mirror of https://github.com/PCSX2/pcsx2.git
GS: Reference GSConfig instead of using theApp
Removes multiple sources of truth, enables overrides.
This commit is contained in:
parent
9d003486c2
commit
d35db63d73
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@ -544,6 +544,9 @@ struct Pcsx2Config
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/// Sets user hack values to defaults when user hacks are not enabled.
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void MaskUserHacks();
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/// Sets user hack values to defaults when upscaling is not enabled.
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void MaskUpscalingHacks();
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/// Returns true if any of the hardware renderers are selected.
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bool UseHardwareRenderer() const;
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@ -311,6 +311,7 @@ bool GSopen(const Pcsx2Config::GSOptions& config, GSRendererType renderer, u8* b
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GSConfig = config;
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GSConfig.Renderer = renderer;
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GSConfig.MaskUserHacks();
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GSConfig.MaskUpscalingHacks();
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if (!Host::AcquireHostDisplay(GetAPIForRenderer(renderer)))
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{
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@ -724,6 +725,7 @@ void GSUpdateConfig(const Pcsx2Config::GSOptions& new_config)
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GSConfig = new_config;
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GSConfig.Renderer = (GSConfig.Renderer == GSRendererType::Auto) ? GSUtil::GetPreferredRenderer() : GSConfig.Renderer;
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GSConfig.MaskUserHacks();
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GSConfig.MaskUpscalingHacks();
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if (!s_gs)
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return;
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@ -23,6 +23,11 @@
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int GSState::s_n = 0;
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static __fi bool IsAutoFlushEnabled()
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{
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return (GSConfig.Renderer == GSRendererType::SW) ? GSConfig.AutoFlushSW : GSConfig.UserHacks_AutoFlush;
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}
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GSState::GSState()
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: m_version(7)
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, m_gsc(NULL)
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@ -30,6 +35,7 @@ GSState::GSState()
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, m_skip_offset(0)
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, m_q(1.0f)
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, m_scanmask_used(false)
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, tex_flushed(true)
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, m_vt(this)
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, m_regs(NULL)
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, m_crc(0)
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@ -39,18 +45,8 @@ GSState::GSState()
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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 = GSConfig.UpscaleMultiplier == 1;
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m_mipmap = theApp.GetConfigB("mipmap");
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m_mipmap = GSConfig.Mipmap;
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m_NTSC_Saturation = theApp.GetConfigB("NTSC_Saturation");
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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_wildhack = theApp.GetConfigB("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_wildhack = false;
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}
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s_n = 0;
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s_dump = theApp.GetConfigB("dump");
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@ -132,7 +128,6 @@ GSState::GSState()
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PRIM = &m_env.PRIM;
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//CSR->rREV = 0x20;
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m_env.PRMODECONT.AC = 1;
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tex_flushed = true;
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Reset();
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@ -246,7 +241,7 @@ void GSState::ResetHandlers()
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m_fpGIFPackedRegHandlers[GIF_REG_PRIM] = (GIFPackedRegHandler)(GIFRegHandler)&GSState::GIFRegHandlerPRIM;
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m_fpGIFPackedRegHandlers[GIF_REG_RGBA] = &GSState::GIFPackedRegHandlerRGBA;
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m_fpGIFPackedRegHandlers[GIF_REG_STQ] = &GSState::GIFPackedRegHandlerSTQ;
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m_fpGIFPackedRegHandlers[GIF_REG_UV] = m_userhacks_wildhack ? &GSState::GIFPackedRegHandlerUV_Hack : &GSState::GIFPackedRegHandlerUV;
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m_fpGIFPackedRegHandlers[GIF_REG_UV] = GSConfig.UserHacks_WildHack ? &GSState::GIFPackedRegHandlerUV_Hack : &GSState::GIFPackedRegHandlerUV;
