mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling. It should be generalized and renamed later. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5120 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
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@ -76,6 +76,7 @@ public:
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uint32 fst:1;
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uint32 logz:1;
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uint32 rtcopy:1;
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uint32 wildhack:2;
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};
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uint32 key;
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@ -145,6 +145,9 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
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vs_sel.rtcopy = !!rtcopy;
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if(tex) vs_sel.wildhack = tex->m_wildhack_t;
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else vs_sel.wildhack = 0;
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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@ -421,6 +421,7 @@ void GSHacksDlg::OnInit()
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CheckDlgButton(m_hWnd, IDC_ALPHAHACK, theApp.GetConfig("UserHacks_AlphaHack", 0));
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CheckDlgButton(m_hWnd, IDC_OFFSETHACK, theApp.GetConfig("UserHacks_HalfPixelOffset", 0));
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CheckDlgButton(m_hWnd, IDC_SPRITEHACK, theApp.GetConfig("UserHacks_SpriteHack", 0));
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CheckDlgButton(m_hWnd, IDC_WILDHACK, theApp.GetConfig("UserHacks_WildHack", 0));
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SendMessage(GetDlgItem(m_hWnd, IDC_SKIPDRAWHACK), UDM_SETRANGE, 0, MAKELPARAM(1000, 0));
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SendMessage(GetDlgItem(m_hWnd, IDC_SKIPDRAWHACK), UDM_SETPOS, 0, MAKELPARAM(theApp.GetConfig("UserHacks_SkipDraw", 0), 0));
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@ -446,6 +447,7 @@ bool GSHacksDlg::OnMessage(UINT message, WPARAM wParam, LPARAM lParam)
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theApp.SetConfig("UserHacks_HalfPixelOffset", (int)IsDlgButtonChecked(m_hWnd, IDC_OFFSETHACK));
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theApp.SetConfig("UserHacks_SpriteHack", (int)IsDlgButtonChecked(m_hWnd, IDC_SPRITEHACK));
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theApp.SetConfig("UserHacks_SkipDraw", (int)SendMessage(GetDlgItem(m_hWnd, IDC_SKIPDRAWHACK), UDM_GETPOS, 0, 0));
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theApp.SetConfig("UserHacks_WildHack", (int)IsDlgButtonChecked(m_hWnd, IDC_WILDHACK));
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EndDialog(m_hWnd, id);
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} break;
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}
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@ -26,6 +26,7 @@ GSTextureCache::GSTextureCache(GSRenderer* r)
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: m_renderer(r)
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{
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m_spritehack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SpriteHack", 0) : 0;
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m_wildhack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_WildHack", 0) : 0;
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UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks", 0) && !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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m_paltex = !!theApp.GetConfig("paltex", 0);
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@ -583,6 +584,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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bool hack = false;
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src->m_wildhack_t = m_wildhack; // dunno where to put it really, but works fine here.
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if(dst == NULL)
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{
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if(m_spritehack && (TEX0.PSM == PSM_PSMT8 || TEX0.PSM == PSM_PSMT8H))
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@ -76,6 +76,7 @@ public:
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bool m_complete;
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bool m_repeating;
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bool m_spritehack_t;
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int m_wildhack_t;
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vector<GSVector2i>* m_p2t;
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public:
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@ -120,6 +121,7 @@ protected:
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list<Target*> m_dst[2];
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bool m_paltex;
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int m_spritehack;
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int m_wildhack;
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uint8* m_temp;
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virtual Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t = NULL);
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@ -88,12 +88,13 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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if(i == m_vs.end())
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{
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string str[4];
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string str[5];
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str[0] = format("%d", sel.bppz);
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str[1] = format("%d", sel.tme);
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str[2] = format("%d", sel.fst);
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str[3] = format("%d", sel.rtcopy);
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str[4] = format("%d", sel.wildhack);
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D3D11_SHADER_MACRO macro[] =
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{
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@ -101,6 +102,7 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{"VS_TME", str[1].c_str()},
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{"VS_FST", str[2].c_str()},
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{"VS_RTCOPY", str[3].c_str()},
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{"VS_WILDHACK", str[4].c_str()},
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{NULL, NULL},
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};
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@ -67,13 +67,14 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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if(i == m_vs.end())
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{
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string str[5];
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string str[6];
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str[0] = format("%d", sel.bppz);
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str[1] = format("%d", sel.tme);
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str[2] = format("%d", sel.fst);
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str[3] = format("%d", sel.logz);
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str[4] = format("%d", sel.rtcopy);
