mirror of https://github.com/PCSX2/pcsx2.git
1934 lines
58 KiB
C++
1934 lines
58 KiB
C++
/*
|
|
* Copyright (C) 2007-2009 Gabest
|
|
* http://www.gabest.org
|
|
*
|
|
* This Program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2, or (at your option)
|
|
* any later version.
|
|
*
|
|
* This Program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with GNU Make; see the file COPYING. If not, write to
|
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
*
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include "GSRendererHW.h"
|
|
|
|
GSRendererHW::GSRendererHW(GSTextureCache* tc)
|
|
: m_width(default_rt_size.x)
|
|
, m_height(default_rt_size.y)
|
|
, m_custom_width(1024)
|
|
, m_custom_height(1024)
|
|
, m_reset(false)
|
|
, m_upscale_multiplier(1)
|
|
, m_tc(tc)
|
|
, m_userhacks_tcoffset(false)
|
|
, m_userhacks_tcoffset_x(0)
|
|
, m_userhacks_tcoffset_y(0)
|
|
, m_channel_shuffle(false)
|
|
, m_lod(GSVector2i(0,0))
|
|
, m_src(nullptr)
|
|
, m_disable_ts_half_bottom(false)
|
|
{
|
|
m_mipmap = theApp.GetConfigI("mipmap_hw");
|
|
m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
|
|
m_large_framebuffer = theApp.GetConfigB("large_framebuffer");
|
|
m_accurate_date = theApp.GetConfigI("accurate_date");
|
|
m_disable_ts_half_bottom = theApp.GetConfigB("disable_ts_half_bottom");
|
|
|
|
if (theApp.GetConfigB("UserHacks")) {
|
|
m_userhacks_enabled_gs_mem_clear = !theApp.GetConfigB("UserHacks_Disable_Safe_Features");
|
|
m_userHacks_enabled_unscale_ptln = !theApp.GetConfigB("UserHacks_Disable_Safe_Features");
|
|
m_userhacks_align_sprite_X = theApp.GetConfigB("UserHacks_align_sprite_X");
|
|
m_userhacks_round_sprite_offset = theApp.GetConfigI("UserHacks_round_sprite_offset");
|
|
m_userHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset");
|
|
m_userHacks_merge_sprite = theApp.GetConfigB("UserHacks_merge_pp_sprite");
|
|
m_userhacks_tcoffset_x = theApp.GetConfigI("UserHacks_TCOffsetX") / -1000.0f;
|
|
m_userhacks_tcoffset_y = theApp.GetConfigI("UserHacks_TCOffsetY") / -1000.0f;
|
|
m_userhacks_tcoffset = m_userhacks_tcoffset_x < 0.0f || m_userhacks_tcoffset_y < 0.0f;
|
|
} else {
|
|
m_userhacks_enabled_gs_mem_clear = true;
|
|
m_userHacks_enabled_unscale_ptln = true;
|
|
m_userhacks_align_sprite_X = false;
|
|
m_userhacks_round_sprite_offset = 0;
|
|
m_userHacks_HPO = 0;
|
|
m_userHacks_merge_sprite = false;
|
|
}
|
|
|
|
if (!m_upscale_multiplier) { //Custom Resolution
|
|
m_custom_width = m_width = theApp.GetConfigI("resx");
|
|
m_custom_height = m_height = theApp.GetConfigI("resy");
|
|
}
|
|
|
|
if (m_upscale_multiplier == 1) { // hacks are only needed for upscaling issues.
|
|
m_userhacks_round_sprite_offset = 0;
|
|
m_userhacks_align_sprite_X = false;
|
|
m_userHacks_merge_sprite = false;
|
|
}
|
|
|
|
m_dump_root = root_hw;
|
|
}
|
|
|
|
void GSRendererHW::SetScaling()
|
|
{
|
|
if (!m_upscale_multiplier)
|
|
{
|
|
CustomResolutionScaling();
|
|
return;
|
|
}
|
|
|
|
GSVector2i crtc_size(GetDisplayRect().width(), GetDisplayRect().height());
|
|
|
|
// Details of (potential) perf impact of a big framebuffer
|
|
// 1/ extra memory
|
|
// 2/ texture cache framebuffer rescaling/copy
|
|
// 3/ upload of framebuffer (preload hack)
|
|
// 4/ framebuffer clear (color/depth/stencil)
|
|
// 5/ read back of the frambuffer
|
|
//
|
|
// With the solution
|
|
// 1/ Nothing to do.Except the texture cache bug (channel shuffle effect)
|
|
// most of the market is 1GB of VRAM (and soon 2GB)
|
|
// 2/ limit rescaling/copy to the valid data of the framebuffer
|
|
// 3/ ??? no solution so far
|
|
// 4a/ stencil can be limited to valid data.
|
|
// 4b/ is it useful to clear color? depth? (in any case, it ought to be few operation)
|
|
// 5/ limit the read to the valid data
|
|
|
|
// Framebuffer width is always a multiple of 64 so at certain cases it can't cover some weird width values.
|
|
// 480P , 576P use width as 720 which is not referencable by FBW * 64. so it produces 704 ( the closest value multiple by 64).
|
|
// In such cases, let's just use the CRTC width.
|
|
int fb_width = std::max({ (int)m_context->FRAME.FBW * 64, crtc_size.x , 512 });
|
|
// GS doesn't have a specific register for the FrameBuffer height. so we get the height
|
|
// from physical units of the display rectangle in case the game uses a heigher value of height.
|
|
//
|
|
// Gregory: the framebuffer must have enough room to draw
|
|
// * at least 2 frames such as FMV (see OI_BlitFMV)
|
|
// * high resolution game such as snowblind engine game
|
|
//
|
|
// Autodetection isn't a good idea because it will create flickering
|
|
// If memory consumption is an issue, there are 2 possibilities
|
|
// * 1/ Avoid to create hundreds of RT
|
|
// * 2/ Use sparse texture (requires recent HW)
|
|
//
|
|
// Avoid to alternate between 640x1280 and 1280x1024 on snow blind engine game
|
|
// int fb_height = (fb_width < 1024) ? 1280 : 1024;
|
|
//
|
|
// Until performance issue is properly fixed, let's keep an option to reduce the framebuffer size.
|
|
int fb_height = m_large_framebuffer ? 1280 :
|
|
(fb_width < 1024) ? std::max(512, crtc_size.y) : 1024;
|
|
|
|
int upscaled_fb_w = fb_width * m_upscale_multiplier;
|
|
int upscaled_fb_h = fb_height * m_upscale_multiplier;
|
|
bool good_rt_size = m_width >= upscaled_fb_w && m_height >= upscaled_fb_h;
|
|
|
|
// No need to resize for native/custom resolutions as default size will be enough for native and we manually get RT Buffer size for custom.
|
|
// don't resize until the display rectangle and register states are stabilized.
|
|
if ( m_upscale_multiplier <= 1 || good_rt_size)
|
|
return;
|
|
|
|
m_tc->RemovePartial();
|
|
m_width = upscaled_fb_w;
|
|
m_height = upscaled_fb_h;
|
|
printf("Frame buffer size set to %dx%d (%dx%d)\n", fb_width, fb_height , m_width, m_height);
|
|
}
|
|
|
|
void GSRendererHW::CustomResolutionScaling()
|
|
{
|
|
const int crtc_width = GetDisplayRect().width();
|
|
const int crtc_height = GetDisplayRect().height();
|
|
GSVector2 scaling_ratio;
|
|
scaling_ratio.x = std::ceil(static_cast<float>(m_custom_width) / crtc_width);
|
|
scaling_ratio.y = std::ceil(static_cast<float>(m_custom_height) / crtc_height);
|
|
|
|
// Avoid using a scissor value which is too high, developers can even leave the scissor to max (2047)
|
|
// at some cases when they don't want to limit the rendering size. Our assumption is that developers
|
|
// set the scissor to the actual data in the buffer. Let's use the scissoring value only at such cases
|
|
const int scissor_width = std::min(640, static_cast<int>(m_context->SCISSOR.SCAX1 - m_context->SCISSOR.SCAX0) + 1);
|
|
const int scissor_height = std::min(640, static_cast<int>(m_context->SCISSOR.SCAY1 - m_context->SCISSOR.SCAY0) + 1);
|
|
|
|
GSVector2i scissored_buffer_size;
|
|
//TODO: SCAX is not used yet, not sure if it's worth considering the horizontal scissor? dunno where it helps yet.
|
|
// the ICO testcase is there to show that vertical scissor is helpful on the double scan mode games.
|
|
scissored_buffer_size.x = std::max(crtc_width, scissor_width);
|
|
scissored_buffer_size.y = std::max(crtc_height, scissor_height);
|
|
|
|
// We also consider for potential scissor sizes which are around
|
|
// the size of the actual image data stored. (Helps ICO to properly scale to right size by help of the
|
|
// scissoring values) Display rectangle has a height of 256 but scissor has a height of 512 which seems to
|
|
// be the real buffer size. Not sure if the width one is needed, need to check it on some random data before enabling it.
|
|
// int framebuffer_width = static_cast<int>(std::round(scissored_buffer_size.x * scaling_ratio.x));
|
|
int framebuffer_height = static_cast<int>(std::round(scissored_buffer_size.y * scaling_ratio.y));
|
|
|
|
if (m_width >= m_custom_width && m_height >= framebuffer_height)
|
|
return;
|
|
|
|
m_tc->RemovePartial();
|
|
m_width = std::max(m_width, default_rt_size.x);
|
|
m_height = std::max(framebuffer_height, default_rt_size.y);
|
|
printf("Frame buffer size set to %dx%d (%dx%d)\n", scissored_buffer_size.x, scissored_buffer_size.y, m_width, m_height);
|
|
}
|
|
|
|
GSRendererHW::~GSRendererHW()
|
|
{
|
|
delete m_tc;
|
|
}
|
|
|
|
void GSRendererHW::SetGameCRC(uint32 crc, int options)
|
|
{
|
|
GSRenderer::SetGameCRC(crc, options);
|
|
|
|
m_hacks.SetGameCRC(m_game);
|
|
|
|
// Code for Automatic Mipmapping. Relies on game CRCs.
