mirror of https://github.com/PCSX2/pcsx2.git
869 lines
17 KiB
C++
869 lines
17 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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#include "stdafx.h"
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#include "GSRenderer.h"
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GSRenderer::GSRenderer()
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: GSState()
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, m_vt(this)
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, m_dev(NULL)
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, m_shader(0)
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{
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m_GStitleInfoBuffer[0] = 0;
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m_interlace = theApp.GetConfig("interlace", 0);
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m_aspectratio = theApp.GetConfig("aspectratio", 1);
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m_filter = theApp.GetConfig("filter", 1);
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m_vsync = !!theApp.GetConfig("vsync", 0);
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m_aa1 = !!theApp.GetConfig("aa1", 0);
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s_n = 0;
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s_dump = !!theApp.GetConfig("dump", 0);
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s_save = !!theApp.GetConfig("save", 0);
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s_savez = !!theApp.GetConfig("savez", 0);
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s_saven = theApp.GetConfig("saven", 0);
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}
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GSRenderer::~GSRenderer()
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{
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/*if(m_dev)
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{
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m_dev->Reset(1, 1, GSDevice::Windowed);
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}*/
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delete m_dev;
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}
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bool GSRenderer::CreateWnd(const string& title, int w, int h)
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{
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return m_wnd.Create(title.c_str(), w, h);
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}
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bool GSRenderer::CreateDevice(GSDevice* dev)
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{
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ASSERT(dev);
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ASSERT(!m_dev);
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if(!dev->Create(&m_wnd))
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{
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return false;
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}
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m_dev = dev;
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m_dev->SetVSync(m_vsync && m_framelimit);
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return true;
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}
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void GSRenderer::ResetDevice()
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{
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InvalidateTextureCache();
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ResetPrim();
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if(m_dev) m_dev->Reset(1, 1);
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}
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bool GSRenderer::Merge(int field)
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{
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bool en[2];
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GSVector4i fr[2];
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GSVector4i dr[2];
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int baseline = INT_MAX;
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for(int i = 0; i < 2; i++)
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{
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en[i] = IsEnabled(i);
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if(en[i])
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{
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fr[i] = GetFrameRect(i);
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dr[i] = GetDisplayRect(i);
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baseline = min(dr[i].top, baseline);
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// printf("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i], dr[i]);
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}
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}
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if(!en[0] && !en[1])
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{
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return false;
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}
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// try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero)
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//
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// NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending)
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bool samesrc =
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en[0] && en[1] &&
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m_regs->DISP[0].DISPFB.FBP == m_regs->DISP[1].DISPFB.FBP &&
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m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
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m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
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bool blurdetected = false;
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if(samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/)
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{
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if(fr[0].eq(fr[1] + GSVector4i(0, -1, 0, 0)) && dr[0].eq(dr[1] + GSVector4i(0, 0, 0, 1))
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|| fr[1].eq(fr[0] + GSVector4i(0, -1, 0, 0)) && dr[1].eq(dr[0] + GSVector4i(0, 0, 0, 1)))
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{
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// persona 4:
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//
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// fr[0] = 0 0 640 448
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// fr[1] = 0 1 640 448
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// dr[0] = 159 50 779 498
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// dr[1] = 159 50 779 497
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//
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// second image shifted up by 1 pixel and blended over itself
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//
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// god of war:
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//
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// fr[0] = 0 1 512 448
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// fr[1] = 0 0 512 448
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// dr[0] = 127 50 639 497
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// dr[1] = 127 50 639 498
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//
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// same just the first image shifted
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int top = min(fr[0].top, fr[1].top);
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int bottom = max(dr[0].bottom, dr[1].bottom);
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fr[0].top = top;
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fr[1].top = top;
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dr[0].bottom = bottom;
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dr[1].bottom = bottom;
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blurdetected = true;
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}
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else if(dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, 1, 0, 1)) || fr[1].eq(fr[0] + GSVector4i(0, 1, 0, 1))))
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{
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// dq5:
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//
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// fr[0] = 0 1 512 445
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// fr[1] = 0 0 512 444
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// dr[0] = 127 50 639 494
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// dr[1] = 127 50 639 494
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int top = min(fr[0].top, fr[1].top);
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int bottom = min(fr[0].bottom, fr[1].bottom);
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fr[0].top = fr[1].top = top;
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fr[0].bottom = fr[1].bottom = bottom;
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blurdetected = true;
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}
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//printf("samesrc = %d blurdetected = %d\n",samesrc,blurdetected);
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}
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GSVector2i fs(0, 0);
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GSVector2i ds(0, 0);
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GSTexture* tex[2] = {NULL, NULL};
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if(samesrc && fr[0].bottom == fr[1].bottom)
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{
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tex[0] = GetOutput(0);
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tex[1] = tex[0]; // saves one texture fetch
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}
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else
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{
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if(en[0]) tex[0] = GetOutput(0);
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if(en[1]) tex[1] = GetOutput(1);
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}
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GSVector4 src[2];
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GSVector4 dst[2];
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for(int i = 0; i < 2; i++)
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{
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if(!en[i] || !tex[i]) continue;
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GSVector4i r = fr[i];
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// overscan hack
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if(dr[i].height() > 512) // hmm
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{
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int y = GetDeviceSize(i).y;
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD) y /= 2;
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r.bottom = r.top + y;
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}
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GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy();
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src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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GSVector2 o(0, 0);
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if(dr[i].top - baseline >= 4) // 2?
