mirror of https://github.com/PCSX2/pcsx2.git
753 lines
18 KiB
C++
753 lines
18 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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#include "GSFunctionMap.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_upscale_multiplier;
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int m_gamefix_skipdraw;
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int m_skip;
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bool m_reset;
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#pragma region hacks
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typedef bool (GSRendererHW::*OI_Ptr)(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
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typedef void (GSRendererHW::*OO_Ptr)();
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typedef bool (GSRendererHW::*CU_Ptr)();
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bool OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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static uint32* video = NULL;
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static int lines = 0;
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if(lines == 0)
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{
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if(m_vt.m_primclass == GS_LINE_CLASS && (m_count == 448 * 2 || m_count == 512 * 2))
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{
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lines = m_count / 2;
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}
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}
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else
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{
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if(m_vt.m_primclass == GS_POINT_CLASS)
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{
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if(m_count >= 16 * 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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int ox = m_context->XYOFFSET.OFX;
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int oy = m_context->XYOFFSET.OFY;
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for(int i = 0; i < m_count; i++)
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{
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int x = ((int)m_vertices[i].p.x - ox) >> 4;
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int y = ((int)m_vertices[i].p.y - oy) >> 4;
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// video[y * 448 + x] = m_vertices[i].c0;
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video[(y << 8) + (y << 7) + (y << 6) + x] = m_vertices[i].c0;
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}
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return false;
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}
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else
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{
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lines = 0;
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}
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}
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else if(m_vt.m_primclass == GS_LINE_CLASS)
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{
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if(m_count == lines * 2)
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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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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, lines), video, 448 * 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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m_count = 6;
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m_vt.Update(m_vertices, m_count, GS_TRIANGLE_CLASS);
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}
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else
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{
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lines = 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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bool OI_FFX(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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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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// random battle transition (z buffer written directly, clear it now)
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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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bool OI_MetalSlug6(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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// missing red channel fix
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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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m_vt.Update(m_vertices, m_count, m_vt.m_primclass);
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return true;
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}
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bool OI_GodOfWar2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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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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// z buffer clear
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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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bool OI_SimpsonsGame(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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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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bool OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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if(!PRIM->TME)
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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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if(FBP == 0x008c0 && ZBP == 0x01a40)
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{
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// frame buffer clear, atst = fail, afail = write z only, z buffer points to frame buffer
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = ZBP;
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TEX0.TBW = m_context->FRAME.FBW;
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TEX0.PSM = m_context->FRAME.PSM;
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if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true))
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{
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m_dev->ClearRenderTarget(rt->m_texture, 0);
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}
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return false;
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}
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else if(FBP == 0x00000 && m_context->ZBUF.Block() == 0x01180)
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{
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// z buffer clear, frame buffer now points to the z buffer (how can they be so clever?)
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GIFRegTEX0 TEX0;
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TEX0.TBP0 = FBP;
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TEX0.TBW = m_context->FRAME.FBW;
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TEX0.PSM = m_context->ZBUF.PSM;