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m_fpGIFPackedRegHandlers[GIF_REG_TEX0_1] = (GIFPackedRegHandler)(GIFRegHandler)&GSState::GIFRegHandlerTEX0<0>;
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m_fpGIFPackedRegHandlers[GIF_REG_TEX0_2] = (GIFPackedRegHandler)(GIFRegHandler)&GSState::GIFRegHandlerTEX0<1>;
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m_fpGIFPackedRegHandlers[GIF_REG_CLAMP_1] = (GIFPackedRegHandler)(GIFRegHandler)&GSState::GIFRegHandlerCLAMP<0>;
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@ -257,7 +252,7 @@ void GSState::ResetHandlers()
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// swap first/last indices when the provoking vertex is the first (D3D/Vulkan)
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const bool index_swap = GSConfig.UseHardwareRenderer() && !g_gs_device->Features().provoking_vertex_last;
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if (m_userhacks_auto_flush)
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if (IsAutoFlushEnabled())
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index_swap ? SetPrimHandlers<true, true>() : SetPrimHandlers<true, false>();
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else
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index_swap ? SetPrimHandlers<false, true>() : SetPrimHandlers<false, false>();
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@ -268,7 +263,7 @@ void GSState::ResetHandlers()
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m_fpGIFRegHandlers[GIF_A_D_REG_RGBAQ] = &GSState::GIFRegHandlerRGBAQ;
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m_fpGIFRegHandlers[GIF_A_D_REG_RGBAQ + 0x10] = &GSState::GIFRegHandlerRGBAQ;
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m_fpGIFRegHandlers[GIF_A_D_REG_ST] = &GSState::GIFRegHandlerST;
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m_fpGIFRegHandlers[GIF_A_D_REG_UV] = m_userhacks_wildhack ? &GSState::GIFRegHandlerUV_Hack : &GSState::GIFRegHandlerUV;
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m_fpGIFRegHandlers[GIF_A_D_REG_UV] = GSConfig.UserHacks_WildHack ? &GSState::GIFRegHandlerUV_Hack : &GSState::GIFRegHandlerUV;
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m_fpGIFRegHandlers[GIF_A_D_REG_TEX0_1] = &GSState::GIFRegHandlerTEX0<0>;
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m_fpGIFRegHandlers[GIF_A_D_REG_TEX0_2] = &GSState::GIFRegHandlerTEX0<1>;
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m_fpGIFRegHandlers[GIF_A_D_REG_CLAMP_1] = &GSState::GIFRegHandlerCLAMP<0>;
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@ -1136,7 +1131,7 @@ void GSState::GIFRegHandlerTEXFLUSH(const GIFReg* RESTRICT r)
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// Some games do a single sprite draw to itself, then flush the texture cache, then use that texture again.
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// This won't get picked up by the new autoflush logic (which checks for page crossings for the PS2 Texture Cache flush)
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// so we need to do it here.
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if(m_userhacks_auto_flush)
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if (IsAutoFlushEnabled())
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Flush();
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}
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@ -149,14 +149,11 @@ protected:
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bool IsBadFrame();
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void SetupCrcHack();
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bool m_userhacks_wildhack;
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bool m_isPackedUV_HackFlag;
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CRCHackLevel m_crc_hack_level;
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GetSkipCount m_gsc;
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int m_skip;
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int m_skip_offset;
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bool m_userhacks_auto_flush;
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bool tex_flushed;
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GSVertex m_v;
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float m_q;
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@ -164,6 +161,7 @@ protected:
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GSVector4i m_ofxy;
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bool m_scanmask_used;
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bool tex_flushed;
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struct
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{
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@ -18,7 +18,6 @@
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bool s_nativeres;
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static CRCHackLevel s_crc_hack_level = CRCHackLevel::Full;
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bool s_autoflush;
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// hacks
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#define CRC_Partial (s_crc_hack_level >= CRCHackLevel::Partial)
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#define CRC_Full (s_crc_hack_level >= CRCHackLevel::Full)
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@ -419,7 +418,7 @@ bool GSC_BurnoutGames(const GSFrameInfo& fi, int& skip)
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// 0x01dc0 01c00(MP) ntsc, 0x01f00 0x01d40(MP) ntsc progressive, 0x02200(MP) pal.
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// Yellow stripes.
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// Multiplayer tested only on Takedown.
