mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
- 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:
parent
ee467127eb
commit
d29b968e51
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@ -29,7 +29,7 @@ class GSRendererDX : public GSRendererHW<Vertex>
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GSVector2 m_pixelcenter;
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bool m_logz;
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bool m_fba;
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bool UserHacks_HalfPixelOffset;
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//bool UserHacks_HalfPixelOffset;
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bool UserHacks_AlphaHack;
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protected:
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@ -45,7 +45,7 @@ public:
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{
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m_logz = !!theApp.GetConfig("logz", 0);
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m_fba = !!theApp.GetConfig("fba", 1);
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UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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//UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0);
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}
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@ -202,14 +202,16 @@ public:
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//
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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 (UserHacks_HalfPixelOffset == true)
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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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if (m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = oy2 = -0.00035f; }
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if (ox != 0) { ox2 *= upscale_Multiplier(); }
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if (oy != 0) { oy2 *= upscale_Multiplier(); }
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}
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// Edit: Moved to CreateSource() in GSTextureCache.cpp
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//if (UserHacks_HalfPixelOffset == true)
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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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// if (m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = oy2 = -0.00035f; }
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//
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// if (ox != 0) { ox2 *= upscale_Multiplier(); }
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// if (oy != 0) { oy2 *= upscale_Multiplier(); }
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//}
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vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
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vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
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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_paltex = !!theApp.GetConfig("paltex", 0);
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UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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}
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GSTextureCache::~GSTextureCache()
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@ -516,8 +517,6 @@ void GSTextureCache::IncAge()
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}
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//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
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//The alternative version isn't much better though :p
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#if 1
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GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst)
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{
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Source* src = new Source(m_renderer);
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@ -529,6 +528,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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int th = 1 << TEX0.TH;
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int tp = (int)TEX0.TW << 6;
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bool hack = false;
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if(dst == NULL)
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{
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if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0)
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@ -554,9 +555,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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if(dst->m_type != RenderTarget)
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{
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// TODO
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src = NULL;
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delete src;
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return NULL;
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}
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@ -629,9 +629,10 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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else if(tw < tp)
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{
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// FIXME: timesplitters blurs the render target by blending itself over a couple of times
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hack = true;
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if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
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{
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src = NULL;
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delete src;
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return NULL;
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}
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@ -658,6 +659,23 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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GSVector4 sr(0, 0, w, h);
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if (UserHacks_HalfPixelOffset && hack)
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{
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int multiplier = m_renderer->upscale_Multiplier();
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float modx;
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float mody;
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switch (multiplier)
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{
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case 2: modx = 1.0f; mody = 0.8f; break;
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case 3: modx = 1.7f; mody = 1.5f; break;
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case 4: modx = 2.5f; mody = 2.3f; break;
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case 5: modx = 3.5f; mody = 3.2f; break;
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case 6: modx = 4.3f; mody = 4.0f; break;
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default: modx = 0.0f; mody = 0.0f; break;
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}
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sr -= GSVector4 (0.0f, 0.0f, modx, mody);
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}
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GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
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GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
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@ -735,278 +753,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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if(src->m_texture == NULL)
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{
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ASSERT(0);
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return NULL;
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}
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
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if(psm.pal > 0)
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{
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memcpy(src->m_clut, (const uint32*)m_renderer->m_mem.m_clut, psm.pal * sizeof(uint32));
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}
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m_src.Add(src, TEX0, m_renderer->m_context->offset.tex);
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return src;
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}
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#else
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//WIP fog / blur / depth of field handling.
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GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst)
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{
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Source* src = new Source(m_renderer);
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src->m_TEX0 = TEX0;
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src->m_TEXA = TEXA;
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int tw = 1 << TEX0.TW;
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int th = 1 << TEX0.TH;
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int tp = (int)TEX0.TW << 6;
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if(dst == NULL)
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{
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if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0)
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{
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src->m_fmt = FMT_8;
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src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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}
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else
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{
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src->m_fmt = FMT_32;
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src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
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}
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}
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else
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{
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// TODO: clean up this mess
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src->m_target = true;
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dst->Update();
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if(dst->m_type != RenderTarget)
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{
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//src->m_target = false; //no idea what depth stencil needs ><
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//printf("type stencil\n");
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}
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GSTexture* tmp = NULL;
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if(dst->m_texture->IsMSAA())
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{
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tmp = dst->m_texture;
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dst->m_texture = m_renderer->m_dev->Resolve(dst->m_texture);
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}
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// 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)
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int w = (int)(dst->m_texture->GetScale().x * tw);
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int h = (int)(dst->m_texture->GetScale().y * th);
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GSVector2i dstsize = dst->m_texture->GetSize();
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//Hacked up to figure out how fog / depth / blur effects are done. Works in Xenosaga 3.
