mirror of https://github.com/PCSX2/pcsx2.git
640 lines
15 KiB
C++
640 lines
15 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRenderer.h"
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#if defined(__unix__)
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#include <X11/keysym.h>
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#endif
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const unsigned int s_interlace_nb = 8;
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const unsigned int s_post_shader_nb = 5;
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const unsigned int s_aspect_ratio_nb = 3;
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const unsigned int s_mipmap_nb = 3;
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GSRenderer::GSRenderer()
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: m_shader(0)
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, m_shift_key(false)
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, m_control_key(false)
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, m_framelimit(false)
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, m_texture_shuffle(false)
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, m_real_size(0,0)
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, m_wnd(NULL)
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, m_dev(NULL)
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{
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m_GStitleInfoBuffer[0] = 0;
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m_interlace = theApp.GetConfigI("interlace") % s_interlace_nb;
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m_aspectratio = theApp.GetConfigI("AspectRatio") % s_aspect_ratio_nb;
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m_shader = theApp.GetConfigI("TVShader") % s_post_shader_nb;
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m_filter = static_cast<Filtering>(theApp.GetConfigI("filter"));
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m_vsync = theApp.GetConfigB("vsync");
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m_aa1 = theApp.GetConfigB("aa1");
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m_fxaa = theApp.GetConfigB("fxaa");
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m_shaderfx = theApp.GetConfigB("shaderfx");
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m_shadeboost = theApp.GetConfigB("ShadeBoost");
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}
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GSRenderer::~GSRenderer()
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{
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/*if(m_dev)
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{
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m_dev->Reset(1, 1, GSDevice::Windowed);
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}*/
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delete m_dev;
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if(m_wnd)
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{
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delete m_wnd;
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}
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}
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bool GSRenderer::CreateWnd(const string& title, int w, int h)
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{
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return m_wnd->Create(title, w, h);
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}
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bool GSRenderer::CreateDevice(GSDevice* dev)
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{
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ASSERT(dev);
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ASSERT(!m_dev);
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if(!dev->Create(m_wnd))
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{
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return false;
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}
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m_dev = dev;
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m_dev->SetVSync(m_vsync && m_framelimit);
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return true;
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}
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void GSRenderer::ResetDevice()
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{
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if(m_dev) m_dev->Reset(1, 1);
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}
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bool GSRenderer::Merge(int field)
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{
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bool en[2];
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GSVector4i fr[2];
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GSVector4i dr[2];
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GSVector2i display_baseline = { INT_MAX, INT_MAX };
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GSVector2i frame_baseline = { INT_MAX, INT_MAX };
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for(int i = 0; i < 2; i++)
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{
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en[i] = IsEnabled(i);
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if(en[i])
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{
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fr[i] = GetFrameRect(i);
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dr[i] = GetDisplayRect(i);
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display_baseline.x = min(dr[i].left, display_baseline.x);
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display_baseline.y = min(dr[i].top, display_baseline.y);
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frame_baseline.x = min(fr[i].left, frame_baseline.x);
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frame_baseline.y = min(fr[i].top, frame_baseline.y);
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//printf("[%d]: %d %d %d %d, %d %d %d %d\n", i, fr[i].x,fr[i].y,fr[i].z,fr[i].w , dr[i].x,dr[i].y,dr[i].z,dr[i].w);
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}
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}
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if(!en[0] && !en[1])
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{
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return false;
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}
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GL_PUSH("Renderer Merge %d (0: enabled %d 0x%x, 1: enabled %d 0x%x)", s_n, en[0], m_regs->DISP[0].DISPFB.Block(), en[1], m_regs->DISP[1].DISPFB.Block());
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// try to avoid fullscreen blur, could be nice on tv but on a monitor it's like double vision, hurts my eyes (persona 4, guitar hero)
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//
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// NOTE: probably the technique explained in graphtip.pdf (Antialiasing by Supersampling / 4. Reading Odd/Even Scan Lines Separately with the PCRTC then Blending)
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bool samesrc =
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en[0] && en[1] &&
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m_regs->DISP[0].DISPFB.FBP == m_regs->DISP[1].DISPFB.FBP &&
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m_regs->DISP[0].DISPFB.FBW == m_regs->DISP[1].DISPFB.FBW &&
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m_regs->DISP[0].DISPFB.PSM == m_regs->DISP[1].DISPFB.PSM;
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if(samesrc /*&& m_regs->PMODE.SLBG == 0 && m_regs->PMODE.MMOD == 1 && m_regs->PMODE.ALP == 0x80*/)
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{
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// persona 4:
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//
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// fr[0] = 0 0 640 448
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// fr[1] = 0 1 640 448
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// dr[0] = 159 50 779 498
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// dr[1] = 159 50 779 497
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//
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// second image shifted up by 1 pixel and blended over itself
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//
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// god of war:
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//
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// fr[0] = 0 1 512 448
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// fr[1] = 0 0 512 448
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// dr[0] = 127 50 639 497
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// dr[1] = 127 50 639 498
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//
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// same just the first image shifted
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//
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// These kinds of cases are now fixed by the more generic frame_diff code below, as the code here was too specific and has become obsolete.
