/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * 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, 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 GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSRendererDX.h" #include "GSDeviceDX.h" GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter) : GSRendererHW(tc) , m_pixelcenter(pixelcenter) { m_logz = theApp.GetConfigB("logz"); m_fba = theApp.GetConfigB("fba"); if (theApp.GetConfigB("UserHacks")) { UserHacks_AlphaHack = theApp.GetConfigB("UserHacks_AlphaHack"); UserHacks_AlphaStencil = theApp.GetConfigB("UserHacks_AlphaStencil"); UserHacks_TCOffset = theApp.GetConfigI("UserHacks_TCOffset"); UserHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset"); } else { UserHacks_AlphaHack = false; UserHacks_AlphaStencil = false; UserHacks_TCOffset = 0; UserHacks_HPO = 0; } UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f; UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f; } GSRendererDX::~GSRendererDX() { } void GSRendererDX::EmulateAtst(const int pass, const GSTextureCache::Source* tex) { static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL}; int atst = (pass == 2) ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST; if (!m_context->TEST.ATE) return; switch (atst) { case ATST_LESS: if (tex && tex->m_spritehack_t) { m_ps_sel.atst = 0; } else { ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f; m_ps_sel.atst = 1; } break; case ATST_LEQUAL: ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f; m_ps_sel.atst = 1; break; case ATST_GEQUAL: // Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f; m_ps_sel.atst = 2; break; case ATST_GREATER: // Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f; m_ps_sel.atst = 2; break; case ATST_EQUAL: ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF; m_ps_sel.atst = 3; break; case ATST_NOTEQUAL: ps_cb.FogColor_AREF.a = (float)m_context->TEST.AREF; m_ps_sel.atst = 4; break; case ATST_NEVER: // Draw won't be done so no need to implement it in shader case ATST_ALWAYS: default: m_ps_sel.atst = 0; break; } } void GSRendererDX::EmulateZbuffer() { if (m_context->TEST.ZTE) { om_dssel.ztst = m_context->TEST.ZTST; om_dssel.zwe = !m_context->ZBUF.ZMSK; } else { om_dssel.ztst = ZTST_ALWAYS; } uint32 max_z; if (m_context->ZBUF.PSM == PSM_PSMZ32) { max_z = 0xFFFFFFFF; } else if (m_context->ZBUF.PSM == PSM_PSMZ24) { max_z = 0xFFFFFF; } else { max_z = 0xFFFF; } // The real GS appears to do no masking based on the Z buffer format and writing larger Z values // than the buffer supports seems to be an error condition on the real GS, causing it to crash. // We are probably receiving bad coordinates from VU1 in these cases. if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) { if (m_vt.m_max.p.z > max_z) { ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo // Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended. if (m_vt.m_min.p.z > max_z) { #ifdef _DEBUG fprintf(stdout, "Bad Z size on %s buffers\n", psm_str(m_context->ZBUF.PSM)); #endif om_dssel.ztst = ZTST_ALWAYS; } } } GSVertex* v = &m_vertex.buff[0]; // Minor optimization of a corner case (it allow to better emulate some alpha test effects) if (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) { #ifdef _DEBUG fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM)); #endif om_dssel.ztst = ZTST_ALWAYS; } } void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex) { // Channel shuffle effect not supported on DX. Let's keep the logic because it help to // reduce memory requirement (and why not a partial port) // Uncomment to disable (allow to trace the draw call) // m_channel_shuffle = false; // First let's check we really have a channel shuffle effect if (m_channel_shuffle) { if (m_game.title == CRC::Tekken5) { if (m_context->FRAME.FBW == 1) { // Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness // Skip channel effect, it misses a shader for proper screen effect but at least the top left screen issue isn't appearing anymore // 12 pages: 2 calls by channel, 3 channels, 1 blit // Minus current draw call m_skip = 12 * (3 + 3 + 1) - 1; } else { // Could skip model drawing if wrongly detected m_channel_shuffle = false; } } else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) { // So far 2 games hit this code path. Urban Chaos and Tales of Abyss. // Lacks shader like usual but maybe we can still use it to skip some