gsdx: anti-vertical-line hack UserHacks_align_sprite_X

This ack realign sprite to full pixel coordinate

It solves vertical line in ace combat/tekken/colin mac rally
This commit is contained in:
Gregory Hainaut 2015-04-03 21:02:25 +02:00
parent e40a26be19
commit fbaa84e691
2 changed files with 23 additions and 1 deletions

View File

@ -32,6 +32,7 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
{
m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", 1);
m_userhacks_skipdraw = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SkipDraw", 0) : 0;
m_userhacks_align_sprite_X = !!theApp.GetConfig("UserHacks_align_sprite_X", 0);
m_userhacks_stretch_sprite = !!theApp.GetConfig("UserHacks_stretch_sprite", 0);
if(!m_nativeres)
@ -321,7 +322,26 @@ void GSRendererHW::Draw()
context->FRAME.FBMSK = fm;
context->ZBUF.ZMSK = zm != 0;
// Hack to avoid black line in various games.
// Hack to avoid vertical black line in various games (ace combat/tekken)
if (m_userhacks_align_sprite_X && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
// Note for performance reason I do the check only once on the first
// primitive
int win_position = v[1].XYZ.X - context->XYOFFSET.OFX;
if (((win_position & 0xF) == 8) && ((v[1].U & 0xF) == 0)) {
// Normaly vertex are aligned on full pixels and texture in half
// pixels. Let's extend the coverage of an half-pixel to avoid
// hole after upscaling
for(size_t i = 0; i < count; i += 2) {
v[i+1].XYZ.X += 8;
v[i+1].U += 8;
}
}
}
// Hack to avoid black line in various 2D games.
if (m_userhacks_stretch_sprite && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];

View File

@ -37,6 +37,8 @@ private:
int m_userhacks_skipdraw;
int m_sub_texel_offset;
bool m_userhacks_align_sprite_X;
#pragma region hacks
typedef bool (GSRendererHW::*OI_Ptr)(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);