|
|
if (theApp.GetConfigT<HWMipmapLevel>("mipmap_hw") == HWMipmapLevel::Automatic)
|
|
{
|
|
switch (CRC::Lookup(crc).title)
|
|
{
|
|
case CRC::AceCombatZero:
|
|
case CRC::AceCombat4:
|
|
case CRC::AceCombat5:
|
|
case CRC::ApeEscape2:
|
|
case CRC::Barnyard:
|
|
case CRC::BrianLaraInternationalCricket:
|
|
case CRC::DarkCloud:
|
|
case CRC::DestroyAllHumans:
|
|
case CRC::DestroyAllHumans2:
|
|
case CRC::FIFA03:
|
|
case CRC::FIFA04:
|
|
case CRC::FIFA05:
|
|
case CRC::HarryPotterATCOS:
|
|
case CRC::HarryPotterATHBP:
|
|
case CRC::HarryPotterATPOA:
|
|
case CRC::HarryPotterOOTP:
|
|
// Disable Automatic mipmapping for Jak games for now, it seems to cause a hard crash.
|
|
// Issue https://github.com/PCSX2/pcsx2/issues/2916
|
|
// case CRC::Jak1:
|
|
// case CRC::Jak3:
|
|
case CRC::LegacyOfKainDefiance:
|
|
case CRC::NicktoonsUnite:
|
|
case CRC::RatchetAndClank:
|
|
case CRC::RatchetAndClank2:
|
|
case CRC::RatchetAndClank3:
|
|
case CRC::RatchetAndClank4:
|
|
case CRC::RatchetAndClank5:
|
|
case CRC::RickyPontingInternationalCricket:
|
|
case CRC::Quake3Revolution:
|
|
case CRC::Shox:
|
|
case CRC::SoulReaver2:
|
|
case CRC::TheIncredibleHulkUD:
|
|
case CRC::TombRaiderAnniversary:
|
|
case CRC::TribesAerialAssault:
|
|
case CRC::Whiplash:
|
|
m_mipmap = static_cast<int>(HWMipmapLevel::Basic);
|
|
break;
|
|
default:
|
|
m_mipmap = static_cast<int>(HWMipmapLevel::Off);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GSRendererHW::CanUpscale()
|
|
{
|
|
if(m_hacks.m_cu && !(this->*m_hacks.m_cu)())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return m_upscale_multiplier!=1 && m_regs->PMODE.EN != 0; // upscale ratio depends on the display size, with no output it may not be set correctly (ps2 logo to game transition)
|
|
}
|
|
|
|
int GSRendererHW::GetUpscaleMultiplier()
|
|
{
|
|
return m_upscale_multiplier;
|
|
}
|
|
|
|
GSVector2i GSRendererHW::GetCustomResolution()
|
|
{
|
|
return GSVector2i(m_custom_width, m_custom_height);
|
|
}
|
|
|
|
void GSRendererHW::Reset()
|
|
{
|
|
// TODO: GSreset can come from the main thread too => crash
|
|
// m_tc->RemoveAll();
|
|
|
|
m_reset = true;
|
|
|
|
GSRenderer::Reset();
|
|
}
|
|
|
|
void GSRendererHW::VSync(int field)
|
|
{
|
|
//Check if the frame buffer width or display width has changed
|
|
SetScaling();
|
|
|
|
if(m_reset)
|
|
{
|
|
m_tc->RemoveAll();
|
|
|
|
m_reset = false;
|
|
}
|
|
|
|
GSRenderer::VSync(field);
|
|
|
|
m_tc->IncAge();
|
|
|
|
m_tc->PrintMemoryUsage();
|
|
m_dev->PrintMemoryUsage();
|
|
|
|
m_skip = 0;
|
|
m_skip_offset = 0;
|
|
}
|
|
|
|
void GSRendererHW::ResetDevice()
|
|
{
|
|
m_tc->RemoveAll();
|
|
|
|
GSRenderer::ResetDevice();
|
|
}
|
|
|
|
GSTexture* GSRendererHW::GetOutput(int i, int& y_offset)
|
|
{
|
|
const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
|
|
|
|
GIFRegTEX0 TEX0;
|
|
|
|
TEX0.TBP0 = DISPFB.Block();
|
|
TEX0.TBW = DISPFB.FBW;
|
|
TEX0.PSM = DISPFB.PSM;
|
|
|
|
// TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM);
|
|
|
|
GSTexture* t = NULL;
|
|
|
|
if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GetFramebufferHeight()))
|
|
{
|
|
t = rt->m_texture;
|
|
|
|
int delta = TEX0.TBP0 - rt->m_TEX0.TBP0;
|
|
if (delta > 0 && DISPFB.FBW != 0) {
|
|
int pages = delta >> 5u;
|
|
int y_pages = pages / DISPFB.FBW;
|
|
y_offset = y_pages * GSLocalMemory::m_psm[DISPFB.PSM].pgs.y;
|
|
GL_CACHE("Frame y offset %d pixels, unit %d", y_offset, i);
|
|
}
|
|
|
|
#ifdef ENABLE_OGL_DEBUG
|
|
if(s_dump)
|
|
{
|
|
if(s_savef && s_n >= s_saven)
|
|
{
|
|
t->Save(m_dump_root + format("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, psm_str(TEX0.PSM)));
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
GSTexture* GSRendererHW::GetFeedbackOutput()
|
|
{
|
|
GIFRegTEX0 TEX0;
|
|
|
|
TEX0.TBP0 = m_regs->EXTBUF.EXBP;
|
|
TEX0.TBW = m_regs->EXTBUF.EXBW;
|
|
TEX0.PSM = m_regs->DISP[m_regs->EXTBUF.FBIN & 1].DISPFB.PSM;
|
|
|
|
GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, /*GetFrameRect(i).bottom*/0);
|
|
|
|
GSTexture* t = rt->m_texture;
|
|
|
|
#ifdef ENABLE_OGL_DEBUG
|
|
if(s_dump && s_savef && s_n >= s_saven)
|
|
t->Save(m_dump_root + format("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, m_perfmon.GetFrame(), 3, (int)TEX0.TBP0, psm_str(TEX0.PSM)));
|
|
#endif
|
|
|
|
return t;
|
|
}
|
|
|
|
void GSRendererHW::Lines2Sprites()
|
|
{
|
|
ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS);
|
|
|
|
// each sprite converted to quad needs twice the space
|
|
|
|
while (m_vertex.tail * 2 > m_vertex.maxcount)
|
|
{
|
|
GrowVertexBuffer();
|
|
}
|
|
|
|
// assume vertices are tightly packed and sequentially indexed (it should be the case)
|
|
|
|
if (m_vertex.next >= 2)
|
|
{
|
|
size_t count = m_vertex.next;
|
|
|
|
int i = (int)count * 2 - 4;
|
|
GSVertex* s = &m_vertex.buff[count - 2];
|
|
GSVertex* q = &m_vertex.buff[count * 2 - 4];
|
|
uint32* RESTRICT index = &m_index.buff[count * 3 - 6];
|
|
|
|
for (; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6)
|
|
{
|
|
GSVertex v0 = s[0];
|
|
GSVertex v1 = s[1];
|
|
|
|
v0.RGBAQ = v1.RGBAQ;
|
|
v0.XYZ.Z = v1.XYZ.Z;
|
|
v0.FOG = v1.FOG;
|
|
|
|
if (PRIM->TME && !PRIM->FST) {
|
|
GSVector4 st0 = GSVector4::loadl(&v0.ST.u64);
|
|
GSVector4 st1 = GSVector4::loadl(&v1.ST.u64);
|
|
GSVector4 Q = GSVector4(v1.RGBAQ.Q, v1.RGBAQ.Q, v1.RGBAQ.Q, v1.RGBAQ.Q);
|
|
GSVector4 st = st0.upld(st1) / Q;
|
|
|
|
GSVector4::storel(&v0.ST.u64, st);
|
|
GSVector4::storeh(&v1.ST.u64, st);
|
|
|
|
v0.RGBAQ.Q = 1.0f;
|
|
v1.RGBAQ.Q = 1.0f;
|
|
}
|
|
|
|
q[0] = v0;
|
|
q[3] = v1;
|
|
|
|
// swap x, s, u
|
|
|
|
uint16 x = v0.XYZ.X;
|
|
v0.XYZ.X = v1.XYZ.X;
|
|
v1.XYZ.X = x;
|
|
|
|
float s = v0.ST.S;
|
|
v0.ST.S = v1.ST.S;
|
|
v1.ST.S = s;
|
|
|
|
uint16 u = v0.U;
|
|
v0.U = v1.U;
|
|
v1.U = u;
|
|
|
|
q[1] = v0;
|
|
q[2] = v1;
|
|
|
|
index[0] = i + 0;
|
|
index[1] = i + 1;
|
|
index[2] = i + 2;
|
|
index[3] = i + 1;
|
|
index[4] = i + 2;
|
|
index[5] = i + 3;
|
|
}
|
|
|
|
m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
|
|
m_index.tail = count * 3;
|
|
}
|
|
}
|
|
|
|
// Fix the vertex position/tex_coordinate from 16 bits color to 32 bits color
|
|
void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba)
|
|
{
|
|
size_t count = m_vertex.next;
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
const GIFRegXYOFFSET& o = m_context->XYOFFSET;
|
|
|
|
// vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors
|
|
int pos = (v[0].XYZ.X - o.OFX) & 0xFF;
|
|
write_ba = (pos > 112 && pos < 136);
|
|
|
|
// Read texture is 8 to 16 pixels (same as above)
|
|
float tw = (float)(1u << m_context->TEX0.TW);
|
|
int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S);
|
|
tex_pos &= 0xFF;
|
|
read_ba = (tex_pos > 112 && tex_pos < 144);
|
|
|
|
// Here's the idea
|
|
// TS effect is 16 bits but we emulate it on a 32 bits format
|
|
// Normally this means we need to divide size by 2.