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skip = s_autoflush ? 2 : 4;
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skip = GSConfig.UserHacks_AutoFlush ? 2 : 4;
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}
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}
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@ -950,7 +949,6 @@ void GSState::SetupCrcHack()
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s_nativeres = m_nativeres;
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s_crc_hack_level = m_crc_hack_level;
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s_autoflush = m_userhacks_auto_flush;
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memset(lut, 0, sizeof(lut));
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@ -1055,7 +1053,7 @@ bool GSState::IsBadFrame()
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return false;
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}
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if (m_skip == 0 && GSConfig.UserHacks && (GSConfig.SkipDraw > 0))
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if (m_skip == 0 && GSConfig.SkipDraw > 0)
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{
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if (fi.TME)
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{
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@ -25,7 +25,6 @@ GSRendererHW::GSRendererHW()
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, m_height(default_rt_size.y)
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, m_custom_width(1024)
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, m_custom_height(1024)
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, m_userhacks_ts_half_bottom(-1)
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, m_tc(new GSTextureCache(this))
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, m_src(nullptr)
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, m_hw_mipmap(GSConfig.HWMipmap)
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@ -37,29 +36,13 @@ GSRendererHW::GSRendererHW()
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, m_lod(GSVector2i(0, 0))
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{
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m_mipmap = (m_hw_mipmap >= HWMipmapLevel::Basic);
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m_conservative_framebuffer = theApp.GetConfigB("conservative_framebuffer");
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if (theApp.GetConfigB("UserHacks"))
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if (GSConfig.UserHacks)
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{
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m_userhacks_enabled_gs_mem_clear = !theApp.GetConfigB("UserHacks_Disable_Safe_Features");
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m_userHacks_enabled_unscale_ptln = !theApp.GetConfigB("UserHacks_Disable_Safe_Features");
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m_userhacks_align_sprite_X = theApp.GetConfigB("UserHacks_align_sprite_X");
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m_userHacks_merge_sprite = theApp.GetConfigB("UserHacks_merge_pp_sprite");
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m_userhacks_ts_half_bottom = theApp.GetConfigI("UserHacks_Half_Bottom_Override");
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m_userhacks_round_sprite_offset = theApp.GetConfigI("UserHacks_round_sprite_offset");
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m_userhacks_tcoffset_x = theApp.GetConfigI("UserHacks_TCOffsetX") / -1000.0f;
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m_userhacks_tcoffset_y = theApp.GetConfigI("UserHacks_TCOffsetY") / -1000.0f;
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m_userhacks_tcoffset_x = GSConfig.UserHacks_TCOffsetX / -1000.0f;
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m_userhacks_tcoffset_y = GSConfig.UserHacks_TCOffsetY / -1000.0f;
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m_userhacks_tcoffset = m_userhacks_tcoffset_x < 0.0f || m_userhacks_tcoffset_y < 0.0f;
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}
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else
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{
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m_userhacks_enabled_gs_mem_clear = true;
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m_userHacks_enabled_unscale_ptln = true;
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m_userhacks_align_sprite_X = false;
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m_userHacks_merge_sprite = false;
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m_userhacks_ts_half_bottom = -1;
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m_userhacks_round_sprite_offset = 0;
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}
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if (!GSConfig.UpscaleMultiplier) // Custom Resolution
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{
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@ -67,13 +50,6 @@ GSRendererHW::GSRendererHW()
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m_custom_height = m_height = theApp.GetConfigI("resy");
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}
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if (GSConfig.UpscaleMultiplier == 1) // hacks are only needed for upscaling issues.
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{
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m_userhacks_round_sprite_offset = 0;
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m_userhacks_align_sprite_X = false;
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m_userHacks_merge_sprite = false;
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}
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m_dump_root = root_hw;
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GSTextureReplacements::Initialize(m_tc);
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}
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@ -127,7 +103,7 @@ void GSRendererHW::SetScaling()
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//
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// m_large_framebuffer has been inverted to m_conservative_framebuffer, it isn't an option that benefits being enabled all the time for everyone.
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int fb_height = 1280;
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if (m_conservative_framebuffer)
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if (GSConfig.ConservativeFramebuffer)
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{
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fb_height = fb_width < 1024 ? std::max(512, crtc_size.y) : 1024;
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}
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@ -544,7 +520,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba)
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read_ba = (tex_pos > 112 && tex_pos < 144);
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bool half_bottom = false;
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switch (m_userhacks_ts_half_bottom)
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switch (GSConfig.UserHacks_HalfBottomOverride)
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{
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case 0:
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// Force Disabled.