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// NOTE: Persona 4 and God Of War are not rare exceptions, many games have the same(or very similar) offsets.
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int topDiff = fr[0].top - fr[1].top;
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if (dr[0].eq(dr[1]) && (fr[0].eq(fr[1] + GSVector4i(0, topDiff, 0, topDiff)) || fr[1].eq(fr[0] + GSVector4i(0, topDiff, 0, topDiff))))
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{
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// dq5:
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//
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// fr[0] = 0 1 512 445
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// fr[1] = 0 0 512 444
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// dr[0] = 127 50 639 494
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// dr[1] = 127 50 639 494
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int top = min(fr[0].top, fr[1].top);
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int bottom = min(fr[0].bottom, fr[1].bottom);
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fr[0].top = fr[1].top = top;
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fr[0].bottom = fr[1].bottom = bottom;
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}
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}
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GSVector2i fs(0, 0);
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GSVector2i ds(0, 0);
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GSTexture* tex[3] = {NULL, NULL, NULL};
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int y_offset[3] = {0, 0, 0};
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s_n++;
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bool feedback_merge = m_regs->EXTWRITE.WRITE == 1;
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if(samesrc && fr[0].bottom == fr[1].bottom && !feedback_merge)
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{
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tex[0] = GetOutput(0, y_offset[0]);
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tex[1] = tex[0]; // saves one texture fetch
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y_offset[1] = y_offset[0];
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}
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else
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{
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if(en[0]) tex[0] = GetOutput(0, y_offset[0]);
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if(en[1]) tex[1] = GetOutput(1, y_offset[1]);
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if(feedback_merge) tex[2] = GetFeedbackOutput();
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}
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GSVector4 src[2];
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GSVector4 src_hw[2];
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GSVector4 dst[2];
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for(int i = 0; i < 2; i++)
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{
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if(!en[i] || !tex[i]) continue;
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GSVector4i r = fr[i];
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GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy();
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src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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src_hw[i] = (GSVector4(r) + GSVector4 (0, y_offset[i], 0, y_offset[i])) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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GSVector2 off(0);
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GSVector2i display_diff(dr[i].left - display_baseline.x, dr[i].top - display_baseline.y);
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GSVector2i frame_diff(fr[i].left - frame_baseline.x, fr[i].top - frame_baseline.y);
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// Time Crisis 2/3 uses two side by side images when in split screen mode.
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// Though ignore cases where baseline and display rectangle offsets only differ by 1 pixel, causes blurring and wrong resolution output on FFXII
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if(display_diff.x > 2)
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{
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off.x = tex[i]->GetScale().x * display_diff.x;
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}
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// If the DX offset is too small then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D
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else if(display_diff.x != frame_diff.x)
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{
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off.x = tex[i]->GetScale().x * frame_diff.x;
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}
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if(display_diff.y >= 4) // Shouldn't this be >= 2?