|
|
//
|
|
// Some games do two TS effects on each half of the buffer.
|
|
// This makes a mess for us in the TC because we end up with two targets
|
|
// when we only want one, thus half screen bug.
|
|
//
|
|
// 32bits emulation means we can do the effect once but double the size.
|
|
// Test cases: Crash Twinsantiy and DBZ BT3
|
|
int height_delta = m_src->m_valid_rect.height() - m_r.height();
|
|
// Test Case: NFS: HP2 splits the effect h:256 and h:192 so 64
|
|
bool half_bottom = abs(height_delta) <= 64 && !m_disable_ts_half_bottom;
|
|
|
|
if (PRIM->FST) {
|
|
GL_INS("First vertex is P: %d => %d T: %d => %d", v[0].XYZ.X, v[1].XYZ.X, v[0].U, v[1].U);
|
|
|
|
for(size_t i = 0; i < count; i += 2) {
|
|
if (write_ba)
|
|
v[i].XYZ.X -= 128u;
|
|
else
|
|
v[i+1].XYZ.X += 128u;
|
|
|
|
if (read_ba)
|
|
v[i].U -= 128u;
|
|
else
|
|
v[i+1].U += 128u;
|
|
|
|
if (!half_bottom){
|
|
// Height is too big (2x).
|
|
int tex_offset = v[i].V & 0xF;
|
|
GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset);
|
|
|
|
GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i + 1].XYZ.Y, v[i + 1].V);
|
|
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
|
|
|
|
v[i].XYZ.Y = (uint16)tmp.x;
|
|
v[i].V = (uint16)tmp.y;
|
|
v[i + 1].XYZ.Y = (uint16)tmp.z;
|
|
v[i + 1].V = (uint16)tmp.w;
|
|
}
|
|
}
|
|
} else {
|
|
const float offset_8pix = 8.0f / tw;
|
|
GL_INS("First vertex is P: %d => %d T: %f => %f (offset %f)", v[0].XYZ.X, v[1].XYZ.X, v[0].ST.S, v[1].ST.S, offset_8pix);
|
|
|
|
for(size_t i = 0; i < count; i += 2) {
|
|
if (write_ba)
|
|
v[i].XYZ.X -= 128u;
|
|
else
|
|
v[i+1].XYZ.X += 128u;
|
|
|
|
if (read_ba)
|
|
v[i].ST.S -= offset_8pix;
|
|
else
|
|
v[i+1].ST.S += offset_8pix;
|
|
|
|
if (!half_bottom) {
|
|
// Height is too big (2x).
|
|
GSVector4i offset(o.OFY, o.OFY);
|
|
|
|
GSVector4i tmp(v[i].XYZ.Y, v[i + 1].XYZ.Y);
|
|
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
|
|
|
|
//fprintf(stderr, "Before %d, After %d\n", v[i+1].XYZ.Y, tmp.y);
|
|
v[i].XYZ.Y = (uint16)tmp.x;
|
|
v[i].ST.T /= 2.0f;
|
|
v[i + 1].XYZ.Y = (uint16)tmp.y;
|
|
v[i + 1].ST.T /= 2.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update vertex trace too. Avoid issue to compute bounding box
|
|
if (write_ba)
|
|
m_vt.m_min.p.x -= 8.0f;
|
|
else
|
|
m_vt.m_max.p.x += 8.0f;
|
|
|
|
if (!half_bottom) {
|
|
float delta_Y = m_vt.m_max.p.y - m_vt.m_min.p.y;
|
|
m_vt.m_max.p.y -= delta_Y / 2.0f;
|
|
}
|
|
|
|
if (read_ba)
|
|
m_vt.m_min.t.x -= 8.0f;
|
|
else
|
|
m_vt.m_max.t.x += 8.0f;
|
|
|
|
if (!half_bottom) {
|
|
float delta_T = m_vt.m_max.t.y - m_vt.m_min.t.y;
|
|
m_vt.m_max.t.y -= delta_T / 2.0f;
|
|
}
|
|
}
|
|
|
|
GSVector4 GSRendererHW::RealignTargetTextureCoordinate(const GSTextureCache::Source* tex)
|
|
{
|
|
if (m_userHacks_HPO <= 1 || GetUpscaleMultiplier() == 1) return GSVector4(0.0f);
|
|
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
const GSVector2& scale = tex->m_texture->GetScale();
|
|
bool linear = m_vt.IsRealLinear();
|
|
int t_position = v[0].U;
|
|
GSVector4 half_offset(0.0f);
|
|
|
|
// FIXME Let's start with something wrong same mess on X and Y
|
|
// FIXME Maybe it will be enough to check linear
|
|
|
|
if (PRIM->FST) {
|
|
|
|
if (m_userHacks_HPO == 3) {
|
|
if (!linear && t_position == 8) {
|
|
half_offset.x = 8;
|
|
half_offset.y = 8;
|
|
} else if (linear && t_position == 16) {
|
|
half_offset.x = 16;
|
|
half_offset.y = 16;
|
|
} else if (m_vt.m_min.p.x == -0.5f) {
|
|
half_offset.x = 8;
|
|
half_offset.y = 8;
|
|
}
|
|
} else {
|
|
if (!linear && t_position == 8) {
|
|
half_offset.x = 8 - 8 / scale.x;
|
|
half_offset.y = 8 - 8 / scale.y;
|
|
} else if (linear && t_position == 16) {
|
|
half_offset.x = 16 - 16 / scale.x;
|
|
half_offset.y = 16 - 16 / scale.y;
|
|
} else if (m_vt.m_min.p.x == -0.5f) {
|
|
half_offset.x = 8;
|
|
half_offset.y = 8;
|
|
}
|
|
}
|
|
|
|
GL_INS("offset detected %f,%f t_pos %d (linear %d, scale %f)",
|
|
half_offset.x, half_offset.y, t_position, linear, scale.x);
|
|
|
|
} else if (m_vt.m_eq.q) {
|
|
float tw = (float)(1 << m_context->TEX0.TW);
|
|
float th = (float)(1 << m_context->TEX0.TH);
|
|
float q = v[0].RGBAQ.Q;
|
|
|
|
// Tales of Abyss
|
|
half_offset.x = 0.5f * q / tw;
|
|
half_offset.y = 0.5f * q / th;
|
|
|
|
GL_INS("ST offset detected %f,%f (linear %d, scale %f)",
|
|
half_offset.x, half_offset.y, linear, scale.x);
|
|
|
|
}
|
|
|
|
return half_offset;
|
|
}
|
|
|
|
GSVector4i GSRendererHW::ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize)
|
|
{
|
|
GSVector4 scale = GSVector4(rtscale.x, rtscale.y);
|
|
GSVector4 offset = GSVector4(-1.0f, 1.0f); // Round value
|
|
GSVector4 box = m_vt.m_min.p.xyxy(m_vt.m_max.p) + offset.xxyy();
|
|
return GSVector4i(box * scale.xyxy()).rintersect(GSVector4i(0, 0, rtsize.x, rtsize.y));
|
|
}
|
|
|
|
void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
|
{
|
|
// Upscaling hack to avoid various line/grid issues
|
|
if (m_userHacks_merge_sprite && tex && tex->m_target && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
|
|
if (PRIM->FST && GSLocalMemory::m_psm[tex->m_TEX0.PSM].fmt < 2 && ((m_vt.m_eq.value & 0xCFFFF) == 0xCFFFF)) {
|
|
|
|
// Ideally the hack ought to be enabled in a true paving mode only. I don't know how to do it accurately
|
|
// neither in a fast way. So instead let's just take the hypothesis that all sprites must have the same
|
|
// size.
|
|
// Tested on Tekken 5.
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
bool is_paving = true;
|
|
// SSE optimization: shuffle m[1] to have (4*32 bits) X, Y, U, V
|
|
int first_dpX = v[1].XYZ.X - v[0].XYZ.X;
|
|
int first_dpU = v[1].U - v[0].U;
|
|
for (size_t i = 0; i < m_vertex.next; i += 2) {
|
|
int dpX = v[i + 1].XYZ.X - v[i].XYZ.X;
|
|
int dpU = v[i + 1].U - v[i].U;
|
|
if (dpX != first_dpX || dpU != first_dpU) {
|
|
is_paving = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p;
|
|
GSVector4 delta_t = m_vt.m_max.t - m_vt.m_min.t;
|
|
bool is_blit = PrimitiveOverlap() == PRIM_OVERLAP_NO;
|
|
GL_INS("PP SAMPLER: Dp %f %f Dt %f %f. Is blit %d, is paving %d, count %d", delta_p.x, delta_p.y, delta_t.x, delta_t.y, is_blit, is_paving, m_vertex.tail);
|
|
#endif
|
|
|
|
if (is_paving) {
|
|
// Replace all sprite with a single fullscreen sprite.
|
|
GSVertex* s = &m_vertex.buff[0];
|
|
|
|
s[0].XYZ.X = static_cast<uint16>((16.0f * m_vt.m_min.p.x) + m_context->XYOFFSET.OFX);
|
|
s[1].XYZ.X = static_cast<uint16>((16.0f * m_vt.m_max.p.x) + m_context->XYOFFSET.OFX);
|
|
s[0].XYZ.Y = static_cast<uint16>((16.0f * m_vt.m_min.p.y) + m_context->XYOFFSET.OFY);
|
|
s[1].XYZ.Y = static_cast<uint16>((16.0f * m_vt.m_max.p.y) + m_context->XYOFFSET.OFY);
|
|
|
|
s[0].U = static_cast<uint16>(16.0f * m_vt.m_min.t.x);
|
|
s[0].V = static_cast<uint16>(16.0f * m_vt.m_min.t.y);
|
|
s[1].U = static_cast<uint16>(16.0f * m_vt.m_max.t.x);
|
|
s[1].V = static_cast<uint16>(16.0f * m_vt.m_max.t.y);
|
|
|
|
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
|
m_index.tail = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GSRendererHW::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 GSRendererHW::InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool clut)
|
|
{
|
|
// 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);
|
|
|
|
if(clut) return; // FIXME
|
|
|
|
m_tc->InvalidateLocalMem(m_mem.GetOffset(BITBLTBUF.SBP, BITBLTBUF.SBW, BITBLTBUF.SPSM), r);
|
|
}
|
|
|
|
uint16 GSRendererHW::Interpolate_UV(float alpha, int t0, int t1)
|
|
{
|
|
float t = (1.0f - alpha) * t0 + alpha * t1;
|
|
return (uint16)t & ~0xF; // cheap rounding
|
|
}
|
|
|
|
float GSRendererHW::alpha0(int L, int X0, int X1)
|
|
{
|
|
int x = (X0 + 15) & ~0xF; // Round up
|
|
return float(x - X0) / (float)L;
|
|
}
|
|
|
|
float GSRendererHW::alpha1(int L, int X0, int X1)
|
|
{
|
|
int x = (X1 - 1) & ~0xF; // Round down. Note -1 because right pixel isn't included in primitive so 0x100 must return 0.
