GSdx-hw: DBZBT2, remove OO & CU, add OI.

Use SwSpriteRender to render sprites, which:
- fixes kaioken effect,
- fixes character outlines when upscaling,
- reduces frametime by up to 3ms with big upscaling factors.
This commit is contained in:
Alessandro Vetere 2019-08-28 19:52:01 +02:00 committed by lightningterror
parent e71380b82c
commit 60e8d40492
2 changed files with 16 additions and 32 deletions

View File

@ -1542,6 +1542,7 @@ GSRendererHW::Hacks::Hacks()
, m_cu(NULL)
{
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::BigMuthaTruckers, CRC::RegionCount, &GSRendererHW::OI_BigMuthaTruckers));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OI_DBZBT2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFXII, CRC::EU, &GSRendererHW::OI_FFXII));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFX, CRC::RegionCount, &GSRendererHW::OI_FFX));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::MetalSlug6, CRC::RegionCount, &GSRendererHW::OI_MetalSlug6));
@ -1555,10 +1556,8 @@ GSRendererHW::Hacks::Hacks()
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::Jak3, CRC::RegionCount, &GSRendererHW::OI_JakGames));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::JakX, CRC::RegionCount, &GSRendererHW::OI_JakGames));
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2));
m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::CU_DBZBT2));
m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::CU_MajokkoALaMode2));
m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::TalesOfAbyss, CRC::RegionCount, &GSRendererHW::CU_TalesOfAbyss));
}
@ -1799,6 +1798,20 @@ bool GSRendererHW::OI_BigMuthaTruckers(GSTexture* rt, GSTexture* ds, GSTextureCa
return true;
}
bool GSRendererHW::OI_DBZBT2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if (t && t->m_from_target) // Avoid slow framebuffer readback
return true;
// Sprite rendering
if (!CanUseSwSpriteRender(true))
return true;
SwSpriteRender();
return false; // Skip current draw
}
bool GSRendererHW::OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
static uint32* video = NULL;
@ -2237,25 +2250,6 @@ bool GSRendererHW::OI_JakGames(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
// OO (others output?) hacks: invalidate extra local memory after the draw call
void GSRendererHW::OO_DBZBT2()
{
// palette readback (cannot detect yet, when fetching the texture later)
uint32 FBP = m_context->FRAME.Block();
uint32 TBP0 = m_context->TEX0.TBP0;
if(PRIM->TME && (FBP == 0x03c00 && TBP0 == 0x03c80 || FBP == 0x03ac0 && TBP0 == 0x03b40))
{
GIFRegBITBLTBUF BITBLTBUF;
BITBLTBUF.SBP = FBP;
BITBLTBUF.SBW = 1;
BITBLTBUF.SPSM = PSM_PSMCT32;
InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 64, 64));
}
}
void GSRendererHW::OO_MajokkoALaMode2()
{
// palette readback
@ -2276,15 +2270,6 @@ void GSRendererHW::OO_MajokkoALaMode2()
// Can Upscale hacks: disable upscaling for some draw calls
bool GSRendererHW::CU_DBZBT2()
{
// palette should stay 64 x 64
uint32 FBP = m_context->FRAME.Block();
return FBP != 0x03c00 && FBP != 0x03ac0;
}
bool GSRendererHW::CU_MajokkoALaMode2()
{
// palette should stay 16 x 16

View File

@ -55,6 +55,7 @@ private:
void OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds); // always on
bool OI_BigMuthaTruckers(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
bool OI_DBZBT2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
bool OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
bool OI_FFX(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
bool OI_MetalSlug6(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
@ -67,10 +68,8 @@ private:
bool OI_ItadakiStreet(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
bool OI_JakGames(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
void OO_DBZBT2();
void OO_MajokkoALaMode2();
bool CU_DBZBT2();
bool CU_MajokkoALaMode2();
bool CU_TalesOfAbyss();