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@ -774,7 +750,7 @@ GSVector4i GSRendererHW::ComputeBoundingBox(const GSVector2& rtscale, const GSVe
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void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
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{
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// Upscaling hack to avoid various line/grid issues
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if (m_userHacks_merge_sprite && tex && tex->m_target && (m_vt.m_primclass == GS_SPRITE_CLASS))
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if (GSConfig.UserHacks_MergePPSprite && tex && tex->m_target && (m_vt.m_primclass == GS_SPRITE_CLASS))
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{
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if (PRIM->FST && GSLocalMemory::m_psm[tex->m_TEX0.PSM].fmt < 2 && ((m_vt.m_eq.value & 0xCFFFF) == 0xCFFFF))
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{
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@ -1732,7 +1708,7 @@ void GSRendererHW::Draw()
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return;
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}
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if (m_userhacks_enabled_gs_mem_clear)
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if (!GSConfig.UserHacks_DisableSafeFeatures)
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{
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// Constant Direct Write without texture/test/blending (aka a GS mem clear)
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if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME // Direct write
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@ -1758,7 +1734,7 @@ void GSRendererHW::Draw()
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GSVertex* v = &m_vertex.buff[0];
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// Hack to avoid vertical black line in various games (ace combat/tekken)
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if (m_userhacks_align_sprite_X)
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if (GSConfig.UserHacks_AlignSpriteX)
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{
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// Note for performance reason I do the check only once on the first
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// primitive
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@ -1784,7 +1760,7 @@ void GSRendererHW::Draw()
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// Noting to do if no texture is sampled
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if (PRIM->FST && draw_sprite_tex)
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{
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if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear()))
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if ((GSConfig.UserHacks_RoundSprite > 1) || (GSConfig.UserHacks_RoundSprite == 1 && !m_vt.IsLinear()))
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{
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if (m_vt.IsLinear())
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RoundSpriteOffset<true>();
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@ -27,12 +27,6 @@ private:
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int m_height;
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int m_custom_width;
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int m_custom_height;
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int m_userhacks_ts_half_bottom;
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bool m_conservative_framebuffer;
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bool m_userhacks_align_sprite_X;
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bool m_userhacks_enabled_gs_mem_clear;
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bool m_userHacks_merge_sprite;
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static constexpr float SSR_UV_TOLERANCE = 1.0f;
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@ -148,9 +142,6 @@ protected:
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virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) = 0;
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int m_userhacks_round_sprite_offset;
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bool m_userHacks_enabled_unscale_ptln;
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bool m_userhacks_tcoffset;
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float m_userhacks_tcoffset_x;
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float m_userhacks_tcoffset_y;
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@ -33,12 +33,12 @@ void GSRendererNew::SetupIA(const float& sx, const float& sy)
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{
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GL_PUSH("IA");
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if (m_userhacks_wildhack && !m_isPackedUV_HackFlag && PRIM->TME && PRIM->FST)
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if (GSConfig.UserHacks_WildHack && !m_isPackedUV_HackFlag && PRIM->TME && PRIM->FST)
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{
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for (unsigned int i = 0; i < m_vertex.next; i++)
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m_vertex.buff[i].UV &= 0x3FEF3FEF;
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}
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const bool unscale_pt_ln = m_userHacks_enabled_unscale_ptln && (GetUpscaleMultiplier() != 1);
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const bool unscale_pt_ln = !GSConfig.UserHacks_DisableSafeFeatures && (GetUpscaleMultiplier() != 1);
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const GSDevice::FeatureSupport features = g_gs_device->Features();
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switch (m_vt.m_primclass)
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@ -27,35 +27,12 @@
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#define XXH_INLINE_ALL 1