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{
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off.y = tex[i]->GetScale().y * display_diff.y;
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
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{
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off.y /= 2;
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}
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}
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else if(display_diff.y != frame_diff.y)
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{
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off.y = tex[i]->GetScale().y * frame_diff.y;
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}
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dst[i] = GSVector4(off).xyxy() + scale * GSVector4(r.rsize());
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fs.x = max(fs.x, (int)(dst[i].z + 0.5f));
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fs.y = max(fs.y, (int)(dst[i].w + 0.5f));
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}
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ds = fs;
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD)
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{
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ds.y *= 2;
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}
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m_real_size = ds;
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bool slbg = m_regs->PMODE.SLBG;
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if(tex[0] || tex[1])
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{
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if(tex[0] == tex[1] && !slbg && (src[0] == src[1] & dst[0] == dst[1]).alltrue())
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{
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// the two outputs are identical, skip drawing one of them (the one that is alpha blended)
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tex[0] = NULL;
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}
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GSVector4 c = GSVector4((int)m_regs->BGCOLOR.R, (int)m_regs->BGCOLOR.G, (int)m_regs->BGCOLOR.B, (int)m_regs->PMODE.ALP) / 255;
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m_dev->Merge(tex, src_hw, dst, fs, m_regs->PMODE, m_regs->EXTBUF, c);
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if(m_regs->SMODE2.INT && m_interlace > 0)
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{
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if(m_interlace == 7 && m_regs->SMODE2.FFMD) // Auto interlace enabled / Odd frame interlace setting
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{
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int field2 = 0;
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int mode = 2;
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m_dev->Interlace(ds, field ^ field2, mode, tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y);
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}
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else
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{
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int field2 = 1 - ((m_interlace - 1) & 1);
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int mode = (m_interlace - 1) >> 1;
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m_dev->Interlace(ds, field ^ field2, mode, tex[1] ? tex[1]->GetScale().y : tex[0]->GetScale().y);
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}
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}
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if(m_shadeboost)
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{
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m_dev->ShadeBoost();
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}
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if(m_shaderfx)
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{
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m_dev->ExternalFX();
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}
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if(m_fxaa)
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{
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m_dev->FXAA();
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}
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}
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return true;
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}
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GSVector2i GSRenderer::GetInternalResolution()
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{
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return m_real_size;
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}
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void GSRenderer::SetFrameLimit(bool limit)
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{
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m_framelimit = limit;
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if(m_dev) m_dev->SetVSync(m_vsync && m_framelimit);
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}
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void GSRenderer::SetVSync(bool enabled)
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{
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m_vsync = enabled;
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if(m_dev) m_dev->SetVSync(m_vsync);
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}
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void GSRenderer::VSync(int field)
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{
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GSPerfMonAutoTimer pmat(&m_perfmon);
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m_perfmon.Put(GSPerfMon::Frame);
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Flush();
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if(s_dump && s_n >= s_saven)
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{
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m_regs->Dump(root_sw + format("%05d_f%lld_gs_reg.txt", s_n, m_perfmon.GetFrame()));
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}
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if(!m_dev->IsLost(true))
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{
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if(!Merge(field ? 1 : 0))
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{
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return;
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}
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}
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else
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{
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ResetDevice();
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}
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m_dev->AgePool();
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// osd
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if((m_perfmon.GetFrame() & 0x1f) == 0)
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{
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m_perfmon.Update();
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double fps = 1000.0f / m_perfmon.Get(GSPerfMon::Frame);
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string s;
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#ifdef GSTITLEINFO_API_FORCE_VERBOSE
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if(1)//force verbose reply
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#else
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if(m_wnd->IsManaged())
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#endif
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{
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//GSdx owns the window's title, be verbose.
