mirror of https://github.com/PCSX2/pcsx2.git
Gsdx: De-crapify Native resolution, potential fix for custom resolutions.
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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(640)
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, m_height(512)
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: m_width(1280)
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, m_height(1024)
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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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@ -34,6 +34,17 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
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m_userhacks_skipdraw = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SkipDraw", 0) : 0;
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m_userhacks_align_sprite_X = !!theApp.GetConfig("UserHacks_align_sprite_X", 0) && !!theApp.GetConfig("UserHacks", 0);
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m_userhacks_round_sprite_offset = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_round_sprite_offset", 0) : 0;
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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 == 1) {
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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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}
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void GSRendererHW::SetScaling() {
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@ -41,50 +52,35 @@ void GSRendererHW::SetScaling() {
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m_buffer_size = max(m_context->FRAME.FBW * 64, m_regs->DISP[m_regs->PMODE.EN1 == 1 ? 0 : 1].DISPFB.FBW * 64);
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//Only increase the buffer size, don't make it smaller, it breaks games (GH3)
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if (m_width < (m_buffer_size * m_upscale_multiplier)){
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if (!m_nativeres && m_width < (m_buffer_size * 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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m_height = m_buffer_size < 1024 ? 512 : 1024;
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if (!m_nativeres)
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m_height = m_buffer_size <= 1024 ? 512 : 1024;
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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 > 1)
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{
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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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}
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else if (m_upscale_multiplier > 1)
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{
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m_width = m_buffer_size * m_upscale_multiplier;
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// A square RT consumes too much memory (Gran Turismo 4)
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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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{
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m_upscale_multiplier = 1;
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}
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if (m_upscale_multiplier == 1) {
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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;
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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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m_width = m_buffer_size * m_upscale_multiplier;
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m_height *= m_upscale_multiplier;
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}
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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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