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#include "xxhash.h"
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bool GSTextureCache::m_disable_partial_invalidation = false;
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bool GSTextureCache::m_wrap_gs_mem = false;
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u8* GSTextureCache::m_temp;
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GSTextureCache::GSTextureCache(GSRenderer* r)
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: m_renderer(r)
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, m_palette_map(r)
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{
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if (theApp.GetConfigB("UserHacks"))
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{
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UserHacks_HalfPixelOffset = theApp.GetConfigI("UserHacks_HalfPixelOffset") == 1;
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m_preload_frame = theApp.GetConfigB("preload_frame_with_gs_data");
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m_disable_partial_invalidation = theApp.GetConfigB("UserHacks_DisablePartialInvalidation");
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m_can_convert_depth = !theApp.GetConfigB("UserHacks_DisableDepthSupport");
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m_cpu_fb_conversion = theApp.GetConfigB("UserHacks_CPU_FB_Conversion");
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m_texture_inside_rt = theApp.GetConfigB("UserHacks_TextureInsideRt");
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m_wrap_gs_mem = theApp.GetConfigB("wrap_gs_mem");
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}
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else
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{
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UserHacks_HalfPixelOffset = false;
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m_preload_frame = false;
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m_disable_partial_invalidation = false;
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m_can_convert_depth = true;
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m_cpu_fb_conversion = false;
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m_texture_inside_rt = false;
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m_wrap_gs_mem = false;
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}
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// In theory 4MB is enough but 9MB is safer for overflow (8MB
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// isn't enough in custom resolution)
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// Test: onimusha 3 PAL 60Hz
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@ -110,7 +87,7 @@ void GSTextureCache::RemoveAll()
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GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, bool palette)
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{
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if (!m_can_convert_depth)
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if (GSConfig.UserHacks_DisableDepthSupport)
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{
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GL_CACHE("LookupDepthSource not supported (0x%x, F:0x%x)", TEX0.TBP0, TEX0.PSM);
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throw GSRecoverableError();
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@ -305,7 +282,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
|
|||
// 1/ it just works :)
|
||||
// 2/ even with upscaling
|
||||
// 3/ for both Direct3D and OpenGL
|
||||
if (m_cpu_fb_conversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
|
||||
if (GSConfig.UserHacks_CPUFBConversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
|
||||
// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
|
||||
// There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit).
|
||||
// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games).
|
||||
|
@ -366,7 +343,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
|
|||
//
|
||||
// Sigh... They don't help us.
|
||||
|
||||
if (!found_t && m_can_convert_depth)
|
||||
if (!found_t && !GSConfig.UserHacks_DisableDepthSupport)
|
||||
{
|
||||
// Let's try a trick to avoid to use wrongly a depth buffer
|
||||
// Unfortunately, I don't have any Arc the Lad testcase
|
||||
|
@ -441,7 +418,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
|
|||
|
||||
bool GSTextureCache::ShallSearchTextureInsideRt()
|
||||
{
|
||||
return m_texture_inside_rt || (m_renderer->m_game.flags & CRC::Flags::TextureInsideRt);
|
||||
return GSConfig.UserHacks_TextureInsideRt || (m_renderer->m_game.flags & CRC::Flags::TextureInsideRt);
|
||||
}
|
||||
|
||||
GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, const GSVector2i& size, int type, bool used, u32 fbmask, const bool is_frame, const int real_h)
|
||||
|
@ -545,7 +522,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
|
|||
if (!is_frame)
|
||||
dst->m_dirty_alpha |= (psm_s.trbpp == 32 && (fbmask & 0xFF000000) != 0xFF000000) || (psm_s.trbpp == 16);
|
||||
}
|
||||
else if (!is_frame && m_can_convert_depth)
|
||||
else if (!is_frame && !GSConfig.UserHacks_DisableDepthSupport)
|
||||
{
|
||||
|
||||
int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
|
||||
|
@ -608,8 +585,8 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
|
|||
//
|
||||
// From a performance point of view, it might cost a little on big upscaling
|
||||
// but normally few RT are miss so it must remain reasonable.
|
||||
bool supported_fmt = m_can_convert_depth || psm_s.depth == 0;
|
||||
if (m_preload_frame && TEX0.TBW > 0 && supported_fmt)
|
||||
bool supported_fmt = !GSConfig.UserHacks_DisableDepthSupport || psm_s.depth == 0;
|
||||
if (GSConfig.PreloadFrameWithGSData && TEX0.TBW > 0 && supported_fmt)
|
||||
{
|
||||
GL_INS("Preloading the RT DATA");
|
||||
// RT doesn't have height but if we use a too big value, we will read outside of the GS memory.
