/* ZZ Open GL graphics plugin * Copyright (c)2010 gregory.hainaut@gmail.com, zeydlitz@gmail.com * Based on GSdx Copyright (C) 2007-2009 Gabest * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /* This file is a collection of hack for removing the blur effect on some games * The blur renders very badly on high screen flat panel. * * To avoid severals combo-box, the hack detects the game based on crc */ #include "ZZoglFlushHack.h" inline bool GABEST_HAS_SHARED_BITS (int fbp, int fpsm, int tbp, int tpsm) { if ( !PSMT_HAS_SHARED_BITS (fpsm, tpsm) ) return ((fbp ^ tbp) == 0); else return false; } // GSC_... function has been imported from GSdx void GSC_Okami(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT32) skip = 1000; } else { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x03800 && fi.TPSM == PSMT4) skip = 0; } } void GSC_MetalGearSolid3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02000 && fi.FPSM == PSMCT32 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01000) && fi.TPSM == PSMCT24) skip = 1000; // 76, 79 else if(fi.TME && fi.FBP == 0x02800 && fi.FPSM == PSMCT24 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01000) && fi.TPSM == PSMCT32) skip = 1000; // 69 } else { if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01000) && fi.FPSM == PSMCT32) skip = 0; } } void GSC_DBZBT2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && /*fi.FBP == 0x00000 && fi.FPSM == PSMCT16 &&*/ fi.TBP0 == 0x02000 && fi.TPSM == PSMT16Z) skip = 27; else if(!fi.TME && fi.FBP == 0x03000 && fi.FPSM == PSMCT16) skip = 10; } } void GSC_DBZBT3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01c00 && fi.FPSM == PSMCT32 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00e00) && fi.TPSM == PSMT8H) skip = 24; // blur else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00) && fi.FPSM == PSMCT32 && fi.TPSM == PSMT8H) skip = 28; // outline } } void GSC_SFEX3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00500 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x00f00 && fi.TPSM == PSMCT16) skip = 2; // blur } } void GSC_Bully(const GSFrameInfo& fi, int& skip) { if(skip == 0) { // Test is useless ! // if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01180) && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.FPSM == fi.TPSM) // return; // allowed if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && fi.FPSM == PSMCT16S && fi.TBP0 == 0x02300 && fi.TPSM == PSMT16SZ) skip = 6; } else { if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && fi.FPSM == PSMCT32) skip = 0; } } void GSC_BullyCC(const GSFrameInfo& fi, int& skip) { if(skip == 0) { // Test is useless ! // if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01180) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01180) && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.FPSM == fi.TPSM) // return; // allowed if(!fi.TME && fi.FBP == 0x02800 && fi.FPSM == PSMCT24) skip = 9; } } void GSC_SoTC(const GSFrameInfo& fi, int& skip) { // Not needed anymore? What did it fix anyway? (rama) /*if(skip == 0) { if(fi.TME && fi.FBP == 0x02b80 && fi.FPSM == PSMCT24 && fi.TBP0 == 0x01e80 && fi.TPSM == PSMCT24) skip = 9; else if(fi.TME && fi.FBP == 0x01c00 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x03800 && fi.TPSM == PSMCT32) skip = 8; else if(fi.TME && fi.FBP == 0x01e80 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x03880 && fi.TPSM == PSMCT32) skip = 8; }*/ } void GSC_OnePieceGrandAdventure(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02d00 && fi.FPSM == PSMCT16 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x00f00) && fi.TPSM == PSMCT16) skip = 4; } } void GSC_OnePieceGrandBattle(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02d00 && fi.FPSM == PSMCT16 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00f00) && fi.TPSM == PSMCT16) skip = 4; } } void GSC_ICO(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x03d00 && fi.TPSM == PSMCT32) skip = 3; else if(fi.TME && fi.FBP == 0x00800 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x02800 && fi.TPSM == PSMT8H) skip = 1; } else { if(fi.TME && fi.TBP0 == 0x00800 && fi.TPSM == PSMCT32) skip = 0; } } void GSC_GT4(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x03440 || fi.FBP >= 0x03e00) && fi.FPSM == PSMCT32 && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x01400) && fi.TPSM == PSMT8) skip = 