Files
pcsx2/plugins/GSdx/GSRendererHW.cpp
T
Jonathan Li 2b2042e1c2 gsdx: Allow screenshot compression level to be changed
At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.

This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).

Fixes #1527.
2016-08-20 14:01:24 +01:00

1616 lines
46 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(1280)
, m_height(1024)
, m_custom_width(1280)
, m_custom_height(1024)
, m_reset(false)
, m_upscale_multiplier(1)
, m_tc(tc)
, m_channel_shuffle(false)
, m_double_downscale(false)
{
m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
m_large_framebuffer = theApp.GetConfigB("large_framebuffer");
if (theApp.GetConfigB("UserHacks")) {
m_userhacks_align_sprite_X = theApp.GetConfigB("UserHacks_align_sprite_X");
m_userhacks_round_sprite_offset = theApp.GetConfigI("UserHacks_round_sprite_offset");
m_userhacks_disable_gs_mem_clear = theApp.GetConfigB("UserHacks_DisableGsMemClear");
} else {
m_userhacks_align_sprite_X = false;
m_userhacks_round_sprite_offset = 0;
m_userhacks_disable_gs_mem_clear = 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 = 0;
}
m_dump_root = root_hw;
}
void GSRendererHW::SetScaling()
{
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
// 6/ MSAA
//
// 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
// 6/ not support on openGL
// 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 = 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) ? 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;
bool initialized_register_state = (m_context->FRAME.FBW > 1) && (crtc_size.y > 1);
if (!m_upscale_multiplier && initialized_register_state)
{
if (m_height == m_custom_height)
{
float ratio = ceil(static_cast<float>(m_height) / crtc_size.y);
float buffer_scale_offset = (m_large_framebuffer) ? ratio : 0.5f;
ratio = round(ratio + buffer_scale_offset);
m_tc->RemovePartial();
m_width = max(m_width, 1280);
m_height = max(static_cast<int>(crtc_size.y * ratio) , 1024);
}
}
// 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);
}
GSRendererHW::~GSRendererHW()
{
delete m_tc;
}
void GSRendererHW::SetGameCRC(uint32 crc, int options)
{
GSRenderer::SetGameCRC(crc, options);
m_hacks.SetGameCRC(m_game);
}
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;
}
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, GetFrameRect(i).bottom))
{
t = rt->m_texture;
int delta = TEX0.TBP0 - rt->m_TEX0.TBP0;
if (delta > 0) {
// Code was corrected to use generic format. But I'm not sure behavior is correct.
// Let's keep the warning to easily spot game that trigger this code path.
ASSERT(DISPFB.PSM == PSM_PSMCT32 || DISPFB.PSM == PSM_PSMCT24);
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_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM));
}
}
s_n++;
#endif
}
return t;
}
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);
s_n += 3; // Keep it sync with SW renderer
return;
}
GL_PUSH("HW Draw %d", s_n);
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
// It is allowed to use the depth and rt at the same location. However at least 1 must
// be disabled.
// 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 (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer)
(context->ZBUF.ZMSK && 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 && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && 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");
s_n += 3; // Keep it sync with SW renderer
return;
}
} else if (draw_sprite_tex && m_context->FRAME.Block() == m_context->TEX0.TBP0) {
// Special post-processing effect
if (m_vertex.next == 4) {
// Note potentially we could also check the content of vertex (2nd
// sprite must be half of the first one)
GL_INS("Double downscale effect detected");
m_double_downscale = true;
} else if ((m_context->TEX0.PSM == PSM_PSMT8) && single_page) {
GL_INS("Channel shuffle effect detected");
m_channel_shuffle = true;
} else {
GL_INS("Special post-processing effect not supported");
m_channel_shuffle = false;
m_double_downscale = false;
}
} else {
m_channel_shuffle = false;
m_double_downscale = 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);
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;
}
GSTextureCache::Source* tex = NULL;
m_texture_shuffle = false;
if(PRIM->TME)
{
const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
/*
// m_tc->LookupSource will mess with the palette, should not, but we do this after, until it is sorted out
if(tex_psm.pal > 0)
{
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
}
*/
GSVector4i r;
GetTextureMinMax(r, context->TEX0, context->CLAMP, m_vt.IsLinear());