bad draw calls. throw GSDXRecoverableError(); } else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3) { // Blood will tell. I think it is channel effect too but again // implemented in a different way. I don't want to add more CRC stuff. So // let's disable channel when the signature is different. // // Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are // handled above. m_channel_shuffle = false; } else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8)) { // Read either blue or Alpha. Let's go for Blue ;) // MGS3/Kill Zone throw GSDXRecoverableError(); } else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0)) { // Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so // red. 2-3 is likely bottom so green (actually depends on texture base pointer offset) throw GSDXRecoverableError(); } else { m_channel_shuffle = false; } } } void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex) { const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm; const uint8 wms = m_context->CLAMP.WMS; const uint8 wmt = m_context->CLAMP.WMT; bool complex_wms_wmt = !!((wms | wmt) & 2); bool bilinear = m_vt.IsLinear(); bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt; // 1 and 0 are equivalent m_ps_sel.wms = (wms & 2) ? wms : 0; m_ps_sel.wmt = (wmt & 2) ? wmt : 0; int w = tex->m_texture->GetWidth(); int h = tex->m_texture->GetHeight(); int tw = (int)(1 << m_context->TEX0.TW); int th = (int)(1 << m_context->TEX0.TH); GSVector4 WH(tw, th, w, h); // Performance note: // 1/ Don't set 0 as it is the default value // 2/ Only keep aem when it is useful (avoid useless shader permutation) if (m_ps_sel.shuffle) { // Force a 32 bits access (normally shuffle is done on 16 bits) // m_ps_sel.tex_fmt = 0; // removed as an optimization m_ps_sel.aem = m_env.TEXA.AEM; ASSERT(tex->m_target); // Shuffle is a 16 bits format, so aem is always required GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255)); bilinear &= m_vt.IsLinear(); GSVector4 half_offset = RealignTargetTextureCoordinate(tex); vs_cb.Texture_Scale_Offset.z = half_offset.x; vs_cb.Texture_Scale_Offset.w = half_offset.y; } else if (tex->m_target) { // Use an old target. AEM and index aren't resolved it must be done // on the GPU // Select the 32/24/16 bits color (AEM) m_ps_sel.fmt = cpsm.fmt; m_ps_sel.aem = m_env.TEXA.AEM; // Don't upload AEM if format is 32 bits if (cpsm.fmt) { GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff()); ps_cb.MinF_TA = (GSVector4(ps_cb.MskFix) + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255)); } // Select the index format if (tex->m_palette) { // FIXME Potentially improve fmt field in GSLocalMemory if (m_context->TEX0.PSM == PSM_PSMT4HL) m_ps_sel.fmt |= 1 << 2; else if (m_context->TEX0.PSM == PSM_PSMT4HH) m_ps_sel.fmt |= 2 << 2; else m_ps_sel.fmt |= 3 << 2; // Alpha channel of the RT is reinterpreted as an index. Star // Ocean 3 uses it to emulate a stencil buffer. It is a very // bad idea to force bilinear filtering on it. bilinear &= m_vt.IsLinear(); } GSVector4 half_offset = RealignTargetTextureCoordinate(tex); vs_cb.Texture_Scale_Offset.z = half_offset.x; vs_cb.Texture_Scale_Offset.w = half_offset.y; } else if (tex->m_palette) { // Use a standard 8 bits texture. AEM is already done on the CLUT // Therefore you only need to set the index // m_ps_sel.aem = 0; // removed as an optimization // Note 4 bits indexes are converted to 8 bits m_ps_sel.fmt = 3 << 2; } else { // Standard texture. Both index and AEM expansion were already done by the CPU. // m_ps_sel.tex_fmt = 0; // removed as an optimization // m_ps_sel.aem = 0; // removed as an optimization } if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) { // Micro optimization that reduces GPU load (removes 5 instructions on the FS program) m_ps_sel.tfx = TFX_DECAL; } else { m_ps_sel.tfx = m_context->TEX0.TFX; } m_ps_sel.tcc = m_context->TEX0.TCC; m_ps_sel.ltf = bilinear && shader_emulated_sampler; m_ps_sel.rt = tex->m_target; m_ps_sel.spritehack = tex->m_spritehack_t; m_ps_sel.point_sampler = !