880; else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x01400) && fi.FPSM == PSMCT24 && fi.TBP0 >= 0x03420 && fi.TPSM == PSMT8) { // TODO: removes gfx from where it is not supposed to (garage) // skip = 58; } } } void GSC_WildArms4(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03100 && fi.FPSM == PSMT32Z && fi.TBP0 == 0x01c00 && fi.TPSM == PSMT32Z) skip = 100; } else { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x02a00 && fi.TPSM == PSMCT32) skip = 1; } } void GSC_WildArms5(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03100 && fi.FPSM == PSMT32Z && fi.TBP0 == 0x01c00 && fi.TPSM == PSMT32Z) skip = 100; } else { if(fi.TME && fi.FBP == 0x00e00 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x02a00 && fi.TPSM == PSMCT32) skip = 1; } } void GSC_Manhunt2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03c20 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x01400 && fi.TPSM == PSMT8) skip = 640; } } void GSC_CrashBandicootWoC(const GSFrameInfo& fi, int& skip) { if(skip == 0) { // Test is useless ! // if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00a00) && (fi.TBP0 == 0x00000 || fi.TBP0 == 0x00a00) && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.FPSM == fi.TPSM) // return false; // allowed if(fi.TME && fi.FBP == 0x02200 && fi.FPSM == PSMT24Z && fi.TBP0 == 0x01400 && fi.TPSM == PSMT24Z) skip = 41; } else { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00a00) && fi.FPSM == PSMCT32 && fi.TBP0 == 0x03c00 && fi.TPSM == PSMCT32) skip = 0; else if(!fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00a00)) skip = 0; } } void GSC_ResidentEvil4(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x03100 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x01c00 && fi.TPSM == PSMT24Z) skip = 176; } } void GSC_Spartan(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02000 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT32) skip = 107; } } void GSC_AceCombat4(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02a00 && fi.FPSM == PSMT24Z && fi.TBP0 == 0x01600 && fi.TPSM == PSMT24Z) skip = 71; // clouds (z, 16-bit) else if(fi.TME && fi.FBP == 0x02900 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT24) skip = 28; // blur } } void GSC_Drakengard2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x026c0 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x00a00 && fi.TPSM == PSMCT32) skip = 64; } } void GSC_Tekken5(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02ea0 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT32) skip = 95; } } void GSC_IkkiTousen(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00a80 && fi.FPSM == PSMT24Z && fi.TBP0 == 0x01180 && fi.TPSM == PSMT24Z) skip = 1000; // shadow (result is broken without depth copy, also includes 16 bit) else if(fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSMT24Z && fi.TBP0 == 0x01180 && fi.TPSM == PSMT24Z) skip = 11; // blur } else if(skip > 7) { if(fi.TME && fi.FBP == 0x00700 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x00700 && fi.TPSM == PSMCT16) skip = 7; // the last steps of shadow drawing } } void GSC_GodOfWar(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT16) { // skip = 30; //GSdx skip = 4; // 23 or 4 need more testing } else if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSMCT32 && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT32 && fi.FBMSK == 0xff000000) skip = 1; // blur else if(fi.FBP == 0x00000 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT8 && ((fi.TZTST == 2 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 1 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 3 && fi.FBMSK == 0xFF000000))) skip = 1; // wall of fog } } void GSC_GodOfWar2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME) { if((fi.FBP == 0x00100 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x00100 && fi.TPSM == PSMCT16) // ntsc || (fi.FBP == 0x02100 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x02100 && fi.TPSM == PSMCT16)) // pal skip = 29; // shadows if(fi.FBP == 0x00100 && fi.FPSM == PSMCT32 && (fi.TBP0 & 0x03000) == 0x03000 && (fi.TPSM == PSMT8 || fi.TPSM == PSMT4) && ((fi.TZTST == 2 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 1 && fi.FBMSK == 0x00FFFFFF) || (fi.TZTST == 3 && fi.FBMSK == 0xFF000000))) skip = 1; // wall of fog } } } void GSC_GiTS(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01400 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x02e40 && fi.TPSM == PSMCT16) skip = 1315; } } void GSC_Onimusha3(const GSFrameInfo& fi, int& skip) { if(fi.TME /*&& (fi.FBP == 0x00000 || fi.FBP == 0x00700)*/ && (fi.TBP0 == 0x01180 || fi.TBP0 == 0x00e00 || fi.TBP0 == 0x01000 || fi.TBP0 == 0x01200) && (fi.TPSM == PSMCT32 || fi.TPSM == PSMCT24)) skip = 1; } void GSC_TalesOfAbyss(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00) && fi.TBP0 == 0x01c00 && fi.TPSM == PSMT8) // copies the z buffer to the alpha channel of the fb skip = 1000; else if(fi.TME && (fi.FBP == 0x00000 || fi.FBP == 0x00e00) && (fi.TBP0 == 0x03560 || fi.TBP0 == 0x038e0) && fi.TPSM == PSMCT32) skip = 1; } else { if(fi.TME && fi.TPSM != PSMT8) skip = 0; } } void GSC_SonicUnleashed(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x02200 && fi.FPSM == PSMCT16S && fi.TBP0 == 0x00000 && fi.TPSM == PSMCT16) skip = 1000; // shadow } else { if(fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x02200 && fi.TPSM == PSMCT16S) skip = 2; } } void GSC_Genji(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == 0x01500 && fi.FPSM == PSMCT16 && fi.TBP0 == 0x00e00 && fi.TPSM == PSMT16Z) skip = 6; // } } void GSC_StarOcean3(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT4HH) skip = 1000; // } else { if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT4HH)) skip = 0; } } void GSC_ValkyrieProfile2(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT4HH) skip = 1000; // } else { if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT4HH)) skip = 0; } } void GSC_RadiataStories(const GSFrameInfo& fi, int& skip) { if(skip == 0) { if(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT4HH) skip = 1000; // Shadows else if (fi.TME && fi.FBP == fi.TBP0 && (fi.TBP0 == 0x3700 || fi.TBP0 == 0x3400) && fi.TZTST == 1) skip = 1; // Start manu issue; } else { if(!(fi.TME && fi.FBP == fi.TBP0 && fi.FPSM == PSMCT32 && fi.TPSM == PSMT4HH)) skip = 0; } } bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip) { // Note GSdx seems to use invert somewhere FBMSK. So values were inverted if(skip == 0) { if(fi.TME && fi.FPSM == fi.TPSM && fi.TPSM == PSMCT16S && ~fi.FBMSK == 0x03FFF) skip = 1; else if(fi.TME && fi.FBP == 0x3000 && fi.TBP0 == 0x3380) skip = 1; // bloom else if(fi.TME && fi.FBP == fi.TBP0 && fi.TBP0 == 0x3000 && ~fi.FBMSK == 0xFFFFFF && GABEST_HAS_SHARED_BITS(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) skip = 1; } return true; } // Record skipped frame to allow better analysis // #define FRAME_RECORDING_ON 1 #ifdef FRAME_RECORDING_ON static const u32 MAX_FRAMES = 500; static GSFrameInfo FrameAppear[MAX_FRAMES]; static u32 Rec_Numbers = 0; void RecordNewFrames(VB& curvb, GSFrameInfo fi) { if (Rec_Numbers >= MAX_FRAMES) return; u32 i; bool was_recorded = false; for (i = 0; i < Rec_Numbers; i++ ) { if (FrameAppear[i].FBP == fi.FBP && FrameAppear[i].FPSM == fi.FPSM && FrameAppear[i].TBP0 == fi.TBP0 && FrameAppear[i].TPSM == fi.TPSM) { was_recorded = true; break; } } if (!was_recorded) { FrameAppear[Rec_Numbers] = fi; Rec_Numbers++; ZZLog::Print( "New frame %d, skip %d | fpb: %x fpsm: %d fpmsk: %x tme: %x tbp0: %x tpsm: %d tztst: %x | bits %d\n", \ Rec_Numbers, g_SkipFlushFrame, fi.FBP, fi.FPSM, fi.FBMSK, fi.TME, fi.TBP0, fi.TPSM, fi.TZTST, GABEST_HAS_SHARED_BITS(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM) ); // Dump a nice picture of the frame char filename[255]; sprintf(filename, "SkipFlushFrame_%d__%d.tga", g_SkipFlushFrame, Rec_Numbers); SaveRenderTarget(filename, curvb.prndr->fbw, curvb.prndr->fbh, 0); } } #endif __forceinline bool IsBadFrame(VB& curvb) { GSFrameInfo fi; // Keep GSdx naming convention to ease sharing code fi.FBP = curvb.frame.fbp; fi.FPSM = curvb.frame.psm; fi.FBMSK = ~curvb.frame.fbm; fi.TME = curvb.curprim.tme; fi.TBP0 = curvb.tex0.tbp0; fi.TPSM = curvb.tex0.psm; fi.TZTST = curvb.test.ztst; if (GetSkipCount_Handler && conf.settings().automatic_skip_draw) GetSkipCount_Handler(fi, g_SkipFlushFrame); if(g_SkipFlushFrame == 0 && (conf.SkipDraw > 0)) { if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) // Or General, often problematic post processing if (PSMT_ISZTEX(fi.TPSM) || (GABEST_HAS_SHARED_BITS(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM))) g_SkipFlushFrame = conf.SkipDraw; } } if(g_SkipFlushFrame > 0) { #ifdef FRAME_RECORDING_ON RecordNewFrames(curvb, fi); #endif g_SkipFlushFrame--; return true; } return false; }