pointer can be inverted
uint32 base;
uint32 half;
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
@ -857,78 +857,21 @@ bool GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds, GSTextureCac
half = m_context->ZBUF.ZBP;
}
if (half <= (base + h_pages * m_context->FRAME.FBW)) {
//GL_INS("OI_DoubleHalfClear: base %x half %x. h_pages %d fbw %d", base, half, h_pages, m_context->FRAME.FBW);
// If both buffers are side by side we can expect a fast clear in on-going
if (half <= (base + written_pages)) {
uint32 color = v[1].RGBAQ.u32[0];
GL_INS("OI_DoubleHalfClear: base %x half %x. w_pages %d h_pages %d fbw %d. Color %x", base << 5, half << 5, w_pages, h_pages, m_context->FRAME.FBW, color);
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
// Only pure clear are supported for depth
ASSERT(color == 0);
m_dev->ClearDepth(ds);
} else {
m_dev->ClearRenderTarget(rt, 0);
}
// Don't return false, it will break the rendering. I guess that it misses texture
// invalidation
//return false;
}
}
return true;
m_dev->ClearRenderTarget(rt, color);
}
// Same as above but instead to split the screen in top/bottom. The screen is splitted in left/right
// FIXME: Maybe it could be merged with the above code. The difference is the initial FBW check and the way to compute h_page
// However I'm not sure above code is correct. Let's keep them separately until I managed to test others games impacted by this
// half screen issue.
bool GSRendererHW::OI_DoubleHalfClear_Vertical(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
// So far only used by FFVII dirge of cerberus
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME && !m_context->ZBUF.ZMSK && (m_context->FRAME.FBW <= 4) && rt) {
GSVertex* v = &m_vertex.buff[0];
//GL_INS("OI_DoubleHalfClear: psm:%s. Z:%d R:%d G:%d B:%d A:%d", psm_str(m_context->FRAME.PSM),
// v[1].XYZ.Z, v[1].RGBAQ.R, v[1].RGBAQ.G, v[1].RGBAQ.B, v[1].RGBAQ.A);
// Z and color must be constant
if (m_vt.m_eq.rgba != 0xFFFF || !(m_vt.m_eq.xyzf & 0x4))
return true;
// Z and color must be the same
if (v[1].XYZ.Z != v[1].RGBAQ.u32[0])
return true;
// FIXME might need some rounding
// In 32 bits pages are 64x32 pixels. In theory, it must be somethings
// like FBW * 64 pixels * ratio / 32 pixels / 2 = FBW * ratio
// It is hard to predict the ratio, so I round it to 1. And I use
// <= comparison below.
uint32 h_pages = roundf(m_vt.m_max.p.y) / GSLocalMemory::m_psm[m_context->FRAME.PSM].pgs.y;
uint32 base;
uint32 half;
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
base = m_context->ZBUF.ZBP;
half = m_context->FRAME.FBP;
} else {
base = m_context->FRAME.FBP;
half = m_context->ZBUF.ZBP;
}
if (half <= (base + h_pages * m_context->FRAME.FBW)) {
bool is_clear = (v[1].XYZ.Z == 0);
GL_INS("OI_DoubleHalfClear: base %x half %x. h_pages %d fbw %d. Clear %d", base << 5, half << 5, h_pages, m_context->FRAME.FBW, is_clear);
if (is_clear) {
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
m_dev->ClearDepth(ds);
} else {
m_dev->ClearRenderTarget(rt, 0);
}
} else {
// depth clear won't be supported here
m_dev->ClearRenderTarget(rt, v[1].RGBAQ.u32[0]);
}
// Don't return false, it will break the rendering. I guess that it misses texture
// invalidation
//return false;
// warning: draw call mustn't be skipped to keep correct invalidation. Don't return false
}
}
@ -1635,12 +1578,6 @@ bool GSRendererHW::OI_ItadakiStreet(GSTexture* rt, GSTexture* ds, GSTextureCache
return true;
}
bool GSRendererHW::OI_FFVIIDoC(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
return OI_DoubleHalfClear_Vertical(rt, ds, t);
}
// OO (others output?) hacks: invalidate extra local memory after the draw call
void GSRendererHW::OO_DBZBT2()