|
|
return float(x - X0) / (float)L;
|
|
}
|
|
|
|
template <bool linear>
|
|
void GSRendererHW::RoundSpriteOffset()
|
|
{
|
|
//#define DEBUG_U
|
|
//#define DEBUG_V
|
|
#if defined(DEBUG_V) || defined(DEBUG_U)
|
|
bool debug = linear;
|
|
#endif
|
|
size_t count = m_vertex.next;
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
|
|
for(size_t i = 0; i < count; i += 2) {
|
|
// Performance note: if it had any impact on perf, someone would port it to SSE (AKA GSVector)
|
|
|
|
// Compute the coordinate of first and last texels (in native with a linear filtering)
|
|
int ox = m_context->XYOFFSET.OFX;
|
|
int X0 = v[i].XYZ.X - ox;
|
|
int X1 = v[i+1].XYZ.X - ox;
|
|
int Lx = (v[i+1].XYZ.X - v[i].XYZ.X);
|
|
float ax0 = alpha0(Lx, X0, X1);
|
|
float ax1 = alpha1(Lx, X0, X1);
|
|
uint16 tx0 = Interpolate_UV(ax0, v[i].U, v[i+1].U);
|
|
uint16 tx1 = Interpolate_UV(ax1, v[i].U, v[i+1].U);
|
|
#ifdef DEBUG_U
|
|
if (debug) {
|
|
fprintf(stderr, "u0:%d and u1:%d\n", v[i].U, v[i+1].U);
|
|
fprintf(stderr, "a0:%f and a1:%f\n", ax0, ax1);
|
|
fprintf(stderr, "t0:%d and t1:%d\n", tx0, tx1);
|
|
}
|
|
#endif
|
|
|
|
int oy = m_context->XYOFFSET.OFY;
|
|
int Y0 = v[i].XYZ.Y - oy;
|
|
int Y1 = v[i+1].XYZ.Y - oy;
|
|
int Ly = (v[i+1].XYZ.Y - v[i].XYZ.Y);
|
|
float ay0 = alpha0(Ly, Y0, Y1);
|
|
float ay1 = alpha1(Ly, Y0, Y1);
|
|
uint16 ty0 = Interpolate_UV(ay0, v[i].V, v[i+1].V);
|
|
uint16 ty1 = Interpolate_UV(ay1, v[i].V, v[i+1].V);
|
|
#ifdef DEBUG_V
|
|
if (debug) {
|
|
fprintf(stderr, "v0:%d and v1:%d\n", v[i].V, v[i+1].V);
|
|
fprintf(stderr, "a0:%f and a1:%f\n", ay0, ay1);
|
|
fprintf(stderr, "t0:%d and t1:%d\n", ty0, ty1);
|
|
}
|
|
#endif
|
|
|
|
#ifdef DEBUG_U
|
|
if (debug)
|
|
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].U, v[i+1].U);
|
|
#endif
|
|
#ifdef DEBUG_V
|
|
if (debug)
|
|
fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].V, v[i+1].V);
|
|
#endif
|
|
|
|
#if 1
|
|
// Use rounded value of the newly computed texture coordinate. It ensures
|
|
// that sampling will remains inside texture boundary
|
|
//
|
|
// Note for bilinear: by definition it will never work correctly! A sligh modification
|
|
// of interpolation migth trigger a discard (with alpha testing)
|
|
// Let's use something simple that correct really bad case (for a couple of 2D games).
|
|
// I hope it won't create too much glitches.
|
|
if (linear) {
|
|
int Lu = v[i+1].U - v[i].U;
|
|
// Note 32 is based on taisho-mononoke
|
|
if ((Lu > 0) && (Lu <= (Lx+32))) {
|
|
v[i+1].U -= 8;
|
|
}
|
|
} else {
|
|
if (tx0 <= tx1) {
|
|
v[i].U = tx0;
|
|
v[i+1].U = tx1 + 16;
|
|
} else {
|
|
v[i].U = tx0 + 15;
|
|
v[i+1].U = tx1;
|
|
}
|
|
}
|
|
#endif
|
|
#if 1
|
|
if (linear) {
|
|
int Lv = v[i+1].V - v[i].V;
|
|
if ((Lv > 0) && (Lv <= (Ly+32))) {
|
|
v[i+1].V -= 8;
|
|
}
|
|
} else {
|
|
if (ty0 <= ty1) {
|
|
v[i].V = ty0;
|
|
v[i+1].V = ty1 + 16;
|
|
} else {
|
|
v[i].V = ty0 + 15;
|
|
v[i+1].V = ty1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef DEBUG_U
|
|
if (debug)
|
|
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].U, v[i+1].U);
|
|
#endif
|
|
#ifdef DEBUG_V
|
|
if (debug)
|
|
fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].V, v[i+1].V);
|
|
#endif
|
|
|
|
}
|
|
}
|
|
|
|
void GSRendererHW::Draw()
|
|
{
|
|
if(m_dev->IsLost() || IsBadFrame()) {
|
|
GL_INS("Warning skipping a draw call (%d)", s_n);
|
|
return;
|
|
}
|
|
GL_PUSH("HW Draw %d", s_n);
|
|
|
|
GSDrawingEnvironment& env = m_env;
|
|
GSDrawingContext* context = m_context;
|
|
const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
|
|
|
|
// Fix TEX0 size
|
|
if(PRIM->TME && !IsMipMapActive())
|
|
m_context->ComputeFixedTEX0(m_vt.m_min.t.xyxy(m_vt.m_max.t), m_vt.IsLinear());
|
|
|
|
// skip alpha test if possible
|
|
// Note: do it first so we know if frame/depth writes are masked
|
|
|
|
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;
|
|
|
|
// Note required to compute TryAlphaTest below. So do it now.
|
|
if (PRIM->TME && tex_psm.pal > 0)
|
|
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
|
|
|
|
// Test if we can optimize Alpha Test as a NOP
|
|
context->TEST.ATE = context->TEST.ATE && !GSRenderer::TryAlphaTest(fm, zm);
|
|
|
|
context->FRAME.FBMSK = fm;
|
|
context->ZBUF.ZMSK = zm != 0;
|
|
|
|
// It is allowed to use the depth and rt at the same location. However at least 1 must
|
|
// be disabled. Or the written value must be the same on both channels.
|
|
// 1/ GoW uses a Cd blending on a 24 bits buffer (no alpha)
|
|
// 2/ SuperMan really draws (0,0,0,0) color and a (0) 32-bits depth
|
|
// 3/ 50cents really draws (0,0,0,128) color and a (0) 24 bits depth
|
|
// Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0
|
|
const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1));
|
|
const bool no_ds = !no_rt && (
|
|
// Depth is always pass/fail (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer => a depth/stencil buffer)
|
|
(zm != 0 && m_context->TEST.ZTST <= ZTST_ALWAYS && !m_context->TEST.DATE) ||
|
|
// Depth will be written through the RT
|
|
(context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && zm == 0 && fm == 0 && context->TEST.ZTE)
|
|
);
|
|
|
|
const bool draw_sprite_tex = PRIM->TME && (m_vt.m_primclass == GS_SPRITE_CLASS);
|
|
const GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p;
|
|
bool single_page = (delta_p.x <= 64.0f) && (delta_p.y <= 64.0f);
|
|
|
|
if (m_channel_shuffle) {
|
|
m_channel_shuffle = draw_sprite_tex && (m_context->TEX0.PSM == PSM_PSMT8) && single_page;
|
|
if (m_channel_shuffle) {
|
|
GL_CACHE("Channel shuffle effect detected SKIP");
|
|
return;
|
|
}
|
|
} else if (draw_sprite_tex && m_context->FRAME.Block() == m_context->TEX0.TBP0) {
|
|
// Special post-processing effect
|
|
if ((m_context->TEX0.PSM == PSM_PSMT8) && single_page) {
|
|
GL_INS("Channel shuffle effect detected");
|
|
m_channel_shuffle = true;
|
|
} else {
|
|
GL_DBG("Special post-processing effect not supported");
|
|
m_channel_shuffle = false;
|
|
}
|
|
} else {
|
|
m_channel_shuffle = false;
|
|
}
|
|
|
|
GIFRegTEX0 TEX0;
|
|
|
|
TEX0.TBP0 = context->FRAME.Block();
|
|
TEX0.TBW = context->FRAME.FBW;
|
|
TEX0.PSM = context->FRAME.PSM;
|
|
|
|
GSTextureCache::Target* rt = NULL;
|
|
GSTexture* rt_tex = NULL;
|
|
if (!no_rt) {
|
|
rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true, fm);
|
|
rt_tex = rt->m_texture;
|
|
}
|
|
|
|
TEX0.TBP0 = context->ZBUF.Block();
|
|
TEX0.TBW = context->FRAME.FBW;
|
|
TEX0.PSM = context->ZBUF.PSM;
|
|
|
|
GSTextureCache::Target* ds = NULL;
|
|
GSTexture* ds_tex = NULL;
|
|
if (!no_ds) {
|
|
ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, context->DepthWrite());
|
|
ds_tex = ds->m_texture;
|
|
}
|
|
|
|
m_src = nullptr;
|
|
m_texture_shuffle = false;
|
|
|
|
if(PRIM->TME)
|
|
{
|
|
GIFRegCLAMP MIP_CLAMP = context->CLAMP;
|
|
int mxl = std::min<int>((int)m_context->TEX1.MXL, 6);
|
|
m_lod = GSVector2i(0, 0);
|
|
|
|
// Code from the SW renderer
|
|
if (IsMipMapActive()) {
|
|
int interpolation = (context->TEX1.MMIN & 1) + 1; // 1: round, 2: tri
|
|
|
|
int k = (m_context->TEX1.K + 8) >> 4;
|
|
int lcm = m_context->TEX1.LCM;
|
|
|
|
if ((int)m_vt.m_lod.x >= mxl) {
|
|
k = mxl; // set lod to max level
|
|
lcm = 1; // constant lod
|
|
}
|
|
|
|
if (PRIM->FST) {
|
|
ASSERT(lcm == 1);
|
|
ASSERT(((m_vt.m_min.t.uph(m_vt.m_max.t) == GSVector4::zero()).mask() & 3) == 3); // ratchet and clank (menu)
|
|
|
|
lcm = 1;
|
|
}
|
|
|
|
if (lcm == 1) {
|
|
m_lod.x = std::max<int>(k, 0);
|
|
m_lod.y = m_lod.x;
|
|
} else {
|
|
// Not constant but who care !
