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Merge pull request #8433 from hrydgard/whitelist-vertex-depth-rounding
Specify which games need vertex depth rounding instead of which ones don't
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@@ -45,7 +45,7 @@ void Compatibility::Clear() {
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}
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void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
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CheckSetting(iniFile, gameID, "NoDepthRounding", flags_.NoDepthRounding);
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CheckSetting(iniFile, gameID, "VertexDepthRounding", flags_.VertexDepthRounding);
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CheckSetting(iniFile, gameID, "PixelDepthRounding", flags_.PixelDepthRounding);
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}
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@@ -45,7 +45,7 @@
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// We already have the Action Replay-based cheat system for such use cases.
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struct CompatFlags {
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bool NoDepthRounding;
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bool VertexDepthRounding;
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bool PixelDepthRounding;
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};
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@@ -478,7 +478,7 @@ void DIRECTX9_GPU::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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features |= GPU_PREFER_CPU_DOWNLOAD;
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if (!PSP_CoreParameter().compat.flags().NoDepthRounding) {
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if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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@@ -557,7 +557,7 @@ void GLES_GPU::CheckGPUFeatures() {
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if ((!gl_extensions.IsGLES || gl_extensions.GLES3) && PSP_CoreParameter().compat.flags().PixelDepthRounding) {
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features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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} else {
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if (!PSP_CoreParameter().compat.flags().NoDepthRounding) {
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if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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}
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+30
-47
@@ -28,55 +28,38 @@
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# Issue numbers refer to issues on https://github.com/hrydgard/ppsspp/issues
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# ========================================================================================
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[NoDepthRounding]
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# Fight Night Round 3
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# Our accurate rounding of depth to 16-bit precision appears to cause a regression
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# in this game. The game doesn't seem to need it, so let's turn it off.
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# Issue #8004
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ULES00270 = true
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ULUS10066 = true
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# Ridge Racer
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# Our accurate rounding of depth to 16-bit precision appears to cause a regression
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# in this game. The game doesn't seem to need it, so let's turn it off.
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# Issue 8031
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UCAS40015 = true
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ULUS10001 = true
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UCKS45002 = true
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UCES00002 = true
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ULJS19002 = true
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UCKS45053 = true
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NPJH50140 = true
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# Do the same for Ridge Racer 2, it's nearly the exact same game except more levels and cars.
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ULJS00080 = true
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UCES00422 = true
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NPJH50366 = true
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# Same for Lost Heroes (JP).
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ULJS00489 = true
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NPJH50647 = true
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# Summon Night 5 (JP). Issue #8181
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ULJS00553 = true
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NPJH50696 = true
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ULJS19096 = true
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#MotorStorm Arctic Edge
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UCUS98743 = true
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UCES01250 = true
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UCAS40266 = true
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UCJS10104 = true
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NPJG00047 = true
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UCKS45124 = true
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#Saigo no Yakusoku no Monogatari (JP)
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NPJH50416 = true
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UCAS40339 = true
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ULJM05860 = true
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[VertexDepthRounding]
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# Phantasy Star Portable needs depth rounding to 16-bit precision for text to show up.
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# It's enough to do it at the vertex granularity. #3777
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ULJM05309 = true
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ULUS10410 = true
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ULES01218 = true
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ULJM08023 = true
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ULES01218 = true
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# Puyo Puyo Fever 2 #3663 (layering)
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ULJM05058 = true
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# NBA 2K13 #6603 (menu glitches)
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ULAS42332 = true
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ULJS00551 = true
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NPJH50713 = true
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ULJS00596 = true
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ULES01578 = true
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# Power Stone Collection #6257 (map arrow)
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ULES00496 = true
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ULUS10171 = true
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ULJM05178 = true
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# Taiko no Tatsujin Portable DX #7920 (missing text)
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ULJS00383 = true
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NPJH50426 = true
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ULAS42282 = true
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# PhotoKano #7920 (missing text)
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ULJS00378 = true
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NPJH50579 = true
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ULJS19069 = true
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NPJH50579 = true
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[PixelDepthRounding]
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# Heroes Phantasia requires pixel depth rounding.
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# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites)
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NPJH50558 = true
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ULJS00456 = true
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ULJS00454 = true
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