mirror of https://github.com/PCSX2/pcsx2.git
634 lines
15 KiB
C++
634 lines
15 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 Device, class Vertex, class TextureCache>
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class GSRendererHW : public GSRendererT<Device, Vertex>
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{
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TextureCache* m_tc;
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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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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 MinMaxUV(int w, int h, CRect& r)
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{
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int wms = m_context->CLAMP.WMS;
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int wmt = m_context->CLAMP.WMT;
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int minu = (int)m_context->CLAMP.MINU;
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int minv = (int)m_context->CLAMP.MINV;
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int maxu = (int)m_context->CLAMP.MAXU;
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int maxv = (int)m_context->CLAMP.MAXV;
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GSVector4i vr = GSVector4i(0, 0, w, h);
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GSVector4i wm[3];
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if(wms + wmt < 6)
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{
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GSVector4 mm;
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if(m_count < 100)
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{
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Vertex* v = m_vertices;
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GSVector4 minv(+1e10f);
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GSVector4 maxv(-1e10f);
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int i = 0;
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if(PRIM->FST)
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{
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for(int j = m_count - 3; i < j; i += 4)
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{
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GSVector4 v0 = GSVector4(v[i + 0].m128[0]);
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GSVector4 v1 = GSVector4(v[i + 1].m128[0]);
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GSVector4 v2 = GSVector4(v[i + 2].m128[0]);
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GSVector4 v3 = GSVector4(v[i + 3].m128[0]);
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minv = minv.minv((v0.minv(v1)).minv(v2.minv(v3)));
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maxv = maxv.maxv((v0.maxv(v1)).maxv(v2.maxv(v3)));
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}
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for(int j = m_count; i < j; i++)
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{
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GSVector4 v0 = GSVector4(v[i + 0].m128[0]);
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minv = minv.minv(v0);
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maxv = maxv.maxv(v0);
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}
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mm = minv.xyxy(maxv) * GSVector4(16 << m_context->TEX0.TW, 16 << m_context->TEX0.TH, 16 << m_context->TEX0.TW, 16 << m_context->TEX0.TH).rcpnr();
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}
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else
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{
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/*
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for(int j = m_count - 3; i < j; i += 4)
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{
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GSVector4 v0 = GSVector4(v[i + 0].m128[0]) / GSVector4(v[i + 0].GetQ());
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GSVector4 v1 = GSVector4(v[i + 1].m128[0]) / GSVector4(v[i + 1].GetQ());
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GSVector4 v2 = GSVector4(v[i + 2].m128[0]) / GSVector4(v[i + 2].GetQ());
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GSVector4 v3 = GSVector4(v[i + 3].m128[0]) / GSVector4(v[i + 3].GetQ());
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minv = minv.minv((v0.minv(v1)).minv(v2.minv(v3)));
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maxv = maxv.maxv((v0.maxv(v1)).maxv(v2.maxv(v3)));
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}
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for(int j = m_count; i < j; i++)
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{
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GSVector4 v0 = GSVector4(v[i + 0].m128[0]) / GSVector4(v[i + 0].GetQ());;
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minv = minv.minv(v0);
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maxv = maxv.maxv(v0);
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}
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mm = minv.xyxy(maxv);
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*/
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// just can't beat the compiler generated scalar sse code with packed div or rcp
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mm.x = mm.y = +1e10;
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mm.z = mm.w = -1e10;
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for(int j = m_count; i < j; i++)
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{
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float w = 1.0f / v[i].GetQ();
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float x = v[i].t.x * w;
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if(x < mm.x) mm.x = x;
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if(x > mm.z) mm.z = x;
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float y = v[i].t.y * w;
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if(y < mm.y) mm.y = y;
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if(y > mm.w) mm.w = y;
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}
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}
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}
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else
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{
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mm = GSVector4(0.0f, 0.0f, 1.0f, 1.0f);
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}
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GSVector4 v0 = GSVector4(vr);
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GSVector4 v1 = v0.zwzw();
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GSVector4 mmf = mm.floor();
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GSVector4 mask = mmf.xyxy() == mmf.zwzw();
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wm[0] = GSVector4i(v0.blend8((mm - mmf) * v1, mask));
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mm *= v1;
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wm[1] = GSVector4i(mm.sat(GSVector4::zero(), v1));
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wm[2] = GSVector4i(mm.sat(GSVector4(minu, minv, maxu, maxv)));
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}
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GSVector4i v;
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switch(wms)
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{
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case CLAMP_REPEAT:
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v = wm[0];
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if(v.x == 0 && v.z != w) v.z = w; // FIXME
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vr.x = v.x;
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vr.z = v.z;
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break;
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case CLAMP_CLAMP:
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case CLAMP_REGION_CLAMP:
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v = wm[wms];
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if(v.x > v.z) v.x = v.z;
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vr.x = v.x;
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vr.z = v.z;
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break;
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case CLAMP_REGION_REPEAT:
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if(m_psrr) {vr.x = maxu; vr.z = vr.x + (minu + 1);}
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//else {vr.x = 0; vr.z = w;}
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break;
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default:
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__assume(0);
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}
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switch(wmt)