|
|
if (interpolation == 2) {
|
|
// Mipmap Linear. Both layers are sampled, only take the big one
|
|
m_lod.x = std::max<int>((int)floor(m_vt.m_lod.x), 0);
|
|
} else {
|
|
// On GS lod is a fixed float number 7:4 (4 bit for the frac part)
|
|
#if 0
|
|
m_lod.x = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
|
|
#else
|
|
// Same as above with a bigger margin on rounding
|
|
// The goal is to avoid 1 undrawn pixels around the edge which trigger the load of the big
|
|
// layer.
|
|
if (ceil(m_vt.m_lod.x) < m_vt.m_lod.y)
|
|
m_lod.x = std::max<int>((int)round(m_vt.m_lod.x + 0.0625 + 0.01), 0);
|
|
else
|
|
m_lod.x = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
|
|
#endif
|
|
}
|
|
|
|
m_lod.y = std::max<int>((int)ceil(m_vt.m_lod.y), 0);
|
|
}
|
|
|
|
m_lod.x = std::min<int>(m_lod.x, mxl);
|
|
m_lod.y = std::min<int>(m_lod.y, mxl);
|
|
|
|
TEX0 = GetTex0Layer(m_lod.x);
|
|
|
|
MIP_CLAMP.MINU >>= m_lod.x;
|
|
MIP_CLAMP.MINV >>= m_lod.x;
|
|
MIP_CLAMP.MAXU >>= m_lod.x;
|
|
MIP_CLAMP.MAXV >>= m_lod.x;
|
|
|
|
for (int i = 0; i < m_lod.x; i++) {
|
|
m_vt.m_min.t *= 0.5f;
|
|
m_vt.m_max.t *= 0.5f;
|
|
}
|
|
|
|
GL_CACHE("Mipmap LOD %d %d (%f %f) new size %dx%d (K %d L %u)", m_lod.x, m_lod.y, m_vt.m_lod.x, m_vt.m_lod.y, 1 << TEX0.TW, 1 << TEX0.TH, m_context->TEX1.K, m_context->TEX1.L);
|
|
} else {
|
|
TEX0 = GetTex0Layer(0);
|
|
}
|
|
|
|
m_context->offset.tex = m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
|
|
|
|
GSVector4i r;
|
|
|
|
GetTextureMinMax(r, TEX0, MIP_CLAMP, m_vt.IsLinear());
|
|
|
|
m_src = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, r) : m_tc->LookupSource(TEX0, env.TEXA, r);
|
|
|
|
// Round 2
|
|
if (IsMipMapActive() && m_mipmap == 2 && !tex_psm.depth) {
|
|
// Upload remaining texture layers
|
|
GSVector4 tmin = m_vt.m_min.t;
|
|
GSVector4 tmax = m_vt.m_max.t;
|
|
|
|
for (int layer = m_lod.x + 1; layer <= m_lod.y; layer++) {
|
|
const GIFRegTEX0& MIP_TEX0 = GetTex0Layer(layer);
|
|
|
|
m_context->offset.tex = m_mem.GetOffset(MIP_TEX0.TBP0, MIP_TEX0.TBW, MIP_TEX0.PSM);
|
|
|
|
MIP_CLAMP.MINU >>= 1;
|
|
MIP_CLAMP.MINV >>= 1;
|
|
MIP_CLAMP.MAXU >>= 1;
|
|
MIP_CLAMP.MAXV >>= 1;
|
|
|
|
m_vt.m_min.t *= 0.5f;
|
|
m_vt.m_max.t *= 0.5f;
|
|
|
|
GetTextureMinMax(r, MIP_TEX0, MIP_CLAMP, m_vt.IsLinear());
|
|
|
|
m_src->UpdateLayer(MIP_TEX0, r, layer - m_lod.x);
|
|
}
|
|
|
|
m_vt.m_min.t = tmin;
|
|
m_vt.m_max.t = tmax;
|
|
}
|
|
|
|
// Hypothesis: texture shuffle is used as a postprocessing effect so texture will be an old target.
|
|
// Initially code also tested the RT but it gives too much false-positive
|
|
//
|
|
// Both input and output are 16 bits and texture was initially 32 bits!
|
|
m_texture_shuffle = (GSLocalMemory::m_psm[context->FRAME.PSM].bpp == 16) && (tex_psm.bpp == 16)
|
|
&& draw_sprite_tex && m_src->m_32_bits_fmt;
|
|
|
|
// Shadow_of_memories_Shadow_Flickering (Okami mustn't call this code)
|
|
if (m_texture_shuffle && m_vertex.next < 3 && PRIM->FST && (m_context->FRAME.FBMSK == 0)) {
|
|
// Avious dubious call to m_texture_shuffle on 16 bits games
|
|
// The pattern is severals column of 8 pixels. A single sprite
|
|
// smell fishy but a big sprite is wrong.
|
|
|
|
// Tomb Raider Angel of Darkness relies on this behavior to produce a fog effect.
|
|
// In this case, the address of the framebuffer and texture are the same.
|
|
// The game will take RG => BA and then the BA => RG of next pixels.
|
|
// However, only RG => BA needs to be emulated because RG isn't used.
|
|
GL_INS("WARNING: Possible misdetection of a texture shuffle effect");
|
|
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
m_texture_shuffle = ((v[1].U - v[0].U) < 256) || m_context->FRAME.Block() == m_context->TEX0.TBP0;
|
|
}
|
|
|
|
// Texture shuffle is not yet supported with strange clamp mode
|
|
ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
|
|
|
|
if (m_src->m_target && m_context->TEX0.PSM == PSM_PSMT8 && single_page && draw_sprite_tex) {
|
|
GL_INS("Channel shuffle effect detected (2nd shot)");
|
|
m_channel_shuffle = true;
|
|
} else {
|
|
m_channel_shuffle = false;
|
|
}
|
|
}
|
|
if (rt) {
|
|
// Be sure texture shuffle detection is properly propagated
|
|
// Otherwise set or clear the flag (Code in texture cache only set the flag)
|
|
// Note: it is important to clear the flag when RT is used as a real 16 bits target.