(bilinear && !shader_emulated_sampler); if (PRIM->FST) { GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy(); vs_cb.Texture_Scale_Offset.x = TextureScale.x; vs_cb.Texture_Scale_Offset.y = TextureScale.y; //Maybe better? //vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw(); m_ps_sel.fst = 1; } ps_cb.WH = WH; ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw(); if (complex_wms_wmt) { ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV); ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy(); } // TC Offset Hack m_ps_sel.tcoffsethack = !!UserHacks_TCOffset; ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy(); m_ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1; m_ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1; m_ps_ssel.ltf = bilinear && !shader_emulated_sampler; } void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { const GSVector2i& rtsize = ds ? ds->GetSize() : rt->GetSize(); const GSVector2& rtscale = ds ? ds->GetScale() : rt->GetScale(); DATE = m_context->TEST.DATE && m_context->FRAME.PSM != PSM_PSMCT24; bool ate_first_pass = m_context->TEST.DoFirstPass(); bool ate_second_pass = m_context->TEST.DoSecondPass(); m_gs_sel.key = 0; vs_cb.Texture_Scale_Offset = GSVector4(0.0f); GSTexture* rtcopy = NULL; ASSERT(m_dev != NULL); dev = (GSDeviceDX*)m_dev; EmulateChannelShuffle(&rt, tex); // Upscaling hack to avoid various line/grid issues MergeSprite(tex); if(DATE) { if(dev->HasStencil()) { GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y); GSVector4 off = GSVector4(-1.0f, 1.0f); GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy()) * s.xyxy()).sat(off.zzyy()); GSVector4 dst = src * 2.0f + off.xxxx(); GSVertexPT1 vertices[] = { {GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)}, {GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)}, {GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)}, {GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)}, }; dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM); } else { rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat()); // I'll use VertexTrace when I consider it more trustworthy dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy()); } } // dev->BeginScene(); // om om_dssel.key = 0; EmulateZbuffer(); if (m_fba) { om_dssel.fba = m_context->FBA.FBA; } om_bsel.key = 0; if (!IsOpaque()) { om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS; om_bsel.a = m_context->ALPHA.A; om_bsel.b = m_context->ALPHA.B; om_bsel.c = m_context->ALPHA.C; om_bsel.d = m_context->ALPHA.D; if (m_env.PABE.PABE) { if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1) { // this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader // cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result om_bsel.abe = 0; } else { //Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though. //ASSERT(0); } } } // vs GSDeviceDX::VSSelector vs_sel; vs_sel.tme = PRIM->TME; vs_sel.fst = PRIM->FST; vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0; vs_sel.rtcopy = !!rtcopy; float sx = 2.0f * rtscale.x / (rtsize.x << 4); float sy = 2.0f * rtscale.y / (rtsize.y << 4); float ox = (float)(int)m_context->XYOFFSET.OFX; float oy = (float)(int)m_context->XYOFFSET.OFY; float ox2 = 2.0f * m_pixelcenter.x / rtsize.x; float oy2 = 2.0f * m_pixelcenter.y / rtsize.y; //This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly, //because DX10 and DX9 have a different pixel center.) // //The resulting shifted output aligns better with common blending / corona / blurring effects, //but introduces a few bad pixels on the edges. if(rt && rt->LikelyOffset && UserHacks_HPO == 1) { // DX9 has pixelcenter set to 0.0, so give it some value here if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; } ox2 *= rt->OffsetHack_modx; oy2 *= rt->OffsetHack_mody; } vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f); vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f); // gs m_gs_sel.iip = PRIM->IIP; m_gs_sel.prim = m_vt.m_primclass; // ps m_ps_sel.key = 0; m_ps_ssel.key = 0; EmulateTextureShuffleAndFbmask(); if(DATE) { if(dev->HasStencil()) { om_dssel.date = 1; } else { m_ps_sel.date = 1 + m_context->TEST.DATM; } } if(m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST) { m_ps_sel.colclip = 1; } m_ps_sel.clr1 = om_bsel.IsCLR1(); m_ps_sel.fba = m_context->FBA.FBA; m_ps_sel.aout = m_context->FRAME.PSM == PSM_PSMCT16 || m_context->FRAME.PSM == PSM_PSMCT16S || (m_context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0; m_ps_sel.aout &= !m_ps_sel.shuffle; if(UserHacks_AlphaHack) m_ps_sel.aout = 1; if(PRIM->FGE) { m_ps_sel.fog = 1; ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]) / 255; } // Warning must be done after EmulateZbuffer // Depth test is always true so it can be executed