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{
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case CLAMP_REPEAT:
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v = wm[0];
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if(v.y == 0 && v.w != h) v.w = h; // FIXME
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vr.y = v.y;
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vr.w = v.w;
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break;
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case CLAMP_CLAMP:
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case CLAMP_REGION_CLAMP:
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v = wm[wmt];
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if(v.y > v.w) v.y = v.w;
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vr.y = v.y;
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vr.w = v.w;
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break;
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case CLAMP_REGION_REPEAT:
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if(m_psrr) {vr.y = maxv; vr.w = vr.y + (minv + 1);}
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//else {r.y = 0; r.w = w;}
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break;
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default:
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__assume(0);
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}
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r = vr;
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r.InflateRect(1, 1); // one more pixel because of bilinear filtering
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CSize bs = GSLocalMemory::m_psm[m_context->TEX0.PSM].bs;
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CSize bsm(bs.cx - 1, bs.cy - 1);
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r.left = max(r.left & ~bsm.cx, 0);
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r.right = min((r.right + bsm.cx) & ~bsm.cx, w);
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r.top = max(r.top & ~bsm.cy, 0);
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r.bottom = min((r.bottom + bsm.cy) & ~bsm.cy, h);
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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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bool GetOutput(int i, Texture& t)
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{
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = DISPFB[i]->Block();
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TEX0.TBW = DISPFB[i]->FBW;
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TEX0.PSM = DISPFB[i]->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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if(GSTextureCache<Device>::GSRenderTarget* rt = m_tc->GetRenderTarget(TEX0, m_width, m_height, 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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CString str;
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str.Format(_T("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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if(s_save) rt->m_texture.Save(str);
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}
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return true;
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}
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return false;
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}
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void InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, CRect r)
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{
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TRACE(_T("[%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, CRect r)
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{
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TRACE(_T("[%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))
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{
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return;
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}
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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<Device>::GSRenderTarget* rt = m_tc->GetRenderTarget(TEX0, m_width, m_height);
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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<Device>::GSDepthStencil* ds = m_tc->GetDepthStencil(TEX0, m_width, m_height);
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GSTextureCache<Device>::GSTexture* tex = NULL;
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if(PRIM->TME)
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{
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tex = m_tc->GetTexture();
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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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CString str;
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str.Format(_T("c:\\temp2\\_%05d_f%I64d_tex_%05x_%d_%d%d_%02x_%02x_%02x_%02x.dds"),
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s_n++, m_perfmon.GetFrame(), (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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if(PRIM->TME) if(s_save) tex->m_texture.Save(str, true);
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str.Format(_T("c:\\temp2\\_%05d_f%I64d_tpx_%05x_%d.dds"), s_n-1, m_perfmon.GetFrame(), context->TEX0.CBP, context->TEX0.CPSM);
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if(PRIM->TME && tex->m_palette) if(s_save) tex->m_palette.Save(str, true);
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str.Format(_T("c:\\temp2\\_%05d_f%I64d_rt0_%05x_%d.bmp"), s_n++, m_perfmon.GetFrame(), context->FRAME.Block(), context->FRAME.PSM);
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if(s_save) rt->m_texture.Save(str);
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str.Format(_T("c:\\temp2\\_%05d_f%I64d_rz0_%05x_%d.bmp"), s_n-1, m_perfmon.GetFrame(), context->ZBUF.Block(), context->ZBUF.PSM);
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if(s_savez) ds->m_texture.Save(str);
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// if(s_savez) m_dev.SaveToFileD32S8X24(ds->m_texture, str); // TODO
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// if(s_savez) m_dev.SaveToFileD24S8(ds->m_texture, str); // TODO
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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 ? &tex->m_texture : NULL))
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{
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return;
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}
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Draw(prim, rt->m_texture, ds->m_texture, tex);
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OverrideOutput();
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m_tc->InvalidateTextures(context->FRAME, context->ZBUF);
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if(s_dump)
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{
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CString str;
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str.Format(_T("c:\\temp2\\_%05d_f%I64d_rt1_%05x_%d.bmp"), s_n++, m_perfmon.GetFrame(), context->FRAME.Block(), context->FRAME.PSM);
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if(s_save) rt->m_texture.Save(str);
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str.Format(_T("c:\\temp2\\_%05d_f%I64d_rz1_%05x_%d.bmp"), s_n-1, m_perfmon.GetFrame(), context->ZBUF.Block(), context->ZBUF.PSM);
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if(s_savez) ds->m_texture.Save(str);
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// if(s_savez) m_dev.SaveToFileD32S8X24(ds->m_texture, str); // TODO
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}
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}
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virtual void Draw(int prim, Texture& rt, Texture& ds, typename GSTextureCache<Device>::GSTexture* tex) = 0;
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virtual bool OverrideInput(int& prim, Texture& rt, Texture& ds, Texture* 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 DWORD* 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 DWORD[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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DWORD* 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.CreateTexture(*t, 512, 512);
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t->Update(CRect(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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DWORD FBP = m_context->FRAME.Block();
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DWORD ZBP = m_context->ZBUF.Block();
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DWORD 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 tomoyo after, clannad (palette uploaded in a point list, pure genius...)