tex = tex_psm.depth ? m_tc->LookupDepthSource(context->TEX0, env.TEXA, r) : m_tc->LookupSource(context->TEX0, env.TEXA, r);
// FIXME: Could be removed on openGL
if(tex_psm.pal > 0)
{
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
}
// 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 && tex->m_32_bits_fmt;
// Texture shuffle is not yet supported with strange clamp mode
ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
if (tex->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);
}
#ifdef ENABLE_OGL_DEBUG
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
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 && tex)
{
s = format("%05d_f%lld_tex_%05x_%d_%d%d_%02x_%02x_%02x_%02x.dds",
s_n, frame, (int)context->TEX0.TBP0, (int)context->TEX0.PSM,
(int)context->CLAMP.WMS, (int)context->CLAMP.WMT,
(int)context->CLAMP.MINU, (int)context->CLAMP.MAXU,
(int)context->CLAMP.MINV, (int)context->CLAMP.MAXV);
tex->m_texture->Save(m_dump_root+s, true);
if(tex->m_palette)
{
s = format("%05d_f%lld_tpx_%05x_%d.dds", s_n, frame, context->TEX0.CBP, context->TEX0.CPSM);
tex->m_palette->Save(m_dump_root+s, true);
}
}
s_n++;
if(s_save && s_n >= s_saven)
{
s = format("%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), 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_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
if (ds_tex)
ds_tex->Save(m_dump_root+s);
}
s_n++;
} else {
s_n += 2;
}
#endif
// The rectangle of the draw
GSVector4i 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, tex))
{
s_n += 1; // keep counter sync
GL_INS("Warning skipping a draw call (%d)", s_n);
return;
}
if (!OI_BlitFMV(rt, tex, r)) {
s_n += 1; // keep counter sync
GL_INS("Warning skipping a draw call (%d)", s_n);
return;
}
if (!m_userhacks_disable_gs_mem_clear) {
OI_GsMemClear();
}
// skip alpha test if possible
GIFRegTEST TEST = context->TEST;
GIFRegFRAME FRAME = context->FRAME;
GIFRegZBUF ZBUF = context->ZBUF;
uint32 fm = context->FRAME.FBMSK;
uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
if(context->TEST.ATE && context->TEST.ATST != ATST_ALWAYS)
{
if(GSRenderer::TryAlphaTest(fm, zm))
{
context->TEST.ATST = ATST_ALWAYS;
}
}
context->FRAME.FBMSK = fm;
context->ZBUF.ZMSK = zm != 0;
// 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, tex);
//
context->TEST = TEST;
context->FRAME = FRAME;
context->ZBUF = ZBUF;
//
// Help to detect rendering outside of the framebuffer
#if _DEBUG
if (m_upscale_multiplier * r.z > m_width) {
GL_INS("ERROR: RT width is too small only %d but require %d", m_width, m_upscale_multiplier * r.z);
}
if (m_upscale_multiplier * r.w > m_height) {
GL_INS("ERROR: RT height is too small only %d but require %d", m_height, m_upscale_multiplier * r.w);
}
#endif
if(fm != 0xffffffff && rt)
{
//rt->m_valid = rt->m_valid.runion(r);
rt->UpdateValidity(r);
m_tc->InvalidateVideoMem(context->offset.fb, r, false);
m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->FRAME.Block());
}
if(zm != 0xffffffff && ds)
{
//ds->m_valid = ds->m_valid.runion(r);
ds->UpdateValidity(r);
m_tc->InvalidateVideoMem(context->offset.zb, r, false);
m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->ZBUF.Block());
}
//
if(m_hacks.m_oo)
{
(this->*m_hacks.m_oo)();
}
#ifdef ENABLE_OGL_DEBUG
if(s_dump)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save && s_n >= s_saven)
{
s = format("%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, context->FRAME.Block(), 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_%d.bmp", s_n, frame, context->ZBUF.Block(), context->ZBUF.PSM);
if (ds_tex)
ds_tex->Save(m_dump_root+s);
}
s_n++;
if(s_savel > 0 && (s_n - s_saven) > s_savel)
{
s_dump = 0;
}
} else {
s_n += 1;
}
#endif
#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)
{
bool is_opengl = (static_cast<GSRendererType>(theApp.GetConfigI("Renderer")) == GSRendererType::OGL_HW);
bool can_handle_depth = (!theApp.GetConfigB("UserHacks") || !theApp.GetConfigB("UserHacks_DisableDepthSupport")) && is_opengl;