|
||||
|
@ -644,7 +621,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
|
|||
// must invalidate the Target/Depth respectively
|
||||
void GSTextureCache::InvalidateVideoMemType(int type, u32 bp)
|
||||
{
|
||||
if (!m_can_convert_depth)
|
||||
if (GSConfig.UserHacks_DisableDepthSupport)
|
||||
return;
|
||||
|
||||
auto& list = m_dst[type];
|
||||
|
@ -761,7 +738,7 @@ void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& r
|
|||
|
||||
// No point keeping invalidated sources around when the hash cache is active,
|
||||
// we can just re-hash and create a new source from the cached texture.
|
||||
if (s->m_from_hash_cache || (m_disable_partial_invalidation && s->m_repeating))
|
||||
if (s->m_from_hash_cache || (GSConfig.UserHacks_DisablePartialInvalidation && s->m_repeating))
|
||||
{
|
||||
m_src.RemoveAt(s);
|
||||
}
|
||||
|
@ -937,7 +914,7 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
|
|||
if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S)
|
||||
{
|
||||
GL_INS("ERROR: InvalidateLocalMem depth format isn't supported (%d,%d to %d,%d)", r.x, r.y, r.z, r.w);
|
||||
if (m_can_convert_depth)
|
||||
if (!GSConfig.UserHacks_DisableDepthSupport)
|
||||
{
|
||||
auto& dss = m_dst[DepthStencil];
|
||||
for (auto it = dss.rbegin(); it != dss.rend(); ++it) // Iterate targets from LRU to MRU.
|
||||
|
@ -986,7 +963,7 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
|
|||
if (t->m_32_bits_fmt && t->m_TEX0.PSM > PSM_PSMCT24)
|
||||
t->m_TEX0.PSM = PSM_PSMCT32;
|
||||
|
||||
if (GSTextureCache::m_disable_partial_invalidation)
|
||||
if (GSConfig.UserHacks_DisablePartialInvalidation)
|
||||
{
|
||||
Read(t, r.rintersect(t->m_valid));
|
||||
}
|
||||
|
@ -1430,7 +1407,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
|
|||
float modx = 0.0f;
|
||||
float mody = 0.0f;
|
||||
|
||||
if (UserHacks_HalfPixelOffset && hack)
|
||||
if (GSConfig.UserHacks_HalfPixelOffset == 1 && hack)
|
||||
{
|
||||
switch(m_renderer->GetUpscaleMultiplier())
|
||||
{
|
||||
|
@ -1607,7 +1584,7 @@ GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int
|
|||
{
|
||||
ASSERT(type == RenderTarget || type == DepthStencil);
|
||||
|
||||
Target* t = new Target(m_renderer, TEX0, m_can_convert_depth, type);
|
||||
Target* t = new Target(m_renderer, TEX0, !GSConfig.UserHacks_DisableDepthSupport, type);
|
||||
|
||||
// FIXME: initial data should be unswizzled from local mem in Update() if dirty
|
||||
|
||||
|
@ -1886,7 +1863,7 @@ void GSTextureCache::Source::Update(const GSVector4i& rect, int level)
|
|||
int i = (bn.blkY() << 7) + bn.blkX();
|
||||
u32 block = bn.valueNoWrap();
|
||||
|
||||
if (block < MAX_BLOCKS || m_wrap_gs_mem)
|
||||
if (block < MAX_BLOCKS || GSConfig.WrapGSMem)
|
||||
{
|
||||
u32 addr = i % MAX_BLOCKS;
|
||||
|
||||
|
@ -1913,7 +1890,7 @@ void GSTextureCache::Source::Update(const GSVector4i& rect, int level)
|
|||
{
|
||||
u32 block = bn.valueNoWrap();
|
||||
|
||||
if (block < MAX_BLOCKS || m_wrap_gs_mem)
|
||||
if (block < MAX_BLOCKS || GSConfig.WrapGSMem)
|
||||
{
|
||||
