mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Fix for DX9 mode with the Wild Arms hack enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5121 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -24,7 +24,6 @@
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#include "GSdx.h"
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#include "GSdx.h"
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//#define Offset_ST // Fixes Persona3 mini map alignment which is off even in software rendering
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//#define Offset_ST // Fixes Persona3 mini map alignment which is off even in software rendering
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//#define Offset_UV // Fixes / breaks various titles
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GSState::GSState()
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GSState::GSState()
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: m_version(6)
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: m_version(6)
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@ -465,11 +464,6 @@ void GSState::GIFPackedRegHandlerUV(const GIFPackedReg* RESTRICT r)
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GSVector4i v = GSVector4i::loadl(r) & GSVector4i::x00003fff();
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GSVector4i v = GSVector4i::loadl(r) & GSVector4i::x00003fff();
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m_v.UV = (uint32)GSVector4i::store(v.ps32(v));
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m_v.UV = (uint32)GSVector4i::store(v.ps32(v));
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#ifdef Offset_UV
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m_v.U = min((uint16)m_v.U, (uint16)(m_v.U - 4U));
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m_v.V = min((uint16)m_v.V, (uint16)(m_v.V - 4U));
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#endif
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}
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}
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template<uint32 prim, uint32 adc>
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template<uint32 prim, uint32 adc>
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@ -659,11 +653,6 @@ void GSState::GIFRegHandlerST(const GIFReg* RESTRICT r)
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void GSState::GIFRegHandlerUV(const GIFReg* RESTRICT r)
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void GSState::GIFRegHandlerUV(const GIFReg* RESTRICT r)
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{
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{
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m_v.UV = r->UV.u32[0] & 0x3fff3fff;
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m_v.UV = r->UV.u32[0] & 0x3fff3fff;
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#ifdef Offset_UV
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m_v.U = min((uint16)m_v.U, (uint16)(m_v.U - 4U));
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m_v.V = min((uint16)m_v.V, (uint16)(m_v.V - 4U));
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#endif
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}
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}
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template<uint32 prim, uint32 adc>
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template<uint32 prim, uint32 adc>
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@ -775,9 +775,11 @@ VS_OUTPUT vs_main(VS_INPUT input)
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if(VS_FST)
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if(VS_FST)
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{
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{
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#if VS_WILDHACK == 1
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#if VS_WILDHACK == 1
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output.t.xy = (input.t & 0x3FEF) * TextureScale;
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output.t.x = (input.t.x >= 16.0 ? input.t.x - 16.0 : input.t.x) * TextureScale.x;
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output.t.y = (input.t.y >= 16.0 ? input.t.y - 16.0 : input.t.y) * TextureScale.y;
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#elif VS_WILDHACK == 2
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#elif VS_WILDHACK == 2
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output.t.xy = (input.t & 0x3FF7) * TextureScale;
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output.t.x = (input.t.x >= 8.0 ? input.t.x - 8.0 : input.t.x) * TextureScale.x;
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output.t.y = (input.t.y >= 8.0 ? input.t.y - 8.0 : input.t.y) * TextureScale.y;
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#else
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#else
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output.t.xy = input.t * TextureScale;
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output.t.xy = input.t * TextureScale;
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#endif
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#endif
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