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::GodOfWar2, CRC::RegionCount, &GSRendererHW::OI_GodOfWar2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SimpsonsGame, CRC::RegionCount, &GSRendererHW::OI_SimpsonsGame));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SpidermanWoS, CRC::RegionCount, &GSRendererHW::OI_SpidermanWoS));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TyTasmanianTiger, CRC::RegionCount, &GSRendererHW::OI_TyTasmanianTiger));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TyTasmanianTiger2, CRC::RegionCount, &GSRendererHW::OI_TyTasmanianTiger));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::DigimonRumbleArena2, CRC::RegionCount, &GSRendererHW::OI_DigimonRumbleArena2));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::StarWarsForceUnleashed, CRC::RegionCount, &GSRendererHW::OI_StarWarsForceUnleashed));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::BlackHawkDown, CRC::RegionCount, &GSRendererHW::OI_BlackHawkDown));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::XmenOriginsWolverine, CRC::RegionCount, &GSRendererHW::OI_XmenOriginsWolverine));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::CallofDutyFinalFronts, CRC::RegionCount, &GSRendererHW::OI_CallofDutyFinalFronts));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SpyroNewBeginning, CRC::RegionCount, &GSRendererHW::OI_SpyroNewBeginning));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SpyroEternalNight, CRC::RegionCount, &GSRendererHW::OI_SpyroEternalNight));
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::TalesOfLegendia, CRC::RegionCount, &GSRendererHW::OI_TalesOfLegendia));
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));
if (!can_handle_depth)
m_oi_list.push_back(HackEntry<OI_Ptr>(CRC::SMTNocturne, CRC::RegionCount, &GSRendererHW::OI_SMTNocturne));
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_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;
}
bool hack = theApp.GetConfigB("UserHacks_ColorDepthClearOverlap") && theApp.GetConfigB("UserHacks");
if (hack && !m_oi) {
// FIXME: Enable this code in the future. I think it could replace
// most of the "old" OI hack. So far code was tested on GoW2 & SimpsonsGame with
// success
m_oi = &GSRendererHW::OI_DoubleHalfClear;
}
}
bool GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME && !m_context->ZBUF.ZMSK && (m_context->FRAME.FBW >= 7) && rt) {
GSVertex* v = &m_vertex.buff[0];
//GL_INS("OI_DoubleHalfClear: psm:%s. Z:%d R:%d G:%d B:%d A:%d", psm_str(m_context->FRAME.PSM),
// v[1].XYZ.Z, v[1].RGBAQ.R, v[1].RGBAQ.G, v[1].RGBAQ.B, v[1].RGBAQ.A);
// Check it is a clear on the first primitive only
if (v[1].XYZ.Z || v[1].RGBAQ.R || v[1].RGBAQ.G || v[1].RGBAQ.B || v[1].RGBAQ.A) {
return true;
}
// Only 32 bits format is supported otherwise it is complicated
if (m_context->FRAME.PSM & 2)
return true;
// FIXME might need some rounding
// In 32 bits pages are 64x32 pixels. In theory, it must be somethings
// like FBW * 64 pixels * ratio / 32 pixels / 2 = FBW * ratio
// It is hard to predict the ratio, so I round it to 1. And I use
// <= comparison below.
uint32 h_pages = m_context->FRAME.FBW;
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 (half <= (base + h_pages * m_context->FRAME.FBW)) {
//GL_INS("OI_DoubleHalfClear: base %x half %x. h_pages %d fbw %d", base, half, h_pages, m_context->FRAME.FBW);
if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) {
m_dev->ClearDepth(ds);
} else {
m_dev->ClearRenderTarget(rt, 0);
}
// Don't return false, it will break the rendering. I guess that it misses texture
// invalidation
//return false;
}
}
return true;
}
// 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()
{
// Rectangle draw without texture
if ((m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex.next == 2) && !PRIM->TME && !PRIM->ABE // Direct write
&& (m_context->FRAME.FBMSK == 0)
&& !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 && m_vt.m_min.c.eq(GSVector4i(0))) // Constant 0 write
) {
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) {
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, false)) {
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_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)
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_index.tail, m_vt.m_primclass);
return true;
}
bool GSRendererHW::OI_GodOfWar2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FBW = m_context->FRAME.FBW;
uint32 FPSM = m_context->FRAME.PSM;
if((FBP == 0x00f00 || FBP == 0x00100 || FBP == 0x01280) && FPSM == PSM_PSMZ24) // ntsc 0xf00, pal 0x100, ntsc "HD" 0x1280
{
// z buffer clear
GIFRegTEX0 TEX0;
TEX0.TBP0 = FBP;
TEX0.TBW = FBW;
TEX0.PSM = FPSM;
if(GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(tmp_ds->m_texture);
}
return false;
}
return true;
}
bool GSRendererHW::OI_SimpsonsGame(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if((FBP == 0x01500 || FBP == 0x01800) && FPSM == PSM_PSMZ24) //0x1800 pal, 0x1500 ntsc
{
// instead of just simply drawing a full height 512x512 sprite to clear the z buffer,
// it uses a 512x256 sprite only, yet it is still able to fill the whole surface with zeros,
// how? by using a render target that overlaps with the lower half of the z buffer...
