mirror of https://github.com/PCSX2/pcsx2.git
611 lines
13 KiB
C++
611 lines
13 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSRenderer.h"
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#include "GSTextureCache.h"
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#include "GSCrc.h"
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template<class Vertex>
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class GSRendererHW : public GSRendererT<Vertex>
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{
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int m_width;
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int m_height;
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int m_skip;
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bool m_reset;
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protected:
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GSTextureCache* m_tc;
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void Reset()
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{
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// TODO: GSreset can come from the main thread too => crash
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// m_tc->RemoveAll();
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m_reset = true;
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__super::Reset();
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}
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void VSync(int field)
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{
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__super::VSync(field);
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m_tc->IncAge();
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m_skip = 0;
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if(m_reset)
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{
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m_tc->RemoveAll();
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m_reset = false;
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}
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}
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void ResetDevice()
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{
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m_tc->RemoveAll();
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}
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GSTexture* GetOutput(int i)
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{
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const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = DISPFB.Block();
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TEX0.TBW = DISPFB.FBW;
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TEX0.PSM = DISPFB.PSM;
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// TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM);
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GSTexture* t = NULL;
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if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true, true))
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{
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t = rt->m_texture;
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if(s_dump)
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{
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if(s_save)
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{
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t->Save(format("c:\\temp2\\_%05d_f%I64d_fr%d_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM));
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}
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s_n++;
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}
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}
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return t;
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}
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void InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
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{
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// printf("[%d] InvalidateVideoMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.DBP, (int)BITBLTBUF.DPSM);
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m_tc->InvalidateVideoMem(BITBLTBUF, r);
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}
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void InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
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{
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// printf("[%d] InvalidateLocalMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.SBP, (int)BITBLTBUF.SPSM);
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m_tc->InvalidateLocalMem(BITBLTBUF, r);
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}
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void Draw()
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{
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if(IsBadFrame(m_skip)) return;
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m_vt.Update(m_vertices, m_count, GSUtil::GetPrimClass(PRIM->PRIM), PRIM, m_context);
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = context->FRAME.Block();
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TEX0.TBW = context->FRAME.FBW;
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TEX0.PSM = context->FRAME.PSM;
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GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true);
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TEX0.TBP0 = context->ZBUF.Block();
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TEX0.TBW = context->FRAME.FBW;
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TEX0.PSM = context->ZBUF.PSM;
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GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, m_context->DepthWrite());
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GSTextureCache::Source* tex = NULL;
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if(PRIM->TME)
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{
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m_mem.m_clut.Read32(context->TEX0, env.TEXA);
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GSVector4i r;
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GetTextureMinMax(r, IsLinear());
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tex = m_tc->LookupSource(context->TEX0, env.TEXA, r);
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if(!tex) return;
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}
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if(s_dump)
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{
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uint64 frame = m_perfmon.GetFrame();
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string s;
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if(s_save && tex)
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{
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s = format("c:\\temp2\\_%05d_f%I64d_tex_%05x_%d_%d%d_%02x_%02x_%02x_%02x.dds",
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s_n, frame, (int)context->TEX0.TBP0, (int)context->TEX0.PSM,
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(int)context->CLAMP.WMS, (int)context->CLAMP.WMT,
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(int)context->CLAMP.MINU, (int)context->CLAMP.MAXU,
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(int)context->CLAMP.MINV, (int)context->CLAMP.MAXV);
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tex->m_texture->Save(s, true);
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if(tex->m_palette)
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{
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s = format("c:\\temp2\\_%05d_f%I64d_tpx_%05x_%d.dds", s_n, frame, context->TEX0.CBP, context->TEX0.CPSM);
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tex->m_palette->Save(s, true);
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}
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}
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s_n++;
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if(s_save)
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{
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s = format("c:\\temp2\\_%05d_f%I64d_rt0_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
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rt->m_texture->Save(s);
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}
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if(s_savez)
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{
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s = format("c:\\temp2\\_%05d_f%I64d_rz0_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
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ds->m_texture->Save(s);
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}
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s_n++;
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}
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int prim = PRIM->PRIM;
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if(!OverrideInput(prim, rt->m_texture, ds->m_texture, tex))
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{
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return;
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}
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// skip alpha test if possible
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GIFRegTEST TEST = context->TEST;
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GIFRegFRAME FRAME = context->FRAME;
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GIFRegZBUF ZBUF = context->ZBUF;