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string s2 = m_regs->SMODE2.INT ? (string("Interlaced ") + (m_regs->SMODE2.FFMD ? "(frame)" : "(field)")) : "Progressive";
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s = format(
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"%lld | %d x %d | %.2f fps (%d%%) | %s - %s | %s | %d S/%d P/%d D | %d%% CPU | %.2f | %.2f",
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m_perfmon.GetFrame(), GetInternalResolution().x, GetInternalResolution().y, fps, (int)(100.0 * fps / GetTvRefreshRate()),
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s2.c_str(),
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theApp.m_gs_interlace[m_interlace].name.c_str(),
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theApp.m_gs_aspectratio[m_aspectratio].name.c_str(),
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(int)m_perfmon.Get(GSPerfMon::SyncPoint),
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(int)m_perfmon.Get(GSPerfMon::Prim),
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(int)m_perfmon.Get(GSPerfMon::Draw),
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m_perfmon.CPU(),
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m_perfmon.Get(GSPerfMon::Swizzle) / 1024,
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m_perfmon.Get(GSPerfMon::Unswizzle) / 1024
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);
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double fillrate = m_perfmon.Get(GSPerfMon::Fillrate);
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if(fillrate > 0)
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{
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s += format(" | %.2f mpps", fps * fillrate / (1024 * 1024));
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int sum = 0;
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for(int i = 0; i < 16; i++)
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{
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sum += m_perfmon.CPU(GSPerfMon::WorkerDraw0 + i);
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}
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s += format(" | %d%% CPU", sum);
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}
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}
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else
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{
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// Satisfy PCSX2's request for title info: minimal verbosity due to more external title text
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s = format("%dx%d | %s", GetInternalResolution().x, GetInternalResolution().y, theApp.m_gs_interlace[m_interlace].name.c_str());
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}
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if(m_capture.IsCapturing())
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{
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s += " | Recording...";
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}
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if(m_wnd->IsManaged())
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{
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m_wnd->SetWindowText(s.c_str());
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}
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else
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{
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// note: do not use TryEnterCriticalSection. It is unnecessary code complication in
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// an area that absolutely does not matter (even if it were 100 times slower, it wouldn't
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// be noticeable). Besides, these locks are extremely short -- overhead of conditional
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// is way more expensive than just waiting for the CriticalSection in 1 of 10,000,000 tries. --air
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std::lock_guard<std::mutex> lock(m_pGSsetTitle_Crit);
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strncpy(m_GStitleInfoBuffer, s.c_str(), countof(m_GStitleInfoBuffer) - 1);
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m_GStitleInfoBuffer[sizeof(m_GStitleInfoBuffer) - 1] = 0; // make sure null terminated even if text overflows
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}
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}
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else
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{
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// [TODO]
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// We don't have window title rights, or the window has no title,
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// so let's use actual OSD!
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}
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if(m_frameskip)
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{
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return;
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}
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// present
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m_dev->Present(m_wnd->GetClientRect().fit(m_aspectratio), m_shader);
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// snapshot
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if(!m_snapshot.empty())
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{
