mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Adjust/cleanup hw hacks variable calls.
Use a function to check UserHacks for all variables in GSState.cpp instead of checking each variable individually. Get rid of UserHacks_HPO local variables in GSRendererOGL/DX and use the member variable m_userHacks_HPO instead, we don't need duplicates that do the same thing. Add ResetStates call at the beginning of GSRendererDX to match gl behavior.
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@ -47,13 +47,24 @@ GSState::GSState()
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{
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// m_nativeres seems to be a hack. Unfortunately it impacts draw call number which make debug painful in the replayer.
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// Let's keep it disabled to ease debug.
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m_nativeres = theApp.GetConfigI("upscale_multiplier") == 1 || GLLoader::in_replayer;
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m_mipmap = theApp.GetConfigI("mipmap");
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m_NTSC_Saturation = theApp.GetConfigB("NTSC_Saturation");
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m_userhacks_skipdraw = theApp.GetConfigB("UserHacks") ? theApp.GetConfigI("UserHacks_SkipDraw") : 0;
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m_userhacks_skipdraw_offset = theApp.GetConfigB("UserHacks") ? theApp.GetConfigI("UserHacks_SkipDraw_Offset") : 0;
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m_userhacks_auto_flush = theApp.GetConfigB("UserHacks") ? theApp.GetConfigB("UserHacks_AutoFlush") : 0;
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m_nativeres = theApp.GetConfigI("upscale_multiplier") == 1 || GLLoader::in_replayer;
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m_mipmap = theApp.GetConfigI("mipmap");
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m_NTSC_Saturation = theApp.GetConfigB("NTSC_Saturation");
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m_clut_load_before_draw = theApp.GetConfigB("clut_load_before_draw");
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if (theApp.GetConfigB("UserHacks"))
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{
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m_userhacks_auto_flush = theApp.GetConfigB("UserHacks_AutoFlush");
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m_userhacks_skipdraw = theApp.GetConfigI("UserHacks_SkipDraw");
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m_userhacks_skipdraw_offset = theApp.GetConfigI("UserHacks_SkipDraw_Offset");
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UserHacks_WildHack = theApp.GetConfigI("UserHacks_WildHack");
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}
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else
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{
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m_userhacks_auto_flush = false;
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m_userhacks_skipdraw = 0;
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m_userhacks_skipdraw_offset = 0;
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UserHacks_WildHack = 0;
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}
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s_n = 0;
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s_dump = theApp.GetConfigB("dump");
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@ -79,7 +90,6 @@ GSState::GSState()
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//s_saven = 0;
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//s_savel = 0;
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UserHacks_WildHack = theApp.GetConfigB("UserHacks") ? theApp.GetConfigI("UserHacks_WildHack") : 0;
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m_crc_hack_level = theApp.GetConfigT<CRCHackLevel>("crc_hack_level");
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if (m_crc_hack_level == CRCHackLevel::Automatic)
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m_crc_hack_level = GSUtil::GetRecommendedCRCHackLevel(theApp.GetCurrentRendererType());
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@ -31,14 +31,14 @@ GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
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{
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UserHacks_AlphaHack = theApp.GetConfigB("UserHacks_AlphaHack");
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UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil");
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UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
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}
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else
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{
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UserHacks_AlphaHack = false;
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UserHacks_AlphaStencil = false;
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UserHacks_HPO = 0;
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}
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ResetStates();
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}
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GSRendererDX::~GSRendererDX()
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@ -804,7 +804,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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//The resulting shifted output aligns better with common blending / corona / blurring effects,
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//but introduces a few bad pixels on the edges.
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if (rt && rt->LikelyOffset && UserHacks_HPO == 1)
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if (rt && rt->LikelyOffset && m_userHacks_HPO == 1)
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{
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// DX9 has pixelcenter set to 0.0, so give it some value here
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@ -41,8 +41,6 @@ protected:
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virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
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virtual void SetupIA(const float& sx, const float& sy) = 0;
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int UserHacks_HPO;
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GSDeviceDX* dev;
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GSDeviceDX::VSSelector m_vs_sel;
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@ -26,21 +26,17 @@
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GSRendererOGL::GSRendererOGL()
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: GSRendererHW(new GSTextureCacheOGL(this))
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{
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m_sw_blending = theApp.GetConfigI("accurate_blending_unit");
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m_sw_blending = theApp.GetConfigI("accurate_blending_unit");
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if (theApp.GetConfigB("UserHacks"))
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UserHacks_tri_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
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else
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UserHacks_tri_filter = TriFiltering::None;
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// Hope nothing requires too many draw calls.
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m_drawlist.reserve(2048);
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UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
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UserHacks_tri_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
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m_prim_overlap = PRIM_OVERLAP_UNKNOW;
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ResetStates();
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if (!theApp.GetConfigB("UserHacks")) {
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UserHacks_HPO = 0;
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UserHacks_tri_filter = TriFiltering::None;
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}
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}
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bool GSRendererOGL::CreateDevice(GSDevice* dev)
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@ -1225,7 +1221,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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//The resulting shifted output aligns better with common blending / corona / blurring effects,
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//but introduces a few bad pixels on the edges.
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if (rt && rt->LikelyOffset && UserHacks_HPO == 1)
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if (rt && rt->LikelyOffset && m_userHacks_HPO == 1)
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{
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ox2 *= rt->OffsetHack_modx;
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oy2 *= rt->OffsetHack_mody;
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@ -53,7 +53,6 @@ class GSRendererOGL final : public GSRendererHW
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PRIM_OVERLAP m_prim_overlap;
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std::vector<size_t> m_drawlist;
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int UserHacks_HPO;
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TriFiltering UserHacks_tri_filter;
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GSDeviceOGL::VSConstantBuffer vs_cb;
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