|
|
rt->m_32_bits_fmt = m_texture_shuffle || (GSLocalMemory::m_psm[context->FRAME.PSM].bpp != 16);
|
|
}
|
|
|
|
if(s_dump)
|
|
{
|
|
uint64 frame = m_perfmon.GetFrame();
|
|
|
|
std::string s;
|
|
|
|
if (s_n >= s_saven) {
|
|
// Dump Register state
|
|
s = format("%05d_context.txt", s_n);
|
|
|
|
m_env.Dump(m_dump_root+s);
|
|
m_context->Dump(m_dump_root+s);
|
|
}
|
|
|
|
if(s_savet && s_n >= s_saven && m_src)
|
|
{
|
|
s = format("%05d_f%lld_itex_%05x_%s_%d%d_%02x_%02x_%02x_%02x.dds",
|
|
s_n, frame, (int)context->TEX0.TBP0, psm_str(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);
|
|
|
|
m_src->m_texture->Save(m_dump_root+s);
|
|
|
|
if(m_src->m_palette)
|
|
{
|
|
s = format("%05d_f%lld_itpx_%05x_%s.dds", s_n, frame, context->TEX0.CBP, psm_str(context->TEX0.CPSM));
|
|
|
|
m_src->m_palette->Save(m_dump_root+s);
|
|
}
|
|
}
|
|
|
|
if(s_save && s_n >= s_saven)
|
|
{
|
|
s = format("%05d_f%lld_rt0_%05x_%s.bmp", s_n, frame, context->FRAME.Block(), psm_str(context->FRAME.PSM));
|
|
|
|
if (rt)
|
|
rt->m_texture->Save(m_dump_root+s);
|
|
}
|
|
|
|
if(s_savez && s_n >= s_saven)
|
|
{
|
|
s = format("%05d_f%lld_rz0_%05x_%s.bmp", s_n, frame, context->ZBUF.Block(), psm_str(context->ZBUF.PSM));
|
|
|
|
if (ds_tex)
|
|
ds_tex->Save(m_dump_root+s);
|
|
}
|
|
|
|
}
|
|
|
|
// The rectangle of the draw
|
|
m_r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(context->scissor.in));
|
|
|
|
if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt_tex, ds_tex, m_src))
|
|
{
|
|
GL_INS("Warning skipping a draw call (%d)", s_n);
|
|
return;
|
|
}
|
|
|
|
if (!OI_BlitFMV(rt, m_src, m_r)) {
|
|
GL_INS("Warning skipping a draw call (%d)", s_n);
|
|
return;
|
|
}
|
|
|
|
if (m_userhacks_enabled_gs_mem_clear) {
|
|
// Constant Direct Write without texture/test/blending (aka a GS mem clear)
|
|
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME // Direct write
|
|
&& (!PRIM->ABE || m_context->ALPHA.IsOpaque()) // No transparency
|
|
&& (m_context->FRAME.FBMSK == 0) // no color mask
|
|
&& !m_context->TEST.ATE // no alpha test
|
|
&& (!m_context->TEST.ZTE || m_context->TEST.ZTST == ZTST_ALWAYS) // no depth test
|
|
&& (m_vt.m_eq.rgba == 0xFFFF) // constant color write
|
|
&& m_r.x == 0 && m_r.y == 0) { // Likely full buffer write
|
|
|
|
OI_GsMemClear();
|
|
|
|
OI_DoubleHalfClear(rt_tex, ds_tex);
|
|
}
|
|
}
|
|
|
|
// A couple of hack to avoid upscaling issue. So far it seems to impacts mostly sprite
|
|
// Note: first hack corrects both position and texture coordinate
|
|
// Note: second hack corrects only the texture coordinate
|
|
if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
|
|
size_t count = m_vertex.next;
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
|
|
// Hack to avoid vertical black line in various games (ace combat/tekken)
|
|
if (m_userhacks_align_sprite_X) {
|
|
// Note for performance reason I do the check only once on the first
|
|
// primitive
|
|
int win_position = v[1].XYZ.X - context->XYOFFSET.OFX;
|
|
const bool unaligned_position = ((win_position & 0xF) == 8);
|
|
const bool unaligned_texture = ((v[1].U & 0xF) == 0) && PRIM->FST; // I'm not sure this check is useful
|
|
const bool hole_in_vertex = (count < 4) || (v[1].XYZ.X != v[2].XYZ.X);
|
|
if (hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST)) {
|
|
// Normaly vertex are aligned on full pixels and texture in half
|
|
// pixels. Let's extend the coverage of an half-pixel to avoid
|
|
// hole after upscaling
|
|
for(size_t i = 0; i < count; i += 2) {
|
|
v[i+1].XYZ.X += 8;
|
|
// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
|
|
if (unaligned_texture)
|
|
v[i+1].U += 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Noting to do if no texture is sampled
|
|
if (PRIM->FST && draw_sprite_tex) {
|
|
if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
|
|
if (m_vt.IsLinear())
|
|
RoundSpriteOffset<true>();
|
|
else
|
|
RoundSpriteOffset<false>();
|
|
}
|
|
} else {
|
|
; // vertical line in Yakuza (note check m_userhacks_align_sprite_X behavior)
|
|
}
|
|
}
|
|
|
|
//
|
|
|
|
DrawPrims(rt_tex, ds_tex, m_src);
|
|
|
|
//
|
|
|
|
context->TEST = TEST;
|
|
context->FRAME = FRAME;
|
|
context->ZBUF = ZBUF;
|
|
|
|
//
|
|
|
|
// Help to detect rendering outside of the framebuffer
|
|
#if _DEBUG
|
|
if (m_upscale_multiplier * m_r.z > m_width) {
|
|
GL_INS("ERROR: RT width is too small only %d but require %d", m_width, m_upscale_multiplier * m_r.z);
|
|
}
|
|
if (m_upscale_multiplier * m_r.w > m_height) {
|
|
GL_INS("ERROR: RT height is too small only %d but require %d", m_height, m_upscale_multiplier * m_r.w);
|
|
}
|
|
#endif
|
|
|
|
if(fm != 0xffffffff && rt)
|
|
{
|
|
//rt->m_valid = rt->m_valid.runion(r);
|
|
rt->UpdateValidity(m_r);
|
|
|
|
m_tc->InvalidateVideoMem(context->offset.fb, m_r, false);
|
|
|
|
m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->FRAME.Block());
|
|
}
|
|
|
|
if(zm != 0xffffffff && ds)
|
|
{
|
|
//ds->m_valid = ds->m_valid.runion(r);
|
|
ds->UpdateValidity(m_r);
|
|
|
|
m_tc->InvalidateVideoMem(context->offset.zb, m_r, false);
|
|
|
|
m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->ZBUF.Block());
|
|
}
|
|
|
|
//
|
|
|
|
if(m_hacks.m_oo)
|
|
{
|
|
(this->*m_hacks.m_oo)();
|
|
}
|
|
|
|
if(s_dump)
|
|
{
|
|
uint64 frame = m_perfmon.GetFrame();
|
|
|
|
std::string s;
|
|
|
|
if(s_save && s_n >= s_saven)
|
|
{
|
|
s = format("%05d_f%lld_rt1_%05x_%s.bmp", s_n, frame, context->FRAME.Block(), psm_str(context->FRAME.PSM));
|
|
|
|
if (rt)
|
|
rt->m_texture->Save(m_dump_root+s);
|
|
}
|
|
|
|
if(s_savez && s_n >= s_saven)
|
|
{
|
|
s = format("%05d_f%lld_rz1_%05x_%s.bmp", s_n, frame, context->ZBUF.Block(), psm_str(context->ZBUF.PSM));
|
|
|
|
if (ds_tex)
|
|
ds_tex->Save(m_dump_root+s);
|
|
}
|
|
|
|
if(s_savel > 0 && (s_n - s_saven) > s_savel)
|
|
{
|
|
s_dump = 0;
|
|
}
|
|
}
|
|
|
|
#ifdef DISABLE_HW_TEXTURE_CACHE
|
|
|
|
if (rt)
|
|
m_tc->Read(rt, r);
|
|
|
|
#endif
|
|
}
|
|
|
|
// hacks
|
|
|
|
GSRendererHW::Hacks::Hacks()
|
|
: m_oi_map(m_oi_list)
|
|
, m_oo_map(m_oo_list)
|
|
, m_cu_map(m_cu_list)
|
|
, m_oi(NULL)
|
|
, m_oo(NULL)
|
|
, m_cu(NULL)
|
|
{
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFXII, CRC::EU, &GSRendererHW::OI_FFXII));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::FFX, CRC::RegionCount, &GSRendererHW::OI_FFX));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::MetalSlug6, CRC::RegionCount, &GSRendererHW::OI_MetalSlug6));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::StarWarsForceUnleashed, CRC::RegionCount, &GSRendererHW::OI_StarWarsForceUnleashed));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SuperManReturns, CRC::RegionCount, &GSRendererHW::OI_SuperManReturns));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ArTonelico2, CRC::RegionCount, &GSRendererHW::OI_ArTonelico2));
|
|
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::ItadakiStreet, CRC::RegionCount, &GSRendererHW::OI_ItadakiStreet));
|
|
|
|
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OO_DBZBT2));
|
|
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2));
|
|
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::Jak2, CRC::RegionCount, &GSRendererHW::OO_JakGames));
|
|
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::Jak3, CRC::RegionCount, &GSRendererHW::OO_JakGames));
|
|
m_oo_list.push_back(HackEntry<OO_Ptr>(CRC::JakX, CRC::RegionCount, &GSRendererHW::OO_JakGames));
|
|
|
|
m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::CU_DBZBT2));
|
|
m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::CU_MajokkoALaMode2));
|
|
m_cu_list.push_back(HackEntry<CU_Ptr>(CRC::TalesOfAbyss, CRC::RegionCount, &GSRendererHW::CU_TalesOfAbyss));
|
|
}
|
|
|
|
void GSRendererHW::Hacks::SetGameCRC(const CRC::Game& game)
|
|
{
|
|
uint32 hash = (uint32)((game.region << 24) | game.title);
|
|
|
|
m_oi = m_oi_map[hash];
|
|
m_oo = m_oo_map[hash];
|
|
m_cu = m_cu_map[hash];
|
|
|
|
if (game.flags & CRC::PointListPalette) {
|
|
ASSERT(m_oi == NULL);
|
|
|
|
m_oi = &GSRendererHW::OI_PointListPalette;
|
|
}
|
|
}
|
|
|
|
// Trick to do a fast clear on the GS
|
|
// Set frame buffer pointer on the start of the buffer. Set depth buffer pointer on the half buffer
|
|
// FB + depth write will fill the full buffer.
|
|
void GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds)
|
|
{
|
|
// Note gs mem clear must be tested before calling this function
|
|
|
|
// Limit further to unmask Z write
|
|
if (!m_context->ZBUF.ZMSK && rt && ds) {
|
|
const GSVertex* v = &m_vertex.buff[0];
|
|
const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
|
|
//const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM];
|
|
|
|
// Z and color must be constant and the same
|
|
if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0])
|
|
return;
|
|
|
|
// Format doesn't have the same size. It smells fishy (xmen...)