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if ((tw == 1024 && th == 1024) && dst->m_TEX0.TBW != TEX0.TBW){
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if(dst->m_type != RenderTarget)
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{
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src->m_texture = m_renderer->m_dev->CreateDepthStencil(dstsize.x, dstsize.y, false);
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}
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else{
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src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);
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}
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GSVector4 size = GSVector4(dstsize).xyxy()*2 ; // * 2 to force the effect overlay into the right position
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GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy(); //Not needed right now, but good for testing
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GSVector4 br (0.0f, 0.0f, 1024.0f, 1024.0f); // entire RT
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GSVector4 sr = br * scale / size;
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GSVector4 dr = br * scale;
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m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
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}
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// pitch conversion
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else if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM
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{
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// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
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// ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
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if(dst->m_type != RenderTarget)
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{
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src->m_texture = m_renderer->m_dev->CreateDepthStencil(dstsize.x, dstsize.y, false);
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}
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else{
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src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);
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}
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GSVector4 size = GSVector4(dstsize).xyxy();
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GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy();
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if (dst->m_TEX0.TBW < TEX0.TBW) // otherwise scale.x need to be reduced to make the larger texture fit
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{
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scale.x = ((float)dst->m_TEX0.TBW / (float)TEX0.TBW) ;
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//printf("scale.x = %f \n", scale.x);
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}
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int blockWidth = 64;
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int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
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GSVector4i br(0, 0, blockWidth, blockHeight);
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int sw = (int)dst->m_TEX0.TBW << 6;
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int dw = (int)TEX0.TBW << 6;
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int dh = 1 << TEX0.TH;
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if(sw != 0)
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for(int dy = 0; dy < dh; dy += blockHeight)
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{
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for(int dx = 0; dx < dw; dx += blockWidth)
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{
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int o = dy * dw / blockHeight + dx;
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int sx = o % sw;
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int sy = o / sw;
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//printf("sx = %d ,sy = %d ,sw = %d ,o = %d \n",sx,sy,sw,o);
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GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
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GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
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m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
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// TODO: this is quite a lot of StretchRect, do it with one Draw
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}
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}
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}
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else if(tw < tp)
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{
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// FIXME: timesplitters blurs the render target by blending itself over a couple of times
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if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
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{
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src = NULL;
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delete src;
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return false;
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}
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}
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// width/height conversion
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GSVector2 scale = dst->m_texture->GetScale();
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GSVector4 dr(0, 0, w, h);
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//if(dst->m_type != RenderTarget) {
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if(w > dstsize.x)
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{
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scale.x = (float)dstsize.x / tw;
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dr.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x;
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w = dstsize.x;
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}
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if(h > dstsize.y)
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{
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scale.y = (float)dstsize.y / th;
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dr.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y;
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h = dstsize.y;
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}
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//}
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GSVector4 sr(0, 0, w, h);
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GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
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GSTexture* dt;
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if(dst->m_type == RenderTarget) dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
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else dt = m_renderer->m_dev->CreateDepthStencil(w, h, false);
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if(!src->m_texture)
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{
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src->m_texture = dt;
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}
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if((sr == dr).alltrue())
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{
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m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h));
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}
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else
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{
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sr.z /= st->GetWidth();
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sr.w /= st->GetHeight();
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m_renderer->m_dev->StretchRect(st, sr, dt, dr);
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}
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if(dt != src->m_texture)
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{
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m_renderer->m_dev->Recycle(src->m_texture);
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src->m_texture = dt;
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}
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src->m_texture->SetScale(scale);
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switch(TEX0.PSM)
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{
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default:
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// Unhandled texture format
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ASSERT(0);
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case PSM_PSMCT32:
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src->m_fmt = FMT_32;
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break;
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case PSM_PSMCT24:
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src->m_fmt = FMT_24;
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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src->m_fmt = FMT_16;
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break;
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case PSM_PSMZ32:
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src->m_fmt = FMT_32;
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break;
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case PSM_PSMZ24:
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src->m_fmt = FMT_24;
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break;
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case PSM_PSMZ16:
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src->m_fmt = FMT_16;
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break;
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case PSM_PSMT8H:
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src->m_fmt = FMT_8H;
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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break;
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case PSM_PSMT8:
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//Not sure, this wasn't handled at all.
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//Xenosaga 2 and 3 use it, Tales of Legendia as well.
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//It's always used for fog like effects.
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src->m_fmt = FMT_8;
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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break;
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case PSM_PSMT4HL:
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src->m_fmt = FMT_4HL;
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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break;
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case PSM_PSMT4HH:
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src->m_fmt = FMT_4HH;
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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break;
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}
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if(tmp != NULL)
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{
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m_renderer->m_dev->Recycle(dst->m_texture);
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dst->m_texture = tmp;
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}
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}
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if(src->m_texture == NULL)
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{
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ASSERT(0);
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return NULL;
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}
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@ -1021,7 +769,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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return src;
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}
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#endif
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GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type)
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{
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Target* t = new Target(m_renderer);
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@ -1046,7 +794,8 @@ GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int
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if(t->m_texture == NULL)
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{
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ASSERT(0);
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t = NULL;
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delete t;
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return NULL;
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}
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@ -138,4 +138,5 @@ public:
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void InvalidateLocalMem(const GSOffset* o, const GSVector4i& r);
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void IncAge();
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bool UserHacks_HalfPixelOffset;
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};
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