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uint32 fm = context->FRAME.FBMSK;
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uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
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if(context->TEST.ATE && context->TEST.ATST != ATST_ALWAYS)
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{
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if(TryAlphaTest(fm, zm))
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{
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context->TEST.ATE = 0;
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}
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}
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context->FRAME.FBMSK = fm;
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context->ZBUF.ZMSK = zm != 0;
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//
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Draw(GSUtil::GetPrimClass(prim), rt->m_texture, ds->m_texture, tex);
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//
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context->TEST = TEST;
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context->FRAME = FRAME;
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context->ZBUF = ZBUF;
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//
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GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
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GIFRegBITBLTBUF BITBLTBUF;
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BITBLTBUF.DBW = context->FRAME.FBW;
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if(fm != 0xffffffff)
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{
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BITBLTBUF.DBP = context->FRAME.Block();
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BITBLTBUF.DPSM = context->FRAME.PSM;
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m_tc->InvalidateVideoMem(BITBLTBUF, r, false);
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}
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if(zm != 0xffffffff)
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{
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BITBLTBUF.DBP = context->ZBUF.Block();
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BITBLTBUF.DPSM = context->ZBUF.PSM;
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m_tc->InvalidateVideoMem(BITBLTBUF, r, false);
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}
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//
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OverrideOutput();
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if(s_dump)
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{
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uint64 frame = m_perfmon.GetFrame();
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string s;
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if(s_save)
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{
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s = format("c:\\temp2\\_%05d_f%I64d_rt1_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
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rt->m_texture->Save(s);
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}
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if(s_savez)
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{
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s = format("c:\\temp2\\_%05d_f%I64d_rz1_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
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ds->m_texture->Save(s);
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}
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s_n++;
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}
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}
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virtual void Draw(GS_PRIM_CLASS primclass, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) = 0;
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virtual bool OverrideInput(int& prim, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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#pragma region ffxii pal video conversion
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if(m_game.title == CRC::FFXII && m_game.region == CRC::EU)
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{
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static uint32* video = NULL;
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static bool ok = false;
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if(prim == GS_POINTLIST && m_count >= 448 * 448 && m_count <= 448 * 512)
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{
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// incoming pixels are stored in columns, one column is 16x512, total res 448x512 or 448x454
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if(!video) video = new uint32[512 * 512];
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for(int x = 0, i = 0, rows = m_count / 448; x < 448; x += 16)
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{
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uint32* dst = &video[x];
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for(int y = 0; y < rows; y++, dst += 512)
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{
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for(int j = 0; j < 16; j++, i++)
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{
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dst[j] = m_vertices[i].c0;
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}
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}
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}
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ok = true;
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return false;
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}
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else if(prim == GS_LINELIST && m_count == 512 * 2 && ok)
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{
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// normally, this step would copy the video onto screen with 512 texture mapped horizontal lines,
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// but we use the stored video data to create a new texture, and replace the lines with two triangles
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ok = false;
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m_dev->Recycle(t->m_texture);
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t->m_texture = m_dev->CreateTexture(512, 512);
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t->m_texture->Update(GSVector4i(0, 0, 448, 512), video, 512 * 4);
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m_vertices[0] = m_vertices[0];
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m_vertices[1] = m_vertices[1];
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m_vertices[2] = m_vertices[m_count - 2];
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m_vertices[3] = m_vertices[1];
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m_vertices[4] = m_vertices[2];
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m_vertices[5] = m_vertices[m_count - 1];
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prim = GS_TRIANGLELIST;
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m_count = 6;
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return true;
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}
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}
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#pragma endregion
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#pragma region ffx random battle transition (z buffer written directly, clear it now)
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if(m_game.title == CRC::FFX)
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{
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uint32 FBP = m_context->FRAME.Block();
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uint32 ZBP = m_context->ZBUF.Block();
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uint32 TBP = m_context->TEX0.TBP0;
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if((FBP == 0x00d00 || FBP == 0x00000) && ZBP == 0x02100 && PRIM->TME && TBP == 0x01a00 && m_context->TEX0.PSM == PSM_PSMCT16S)
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{
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m_dev->ClearDepth(ds, 0);
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}
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return true;
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}
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#pragma endregion
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#pragma region metal slug missing red channel fix
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if(m_game.title == CRC::MetalSlug6)
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{
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for(int i = 0, j = m_count; i < j; i++)
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{
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if(m_vertices[i].r == 0 && m_vertices[i].g != 0 && m_vertices[i].b != 0)
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{
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m_vertices[i].r = (m_vertices[i].g + m_vertices[i].b) / 2;
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}
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}
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return true;
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}
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#pragma endregion
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#pragma region palette uploaded in a point list, pure genius...