// TODO: tony hawk pro skater 4 same problem, the empty half is not visible though, painted over fully
m_dev->ClearDepth(ds);
return false;
}
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))
{
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))
{
m_dev->ClearDepth(tmp_ds->m_texture);
}
return false;
}
}
return true;
}
bool GSRendererHW::OI_SpidermanWoS(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if((FBP == 0x025a0 || FBP == 0x02800) && FPSM == PSM_PSMCT32) //0x2800 pal, 0x25a0 ntsc
{
//only top half of the screen clears
m_dev->ClearDepth(ds);
}
return true;
}
bool GSRendererHW::OI_TyTasmanianTiger(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if((FBP == 0x02800 || FBP == 0x02BC0) && FPSM == PSM_PSMCT24) //0x2800 pal, 0x2bc0 ntsc
{
//half height buffer clear
m_dev->ClearDepth(ds);
return false;
}
return true;
}
bool GSRendererHW::OI_DigimonRumbleArena2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if(!PRIM->TME)
{
if((FBP == 0x02300 || FBP == 0x03fc0) && FPSM == PSM_PSMCT32)
{
//half height buffer clear
m_dev->ClearDepth(ds);
}
}
return true;
}
bool GSRendererHW::OI_BlackHawkDown(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if(FBP == 0x02000 && FPSM == PSM_PSMZ24)
{
//half height buffer clear
m_dev->ClearDepth(ds);
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)
{
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))
{
m_dev->ClearDepth(ds);
}
}
return true;
}
bool GSRendererHW::OI_XmenOriginsWolverine(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if(FBP == 0x0 && FPSM == PSM_PSMCT16)
{
//half height buffer clear
m_dev->ClearDepth(ds);
}
return true;
}
bool GSRendererHW::OI_CallofDutyFinalFronts(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if(FBP == 0x02300 && FPSM == PSM_PSMZ24)
{
//half height buffer clear
m_dev->ClearDepth(ds);
return false;
}
return true;
}
bool GSRendererHW::OI_SpyroNewBeginning(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 == 0x02800 || FBP == 0x02bc0)) //0x2800 pal, 0x2bc0 ntsc
{
//half height buffer clear
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_min.p.z == 0))
{
m_dev->ClearDepth(ds);
}
}
return true;
}
bool GSRendererHW::OI_SpyroEternalNight(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)
{
//half height buffer clear
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_min.p.z == 0))
{
m_dev->ClearDepth(ds);
}
}
return true;
}
bool GSRendererHW::OI_TalesOfLegendia(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBP = m_context->FRAME.Block();
uint32 FPSM = m_context->FRAME.PSM;
if (FPSM == PSM_PSMCT32 && FBP == 0x01c00 && !m_context->TEST.ATE && m_vt.m_eq.z)
{
m_context->TEST.ZTST = ZTST_ALWAYS;
//m_dev->ClearDepth(ds);
}
return true;
}
bool GSRendererHW::OI_SMTNocturne(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
uint32 FBMSK = m_context->FRAME.FBMSK;
uint32 FBP = m_context->FRAME.Block();
uint32 FBW = m_context->FRAME.FBW;
uint32 FPSM = m_context->FRAME.PSM;
if(FBMSK == 16777215 && m_vertex.head != 2 && m_vertex.tail != 4 && m_vertex.next != 4)
{
GIFRegTEX0 TEX0;
TEX0.TBP0 = FBP;
TEX0.TBW = FBW;
TEX0.PSM = FPSM;
if (GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true))
{
m_dev->ClearDepth(tmp_ds->m_texture);
}
return false;
}
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
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");
m_dev->ClearDepth(ds);
}
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));
}
}
// 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;
}