mirror of https://github.com/PCSX2/pcsx2.git
GSdx: added a few CRCs
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1451 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -141,7 +141,9 @@ CRC::Game CRC::m_games[] =
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{0x4C94B32C, SimpsonsGame, Unknown, 0},
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{0xD71B57F4, Genji, Unknown, 0},
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{0x23A97857, StarOcean3, JPUNDUB, 0},
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{0xCC96CE93, ValkyrieProfile2, JPUNDUB, 0},
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{0xCC96CE93, ValkyrieProfile2, US, 0},
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{0x774DE8E2, ValkyrieProfile2, JP, 0},
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{0x47B9B2FD, RadiataStories, US, 0},
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};
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hash_map<uint32, CRC::Game*> CRC::m_map;
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@ -73,6 +73,7 @@ public:
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Genji,
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StarOcean3,
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ValkyrieProfile2,
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RadiataStories,
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TitleCount,
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};
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@ -2251,6 +2251,26 @@ bool GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip)
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return true;
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}
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bool GSC_RadiataStories(const GSFrameInfo& fi, int& skip)
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{
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if(skip == 0)
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{
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if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH)
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{
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skip = 1000; //
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}
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}
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else
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{
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if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSM_PSMCT32 && fi.TPSM == PSM_PSMT4HH))
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{
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skip = 0;
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}
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}
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return true;
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}
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bool GSState::IsBadFrame(int& skip)
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{
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GSFrameInfo fi;
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@ -2300,6 +2320,7 @@ bool GSState::IsBadFrame(int& skip)
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map[CRC::Genji] = GSC_Genji;
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map[CRC::StarOcean3] = GSC_StarOcean3;
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map[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;
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map[CRC::RadiataStories] = GSC_RadiataStories;
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}
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// TODO: just set gsc in SetGameCRC once
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@ -260,98 +260,76 @@ bool GSTextureCacheSW::GSTexture::Update(const GIFRegTEX0& TEX0, const GIFRegTEX
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m_complete = true; // lame, but better than nothing
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}
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GSLocalMemory& mem = m_state->m_mem;
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uint32 bp = TEX0.TBP0;
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uint32 bw = TEX0.TBW;
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GSLocalMemory::readTextureBlock rtxb = psm.rtxbP;
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int bytes = psm.pal > 0 ? 1 : 4;
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uint32 pitch = (1 << m_tw) * bytes;
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uint8* dst = (uint8*)m_buff + pitch * r.top;
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bool repeating = tw > (bw << 6); // TODO: bw == 0
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uint32 blocks = 0;
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if(tw <= (bw << 6))
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GSLocalMemory& mem = m_state->m_mem;
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GSLocalMemory::readTextureBlock rtxb = psm.rtxbP;
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int shift = psm.pal == 0 ? 2 : 0;
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uint32 pitch = (1 << m_tw) << shift;
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uint8* dst = (uint8*)m_buff + pitch * r.top;
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for(int y = r.top, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
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{
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for(int y = r.top, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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uint32 block = base + psm.blockOffset[x >> 3];
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for(int x = r.left; x < r.right; x += s.x)
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if(block < MAX_BLOCKS)
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{
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uint32 block = base + psm.blockOffset[x >> 3];
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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if(block < MAX_BLOCKS)
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if((m_valid[row] & col) == 0)
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{
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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if((m_valid[row] & col) == 0)
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if(!repeating)
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{
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m_valid[row] |= col;
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(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
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blocks++;
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}
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(mem.*rtxb)(block, &dst[x << shift], pitch, TEXA);
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blocks++;
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}
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}
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}
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}
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else
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if(blocks > 0)
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{
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// unfortunatelly a block may be part of the same texture multiple times at different places (tw 1024 > tbw 640, between 640 -> 1024 it is repeated from the next row),
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// so just can't set the block's bit to valid in one pass, even if 99.9% of the games don't address the repeated part at the right side
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// TODO: still bogus if those repeated parts aren't fetched together
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for(int y = r.top, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
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if(repeating)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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for(int y = r.top; y < r.bottom; y += s.y)
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{
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uint32 block = base + psm.blockOffset[x >> 3];
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uint32 base = psm.bn(0, y, bp, bw);
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if(block < MAX_BLOCKS)
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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uint32 block = base + psm.blockOffset[x >> 3];
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if((m_valid[row] & col) == 0)
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if(block < MAX_BLOCKS)
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{
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(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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blocks++;
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m_valid[row] |= col;
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}
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}
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}
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}
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for(int y = r.top; y < r.bottom; y += s.y)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 block = base + psm.blockOffset[x >> 3];
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if(block < MAX_BLOCKS)
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{
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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m_valid[row] |= col;
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}
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}
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}
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m_state->m_perfmon.Put(GSPerfMon::Unswizzle, s.x * s.y * blocks << shift);
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}
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m_state->m_perfmon.Put(GSPerfMon::Unswizzle, s.x * s.y * bytes * blocks);
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return true;
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}
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@ -1029,9 +1029,13 @@ public:
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return _mm_movemask_epi8(m) == 0xffff;
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}
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bool anytrue() const
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bool allfalse() const
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{
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return _mm_movemask_epi8(m) != 0x0000;
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#if _M_SSE >= 0x401
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return _mm_testz_si128(m, m);
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#else
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return _mm_movemask_epi8(m) == 0;
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#endif
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}
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#if _M_SSE >= 0x401
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@ -2544,7 +2548,12 @@ public:
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bool allfalse() const
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{
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#if _M_SSE >= 0x401
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__m128i a = _mm_castps_si128(m);
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return _mm_testz_si128(a, a);
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#else
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return _mm_movemask_ps(m) == 0;
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#endif
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}
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// TODO: insert
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