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{
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o.y = tex[i]->GetScale().y * (dr[i].top - baseline);
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
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{
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o.y /= 2;
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}
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}
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dst[i] = GSVector4(o).xyxy() + scale * GSVector4(r.rsize());
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fs.x = max(fs.x, (int)(dst[i].z + 0.5f));
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fs.y = max(fs.y, (int)(dst[i].w + 0.5f));
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}
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ds = fs;
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
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{
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ds.y *= 2;
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}
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bool slbg = m_regs->PMODE.SLBG;
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bool mmod = m_regs->PMODE.MMOD;
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if(tex[0] || tex[1])
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{
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if(tex[0] == tex[1] && !slbg && (src[0] == src[1] & dst[0] == dst[1]).alltrue())
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{
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// the two outputs are identical, skip drawing one of them (the one that is alpha blended)
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tex[0] = NULL;
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}
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GSVector4 c = GSVector4((int)m_regs->BGCOLOR.R, (int)m_regs->BGCOLOR.G, (int)m_regs->BGCOLOR.B, (int)m_regs->PMODE.ALP) / 255;
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m_dev->Merge(tex, src, dst, fs, slbg, mmod, c);
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if(m_regs->SMODE2.INT && m_interlace > 0)
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{
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int field2 = 1 - ((m_interlace - 1) & 1);
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int mode = (m_interlace - 1) >> 1;
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m_dev->Interlace(ds, field ^ field2, mode, tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y);
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}
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}
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return true;
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}
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void GSRenderer::SetFrameLimit(bool limit)
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{
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m_framelimit = limit;
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if(m_dev) m_dev->SetVSync(m_vsync && m_framelimit);
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}
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void GSRenderer::SetVSync(bool enabled)
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{
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m_vsync = enabled;
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if(m_dev) m_dev->SetVSync(m_vsync);
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}
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void GSRenderer::VSync(int field)
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{
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GSPerfMonAutoTimer pmat(m_perfmon);
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m_perfmon.Put(GSPerfMon::Frame);
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Flush();
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if(!m_dev->IsLost(true))
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{
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if(!Merge(field ? 1 : 0))
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{
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return;
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}
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}
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else
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{
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ResetDevice();
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}
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// osd
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if((m_perfmon.GetFrame() & 0x1f) == 0)
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{
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m_perfmon.Update();
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double fps = 1000.0f / m_perfmon.Get(GSPerfMon::Frame);
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GSVector4i r = GetDisplayRect();
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string s;
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#ifdef GSTITLEINFO_API_FORCE_VERBOSE
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if (1)//force verbose reply
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#else
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if (m_wnd.IsManaged())
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#endif
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{
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//GSdx owns the window's title, be verbose.