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if(m_game.flags & CRC::PointListPalette)
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{
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if(prim == GS_POINTLIST && !PRIM->TME)
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{
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uint32 bp = m_context->FRAME.Block();
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uint32 bw = m_context->FRAME.FBW;
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if(bp >= 0x03f40 && (bp & 0x1f) == 0)
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{
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if(m_count == 16)
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{
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for(int i = 0; i < 16; i++)
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{
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m_vertices[i].a = m_vertices[i].a >= 0x80 ? 0xff : m_vertices[i].a * 2;
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m_mem.WritePixel32(i & 7, i >> 3, m_vertices[i].c0, bp, bw);
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}
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m_mem.m_clut.Invalidate();
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return false;
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}
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else if(m_count == 256)
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{
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for(int i = 0; i < 256; i++)
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{
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m_vertices[i].a = m_vertices[i].a >= 0x80 ? 0xff : m_vertices[i].a * 2;
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m_mem.WritePixel32(i & 15, i >> 4, m_vertices[i].c0, bp, bw);
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}
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m_mem.m_clut.Invalidate();
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return false;
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}
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else
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{
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ASSERT(0);
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}
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}
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}
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return true;
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}
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#pragma endregion
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#pragma region GoW2 z buffer clear
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if(m_game.title == CRC::GodOfWar2)
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{
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uint32 FBP = m_context->FRAME.Block();
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uint32 FBW = m_context->FRAME.FBW;
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uint32 FPSM = m_context->FRAME.PSM;
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if((FBP == 0x00f00 || FBP == 0x00100) && FPSM == PSM_PSMZ24) // ntsc 0xf00, pal 0x100
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{
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = FBP;
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TEX0.TBW = FBW;
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TEX0.PSM = FPSM;
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if(GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
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{
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m_dev->ClearDepth(ds->m_texture, 0);
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}
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return false;
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}
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return true;
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}
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#pragma endregion
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#pragma region Simpsons Game z buffer clear
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if(m_game.title == CRC::SimpsonsGame)
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{
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uint32 FBP = m_context->FRAME.Block();
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uint32 FBW = m_context->FRAME.FBW;
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uint32 FPSM = m_context->FRAME.PSM;
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if(FBP == 0x01800 && FPSM == PSM_PSMZ24)
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{
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// instead of just simply drawing a full height 512x512 sprite to clear the z buffer,
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// it uses a 512x256 sprite only, yet it is still able to fill the whole surface with zeros,
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// how? by using a render target that overlaps with the lower half of the z buffer...
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m_dev->ClearDepth(ds, 0);
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return false;
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}
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return true;
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}
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#pragma endregion
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return true;
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}
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virtual void OverrideOutput()
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{
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#pragma region dbzbt2 palette readback (cannot detect yet, when fetching the texture later)
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if(m_game.title == CRC::DBZBT2)
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{
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uint32 FBP = m_context->FRAME.Block();
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uint32 TBP0 = m_context->TEX0.TBP0;
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if(PRIM->TME && (FBP == 0x03c00 && TBP0 == 0x03c80 || FBP == 0x03ac0 && TBP0 == 0x03b40))
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{
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GIFRegBITBLTBUF BITBLTBUF;
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BITBLTBUF.SBP = FBP;
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BITBLTBUF.SBW = 1;
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BITBLTBUF.SPSM = PSM_PSMCT32;
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InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 64, 64));
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}
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}
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#pragma endregion
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#pragma region MajokkoALaMode2 palette readback
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if(m_game.title == CRC::MajokkoALaMode2)
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{
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uint32 FBP = m_context->FRAME.Block();
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if(!PRIM->TME && FBP == 0x03f40)
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{
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GIFRegBITBLTBUF BITBLTBUF;
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BITBLTBUF.SBP = FBP;
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BITBLTBUF.SBW = 1;
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BITBLTBUF.SPSM = PSM_PSMCT32;
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InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16));
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}
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}
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#pragma endregion
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}
|
|
|
|
bool CanUpscale()
|
|
{
|
|
#pragma region dbzbt2 palette should stay 64 x 64
|
|
|
|
if(m_game.title == CRC::DBZBT2)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
if(FBP == 0x03c00 || FBP == 0x03ac0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
#pragma region MajokkoALaMode2 palette should stay 16 x 16
|
|
|
|
if(m_game.title == CRC::MajokkoALaMode2)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
if(FBP == 0x03f40)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
#pragma region TalesOfAbyss full image blur and brightening
|
|
|
|
if(m_game.title == CRC::TalesOfAbyss)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
if(FBP == 0x036e0 || FBP == 0x03560 || FBP == 0x038e0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
return __super::CanUpscale();
|
|
}
|
|
|
|
public:
|
|
GSRendererHW(uint8* base, bool mt, void (*irq)(), GSDevice* dev, GSTextureCache* tc)
|
|
: GSRendererT<Vertex>(base, mt, irq, dev)
|
|
, m_tc(tc)
|
|
, m_width(1024)
|
|
, m_height(1024)
|
|
, m_skip(0)
|
|
, m_reset(false)
|
|
{
|
|
if(!m_nativeres)
|
|
{
|
|
m_width = theApp.GetConfig("resx", m_width);
|
|
m_height = theApp.GetConfig("resy", m_height);
|
|
}
|
|
}
|
|
|
|
virtual ~GSRendererHW()
|
|
{
|
|
delete m_tc;
|
|
}
|
|
|
|
void SetGameCRC(uint32 crc, int options)
|
|
{
|
|
__super::SetGameCRC(crc, options);
|
|
|
|
if(m_game.title == CRC::JackieChanAdv)
|
|
{
|
|
m_width = 1280; // TODO: uses a 1280px wide 16 bit render target, but this only fixes half of the problem
|
|
}
|
|
}
|
|
};
|