mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Some fixes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2066 96395faa-99c1-11dd-bbfe-3dabce05a288
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66d92503aa
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@ -123,6 +123,7 @@ public:
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}
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else
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{
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//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
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ASSERT(0);
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}
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}
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@ -144,20 +145,28 @@ public:
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{
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if(m_vt.m_max.p.z > 0xffffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffffff);
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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//ASSERT(m_vt.m_min.p.z > 0xffffff);
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > 0xffffff)
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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//else printf ("GSdx: Z issue, please report\n");
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(m_vt.m_max.p.z > 0xffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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//ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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// Fixme : Same as above, I guess.
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if (m_vt.m_min.p.z > 0xffff)
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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//else printf ("GSdx: Z issue, please report\n");
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}
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}
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}
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@ -139,10 +139,10 @@ void GSSettingsDlg::OnInit()
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CheckDlgButton(m_hWnd, IDC_BLUR, theApp.GetConfig("blur", 0));
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CheckDlgButton(m_hWnd, IDC_NATIVERES, theApp.GetConfig("nativeres", 0));
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SendMessage(GetDlgItem(m_hWnd, IDC_RESX), UDM_SETRANGE, 0, MAKELPARAM(4096, 512));
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SendMessage(GetDlgItem(m_hWnd, IDC_RESX), UDM_SETRANGE, 0, MAKELPARAM(8192, 256));
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SendMessage(GetDlgItem(m_hWnd, IDC_RESX), UDM_SETPOS, 0, MAKELPARAM(theApp.GetConfig("resx", 1024), 0));
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SendMessage(GetDlgItem(m_hWnd, IDC_RESY), UDM_SETRANGE, 0, MAKELPARAM(4096, 512));
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SendMessage(GetDlgItem(m_hWnd, IDC_RESY), UDM_SETRANGE, 0, MAKELPARAM(8192, 256));
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SendMessage(GetDlgItem(m_hWnd, IDC_RESY), UDM_SETPOS, 0, MAKELPARAM(theApp.GetConfig("resy", 1024), 0));
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SendMessage(GetDlgItem(m_hWnd, IDC_SWTHREADS), UDM_SETRANGE, 0, MAKELPARAM(16, 1));
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@ -600,15 +600,16 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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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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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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// return false;
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// }
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//}
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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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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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