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string s2 = m_regs->SMODE2.INT ? (string("Interlaced ") + (m_regs->SMODE2.FFMD ? "(frame)" : "(field)")) : "Progressive";
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s = format(
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"%lld | %d x %d | %.2f fps (%d%%) | %s - %s | %s | %d/%d/%d | %d%% CPU | %.2f | %.2f",
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m_perfmon.GetFrame(), r.width(), r.height(), fps, (int)(100.0 * fps / GetFPS()),
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s2.c_str(),
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theApp.m_gs_interlace[m_interlace].name.c_str(),
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theApp.m_gs_aspectratio[m_aspectratio].name.c_str(),
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(int)m_perfmon.Get(GSPerfMon::Quad),
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(int)m_perfmon.Get(GSPerfMon::Prim),
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(int)m_perfmon.Get(GSPerfMon::Draw),
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m_perfmon.CPU(),
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m_perfmon.Get(GSPerfMon::Swizzle) / 1024,
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m_perfmon.Get(GSPerfMon::Unswizzle) / 1024
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);
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double fillrate = m_perfmon.Get(GSPerfMon::Fillrate);
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if(fillrate > 0)
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{
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s += format(" | %.2f mpps", fps * fillrate / (1024 * 1024));
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}
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}
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else
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{
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// Satisfy PCSX2's request for title info: minimal verbosity due to more external title text
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s = format("%dx%d | %s", r.width(), r.height(), theApp.m_gs_interlace[m_interlace].name.c_str());
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}
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if(m_capture.IsCapturing())
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{
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s += " | Recording...";
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}
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if(m_wnd.IsManaged())
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{
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m_wnd.SetWindowText(s.c_str());
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}
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else
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{
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// note: do not use TryEnterCriticalSection. It is unnecessary code complication in
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// an area that absolutely does not matter (even if it were 100 times slower, it wouldn't
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// be noticeable). Besides, these locks are extremely short -- overhead of conditional
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// is way more expensive than just waiting for the CriticalSection in 1 of 10,000,000 tries. --air
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GSAutoLock lock(&m_pGSsetTitle_Crit);
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strncpy(m_GStitleInfoBuffer, s.c_str(), countof(m_GStitleInfoBuffer) - 1);
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m_GStitleInfoBuffer[sizeof(m_GStitleInfoBuffer) - 1] = 0; // make sure null terminated even if text overflows
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}
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}
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else
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{
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// [TODO]
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// We don't have window title rights, or the window has no title,
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// so let's use actual OSD!
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}
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if(m_frameskip)
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{
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return;
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}
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// present
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m_dev->Present(m_wnd.GetClientRect().fit(m_aspectratio), m_shader);
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// snapshot
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if(!m_snapshot.empty())
