refractionpcsx2

GSdx Merge Circuit: Fix regression and issue
This commit is contained in:
refractionpcsx2 2016-12-27 12:08:18 +00:00 committed by GitHub
commit 8fecd3512c
1 changed files with 26 additions and 41 deletions

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@ -139,42 +139,31 @@ bool GSRenderer::Merge(int field)
m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
// bool blurdetected = false;
if(samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/)
{
if(fr[0].eq(fr[1] + GSVector4i(0, -1, 0, 0)) && dr[0].eq(dr[1] + GSVector4i(0, 0, 0, 1))
|| fr[1].eq(fr[0] + GSVector4i(0, -1, 0, 0)) && dr[1].eq(dr[0] + GSVector4i(0, 0, 0, 1)))
{
// persona 4:
//
// fr[0] = 0 0 640 448
// fr[1] = 0 1 640 448
// dr[0] = 159 50 779 498
// dr[1] = 159 50 779 497
//
// second image shifted up by 1 pixel and blended over itself
//
// god of war:
//
// fr[0] = 0 1 512 448
// fr[1] = 0 0 512 448
// dr[0] = 127 50 639 497
// dr[1] = 127 50 639 498
//
// same just the first image shifted
// persona 4:
//
// fr[0] = 0 0 640 448
// fr[1] = 0 1 640 448
// dr[0] = 159 50 779 498
// dr[1] = 159 50 779 497
//
// second image shifted up by 1 pixel and blended over itself
//
// god of war:
//
// fr[0] = 0 1 512 448
// fr[1] = 0 0 512 448
// dr[0] = 127 50 639 497
// dr[1] = 127 50 639 498
//
// same just the first image shifted
//
// These kinds of cases are now fixed by the more generic frame_diff code below, as the code here was too specific and has become obsolete.
// NOTE: Persona 4 and God Of War are not rare exceptions, many games have the same(or very similar) offsets.
int top = min(fr[0].top, fr[1].top);
int bottom = max(dr[0].bottom, dr[1].bottom);
fr[0].top = top;
fr[1].top = top;
dr[0].bottom = bottom;
dr[1].bottom = bottom;
// blurdetected = true;
}
else if(dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, 1, 0, 1)) || fr[1].eq(fr[0] + GSVector4i(0, 1, 0, 1))))
int topDiff = fr[0].top - fr[1].top;
if (dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, topDiff, 0, topDiff)) || fr[1].eq(fr[0] + GSVector4i(0, topDiff, 0, topDiff))))
{
// dq5:
//
@ -188,10 +177,7 @@ bool GSRenderer::Merge(int field)
fr[0].top = fr[1].top = top;
fr[0].bottom = fr[1].bottom = bottom;
// blurdetected = true;
}
//printf("samesrc = %d blurdetected = %d\n",samesrc,blurdetected);
}
GSVector2i fs(0, 0);
@ -237,18 +223,17 @@ bool GSRenderer::Merge(int field)
// Time Crisis 2/3 uses two side by side images when in split screen mode.
// Though ignore cases where baseline and display rectangle offsets only differ by 1 pixel, causes blurring and wrong resolution output on FFXII
// And cap the offset range to avoid cases with extreme values (NASCAR 09) causing graphical issues.
if(display_diff.x > 2 && display_diff.x < 10)
if(display_diff.x > 2)
{
off.x = tex[i]->GetScale().x * display_diff.x;
}
// If the DX offset is too small then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D
else if((display_diff.x != frame_diff.x) && display_diff.x < 10 && frame_diff.x < 10)
else if(display_diff.x != frame_diff.x)
{
off.x = tex[i]->GetScale().x * frame_diff.x;
}
if(display_diff.y >= 4 && display_diff.y < 10) // Shouldn't this be >= 2?
if(display_diff.y >= 4) // Shouldn't this be >= 2?
{
off.y = tex[i]->GetScale().y * display_diff.y;
@ -257,7 +242,7 @@ bool GSRenderer::Merge(int field)
off.y /= 2;
}
}
else if(display_diff.y != frame_diff.y && display_diff.y < 10 && frame_diff.y < 10)
else if(display_diff.y != frame_diff.y)
{
off.y = tex[i]->GetScale().y * frame_diff.y;
}