|
|
//if (frame_psm.trbpp != depth_psm.trbpp)
|
|
// return;
|
|
|
|
// Size of the current draw
|
|
uint32 w_pages = static_cast<uint32>(roundf(m_vt.m_max.p.x / frame_psm.pgs.x));
|
|
uint32 h_pages = static_cast<uint32>(roundf(m_vt.m_max.p.y / frame_psm.pgs.y));
|
|
uint32 written_pages = w_pages * h_pages;
|
|
|
|
// Frame and depth pointer can be inverted
|
|
uint32 base;
|
|
uint32 half;
|
|
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
|
|
base = m_context->ZBUF.ZBP;
|
|
half = m_context->FRAME.FBP;
|
|
} else {
|
|
base = m_context->FRAME.FBP;
|
|
half = m_context->ZBUF.ZBP;
|
|
}
|
|
|
|
// If both buffers are side by side we can expect a fast clear in on-going
|
|
if (half <= (base + written_pages)) {
|
|
uint32 color = v[1].RGBAQ.u32[0];
|
|
bool clear_depth = (m_context->FRAME.FBP > m_context->ZBUF.ZBP);
|
|
|
|
GL_INS("OI_DoubleHalfClear:%s: base %x half %x. w_pages %d h_pages %d fbw %d. Color %x",
|
|
clear_depth ? "depth" : "target", base << 5, half << 5, w_pages, h_pages, m_context->FRAME.FBW, color);
|
|
|
|
// Commit texture with a factor 2 on the height
|
|
GSTexture* t = clear_depth ? ds : rt;
|
|
GSVector4i commitRect = ComputeBoundingBox(t->GetScale(), t->GetSize());
|
|
t->CommitRegion(GSVector2i(commitRect.z, 2 * commitRect.w));
|
|
|
|
if (clear_depth) {
|
|
// Only pure clear are supported for depth
|
|
ASSERT(color == 0);
|
|
m_dev->ClearDepth(t);
|
|
} else {
|
|
m_dev->ClearRenderTarget(t, color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Note: hack is safe, but it could impact the perf a little (normally games do only a couple of clear by frame)
|
|
void GSRendererHW::OI_GsMemClear()
|
|
{
|
|
// Note gs mem clear must be tested before calling this function
|
|
|
|
// Limit it further to a full screen 0 write
|
|
if ((m_vertex.next == 2) && m_vt.m_min.c.eq(GSVector4i(0))) {
|
|
GSOffset* off = m_context->offset.fb;
|
|
GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
|
|
// Limit the hack to a single fullscreen clear. Some games might use severals column to clear a screen
|
|
// but hopefully it will be enough.
|
|
if (r.width() <= 128 || r.height() <= 128)
|
|
return;
|
|
|
|
GL_INS("OI_GsMemClear (%d,%d => %d,%d)", r.x, r.y, r.z, r.w);
|
|
int format = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
|
|
|
|
// FIXME: loop can likely be optimized with AVX/SSE. Pixels aren't
|
|
// linear but the value will be done for all pixels of a block.
|
|
// FIXME: maybe we could limit the write to the top and bottom row page.
|
|
if (format == 0) {
|
|
// Based on WritePixel32
|
|
for(int y = r.top; y < r.bottom; y++)
|
|
{
|
|
uint32* RESTRICT d = &m_mem.m_vm32[off->pixel.row[y]];
|
|
int* RESTRICT col = off->pixel.col[0];
|
|
|
|
for(int x = r.left; x < r.right; x++)
|
|
{
|
|
d[col[x]] = 0; // Here the constant color
|
|
}
|
|
}
|
|
} else if (format == 1) {
|
|
// Based on WritePixel24
|
|
for(int y = r.top; y < r.bottom; y++)
|
|
{
|
|
uint32* RESTRICT d = &m_mem.m_vm32[off->pixel.row[y]];
|
|
int* RESTRICT col = off->pixel.col[0];
|
|
|
|
for(int x = r.left; x < r.right; x++)
|
|
{
|
|
d[col[x]] &= 0xff000000; // Clear the color
|
|
}
|
|
}
|
|
} else if (format == 2) {
|
|
; // Hack is used for FMV which are likely 24/32 bits. Let's keep the for reference
|
|
#if 0
|
|
// Based on WritePixel16
|
|
for(int y = r.top; y < r.bottom; y++)
|
|
{
|
|
uint32* RESTRICT d = &m_mem.m_vm16[off->pixel.row[y]];
|
|
int* RESTRICT col = off->pixel.col[0];
|
|
|
|
for(int x = r.left; x < r.right; x++)
|
|
{
|
|
d[col[x]] = 0; // Here the constant color
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Source* tex, const GSVector4i& r_draw)
|
|
{
|
|
if (r_draw.w > 1024 && (m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex.next == 2) && PRIM->TME && !PRIM->ABE && tex && !tex->m_target && m_context->TEX0.TBW > 0) {
|
|
GL_PUSH("OI_BlitFMV");
|
|
|
|
GL_INS("OI_BlitFMV");
|
|
|
|
// The draw is done past the RT at the location of the texture. To avoid various upscaling mess
|
|
// We will blit the data from the top to the bottom of the texture manually.
|
|
|
|
// Expected memory representation
|
|
// -----------------------------------------------------------------
|
|
// RT (2 half frame)
|
|
// -----------------------------------------------------------------
|
|
// Top of Texture (full height frame)
|
|
//
|
|
// Bottom of Texture (half height frame, will be the copy of Top texture after the draw)
|
|
// -----------------------------------------------------------------
|
|
|
|
// sRect is the top of texture
|
|
int tw = (int)(1 << m_context->TEX0.TW);
|
|
int th = (int)(1 << m_context->TEX0.TH);
|
|
GSVector4 sRect;
|
|
sRect.x = m_vt.m_min.t.x / tw;
|
|
sRect.y = m_vt.m_min.t.y / th;
|
|
sRect.z = m_vt.m_max.t.x / tw;
|
|
sRect.w = m_vt.m_max.t.y / th;
|
|
|
|
// Compute the Bottom of texture rectangle
|
|
ASSERT(m_context->TEX0.TBP0 > m_context->FRAME.Block());
|
|
int offset = (m_context->TEX0.TBP0 - m_context->FRAME.Block()) / m_context->TEX0.TBW;
|
|
GSVector4i r_texture(r_draw);
|
|
r_texture.y -= offset;
|
|
r_texture.w -= offset;
|
|
|
|
GSVector4 dRect(r_texture);
|
|
|
|
// Do the blit. With a Copy mess to avoid issue with limited API (dx)
|
|
// m_dev->StretchRect(tex->m_texture, sRect, tex->m_texture, dRect);
|
|
GSVector4i r_full(0, 0, tw, th);
|
|
if (GSTexture* rt = m_dev->CreateRenderTarget(tw, th)) {
|
|
m_dev->CopyRect(tex->m_texture, rt, r_full);
|
|
|
|
m_dev->StretchRect(tex->m_texture, sRect, rt, dRect);
|
|
|
|
m_dev->CopyRect(rt, tex->m_texture, r_full);
|
|
|
|
m_dev->Recycle(rt);
|
|
}
|
|
|
|
// Copy back the texture into the GS mem. I don't know why but it will be
|
|
// reuploaded again later
|
|
m_tc->Read(tex, r_texture);
|
|
|
|
m_tc->InvalidateVideoMemSubTarget(_rt);
|
|
|
|
return false; // skip current draw
|
|
}
|
|
|
|
// Nothing to see keep going
|
|
return true;
|
|
}
|
|
|
|
// OI (others input?/implementation?) hacks replace current draw call
|
|
|
|
bool GSRendererHW::OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
static uint32* video = NULL;
|
|
static size_t lines = 0;
|
|
|
|
if(lines == 0)
|
|
{
|
|
if(m_vt.m_primclass == GS_LINE_CLASS && (m_vertex.next == 448 * 2 || m_vertex.next == 512 * 2))
|
|
{
|
|
lines = m_vertex.next / 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(m_vt.m_primclass == GS_POINT_CLASS)
|
|
{
|
|
if(m_vertex.next >= 16 * 512)
|
|
{
|
|
// incoming pixels are stored in columns, one column is 16x512, total res 448x512 or 448x454
|
|
|
|
if(!video) video = new uint32[512 * 512];
|
|
|
|
int ox = m_context->XYOFFSET.OFX - 8;
|
|
int oy = m_context->XYOFFSET.OFY - 8;
|
|
|
|
const GSVertex* RESTRICT v = m_vertex.buff;
|
|
|
|
for(int i = (int)m_vertex.next; i > 0; i--, v++)
|
|
{
|
|
int x = (v->XYZ.X - ox) >> 4;
|
|
int y = (v->XYZ.Y - oy) >> 4;
|
|
|
|
if (x < 0 || x >= 448 || y < 0 || y >= (int)lines) return false; // le sigh
|
|
|
|
video[(y << 8) + (y << 7) + (y << 6) + x] = v->RGBAQ.u32[0];
|
|
}
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
lines = 0;
|
|
}
|
|
}
|
|
else if(m_vt.m_primclass == GS_LINE_CLASS)
|
|
{
|
|
if(m_vertex.next == lines * 2)
|
|
{
|
|
// normally, this step would copy the video onto screen with 512 texture mapped horizontal lines,
|
|
// but we use the stored video data to create a new texture, and replace the lines with two triangles
|
|
|
|
m_dev->Recycle(t->m_texture);
|
|
|
|
t->m_texture = m_dev->CreateTexture(512, 512);
|
|
|
|
t->m_texture->Update(GSVector4i(0, 0, 448, lines), video, 448 * 4);
|
|
|
|
m_vertex.buff[2] = m_vertex.buff[m_vertex.next - 2];
|
|
m_vertex.buff[3] = m_vertex.buff[m_vertex.next - 1];
|
|
|
|
m_index.buff[0] = 0;
|
|
m_index.buff[1] = 1;
|
|
m_index.buff[2] = 2;
|
|
m_index.buff[3] = 1;
|
|
m_index.buff[4] = 2;
|
|
m_index.buff[5] = 3;
|
|
|
|
m_vertex.head = m_vertex.tail = m_vertex.next = 4;
|
|
m_index.tail = 6;
|
|
|
|
m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GS_TRIANGLE_CLASS);
|
|
}
|
|
else
|
|
{
|
|
lines = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_FFX(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
uint32 ZBP = m_context->ZBUF.Block();
|
|
uint32 TBP = m_context->TEX0.TBP0;
|
|
|
|
if((FBP == 0x00d00 || FBP == 0x00000) && ZBP == 0x02100 && PRIM->TME && TBP == 0x01a00 && m_context->TEX0.PSM == PSM_PSMCT16S)
|
|
{
|
|
// random battle transition (z buffer written directly, clear it now)
|
|
if(ds)
|
|
ds->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearDepth(ds);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_MetalSlug6(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
// missing red channel fix (looks alright in pcsx2 r5000+)
|
|
|
|
GSVertex* RESTRICT v = m_vertex.buff;
|
|
|
|
for(int i = (int)m_vertex.next; i > 0; i--, v++)
|
|
{
|
|
uint32 c = v->RGBAQ.u32[0];
|
|
|
|
uint32 r = (c >> 0) & 0xff;
|
|
uint32 g = (c >> 8) & 0xff;
|
|
uint32 b = (c >> 16) & 0xff;
|
|
|
|
if(r == 0 && g != 0 && b != 0)
|
|
{
|
|
v->RGBAQ.u32[0] = (c & 0xffffff00) | ((g + b + 1) >> 1);
|
|
}
|
|
}
|
|
|
|
m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, m_vt.m_primclass);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
if(!PRIM->TME)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
uint32 ZBP = m_context->ZBUF.Block();
|
|
|
|
if(FBP == 0x008c0 && ZBP == 0x01a40)
|
|
{
|
|
// frame buffer clear, atst = fail, afail = write z only, z buffer points to frame buffer
|
|
|
|
GIFRegTEX0 TEX0;
|
|
|
|
TEX0.TBP0 = ZBP;
|
|
TEX0.TBW = m_context->FRAME.FBW;
|
|
TEX0.PSM = m_context->FRAME.PSM;
|
|
|
|
if(GSTextureCache::Target* tmp_rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true))
|
|
{
|
|
tmp_rt->m_texture->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearRenderTarget(tmp_rt->m_texture, 0);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
else if(FBP == 0x00000 && m_context->ZBUF.Block() == 0x01180)
|
|
{
|
|
// z buffer clear, frame buffer now points to the z buffer (how can they be so clever?)