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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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}
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return true;
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}
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bool OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
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{
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if(m_vt.m_primclass == GS_POINT_CLASS && !PRIM->TME)
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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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if(FBP >= 0x03f40 && (FBP & 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, FBP, FBW);
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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, FBP, FBW);
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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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void OO_DBZBT2()
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{
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// palette readback (cannot detect yet, when fetching the texture later)
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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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void OO_MajokkoALaMode2()
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{
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// palette readback
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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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bool CU_DBZBT2()
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{
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// palette should stay 64 x 64
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uint32 FBP = m_context->FRAME.Block();
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return FBP != 0x03c00 && FBP != 0x03ac0;
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}
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bool CU_MajokkoALaMode2()
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{
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// palette should stay 16 x 16
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uint32 FBP = m_context->FRAME.Block();
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return FBP != 0x03f40;
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}
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bool CU_TalesOfAbyss()
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{
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// full image blur and brightening
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uint32 FBP = m_context->FRAME.Block();
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return FBP != 0x036e0 && FBP != 0x03560 && FBP != 0x038e0;
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}
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class Hacks
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{
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template<class T> struct HackEntry
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{
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CRC::Title title;
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CRC::Region region;
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T func;
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struct HackEntry(CRC::Title t, CRC::Region r, T f)
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{
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title = t;
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region = r;
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func = f;
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}
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};
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template<class T> class FunctionMap : public GSFunctionMap<uint32, T>
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{
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list<HackEntry<T> >& m_tbl;
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T GetDefaultFunction(uint32 key)
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{
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CRC::Title title = (CRC::Title)(key & 0xffffff);
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CRC::Region region = (CRC::Region)(key >> 24);
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for(list<HackEntry<T> >::iterator i = m_tbl.begin(); i != m_tbl.end(); i++)
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{
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if(i->title == title && (i->region == CRC::RegionCount || i->region == region))
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{
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return i->func;
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}
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}
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return NULL;
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}
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public:
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FunctionMap(list<HackEntry<T> >& tbl) : m_tbl(tbl) {}
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};
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list<HackEntry<OI_Ptr> > m_oi_list;
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list<HackEntry<OO_Ptr> > m_oo_list;
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list<HackEntry<CU_Ptr> > m_cu_list;
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FunctionMap<OI_Ptr> m_oi_map;
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FunctionMap<OO_Ptr> m_oo_map;
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FunctionMap<CU_Ptr> m_cu_map;
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public:
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OI_Ptr m_oi;
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OO_Ptr m_oo;
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CU_Ptr m_cu;
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Hacks()
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: m_oi_map(m_oi_list)
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, m_oo_map(m_oo_list)
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, m_cu_map(m_cu_list)
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, m_oi(NULL)
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, m_oo(NULL)
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, m_cu(NULL)
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{
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFXII, CRC::EU, &GSRendererHW::OI_FFXII));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFX, CRC::RegionCount, &GSRendererHW::OI_FFX));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::MetalSlug6, CRC::RegionCount, &GSRendererHW::OI_MetalSlug6));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SimpsonsGame, CRC::RegionCount, &GSRendererHW::OI_SimpsonsGame));
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m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden));
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
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m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::CU_DBZBT2));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::CU_MajokkoALaMode2));