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{
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bool shift = false;
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#ifdef _WINDOWS
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shift = !!(::GetAsyncKeyState(VK_SHIFT) & 0x8000);
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#endif
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if(!m_dump && shift)
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{
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GSFreezeData fd;
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fd.size = 0;
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fd.data = NULL;
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Freeze(&fd, true);
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fd.data = new uint8[fd.size];
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Freeze(&fd, false);
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m_dump.Open(m_snapshot, m_crc, fd, m_regs);
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delete [] fd.data;
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}
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if(GSTexture* t = m_dev->GetCurrent())
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{
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t->Save(m_snapshot + ".bmp");
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}
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m_snapshot.clear();
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}
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else
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{
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if(m_dump)
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{
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bool control = false;
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#ifdef _WINDOWS
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control = !!(::GetAsyncKeyState(VK_CONTROL) & 0x8000);
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#endif
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m_dump.VSync(field, !control, m_regs);
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}
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}
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// capture
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if(m_capture.IsCapturing())
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{
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if(GSTexture* current = m_dev->GetCurrent())
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{
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GSVector2i size = m_capture.GetSize();
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if(GSTexture* offscreen = m_dev->CopyOffscreen(current, GSVector4(0, 0, 1, 1), size.x, size.y))
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{
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GSTexture::GSMap m;
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if(offscreen->Map(m))
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{
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m_capture.DeliverFrame(m.bits, m.pitch, !m_dev->IsRBSwapped());
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offscreen->Unmap();
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}
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m_dev->Recycle(offscreen);
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}
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}
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}
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}
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bool GSRenderer::MakeSnapshot(const string& path)
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{
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if(m_snapshot.empty())
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{
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time_t t = time(NULL);
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char buff[16];
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if(strftime(buff, sizeof(buff), "%Y%m%d%H%M%S", localtime(&t)))
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{
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m_snapshot = format("%s_%s", path.c_str(), buff);
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}
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}
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return true;
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}
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void GSRenderer::BeginCapture()
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{
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m_capture.BeginCapture(GetFPS());
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}
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void GSRenderer::EndCapture()