|
|
|
|
GIFRegTEX0 TEX0;
|
|
|
|
TEX0.TBP0 = FBP;
|
|
TEX0.TBW = m_context->FRAME.FBW;
|
|
TEX0.PSM = m_context->ZBUF.PSM;
|
|
|
|
if(GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
|
|
{
|
|
tmp_ds->m_texture->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearDepth(tmp_ds->m_texture);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
uint32 FPSM = m_context->FRAME.PSM;
|
|
|
|
if(!PRIM->TME)
|
|
{
|
|
if(FPSM == PSM_PSMCT24 && FBP == 0x2bc0)
|
|
{
|
|
if(ds)
|
|
ds->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearDepth(ds);
|
|
|
|
return false;
|
|
}
|
|
}
|
|
else if(PRIM->TME)
|
|
{
|
|
if((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_max.p.z == 0))
|
|
{
|
|
if(ds)
|
|
ds->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearDepth(ds);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
if(m_vt.m_primclass == GS_POINT_CLASS && !PRIM->TME)
|
|
{
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
uint32 FBW = m_context->FRAME.FBW;
|
|
|
|
if(FBP >= 0x03f40 && (FBP & 0x1f) == 0)
|
|
{
|
|
if(m_vertex.next == 16)
|
|
{
|
|
GSVertex* RESTRICT v = m_vertex.buff;
|
|
|
|
for(int i = 0; i < 16; i++, v++)
|
|
{
|
|
uint32 c = v->RGBAQ.u32[0];
|
|
uint32 a = c >> 24;
|
|
|
|
c = (a >= 0x80 ? 0xff000000 : (a << 25)) | (c & 0x00ffffff);
|
|
|
|
v->RGBAQ.u32[0] = c;
|
|
|
|
m_mem.WritePixel32(i & 7, i >> 3, c, FBP, FBW);
|
|
}
|
|
|
|
m_mem.m_clut.Invalidate();
|
|
|
|
return false;
|
|
}
|
|
else if(m_vertex.next == 256)
|
|
{
|
|
GSVertex* RESTRICT v = m_vertex.buff;
|
|
|
|
for(int i = 0; i < 256; i++, v++)
|
|
{
|
|
uint32 c = v->RGBAQ.u32[0];
|
|
uint32 a = c >> 24;
|
|
|
|
c = (a >= 0x80 ? 0xff000000 : (a << 25)) | (c & 0x00ffffff);
|
|
|
|
v->RGBAQ.u32[0] = c;
|
|
|
|
m_mem.WritePixel32(i & 15, i >> 4, c, FBP, FBW);
|
|
}
|
|
|
|
m_mem.m_clut.Invalidate();
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
// Instead to use a fullscreen rectangle they use a 32 pixels, 4096 pixels with a FBW of 1.
|
|
// Technically the FB wrap/overlap on itself...
|
|
GSDrawingContext* ctx = m_context;
|
|
#ifndef NDEBUG
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
#endif
|
|
|
|
if (!(ctx->FRAME.FBP == ctx->ZBUF.ZBP && !PRIM->TME && !ctx->ZBUF.ZMSK && !ctx->FRAME.FBMSK && m_vt.m_eq.rgba == 0xFFFF))
|
|
return true;
|
|
|
|
// Please kill those crazy devs!
|
|
ASSERT(m_vertex.next == 2);
|
|
ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS);
|
|
ASSERT((v->RGBAQ.A << 24 | v->RGBAQ.B << 16 | v->RGBAQ.G << 8 | v->RGBAQ.R) == (int)v->XYZ.Z);
|
|
|
|
// Do a direct write
|
|
if(rt)
|
|
rt->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c));
|
|
|
|
m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block());
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GSRendererHW::OI_ArTonelico2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
// world map clipping
|
|
//
|
|
// The bad draw call is a sprite rendering to clear the z buffer
|
|
|
|
/*
|
|
Depth buffer description
|
|
* width is 10 pages
|
|
* texture/scissor size is 640x448
|
|
* depth is 16 bits so it writes 70 (10w * 7h) pages of data.
|
|
|
|
following draw calls will use the buffer as 6 pages width with a scissor
|
|
test of 384x672. So the above texture can be seen as a
|
|
|
|
* texture width: 6 pages * 64 pixels/page = 384
|
|
* texture height: 70/6 pages * 64 pixels/page =746
|
|
|
|
So as you can see the GS issue a write of 640x448 but actually it
|
|
expects to clean a 384x746 area. Ideally the fix will transform the
|
|
buffer to adapt the page width properly.
|
|
*/
|
|
|
|
GSVertex* v = &m_vertex.buff[0];
|
|
|
|
if (m_vertex.next == 2 && !PRIM->TME && m_context->FRAME.FBW == 10 && v->XYZ.Z == 0 && m_context->TEST.ZTST == ZTST_ALWAYS) {
|
|
GL_INS("OI_ArTonelico2");
|
|
if(ds)
|
|
ds->Commit(); // Don't bother to save few MB for a single game
|
|
m_dev->ClearDepth(ds);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRendererHW::OI_ItadakiStreet(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
|
{
|
|
if (m_context->TEST.ATST == ATST_NOTEQUAL && m_context->TEST.AREF == 0) {
|
|
// It is also broken on the SW renderer. Issue appears because fragment alpha is 0
|
|
// I suspect the game expect low value of alpha, and due to bad rounding on the core
|
|
// you have wrongly 0.
|
|
// Otherwise some draws calls are empty (all pixels are discarded).
|
|
// It fixes missing element on the board
|
|
|
|
GL_INS("OI_ItadakiStreetSpecial disable alpha test");
|
|
m_context->TEST.ATST = ATST_ALWAYS;
|
|
|
|
#if 0 // Not enough
|
|
uint32 dummy_fm;
|
|
uint32 dummy_zm;
|
|
|
|
if (!TryAlphaTest(dummy_fm, dummy_zm)) {
|
|
GL_INS("OI_ItadakiStreetSpecial disable alpha test");
|
|
m_context->TEST.ATST = ATST_ALWAYS;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// OO (others output?) hacks: invalidate extra local memory after the draw call
|
|
|
|
void GSRendererHW::OO_DBZBT2()
|
|
{
|
|
// palette readback (cannot detect yet, when fetching the texture later)
|
|
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
uint32 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, GSVector4i(0, 0, 64, 64));
|
|
}
|
|
}
|
|
|
|
void GSRendererHW::OO_MajokkoALaMode2()
|
|
{
|
|
// palette readback
|
|
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
if(!PRIM->TME && FBP == 0x03f40)
|
|
{
|
|
GIFRegBITBLTBUF BITBLTBUF;
|
|
|
|
BITBLTBUF.SBP = FBP;
|
|
BITBLTBUF.SBW = 1;
|
|
BITBLTBUF.SPSM = PSM_PSMCT32;
|
|
|
|
InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16));
|
|
}
|
|
}
|
|
|
|
void GSRendererHW::OO_JakGames()
|
|
{
|
|
// FIXME might need a CU_Jak too
|
|
GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
|
|
GSVector4i r_p = GSVector4i(0, 0, 16, 16);
|
|
|
|
if(!PRIM->FST && PRIM->TME && (r == r_p).alltrue() && m_context->TEX0.TW == 4 && m_context->TEX0.TH == 4 && m_context->TEX0.PSM == PSM_PSMCT32) {
|
|
// Game will render a texture directly into a palette.
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
GL_INS("OO_JakGames read back 0x%x", FBP);
|
|
|
|
GIFRegBITBLTBUF BITBLTBUF;
|
|
|
|
BITBLTBUF.SBP = FBP;
|
|
BITBLTBUF.SBW = 1;
|
|
BITBLTBUF.SPSM = PSM_PSMCT32;
|
|
|
|
InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16));
|
|
}
|
|
}
|
|
|
|
// Can Upscale hacks: disable upscaling for some draw calls
|
|
|
|
bool GSRendererHW::CU_DBZBT2()
|
|
{
|
|
// palette should stay 64 x 64
|
|
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
return FBP != 0x03c00 && FBP != 0x03ac0;
|
|
}
|
|
|
|
bool GSRendererHW::CU_MajokkoALaMode2()
|
|
{
|
|
// palette should stay 16 x 16
|
|
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
return FBP != 0x03f40;
|
|
}
|
|
|
|
bool GSRendererHW::CU_TalesOfAbyss()
|
|
{
|
|
// full image blur and brightening
|
|
|
|
uint32 FBP = m_context->FRAME.Block();
|
|
|
|
return FBP != 0x036e0 && FBP != 0x03560 && FBP != 0x038e0;
|
|
}
|