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m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::TalesOfAbyss, CRC::RegionCount, &GSRendererHW::CU_TalesOfAbyss));
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}
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void SetGame(const CRC::Game& game)
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{
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uint32 hash = (uint32)((game.region << 24) | game.title);
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m_oi = m_oi_map[hash];
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m_oo = m_oo_map[hash];
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m_cu = m_cu_map[hash];
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if(game.flags & CRC::PointListPalette)
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{
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ASSERT(m_oi == NULL);
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m_oi = &GSRendererHW::OI_PointListPalette;
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}
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}
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} m_hacks;
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#pragma endregion
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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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// IncAge() gets rid of "old" textures, but it's not really needed.
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// Doing it causes flickering on many game scene transitions.
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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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__super::ResetDevice();
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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))
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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 && s_n >= s_saven)
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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));
|
|
}
|
|
|
|
s_n++;
|
|
}
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
void InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
|
|
{
|
|
// 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);
|
|
|
|
m_tc->InvalidateVideoMem(m_mem.GetOffset(BITBLTBUF.DBP, BITBLTBUF.DBW, BITBLTBUF.DPSM), r);
|
|
}
|
|
|
|
void InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
|
|
{
|
|
// 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);
|
|
|
|
m_tc->InvalidateLocalMem(m_mem.GetOffset(BITBLTBUF.SBP, BITBLTBUF.SBW, BITBLTBUF.SPSM), r);
|
|
}
|
|
|
|
void Draw()
|
|
{
|
|
if(IsBadFrame(m_skip, m_gamefix_skipdraw)) return;
|
|
|
|
GSDrawingEnvironment& env = m_env;
|
|
GSDrawingContext* context = m_context;
|
|
|
|
GIFRegTEX0 TEX0;
|
|
|
|
TEX0.TBP0 = context->FRAME.Block();
|
|
TEX0.TBW = context->FRAME.FBW;
|
|
TEX0.PSM = context->FRAME.PSM;
|
|
|
|
GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true);
|
|
|
|
TEX0.TBP0 = context->ZBUF.Block();
|
|
TEX0.TBW = context->FRAME.FBW;
|
|
TEX0.PSM = context->ZBUF.PSM;
|
|
|
|
GSTextureCache::Target* ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, m_context->DepthWrite());
|
|
|
|
GSTextureCache::Source* tex = NULL;
|
|
|
|
if(PRIM->TME)
|
|
{
|
|
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
|
|
|
|
GSVector4i r;
|
|
|
|
GetTextureMinMax(r, IsLinear());
|
|
|
|
tex = m_tc->LookupSource(context->TEX0, env.TEXA, r);
|
|
|
|
if(!tex) return;
|
|
}
|
|
|
|
if(s_dump)
|
|
{
|
|
uint64 frame = m_perfmon.GetFrame();
|
|
|
|
string s;
|
|
|
|
if(s_save && s_n >= s_saven && tex)
|
|
{
|
|
s = format("c:\\temp2\\_%05d_f%I64d_tex_%05x_%d_%d%d_%02x_%02x_%02x_%02x.dds",
|
|
s_n, frame, (int)context->TEX0.TBP0, (int)context->TEX0.PSM,
|
|
(int)context->CLAMP.WMS, (int)context->CLAMP.WMT,
|
|
(int)context->CLAMP.MINU, (int)context->CLAMP.MAXU,
|
|
(int)context->CLAMP.MINV, (int)context->CLAMP.MAXV);
|
|
|
|
tex->m_texture->Save(s, true);
|
|
|
|
if(tex->m_palette)
|
|
{
|
|
s = format("c:\\temp2\\_%05d_f%I64d_tpx_%05x_%d.dds", s_n, frame, context->TEX0.CBP, context->TEX0.CPSM);
|
|
|
|
tex->m_palette->Save(s, true);
|
|
}
|
|
}
|
|
|
|
s_n++;
|
|
|
|
if(s_save && s_n >= s_saven)
|
|
{
|
|
s = format("c:\\temp2\\_%05d_f%I64d_rt0_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
|
|
|
|
rt->m_texture->Save(s);
|
|
}
|
|
|
|
if(s_savez && s_n >= s_saven)
|
|
{
|
|
s = format("c:\\temp2\\_%05d_f%I64d_rz0_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
|
|
|
|
ds->m_texture->Save(s);
|
|
}
|
|
|
|
s_n++;
|
|
}
|
|
|
|
if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt->m_texture, ds->m_texture, tex))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// skip alpha test if possible
|
|
|
|
GIFRegTEST TEST = context->TEST;
|
|
GIFRegFRAME FRAME = context->FRAME;
|
|
GIFRegZBUF ZBUF = context->ZBUF;
|
|
|
|
uint32 fm = context->FRAME.FBMSK;
|
|
uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
|
|
|
|
if(context->TEST.ATE && context->TEST.ATST != ATST_ALWAYS)
|
|
{
|
|
if(TryAlphaTest(fm, zm))
|
|
{
|
|
context->TEST.ATST = ATST_ALWAYS;
|
|
}
|
|
}
|
|
|
|
context->FRAME.FBMSK = fm;
|
|
context->ZBUF.ZMSK = zm != 0;
|
|
|
|
//
|
|
|
|
Draw(rt->m_texture, ds->m_texture, tex);
|
|
|
|
//
|
|
|
|
context->TEST = TEST;
|
|
context->FRAME = FRAME;
|
|
context->ZBUF = ZBUF;
|
|
|
|
//
|
|
|
|
GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
|
|
|
|
if(fm != 0xffffffff)
|
|
{
|
|
rt->m_valid = rt->m_valid.runion(r);
|
|
|
|
m_tc->InvalidateVideoMem(m_context->offset.fb, r, false);
|
|
}
|
|
|
|
if(zm != 0xffffffff)
|
|
{
|
|
ds->m_valid = ds->m_valid.runion(r);
|
|
|
|
m_tc->InvalidateVideoMem(m_context->offset.zb, r, false);
|
|
}
|
|
|
|
//
|
|
|
|
if(m_hacks.m_oo)
|
|
{
|
|
(this->*m_hacks.m_oo)();
|
|
}
|
|
|
|
if(s_dump)
|
|
{
|
|
uint64 frame = m_perfmon.GetFrame();
|
|
|
|
string s;
|
|
|
|
if(s_save && s_n >= s_saven)
|
|
{
|
|
s = format("c:\\temp2\\_%05d_f%I64d_rt1_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), context->FRAME.PSM);
|
|
|
|
rt->m_texture->Save(s);
|
|
}
|
|
|
|
if(s_savez && s_n >= s_saven)
|
|
{
|
|
s = format("c:\\temp2\\_%05d_f%I64d_rz1_%05x_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
|
|
|
|
ds->m_texture->Save(s);
|
|
}
|
|
|
|
s_n++;
|
|
}
|
|
}
|
|
|
|
virtual void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) = 0;
|
|
|
|
bool CanUpscale()
|
|
{
|
|
if(m_hacks.m_cu && !(this->*m_hacks.m_cu)())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return __super::CanUpscale();
|
|
}
|
|
|
|
public:
|
|
GSRendererHW(GSTextureCache* tc)
|
|
: GSRendererT<Vertex>()
|
|
, m_tc(tc)
|
|
, m_width(1024)
|
|
, m_height(1024)
|
|
, m_upscale_multiplier(1)
|
|
, m_skip(0)
|
|
, m_reset(false)
|
|
, m_gamefix_skipdraw (0)
|
|
{
|
|
if(!m_nativeres)
|
|
{
|
|
m_width = theApp.GetConfig("resx", m_width);
|
|
m_height = theApp.GetConfig("resy", m_height);
|
|
m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", m_upscale_multiplier);
|
|
if (m_upscale_multiplier > 4) m_upscale_multiplier = 1; //use the normal upscale math
|
|
if (m_upscale_multiplier > 1)
|
|
{
|
|
m_width = 1024 * m_upscale_multiplier;
|
|
m_height = 1024 * m_upscale_multiplier;
|
|
}
|
|
}
|
|
m_gamefix_skipdraw = theApp.GetConfig("gamefix_skipdraw", m_gamefix_skipdraw);
|
|
}
|
|
|
|
virtual ~GSRendererHW()
|
|
{
|
|
delete m_tc;
|
|
}
|
|
|
|
void SetGameCRC(uint32 crc, int options)
|
|
{
|
|
__super::SetGameCRC(crc, options);
|
|
|
|
m_hacks.SetGame(m_game);
|
|
|
|
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
|
|
}
|
|
}
|
|
};
|