- Moved the offset hack to CreateSource(), it can work a bit more selectively there.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2714 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
ramapcsx2 2010-03-14 19:35:10 +00:00
parent ee467127eb
commit d29b968e51
3 changed files with 40 additions and 288 deletions

View File

@ -29,7 +29,7 @@ class GSRendererDX : public GSRendererHW<Vertex>
GSVector2 m_pixelcenter;
bool m_logz;
bool m_fba;
bool UserHacks_HalfPixelOffset;
//bool UserHacks_HalfPixelOffset;
bool UserHacks_AlphaHack;
protected:
@ -45,7 +45,7 @@ public:
{
m_logz = !!theApp.GetConfig("logz", 0);
m_fba = !!theApp.GetConfig("fba", 1);
UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
//UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0);
}
@ -202,14 +202,16 @@ public:
//
//The resulting shifted output aligns better with common blending / corona / blurring effects,
//but introduces a few bad pixels on the edges.
if (UserHacks_HalfPixelOffset == true)
{
//DX9 has pixelcenter set to 0.0, so give it some value here
if (m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = oy2 = -0.00035f; }
if (ox != 0) { ox2 *= upscale_Multiplier(); }
if (oy != 0) { oy2 *= upscale_Multiplier(); }
}
// Edit: Moved to CreateSource() in GSTextureCache.cpp
//if (UserHacks_HalfPixelOffset == true)
//{
// //DX9 has pixelcenter set to 0.0, so give it some value here
// if (m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = oy2 = -0.00035f; }
//
// if (ox != 0) { ox2 *= upscale_Multiplier(); }
// if (oy != 0) { oy2 *= upscale_Multiplier(); }
//}
vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);