in 2 passes (no order required) unlike color. // The idea is to compute first the color which is independent of the alpha test. And then do a 2nd // pass to handle the depth based on the alpha test. bool ate_RGBA_then_Z = false; bool ate_RGB_then_ZA = false; if (ate_first_pass & ate_second_pass) { #ifdef _DEBUG fprintf(stdout, "Complex Alpha Test\n"); #endif bool commutative_depth = (om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (om_dssel.ztst == ZTST_ALWAYS); bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth; ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha; } if (ate_RGBA_then_Z) { #ifdef _DEBUG fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n"); #endif // Render all color but don't update depth // ATE is disabled here om_dssel.zwe = false; } else if (ate_RGB_then_ZA) { #ifdef _DEBUG fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n"); #endif // Render RGB color but don't update depth/alpha // ATE is disabled here om_dssel.zwe = false; om_bsel.wa = false; } else { EmulateAtst(1, tex); } // Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test // to only draw pixels which would cause the destination alpha test to fail in the future once. // Unfortunately this also means only drawing those pixels at all, which is why this is a hack. // The interaction with FBA in D3D9 is probably less than ideal. if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && !m_context->TEST.ATE) { if (!m_context->FBA.FBA) { if (m_context->TEST.DATM == 0) m_ps_sel.atst = 2; // >= else { if (tex && tex->m_spritehack_t) m_ps_sel.atst = 0; // < else m_ps_sel.atst = 1; // < } ps_cb.FogColor_AREF.a = (float)0x80; } if (!(m_context->FBA.FBA && m_context->TEST.DATM == 1)) om_dssel.alpha_stencil = 1; } if(tex) { EmulateTextureSampler(tex); } else { m_ps_sel.tfx = 4; } // rs GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * m_context->scissor.in).rintersect(GSVector4i(rtsize).zwxy()); dev->OMSetRenderTargets(rt, ds, &scissor); dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL); dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL); dev->PSSetShaderResource(2, rtcopy); uint8 afix = m_context->ALPHA.FIX; SetupIA(sx, sy); dev->SetupOM(om_dssel, om_bsel, afix); dev->SetupVS(vs_sel, &vs_cb); dev->SetupGS(m_gs_sel, &gs_cb); dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel); // draw if (ate_first_pass) { dev->DrawIndexedPrimitive(); if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST) { GSDeviceDX::OMBlendSelector om_bselneg(om_bsel); GSDeviceDX::PSSelector ps_selneg(m_ps_sel); om_bselneg.negative = 1; ps_selneg.colclip = 2; dev->SetupOM(om_dssel, om_bselneg, afix); dev->SetupPS(ps_selneg, &ps_cb, m_ps_ssel); dev->DrawIndexedPrimitive(); dev->SetupOM(om_dssel, om_bsel, afix); } } if (ate_second_pass) { ASSERT(!m_env.PABE.PABE); if (ate_RGBA_then_Z | ate_RGB_then_ZA) { // Enable ATE as first pass to update the depth // of pixels that passed the alpha test EmulateAtst(1, tex); } else { // second pass will process the pixels that failed // the alpha test EmulateAtst(2, tex); } dev->SetupPS(m_ps_sel, &ps_cb, m_ps_ssel); bool z = om_dssel.zwe; bool r = om_bsel.wr; bool g = om_bsel.wg; bool b = om_bsel.wb; bool a = om_bsel.wa; switch(m_context->TEST.AFAIL) { case 0: z = r = g = b = a = false; break; // none case 1: z = false; break; // rgba case 2: r = g = b = a = false; break; // z case 3: z = a = false; break; // rgb default: __assume(0); } // Depth test should be disabled when depth writes are masked and similarly, Alpha test must be disabled // when writes to all of the alpha bits in the Framebuffer are masked. if (ate_RGBA_then_Z) { z = !m_context->ZBUF.ZMSK; r = g = b = a = false; } else if (ate_RGB_then_ZA) { z = !m_context->ZBUF.ZMSK; a = (m_context->FRAME.FBMSK & 0xFF000000) != 0xFF000000; r = g = b = false; } if(z || r || g || b || a) { om_dssel.zwe = z; om_bsel.wr = r; om_bsel.wg = g; om_bsel.wb = b; om_bsel.wa = a; dev->SetupOM(om_dssel, om_bsel, afix); dev->DrawIndexedPrimitive(); if (m_env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST) { GSDeviceDX::OMBlendSelector om_bselneg(om_bsel); GSDeviceDX::PSSelector ps_selneg(m_ps_sel); om_bselneg.negative = 1; ps_selneg.colclip = 2; dev->SetupOM(om_dssel, om_bselneg, afix); dev->SetupPS(ps_selneg, &ps_cb, m_ps_ssel); dev->DrawIndexedPrimitive(); } } } dev->EndScene(); dev->Recycle(rtcopy); if(om_dssel.fba) UpdateFBA(rt); }