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bool shift = false;
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#ifdef _WIN32
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shift = !!(::GetAsyncKeyState(VK_SHIFT) & 0x8000);
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#else
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shift = m_shift_key;
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#endif
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if(!m_dump && shift)
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{
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GSFreezeData fd;
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fd.size = 0;
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fd.data = NULL;
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Freeze(&fd, true);
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fd.data = new uint8[fd.size];
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Freeze(&fd, false);
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m_dump.Open(m_snapshot, m_crc, fd, m_regs);
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delete [] fd.data;
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}
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if(GSTexture* t = m_dev->GetCurrent())
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{
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t->Save(m_snapshot + ".bmp");
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}
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m_snapshot.clear();
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}
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else
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{
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if(m_dump)
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{
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bool control = false;
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#ifdef _WIN32
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control = !!(::GetAsyncKeyState(VK_CONTROL) & 0x8000);
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#else
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control = m_control_key;
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#endif
|
|
|
|
m_dump.VSync(field, !control, m_regs);
|
|
}
|
|
}
|
|
|
|
// capture
|
|
|
|
if(m_capture.IsCapturing())
|
|
{
|
|
if(GSTexture* current = m_dev->GetCurrent())
|
|
{
|
|
GSVector2i size = m_capture.GetSize();
|
|
|
|
if(GSTexture* offscreen = m_dev->CopyOffscreen(current, GSVector4(0, 0, 1, 1), size.x, size.y))
|
|
{
|
|
GSTexture::GSMap m;
|
|
|
|
if(offscreen->Map(m))
|
|
{
|
|
m_capture.DeliverFrame(m.bits, m.pitch, !m_dev->IsRBSwapped());
|
|
|
|
offscreen->Unmap();
|
|
}
|
|
|
|
m_dev->Recycle(offscreen);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GSRenderer::MakeSnapshot(const string& path)
|
|
{
|
|
if(m_snapshot.empty())
|
|
{
|
|
time_t t = time(NULL);
|
|
|
|
char buff[16];
|
|
|
|
if(strftime(buff, sizeof(buff), "%Y%m%d%H%M%S", localtime(&t)))
|
|
{
|
|
m_snapshot = format("%s_%s", path.c_str(), buff);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GSRenderer::BeginCapture()
|
|
{
|
|
GSVector4i disp = m_wnd->GetClientRect().fit(m_aspectratio);
|
|
float aspect = (float)disp.width() / max(1, disp.height());
|
|
|
|
return m_capture.BeginCapture(GetTvRefreshRate(), GetInternalResolution(), aspect);
|
|
}
|
|
|
|
void GSRenderer::EndCapture()
|
|
{
|
|
m_capture.EndCapture();
|
|
}
|
|
|
|
void GSRenderer::KeyEvent(GSKeyEventData* e)
|
|
{
|
|
if(e->type == KEYPRESS)
|
|
{
|
|
|
|
#ifdef _WIN32
|
|
int step = (::GetAsyncKeyState(VK_SHIFT) & 0x8000) ? -1 : 1;
|
|
#elif defined(__unix__)
|
|
int step = m_shift_key ? -1 : 1;
|
|
|
|
#define VK_F5 XK_F5
|
|
#define VK_F6 XK_F6
|
|
#define VK_F7 XK_F7
|
|
#define VK_DELETE XK_Delete
|
|
#define VK_INSERT XK_Insert
|
|
#define VK_PRIOR XK_Prior
|
|
#define VK_HOME XK_Home
|
|
#endif
|
|
|
|
switch(e->key)
|
|
{
|
|
case VK_F5:
|
|
m_interlace = (m_interlace + s_interlace_nb + step) % s_interlace_nb;
|
|
printf("GSdx: Set deinterlace mode to %d (%s).\n", (int)m_interlace, theApp.m_gs_interlace.at(m_interlace).name.c_str());
|
|
return;
|
|
case VK_F6:
|
|
if( m_wnd->IsManaged() )
|
|
m_aspectratio = (m_aspectratio + s_aspect_ratio_nb + step) % s_aspect_ratio_nb;
|
|
return;
|
|
case VK_F7:
|
|
m_shader = (m_shader + s_post_shader_nb + step) % s_post_shader_nb;
|
|
printf("GSdx: Set shader to: %d.\n", (int)m_shader);
|
|
return;
|
|
case VK_DELETE:
|
|
m_aa1 = !m_aa1;
|
|
printf("GSdx: (Software) Edge anti-aliasing is now %s.\n", m_aa1 ? "enabled" : "disabled");
|
|
return;
|
|
case VK_INSERT:
|
|
m_mipmap = (m_mipmap + s_mipmap_nb + step) % s_mipmap_nb;
|
|
printf("GSdx: Mipmapping is now %s.\n", theApp.m_gs_hack.at(m_mipmap).name.c_str());
|
|
return;
|
|
case VK_PRIOR:
|
|
m_fxaa = !m_fxaa;
|
|
printf("GSdx: FXAA anti-aliasing is now %s.\n", m_fxaa ? "enabled" : "disabled");
|
|
return;
|
|
case VK_HOME:
|
|
m_shaderfx = !m_shaderfx;
|
|
printf("GSdx: External post-processing is now %s.\n", m_shaderfx ? "enabled" : "disabled");
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
#if defined(__unix__)
|
|
switch(e->key)
|
|
{
|
|
case XK_Shift_L:
|
|
case XK_Shift_R:
|
|
m_shift_key = (e->type == KEYPRESS);
|
|
return;
|
|
case XK_Control_L:
|
|
case XK_Control_R:
|
|
m_control_key = (e->type == KEYPRESS);
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GSRenderer::PurgePool()
|
|
{
|
|
m_dev->PurgePool();
|
|
}
|