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Change GuardBand into compat hack.
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@@ -60,6 +60,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
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CheckSetting(iniFile, gameID, "ForceRangeDownload", &flags_.ForceRangeDownload);
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CheckSetting(iniFile, gameID, "FlushAtStall", &flags_.FlushAtStall);
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CheckSetting(iniFile, gameID, "Force04Download", &flags_.Force04Download);
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CheckSetting(iniFile, gameID, "GuardBand", &flags_.GuardBand);
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CheckSetting(iniFile, gameID, "RequireBufferedRendering", &flags_.RequireBufferedRendering);
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CheckSetting(iniFile, gameID, "RequireBlockTransfer", &flags_.RequireBlockTransfer);
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}
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@@ -62,6 +62,7 @@ struct CompatFlags {
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bool ForceRangeDownload;
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bool FlushAtStall;
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bool Force04Download;
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bool GuardBand;
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};
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class IniFile;
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@@ -424,7 +424,8 @@ void GenerateVertexShaderHLSL(const ShaderID &id, char *buffer, ShaderLanguage l
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}
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}
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if (lang != HLSL_DX9) {
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WriteGuardBand(p);
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if (PSP_CoreParameter().compat.flags().GuardBand)
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WriteGuardBand(p);
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}
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WRITE(p, " Out.gl_Position = outPos;\n");
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} else {
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@@ -625,7 +626,8 @@ void GenerateVertexShaderHLSL(const ShaderID &id, char *buffer, ShaderLanguage l
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WRITE(p, " float4 outPos = mul(viewPos, u_proj);\n");
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}
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}
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WriteGuardBand(p);
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if (PSP_CoreParameter().compat.flags().GuardBand)
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WriteGuardBand(p);
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WRITE(p, " Out.gl_Position = outPos;\n");
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// TODO: Declare variables for dots for shade mapping if needed.
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@@ -469,7 +469,8 @@ void GenerateVertexShader(const ShaderID &id, char *buffer) {
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WRITE(p, " vec4 outPos = u_proj * vec4(position.xyz, 1.0);\n");
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}
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}
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WriteGuardBand(p);
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if (PSP_CoreParameter().compat.flags().GuardBand)
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WriteGuardBand(p);
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WRITE(p, " gl_Position = outPos;\n");
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} else {
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// Step 1: World Transform / Skinning
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@@ -666,7 +667,8 @@ void GenerateVertexShader(const ShaderID &id, char *buffer) {
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} else {
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WRITE(p, " vec4 outPos = u_proj * viewPos;\n");
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}
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WriteGuardBand(p);
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if (PSP_CoreParameter().compat.flags().GuardBand)
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WriteGuardBand(p);
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WRITE(p, " gl_Position = outPos;\n");
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// TODO: Declare variables for dots for shade mapping if needed.
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@@ -28,6 +28,7 @@
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#include "base/stringutil.h"
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#include "Common/Vulkan/VulkanLoader.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/ShaderId.h"
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@@ -329,7 +330,8 @@ bool GenerateVulkanGLSLVertexShader(const ShaderID &id, char *buffer, bool *uses
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WRITE(p, " vec4 outPos = base.proj_mtx * vec4(position.xyz, 1.0);\n");
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}
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}
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WriteGuardBand(p);
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if (PSP_CoreParameter().compat.flags().GuardBand)
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WriteGuardBand(p);
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WRITE(p, " gl_Position = outPos;\n");
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} else {
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// Step 1: World Transform / Skinning
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@@ -478,7 +480,8 @@ bool GenerateVulkanGLSLVertexShader(const ShaderID &id, char *buffer, bool *uses
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} else {
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WRITE(p, " vec4 outPos = base.proj_mtx * viewPos;\n");
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}
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WriteGuardBand(p);
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if (PSP_CoreParameter().compat.flags().GuardBand)
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WriteGuardBand(p);
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WRITE(p, " gl_Position = outPos;\n");
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// TODO: Declare variables for dots for shade mapping if needed.
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@@ -252,6 +252,24 @@ ULJS00201 = true
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# Bijin Tokei Portable not even a game, but needs it to load 2 miniatures, they will be low res, but better than black
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NPJH00055 = true
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[GuardBand]
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# Cull out of bounds triangles that were not clipped
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# Sangokushi IX with Power-Up Kit
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ULJM05842 = true
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NPJH50546 = true
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ULJM06156 = true
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# Driver '76
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ULUS10235 = true
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ULES00740 = true
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# DTM Race Driver 2 / TOCA Race Driver 2: The Ultimate Racing Simulator / V8 Supercars 2
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ULES00041 = true
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ULES00040 = true
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ULKS46009 = true
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ULJM05160 = true
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ULES00042 = true
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ULJM05363 = true
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# might also be useful for Outrun and Brave Story?
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[RequireBufferedRendering]
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# Warn the user that the game will not work and have issue, if buffered rendering is not enabled.
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# Midnight Club: LA Remix
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