View File

@ -26,6 +26,7 @@ GSTextureCache::GSTextureCache(GSRenderer* r)
: m_renderer(r)
{
m_paltex = !!theApp.GetConfig("paltex", 0);
UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
}
GSTextureCache::~GSTextureCache()
@ -516,8 +517,6 @@ void GSTextureCache::IncAge()
}
//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
//The alternative version isn't much better though :p
#if 1
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst)
{
Source* src = new Source(m_renderer);
@ -528,6 +527,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
int tw = 1 << TEX0.TW;
int th = 1 << TEX0.TH;
int tp = (int)TEX0.TW << 6;
bool hack = false;
if(dst == NULL)
{
@ -554,9 +555,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
if(dst->m_type != RenderTarget)
{
// TODO
src = NULL;
delete src;
return NULL;
}
@ -629,9 +629,10 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
else if(tw < tp)
{
// FIXME: timesplitters blurs the render target by blending itself over a couple of times
hack = true;
if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
{
src = NULL;
delete src;
return NULL;
}
@ -657,6 +658,23 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
}
GSVector4 sr(0, 0, w, h);
if (UserHacks_HalfPixelOffset && hack)
{
int multiplier = m_renderer->upscale_Multiplier();
float modx;
float mody;
switch (multiplier)
{
case 2: modx = 1.0f; mody = 0.8f; break;
case 3: modx = 1.7f; mody = 1.5f; break;
case 4: modx = 2.5f; mody = 2.3f; break;
case 5: modx = 3.5f; mody = 3.2f; break;
case 6: modx = 4.3f; mody = 4.0f; break;
default: modx = 0.0f; mody = 0.0f; break;
}
sr -= GSVector4 (0.0f, 0.0f, modx, mody);
}
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
@ -735,7 +753,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
if(src->m_texture == NULL)
{
ASSERT(0);
src = NULL;
delete src;
return NULL;
}
@ -750,278 +769,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
return src;
}
#else
//WIP fog / blur / depth of field handling.
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst)
{
Source* src = new Source(m_renderer);
src->m_TEX0 = TEX0;
src->m_TEXA = TEXA;
int tw = 1 << TEX0.TW;
int th = 1 << TEX0.TH;
int tp = (int)TEX0.TW << 6;
if(dst == NULL)
{
if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0)
{
src->m_fmt = FMT_8;
src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
}
else
{
src->m_fmt = FMT_32;
src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
}
}
else
{
// TODO: clean up this mess
src->m_target = true;
dst->Update();
if(dst->m_type != RenderTarget)
{
//src->m_target = false; //no idea what depth stencil needs ><
//printf("type stencil\n");
}
GSTexture* tmp = NULL;
if(dst->m_texture->IsMSAA())
{
tmp = dst->m_texture;
dst->m_texture = m_renderer->m_dev->Resolve(dst->m_texture);
}
// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)
int w = (int)(dst->m_texture->GetScale().x * tw);
int h = (int)(dst->m_texture->GetScale().y * th);
GSVector2i dstsize = dst->m_texture->GetSize();
//Hacked up to figure out how fog / depth / blur effects are done. Works in Xenosaga 3.
if ((tw == 1024 && th == 1024) && dst->m_TEX0.TBW != TEX0.TBW){
if(dst->m_type != RenderTarget)
{
src->m_texture = m_renderer->m_dev->CreateDepthStencil(dstsize.x, dstsize.y, false);
}
else{
src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);
}
GSVector4 size = GSVector4(dstsize).xyxy()*2 ; // * 2 to force the effect overlay into the right position
GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy(); //Not needed right now, but good for testing
GSVector4 br (0.0f, 0.0f, 1024.0f, 1024.0f); // entire RT
GSVector4 sr = br * scale / size;
GSVector4 dr = br * scale;
m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
}
// pitch conversion
else if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM
{
// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
// ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
if(dst->m_type != RenderTarget)
{
src->m_texture = m_renderer->m_dev->CreateDepthStencil(dstsize.x, dstsize.y, false);
}
else{
src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);
}
GSVector4 size = GSVector4(dstsize).xyxy();
GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy();
if (dst->m_TEX0.TBW < TEX0.TBW) // otherwise scale.x need to be reduced to make the larger texture fit
{
scale.x = ((float)dst->m_TEX0.TBW / (float)TEX0.TBW) ;
//printf("scale.x = %f \n", scale.x);
}
int blockWidth = 64;
int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
GSVector4i br(0, 0, blockWidth, blockHeight);
int sw = (int)dst->m_TEX0.TBW << 6;
int dw = (int)TEX0.TBW << 6;
int dh = 1 << TEX0.TH;
if(sw != 0)
for(int dy = 0; dy < dh; dy += blockHeight)
{
for(int dx = 0; dx < dw; dx += blockWidth)
{
int o = dy * dw / blockHeight + dx;
int sx = o % sw;
int sy = o / sw;
//printf("sx = %d ,sy = %d ,sw = %d ,o = %d \n",sx,sy,sw,o);
GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
// TODO: this is quite a lot of StretchRect, do it with one Draw
}
}
}
else if(tw < tp)
{
// FIXME: timesplitters blurs the render target by blending itself over a couple of times
if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
{
delete src;
return false;
}
}
// width/height conversion
GSVector2 scale = dst->m_texture->GetScale();
GSVector4 dr(0, 0, w, h);
//if(dst->m_type != RenderTarget) {
if(w > dstsize.x)
{
scale.x = (float)dstsize.x / tw;
dr.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x;
w = dstsize.x;
}
if(h > dstsize.y)
{
scale.y = (float)dstsize.y / th;
dr.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y;
h = dstsize.y;
}
//}
GSVector4 sr(0, 0, w, h);
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture* dt;
if(dst->m_type == RenderTarget) dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
else dt = m_renderer->m_dev->CreateDepthStencil(w, h, false);
if(!src->m_texture)
{
src->m_texture = dt;
}
if((sr == dr).alltrue())
{
m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h));
}
else
{
sr.z /= st->GetWidth();
sr.w /= st->GetHeight();
m_renderer->m_dev->StretchRect(st, sr, dt, dr);
}
if(dt != src->m_texture)
{
m_renderer->m_dev->Recycle(src->m_texture);
src->m_texture = dt;
}
src->m_texture->SetScale(scale);
switch(TEX0.PSM)
{
default:
// Unhandled texture format
ASSERT(0);
case PSM_PSMCT32:
src->m_fmt = FMT_32;
break;
case PSM_PSMCT24:
src->m_fmt = FMT_24;
break;
case PSM_PSMCT16:
case PSM_PSMCT16S:
src->m_fmt = FMT_16;
break;
case PSM_PSMZ32:
src->m_fmt = FMT_32;
break;
case PSM_PSMZ24:
src->m_fmt = FMT_24;
break;
case PSM_PSMZ16:
src->m_fmt = FMT_16;
break;
case PSM_PSMT8H:
src->m_fmt = FMT_8H;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
case PSM_PSMT8:
//Not sure, this wasn't handled at all.
//Xenosaga 2 and 3 use it, Tales of Legendia as well.
//It's always used for fog like effects.
src->m_fmt = FMT_8;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
case PSM_PSMT4HL:
src->m_fmt = FMT_4HL;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
case PSM_PSMT4HH:
src->m_fmt = FMT_4HH;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
}
if(tmp != NULL)
{
m_renderer->m_dev->Recycle(dst->m_texture);
dst->m_texture = tmp;
}
}
if(src->m_texture == NULL)
{
ASSERT(0);
return NULL;
}
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
if(psm.pal > 0)
{
memcpy(src->m_clut, (const uint32*)m_renderer->m_mem.m_clut, psm.pal * sizeof(uint32));
}
m_src.Add(src, TEX0, m_renderer->m_context->offset.tex);
return src;
}
#endif
GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type)
{
Target* t = new Target(m_renderer);
@ -1046,7 +794,8 @@ GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int
if(t->m_texture == NULL)
{
ASSERT(0);
t = NULL;
delete t;
return NULL;
}

View File

@ -138,4 +138,5 @@ public:
void InvalidateLocalMem(const GSOffset* o, const GSVector4i& r);
void IncAge();
bool UserHacks_HalfPixelOffset;
};