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str[5] = format("%d", sel.wildhack);
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D3DXMACRO macro[] =
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{
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@ -82,6 +83,7 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{"VS_FST", str[2].c_str()},
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{"VS_LOGZ", str[3].c_str()},
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{"VS_RTCOPY", str[4].c_str()},
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{"VS_WILDHACK", str[5].c_str()},
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{NULL, NULL},
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};
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@ -74,14 +74,14 @@ IDB_LOGO10 BITMAP "res\\logo10.bmp"
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// Dialog
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//
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IDD_HACKS DIALOGEX 0, 0, 316, 133
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IDD_HACKS DIALOGEX 0, 0, 315, 203
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STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
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CAPTION "Hacks Configuration"
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FONT 8, "MS Shell Dlg", 400, 0, 0x1
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BEGIN
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DEFPUSHBUTTON "OK",IDOK,259,112,50,14
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GROUPBOX "Hack",IDC_STATIC,7,7,76,100
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GROUPBOX "Description",IDC_STATIC,86,7,223,100
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DEFPUSHBUTTON "OK",IDOK,258,182,50,14
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GROUPBOX "Hack",IDC_STATIC,7,7,76,165
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GROUPBOX "Description",IDC_STATIC,85,7,223,165
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LTEXT "MSAA",IDC_STATIC,14,20,20,8
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LTEXT "Skipdraw",IDC_STATIC,14,37,30,8
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EDITTEXT IDC_SKIPDRAWHACKEDIT,45,35,24,14,ES_RIGHT | ES_AUTOHSCROLL
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LTEXT "Works around some shadow problems",IDC_STATIC,92,54,120,8
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LTEXT "May fix displaced fog or blend effects",IDC_STATIC,92,71,117,8
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LTEXT "Fixes character sprites in some 2D games",IDC_STATIC,92,88,129,8
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LTEXT "USE AT YOUR OWN RISK!",IDC_STATIC,7,115,84,8,WS_DISABLED
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LTEXT "USE AT YOUR OWN RISK!",IDC_STATIC,7,182,84,8,WS_DISABLED
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COMBOBOX IDC_MSAACB,35,18,44,63,CBS_DROPDOWNLIST | WS_VSCROLL | WS_TABSTOP
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CONTROL "WildArmsOffset",IDC_WILDHACK,"Button",BS_AUTO3STATE | WS_TABSTOP,14,105,64,10
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LTEXT "Lowers GS precission. Can fix text in Wild Arms and others.",IDC_STATIC,92,105,200,11
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END
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IDD_SHADEBOOST DIALOGEX 0, 0, 316, 129
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@ -256,9 +258,9 @@ BEGIN
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IDD_HACKS, DIALOG
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BEGIN
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LEFTMARGIN, 7
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RIGHTMARGIN, 309
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RIGHTMARGIN, 308
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TOPMARGIN, 7
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BOTTOMMARGIN, 126
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BOTTOMMARGIN, 196
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END
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IDD_SHADEBOOST, DIALOG
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@ -13,6 +13,7 @@
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_WILDHACK 0
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#endif
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#ifndef GS_IIP
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@ -620,7 +621,13 @@ VS_OUTPUT vs_main(VS_INPUT input)
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{
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if(VS_FST)
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{
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#if VS_WILDHACK == 1
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output.t.xy = (input.uv & 0x3FEF) * TextureScale;
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#elif VS_WILDHACK == 2
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output.t.xy = (input.uv & 0x3FF7) * TextureScale;
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#else
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output.t.xy = input.uv * TextureScale;
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#endif
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output.t.w = 1.0f;
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}
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else
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{
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if(VS_FST)
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{
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#if VS_WILDHACK == 1
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output.t.xy = (input.t & 0x3FEF) * TextureScale;
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#elif VS_WILDHACK == 2
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output.t.xy = (input.t & 0x3FF7) * TextureScale;
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#else
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output.t.xy = input.t * TextureScale;
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#endif
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output.t.w = 1.0f;
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}
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else
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@ -88,6 +88,7 @@
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#define IDC_CONTRAST_TEXT 2063
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#define IDC_MSAACB 2070
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#define IDC_HACKSBUTTON 2071
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#define IDC_WILDHACK 2072
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#define IDC_COLORSPACE 3000
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#define IDR_CONVERT_FX 10000
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#define IDR_TFX_FX 10001
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NEXT_RESOURCE_VALUE 10012
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#define _APS_NEXT_COMMAND_VALUE 32771
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#define _APS_NEXT_CONTROL_VALUE 2072
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#define _APS_NEXT_CONTROL_VALUE 2073
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#define _APS_NEXT_SYMED_VALUE 5000
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#endif
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#endif
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