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{
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m_capture.EndCapture();
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}
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void GSRenderer::KeyEvent(GSKeyEventData* e)
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{
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if(e->type == KEYPRESS)
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{
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#ifdef _WINDOWS
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int step = (::GetAsyncKeyState(VK_SHIFT) & 0x8000) ? -1 : 1;
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switch(e->key)
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{
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case VK_F5:
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m_interlace = (m_interlace + 7 + step) % 7;
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return;
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case VK_F6:
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m_aspectratio = (m_aspectratio + 3 + step) % 3;
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return;
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case VK_F7:
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m_shader = (m_shader + 3 + step) % 3;
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return;
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case VK_DELETE:
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m_aa1 = !m_aa1;
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return;
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}
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#else
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// TODO: linux
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#endif
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}
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}
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void GSRenderer::GetTextureMinMax(GSVector4i& r, bool linear)
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{
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const GSDrawingContext* context = m_context;
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int tw = context->TEX0.TW;
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int th = context->TEX0.TH;
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int w = 1 << tw;
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int h = 1 << th;
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GSVector4i tr(0, 0, w, h);
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int wms = context->CLAMP.WMS;
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int wmt = context->CLAMP.WMT;
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|
int minu = (int)context->CLAMP.MINU;
|
|
int minv = (int)context->CLAMP.MINV;
|
|
int maxu = (int)context->CLAMP.MAXU;
|
|
int maxv = (int)context->CLAMP.MAXV;
|
|
|
|
GSVector4i vr = tr;
|
|
|
|
switch(wms)
|
|
{
|
|
case CLAMP_REPEAT:
|
|
break;
|
|
case CLAMP_CLAMP:
|
|
break;
|
|
case CLAMP_REGION_CLAMP:
|
|
if(vr.x < minu) vr.x = minu;
|
|
if(vr.z > maxu + 1) vr.z = maxu + 1;
|
|
break;
|
|
case CLAMP_REGION_REPEAT:
|
|
vr.x = maxu;
|
|
vr.z = vr.x + (minu + 1);
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
|
|
switch(wmt)
|
|
{
|
|
case CLAMP_REPEAT:
|
|
break;
|
|
case CLAMP_CLAMP:
|
|
break;
|
|
case CLAMP_REGION_CLAMP:
|
|
if(vr.y < minv) vr.y = minv;
|
|
if(vr.w > maxv + 1) vr.w = maxv + 1;
|
|
break;
|
|
case CLAMP_REGION_REPEAT:
|
|
vr.y = maxv;
|
|
vr.w = vr.y + (minv + 1);
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
|
|
if(wms + wmt < 6)
|
|
{
|
|
GSVector4 st = m_vt.m_min.t.xyxy(m_vt.m_max.t);
|
|
|
|
if(linear)
|
|
{
|
|
st += GSVector4(-0x8000, 0x8000).xxyy();
|
|
}
|
|
|
|
GSVector4i uv = GSVector4i(st).sra32(16);
|
|
|
|
GSVector4i u, v;
|
|
|
|
int mask = 0;
|
|
|
|
if(wms == CLAMP_REPEAT || wmt == CLAMP_REPEAT)
|
|
{
|
|
u = uv & GSVector4i::xffffffff().srl32(32 - tw);
|
|
v = uv & GSVector4i::xffffffff().srl32(32 - th);
|
|
|
|
GSVector4i uu = uv.sra32(tw);
|
|
GSVector4i vv = uv.sra32(th);
|
|
|
|
mask = (uu.upl32(vv) == uu.uph32(vv)).mask();
|
|
}
|
|
|
|
uv = uv.rintersect(tr);
|
|
|
|
switch(wms)
|
|
{
|
|
case CLAMP_REPEAT:
|
|
if(mask & 0x000f) {if(vr.x < u.x) vr.x = u.x; if(vr.z > u.z + 1) vr.z = u.z + 1;}
|
|
break;
|
|
case CLAMP_CLAMP:
|
|
case CLAMP_REGION_CLAMP:
|
|
if(vr.x < uv.x) vr.x = uv.x;
|
|
if(vr.z > uv.z + 1) vr.z = uv.z + 1;
|
|
break;
|
|
case CLAMP_REGION_REPEAT: // TODO
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
|
|
switch(wmt)
|
|
{
|
|
case CLAMP_REPEAT:
|
|
if(mask & 0xf000) {if(vr.y < v.y) vr.y = v.y; if(vr.w > v.w + 1) vr.w = v.w + 1;}
|
|
break;
|
|
case CLAMP_CLAMP:
|
|
case CLAMP_REGION_CLAMP:
|
|
if(vr.y < uv.y) vr.y = uv.y;
|
|
if(vr.w > uv.w + 1) vr.w = uv.w + 1;
|
|
break;
|
|
case CLAMP_REGION_REPEAT: // TODO