block %= MAX_BLOCKS;
|
||||
|
||||
|
|
|
@ -282,13 +282,7 @@ protected:
|
|||
std::unordered_map<HashCacheKey, HashCacheEntry, HashCacheKeyHash> m_hash_cache;
|
||||
u64 m_hash_cache_memory_usage = 0;
|
||||
FastList<Target*> m_dst[2];
|
||||
bool m_preload_frame;
|
||||
static u8* m_temp;
|
||||
bool m_can_convert_depth;
|
||||
bool m_cpu_fb_conversion;
|
||||
static bool m_disable_partial_invalidation;
|
||||
bool m_texture_inside_rt;
|
||||
static bool m_wrap_gs_mem;
|
||||
constexpr static size_t S_SURFACE_OFFSET_CACHE_MAX_SIZE = std::numeric_limits<u16>::max();
|
||||
std::unordered_map<SurfaceOffsetKey, SurfaceOffset, SurfaceOffsetKeyHash, SurfaceOffsetKeyEqual> m_surface_offset_cache;
|
||||
|
||||
|
@ -326,7 +320,6 @@ public:
|
|||
void InvalidateLocalMem(const GSOffset& off, const GSVector4i& r);
|
||||
|
||||
void IncAge();
|
||||
bool UserHacks_HalfPixelOffset;
|
||||
|
||||
bool ShallSearchTextureInsideRt();
|
||||
|
||||
|
|
|
@ -881,7 +881,7 @@ GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel)
|
|||
|
||||
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
const int anisotropy = theApp.GetConfigI("MaxAnisotropy");
|
||||
const int anisotropy = GSConfig.MaxAnisotropy;
|
||||
if (anisotropy && sel.aniso)
|
||||
{
|
||||
if (GLExtension::Has("GL_ARB_texture_filter_anisotropic"))
|
||||
|
|
|
@ -58,14 +58,6 @@ GSRendererSW::GSRendererSW(int threads)
|
|||
InitCVB(GS_SPRITE_CLASS);
|
||||
|
||||
m_dump_root = root_sw;
|
||||
|
||||
// Reset handler with the auto flush hack enabled on the SW renderer.
|
||||
// Some games run better without the hack so rely on ini/gui option.
|
||||
if (theApp.GetConfigB("autoflush_sw"))
|
||||
{
|
||||
m_userhacks_auto_flush = true;
|
||||
ResetHandlers();
|
||||
}
|
||||
}
|
||||
|
||||
GSRendererSW::~GSRendererSW()
|
||||
|
|
|
@ -598,12 +598,15 @@ void Pcsx2Config::GSOptions::MaskUserHacks()
|
|||
UserHacks_HalfPixelOffset = 0;
|
||||
UserHacks_RoundSprite = 0;
|
||||
PreloadFrameWithGSData = false;
|
||||
WrapGSMem = false;
|
||||
UserHacks_DisablePartialInvalidation = false;
|
||||
UserHacks_DisableDepthSupport = false;
|
||||
UserHacks_CPUFBConversion = false;
|
||||
UserHacks_TextureInsideRt = false;
|
||||
UserHacks_TCOffsetX = 0;
|
||||
UserHacks_TCOffsetY = 0;
|
||||
SkipDraw = 0;
|
||||
SkipDrawOffset = 0;
|
||||
|
||||
// in wx, we put trilinear filtering behind user hacks, but not in qt.
|
||||
#ifndef PCSX2_CORE
|
||||
|
@ -611,6 +614,17 @@ void Pcsx2Config::GSOptions::MaskUserHacks()
|
|||
#endif
|
||||
}
|
||||
|
||||
void Pcsx2Config::GSOptions::MaskUpscalingHacks()
|
||||
{
|
||||
if (UpscaleMultiplier == 1 || UserHacks)
|
||||
return;
|
||||
|
||||
UserHacks_AlignSpriteX = false;
|
||||
UserHacks_MergePPSprite = false;
|
||||
UserHacks_HalfPixelOffset = 0;
|
||||
UserHacks_RoundSprite = 0;
|
||||
}
|
||||
|
||||
bool Pcsx2Config::GSOptions::UseHardwareRenderer() const
|
||||
{
|
||||
return (Renderer == GSRendererType::DX11 || Renderer == GSRendererType::OGL || Renderer == GSRendererType::VK);
|
||||
|
|
Loading…
Reference in New Issue