GS/HW: CRC hack for Barnyard

This commit is contained in:
Stenzek 2023-01-05 18:54:50 +10:00 committed by refractionpcsx2
parent 8502acffb7
commit 9e301e1aec
3 changed files with 56 additions and 5 deletions

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@ -5302,7 +5302,10 @@ SCKA-20096:
name: "Barnyard" name: "Barnyard"
region: "NTSC-K" region: "NTSC-K"
gsHWFixes: gsHWFixes:
mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse. halfPixelOffset: 2 # Fix text and post blur.
mipmap: 2 # Base mip level isn't always used.
autoFlush: 1 # Needed for recursive mipmap rendering.
getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
SCKA-20098: SCKA-20098:
name: "Nickelodeon SpongeBob SquarePants - Creature from the Krusty Krab" name: "Nickelodeon SpongeBob SquarePants - Creature from the Krusty Krab"
region: "NTSC-K" region: "NTSC-K"
@ -19573,17 +19576,26 @@ SLES-54376:
name: "Barnyard" name: "Barnyard"
region: "PAL-E" region: "PAL-E"
gsHWFixes: gsHWFixes:
mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse. halfPixelOffset: 2 # Fix text and post blur.
mipmap: 2 # Base mip level isn't always used.
autoFlush: 1 # Needed for recursive mipmap rendering.
getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
SLES-54377: SLES-54377:
name: "Barnyard" name: "Barnyard"
region: "PAL-G" region: "PAL-G"
gsHWFixes: gsHWFixes:
mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse. halfPixelOffset: 2 # Fix text and post blur.
mipmap: 2 # Base mip level isn't always used.
autoFlush: 1 # Needed for recursive mipmap rendering.
getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
SLES-54378: SLES-54378:
name: "Barnyard" name: "Barnyard"
region: "PAL-M4" region: "PAL-M4"
gsHWFixes: gsHWFixes:
mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse. halfPixelOffset: 2 # Fix text and post blur.
mipmap: 2 # Base mip level isn't always used.
autoFlush: 1 # Needed for recursive mipmap rendering.
getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
SLES-54379: SLES-54379:
name: "NFL Street 3" name: "NFL Street 3"
region: "PAL-E" region: "PAL-E"
@ -46400,7 +46412,10 @@ SLUS-21277:
region: "NTSC-U" region: "NTSC-U"
compat: 5 compat: 5
gsHWFixes: gsHWFixes:
mipmap: 1 # Better characters and environment but has a texture cache issue that makes it worse. halfPixelOffset: 2 # Fix text and post blur.
mipmap: 2 # Base mip level isn't always used.
autoFlush: 1 # Needed for recursive mipmap rendering.
getSkipCount: "GSC_Barnyard" # Render mipmaps on the CPU.
SLUS-21278: SLUS-21278:
name: "SSX on Tour" name: "SSX on Tour"
region: "NTSC-U" region: "NTSC-U"

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@ -802,6 +802,40 @@ bool GSHwHack::GSC_XenosagaE3(GSRendererHW& r, const GSFrameInfo& fi, int& skip)
return true; return true;
} }
bool GSHwHack::GSC_Barnyard(GSRendererHW& r, const GSFrameInfo& fi, int& skip)
{
GSDrawingContext* context = r.m_context;
// Whoever wrote this was kinda nuts. They draw a stipple/dither pattern to a framebuffer, then reuse that as
// the depth buffer. Textures are then drawn repeatedly on top of one another, each with a slight offset.
// Depth testing is enabled, and that determines which pixels make it into the final texture. Kinda like an
// attempt at anti-aliasing or adding more detail to the textures?
// The size of these textures varies quite a bit. 16-bit, 24-bit and 32-bit formats are all used.
// The ones we need to take care of here, are the textures which use mipmaps. Those get drawn recursively, mip
// levels are then drawn to the right of the base texture. And we can't handle that in the texture cache. So
// we'll limit to 16/32-bit, going up to 320 wide. Some font textures are 1024x1024, we don't really want to
// be rasterizing that on the CPU.
// Catch the mipmap draws.
if ((context->FRAME.PSM == PSM_PSMCT16S || context->FRAME.PSM == PSM_PSMCT32) && context->FRAME.FBW <= 5)
{
r.SwPrimRender(r, true);
skip = 1;
return true;
}
// This is the giant dither-like depth buffer. We need this on the CPU *and* the GPU for textures which are
// rendered on both.
if (context->FRAME.FBW == 8 && r.m_index.tail == 32 && r.PRIM->TME && context->TEX0.TBW == 1)
{
r.SwPrimRender(r, false);
return false;
}
return false;
}
bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{ {
const size_t n_vertices = r.m_vertex.next; const size_t n_vertices = r.m_vertex.next;
@ -1205,6 +1239,7 @@ const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_function
CRC_F(GSC_UrbanReign, CRCHackLevel::Partial), CRC_F(GSC_UrbanReign, CRCHackLevel::Partial),
CRC_F(GSC_ZettaiZetsumeiToshi2, CRCHackLevel::Partial), CRC_F(GSC_ZettaiZetsumeiToshi2, CRCHackLevel::Partial),
CRC_F(GSC_BlackAndBurnoutSky, CRCHackLevel::Partial), CRC_F(GSC_BlackAndBurnoutSky, CRCHackLevel::Partial),
CRC_F(GSC_Barnyard, CRCHackLevel::Partial),
// Channel Effect // Channel Effect
CRC_F(GSC_CrashBandicootWoC, CRCHackLevel::Partial), CRC_F(GSC_CrashBandicootWoC, CRCHackLevel::Partial),

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@ -55,6 +55,7 @@ public:
static bool GSC_RedDeadRevolver(GSRendererHW& r, const GSFrameInfo& fi, int& skip); static bool GSC_RedDeadRevolver(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
static bool GSC_ShinOnimusha(GSRendererHW& r, const GSFrameInfo& fi, int& skip); static bool GSC_ShinOnimusha(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
static bool GSC_XenosagaE3(GSRendererHW& r, const GSFrameInfo& fi, int& skip); static bool GSC_XenosagaE3(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
static bool GSC_Barnyard(GSRendererHW& r, const GSFrameInfo& fi, int& skip);
static bool OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_BigMuthaTruckers(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t); static bool OI_BigMuthaTruckers(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);