|
|
//Xenosaga 2 and 3 use it
|
|
//printf("gsdx: CLAMP_REGION_REPEAT not implemented, please report\n");
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
}
|
|
|
|
r = vr.rintersect(tr);
|
|
}
|
|
|
|
void GSRenderer::GetAlphaMinMax()
|
|
{
|
|
if(m_vt.m_alpha.valid)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const GSDrawingEnvironment& env = m_env;
|
|
const GSDrawingContext* context = m_context;
|
|
|
|
GSVector4i a = m_vt.m_min.c.uph32(m_vt.m_max.c).zzww();
|
|
|
|
if(PRIM->TME && context->TEX0.TCC)
|
|
{
|
|
switch(GSLocalMemory::m_psm[context->TEX0.PSM].fmt)
|
|
{
|
|
case 0:
|
|
a.y = 0;
|
|
a.w = 0xff;
|
|
break;
|
|
case 1:
|
|
a.y = env.TEXA.AEM ? 0 : env.TEXA.TA0;
|
|
a.w = env.TEXA.TA0;
|
|
break;
|
|
case 2:
|
|
a.y = env.TEXA.AEM ? 0 : min(env.TEXA.TA0, env.TEXA.TA1);
|
|
a.w = max(env.TEXA.TA0, env.TEXA.TA1);
|
|
break;
|
|
case 3:
|
|
m_mem.m_clut.GetAlphaMinMax32(a.y, a.w);
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
|
|
switch(context->TEX0.TFX)
|
|
{
|
|
case TFX_MODULATE:
|
|
a.x = (a.x * a.y) >> 7;
|
|
a.z = (a.z * a.w) >> 7;
|
|
if(a.x > 0xff) a.x = 0xff;
|
|
if(a.z > 0xff) a.z = 0xff;
|
|
break;
|
|
case TFX_DECAL:
|
|
a.x = a.y;
|
|
a.z = a.w;
|
|
break;
|
|
case TFX_HIGHLIGHT:
|
|
a.x = a.x + a.y;
|
|
a.z = a.z + a.w;
|
|
if(a.x > 0xff) a.x = 0xff;
|
|
if(a.z > 0xff) a.z = 0xff;
|
|
break;
|
|
case TFX_HIGHLIGHT2:
|
|
a.x = a.y;
|
|
a.z = a.w;
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
}
|
|
|
|
m_vt.m_alpha.min = a.x;
|
|
m_vt.m_alpha.max = a.z;
|
|
m_vt.m_alpha.valid = true;
|
|
}
|
|
|
|
bool GSRenderer::TryAlphaTest(uint32& fm, uint32& zm)
|
|
{
|
|
const GSDrawingContext* context = m_context;
|
|
|
|
bool pass = true;
|
|
|
|
if(context->TEST.ATST == ATST_NEVER)
|
|
{
|
|
pass = false;
|
|
}
|
|
else if(context->TEST.ATST != ATST_ALWAYS)
|
|
{
|
|
GetAlphaMinMax();
|
|
|
|
int amin = m_vt.m_alpha.min;
|
|
int amax = m_vt.m_alpha.max;
|
|
|
|
int aref = context->TEST.AREF;
|
|
|
|
switch(context->TEST.ATST)
|
|
{
|
|
case ATST_NEVER:
|
|
pass = false;
|
|
break;
|
|
case ATST_ALWAYS:
|
|
pass = true;
|
|
break;
|
|
case ATST_LESS:
|
|
if(amax < aref) pass = true;
|
|
else if(amin >= aref) pass = false;
|
|
else return false;
|
|
break;
|
|
case ATST_LEQUAL:
|
|
if(amax <= aref) pass = true;
|
|
else if(amin > aref) pass = false;
|
|
else return false;
|
|
break;
|
|
case ATST_EQUAL:
|
|
if(amin == aref && amax == aref) pass = true;
|
|
else if(amin > aref || amax < aref) pass = false;
|
|
else return false;
|
|
break;
|
|
case ATST_GEQUAL:
|
|
if(amin >= aref) pass = true;
|
|
else if(amax < aref) pass = false;
|
|
else return false;
|
|
break;
|
|
case ATST_GREATER:
|
|
if(amin > aref) pass = true;
|
|
else if(amax <= aref) pass = false;
|
|
else return false;
|
|
break;
|
|
case ATST_NOTEQUAL:
|
|
if(amin == aref && amax == aref) pass = false;
|
|
else if(amin > aref || amax < aref) pass = true;
|
|
else return false;
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
}
|
|
|
|
if(!pass)
|
|
{
|
|
switch(context->TEST.AFAIL)
|
|
{
|
|
case AFAIL_KEEP: fm = zm = 0xffffffff; break;
|
|
case AFAIL_FB_ONLY: zm = 0xffffffff; break;
|
|
case AFAIL_ZB_ONLY: fm = 0xffffffff; break;
|
|
case AFAIL_RGB_ONLY: fm |= 0xff000000; zm = 0xffffffff; break;
|
|
default: __assume(0);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRenderer::IsLinear()
|
|
{
|
|
const GIFRegTEX1& TEX1 = m_context->TEX1;
|
|
|
|
bool mmin = TEX1.IsMinLinear();
|
|
bool mmag = TEX1.IsMagLinear();
|
|
|
|
if(mmag == mmin || TEX1.MXL == 0) // MXL == 0 => MMIN ignored, tested it on ps2
|
|
{
|
|
return mmag;
|
|
}
|
|
|
|
// if FST => assume Q = 1.0f (should not, but Q is very often bogus, 0 or DEN)
|
|
// Fixme : Why should Q be bogus? (it used to be - Gabest)
|
|
|
|
if(!TEX1.LCM && !PRIM->FST)
|
|
{
|
|
float K = (float)TEX1.K / 16;
|
|
float f = (float)(1 << TEX1.L) / log(2.0f);
|
|
|
|
// TODO: abs(Qmin) may not be <= abs(Qmax), check the sign
|
|
|
|
float LODmin = K + log(1.0f / fabs(m_vt.m_max.t.z)) * f;
|
|
float LODmax = K + log(1.0f / fabs(m_vt.m_min.t.z)) * f;
|
|
|
|
return LODmax <= 0 ? mmag : LODmin > 0 ? mmin : mmag || mmin;
|
|
}
|
|
else
|
|
{
|
|
return TEX1.K <= 0 ? mmag : TEX1.K > 0 ? mmin : mmag || mmin;
|
|
}
|
|
}
|
|
|
|
bool GSRenderer::IsOpaque()
|
|
{
|
|
if(PRIM->AA1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!PRIM->ABE)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
const GSDrawingContext* context = m_context;
|
|
|
|
int amin = 0, amax = 0xff;
|
|
|
|
if(context->ALPHA.A != context->ALPHA.B)
|
|
{
|
|
if(context->ALPHA.C == 0)
|
|
{
|
|
GetAlphaMinMax();
|
|
|
|
amin = m_vt.m_alpha.min;
|
|
amax = m_vt.m_alpha.max;
|
|
}
|
|
else if(context->ALPHA.C == 1)
|
|
{
|
|
if(context->FRAME.PSM == PSM_PSMCT24 || context->FRAME.PSM == PSM_PSMZ24)
|
|
{
|
|
amin = amax = 0x80;
|
|
}
|
|
}
|
|
else if(context->ALPHA.C == 2)
|
|
{
|
|
amin = amax = context->ALPHA.FIX;
|
|
}
|
|
}
|
|
|
|
return context->ALPHA.IsOpaque(amin, amax);
|
|
}
|