mirror of https://github.com/PCSX2/pcsx2.git
GSDX: Fixed up some of the scaling height settings
-Last commit broke Snowblind games again -Width now based on output circuit -Try to use the smallest possible while being at least the size of the screen
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@ -23,8 +23,8 @@
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#include "GSRendererHW.h"
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GSRendererHW::GSRendererHW(GSTextureCache* tc)
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: m_width(1024)
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, m_height(1024)
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: m_width(640)
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, m_height(512)
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, m_skip(0)
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, m_reset(false)
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, m_upscale_multiplier(1)
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@ -37,26 +37,43 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
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}
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void GSRendererHW::SetScaling() {
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int env = IsEnabled(1) ? 1 : 0;
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m_buffer_size = max(m_context->FRAME.FBW, m_regs->DISP[env].DISPFB.FBW);
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if (!m_regs->PMODE.EN1 && !m_regs->PMODE.EN2){
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m_buffer_size = m_context->FRAME.FBW;
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}
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else {
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m_buffer_size = m_regs->DISP[m_regs->PMODE.EN1 == 1 ? 0 : 1].DISPFB.FBW;
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}
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//m_buffer_size = max(m_context->FRAME.FBW, m_regs->DISP[env].DISPFB.FBW);
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//Only increase the buffer size, don't make it smaller, it breaks games (GH3)
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if (m_upscale_multiplier <= 6 && (m_width / m_upscale_multiplier) < (m_buffer_size * 64)){
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printf("Frame buffer width on vsync %d m_width %d\n", m_buffer_size, (m_width / m_upscale_multiplier));
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if (m_width < ((m_buffer_size * 64) * m_upscale_multiplier)){
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m_tc->RemovePartial();
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}
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else {
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return;
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}
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//printf("FBW1 %d FBW2 %d Context FBW %d PMODE 1 %d 2 %d", m_regs->DISP[0].DISPFB.FBW, m_regs->DISP[1].DISPFB.FBW, m_context->FRAME.FBW, m_regs->PMODE.EN1, m_regs->PMODE.EN2);
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if (!m_regs->PMODE.EN1 && !m_regs->PMODE.EN2){
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m_height = (m_buffer_size * 64) <= 640 ? 512 : (int)((m_buffer_size * 64)*0.8);
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printf("fb");
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}
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else {
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m_height = m_regs->DISP[m_regs->PMODE.EN1 == 1 ? 0 : 1].DISPLAY.DH + 1;
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printf("ds");
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}
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if (!m_nativeres)
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{
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m_width = theApp.GetConfig("resx", m_width);
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m_height = theApp.GetConfig("resy", m_height);
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m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", m_upscale_multiplier);
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if (m_upscale_multiplier == 1) { //Custom
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m_width = theApp.GetConfig("resx", m_width);
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m_height = theApp.GetConfig("resy", m_height);
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}
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if (m_upscale_multiplier > 6)
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{
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m_upscale_multiplier = 1; // use the normal upscale math
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@ -65,8 +82,9 @@ void GSRendererHW::SetScaling() {
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{
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m_width = (m_buffer_size * 64) * m_upscale_multiplier;
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// A square RT consumes too much memory (Gran Turismo 4)
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// Let's keep the smallest size as possible
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m_height = 512 * m_upscale_multiplier; //m_height = m_width; //Keep it square
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//Smaller resolutions can be strange, but if it's huge they are generally uniform.
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//Watch this bite me in the ass :P
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m_height *= m_upscale_multiplier;
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}
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}
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else
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@ -78,13 +96,12 @@ void GSRendererHW::SetScaling() {
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// No upscaling hack at native resolution
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if (m_nativeres) {
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m_width = (m_buffer_size * 64);
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m_height = m_width; //Keep it square
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}
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m_userhacks_round_sprite_offset = 0;
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m_userhacks_align_sprite_X = 0;
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}
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printf("Frame buffer width %d m_width set to %d multiplier %d", m_buffer_size, m_width, m_upscale_multiplier);
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printf("Frame buffer size set to %dx%d (%dx%d)\n", (m_width / m_upscale_multiplier), (m_height / m_upscale_multiplier), m_width, m_height);
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}
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GSRendererHW::~GSRendererHW()
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