mirror of https://github.com/PCSX2/pcsx2.git
refractionpcsx2
GSdx Merge Circuit: Fix regression and issue
This commit is contained in:
commit
8fecd3512c
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue