mirror of https://github.com/PCSX2/pcsx2.git
GSdx Merge Circuit: Fix regression and issue
Avoids graphical issues in EA NASCAR games and a regression in Time Crisis 2/3 split screen mode.
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@ -139,42 +139,31 @@ bool GSRenderer::Merge(int field)
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m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
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m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
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// bool blurdetected = false;
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if(samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/)
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{
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if(fr[0].eq(fr[1] + GSVector4i(0, -1, 0, 0)) && dr[0].eq(dr[1] + GSVector4i(0, 0, 0, 1))
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|| fr[1].eq(fr[0] + GSVector4i(0, -1, 0, 0)) && dr[1].eq(dr[0] + GSVector4i(0, 0, 0, 1)))
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{
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// persona 4:
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//
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// fr[0] = 0 0 640 448
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// fr[1] = 0 1 640 448
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// dr[0] = 159 50 779 498
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// dr[1] = 159 50 779 497
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//
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// second image shifted up by 1 pixel and blended over itself
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//
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// god of war:
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//
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// fr[0] = 0 1 512 448
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// fr[1] = 0 0 512 448
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// dr[0] = 127 50 639 497
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// dr[1] = 127 50 639 498
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//
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// same just the first image shifted
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// persona 4:
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//
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// fr[0] = 0 0 640 448
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// fr[1] = 0 1 640 448
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// dr[0] = 159 50 779 498
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// dr[1] = 159 50 779 497
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//
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// second image shifted up by 1 pixel and blended over itself
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//
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// god of war:
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//
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// fr[0] = 0 1 512 448
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// fr[1] = 0 0 512 448
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// dr[0] = 127 50 639 497
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// dr[1] = 127 50 639 498
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//
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// same just the first image shifted
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//
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// 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.
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// NOTE: Persona 4 and God Of War are not rare exceptions, many games have the same(or very similar) offsets.
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int top = min(fr[0].top, fr[1].top);
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int bottom = max(dr[0].bottom, dr[1].bottom);
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fr[0].top = top;
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fr[1].top = top;
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dr[0].bottom = bottom;
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dr[1].bottom = bottom;
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// blurdetected = true;
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}
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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))))
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int topDiff = fr[0].top - fr[1].top;
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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))))
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{
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// dq5:
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//
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@ -188,10 +177,7 @@ bool GSRenderer::Merge(int field)
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fr[0].top = fr[1].top = top;
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fr[0].bottom = fr[1].bottom = bottom;
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// blurdetected = true;
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}
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//printf("samesrc = %d blurdetected = %d\n",samesrc,blurdetected);
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}
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GSVector2i fs(0, 0);
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@ -237,18 +223,17 @@ bool GSRenderer::Merge(int field)
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// Time Crisis 2/3 uses two side by side images when in split screen mode.
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// Though ignore cases where baseline and display rectangle offsets only differ by 1 pixel, causes blurring and wrong resolution output on FFXII
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// And cap the offset range to avoid cases with extreme values (NASCAR 09) causing graphical issues.
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if(display_diff.x > 2 && display_diff.x < 10)
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if(display_diff.x > 2)
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{
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off.x = tex[i]->GetScale().x * display_diff.x;
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}
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// If the DX offset is too small then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D
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else if((display_diff.x != frame_diff.x) && display_diff.x < 10 && frame_diff.x < 10)
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else if(display_diff.x != frame_diff.x)
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{
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off.x = tex[i]->GetScale().x * frame_diff.x;
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}
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if(display_diff.y >= 4 && display_diff.y < 10) // Shouldn't this be >= 2?
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if(display_diff.y >= 4) // Shouldn't this be >= 2?
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{
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off.y = tex[i]->GetScale().y * display_diff.y;
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@ -257,7 +242,7 @@ bool GSRenderer::Merge(int field)
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off.y /= 2;
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}
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}
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else if(display_diff.y != frame_diff.y && display_diff.y < 10 && frame_diff.y < 10)
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else if(display_diff.y != frame_diff.y)
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{
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off.y = tex[i]->GetScale().y * frame_diff.y;
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}
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