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if(m_game.title == CRC::TomoyoAfter || m_game.title == CRC::Clannad)
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{
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if(prim == GS_POINTLIST && !PRIM->TME)
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{
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DWORD bp = m_context->FRAME.Block();
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DWORD 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++)
|
|
{
|
|
m_vertices[i].a = m_vertices[i].a >= 0x80 ? 0xff : m_vertices[i].a * 2;
|
|
|
|
m_mem.WritePixel32(i & 7, i >> 3, m_vertices[i].c0, bp, bw);
|
|
}
|
|
|
|
m_mem.m_clut.Invalidate();
|
|
|
|
return false;
|
|
}
|
|
else if(m_count == 256)
|
|
{
|
|
for(int i = 0; i < 256; i++)
|
|
{
|
|
m_vertices[i].a = m_vertices[i].a >= 0x80 ? 0xff : m_vertices[i].a * 2;
|
|
|
|
m_mem.WritePixel32(i & 15, i >> 4, m_vertices[i].c0, bp, bw);
|
|
}
|
|
|
|
m_mem.m_clut.Invalidate();
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
return true;
|
|
}
|
|
|
|
virtual void OverrideOutput()
|
|
{
|
|
#pragma region dbzbt2 palette readback (cannot detect yet, when fetching the texture later)
|
|
|
|
if(m_game.title == CRC::DBZBT2)
|
|
{
|
|
DWORD FBP = m_context->FRAME.Block();
|
|
DWORD TBP0 = m_context->TEX0.TBP0;
|
|
|
|
if(PRIM->TME && (FBP == 0x03c00 && TBP0 == 0x03c80 || FBP == 0x03ac0 && TBP0 == 0x03b40))
|
|
{
|
|
GIFRegBITBLTBUF BITBLTBUF;
|
|
|
|
BITBLTBUF.SBP = FBP;
|
|
BITBLTBUF.SBW = 1;
|
|
BITBLTBUF.SPSM = PSM_PSMCT32;
|
|
|
|
InvalidateLocalMem(BITBLTBUF, CRect(0, 0, 64, 64));
|
|
}
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
#pragma region MajokkoALaMode2 palette readback
|
|
|
|
if(m_game.title == CRC::MajokkoALaMode2)
|
|
{
|
|
DWORD FBP = m_context->FRAME.Block();
|
|
|
|
if(!PRIM->TME && FBP == 0x03f40)
|
|
{
|
|
GIFRegBITBLTBUF BITBLTBUF;
|
|
|
|
BITBLTBUF.SBP = FBP;
|
|
BITBLTBUF.SBW = 1;
|
|
BITBLTBUF.SPSM = PSM_PSMCT32;
|
|
|
|
InvalidateLocalMem(BITBLTBUF, CRect(0, 0, 16, 16));
|
|
}
|
|
}
|
|
|
|
#pragma endregion
|
|
}
|
|
|
|
bool CanUpscale()
|
|
{
|
|
#pragma region dbzbt2 palette should stay 64 x 64
|
|
|
|
if(m_game.title == CRC::DBZBT2)
|
|
{
|
|
DWORD 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)
|
|
{
|
|
DWORD 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)
|
|
{
|
|
DWORD FBP = m_context->FRAME.Block();
|
|
|
|
if(FBP == 0x036e0 || FBP == 0x03560 || FBP == 0x038e0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
return __super::CanUpscale();
|
|
}
|
|
|
|
public:
|
|
GSRendererHW(BYTE* base, bool mt, void (*irq)(), int nloophack, const GSRendererSettings& rs, bool psrr)
|
|
: GSRendererT<Device, Vertex>(base, mt, irq, nloophack, rs, psrr)
|
|
, m_width(1024)
|
|
, m_height(1024)
|
|
, m_skip(0)
|
|
, m_reset(false)
|
|
{
|
|
if(!m_nativeres)
|
|
{
|
|
m_width = AfxGetApp()->GetProfileInt(_T("Settings"), _T("resx"), m_width);
|
|
m_height = AfxGetApp()->GetProfileInt(_T("Settings"), _T("resy"), m_height);
|
|
}
|
|
|
|
m_tc = new TextureCache(this);
|
|
}
|
|
|
|
virtual ~GSRendererHW()
|
|
{
|
|
delete m_tc;
|
|
}
|
|
|
|
void SetGameCRC(DWORD 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
|
|
}
|
|
}
|
|
};
|