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https://github.com/hrydgard/ppsspp.git
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The hook on the decode function fixed hit-testing, but the solid color picking frames could stay visible on screen, more so at high render resolutions. Reading back at sceGeDrawSync(0), right after the game waits for the pass, doesn't show them. Only the framebuffer the last list drew to is read back. Rularia found and tested this at 10x on ULJS00216. The new ColorPickingDrawSyncReadback compat flag replaces the ReplaceTables hook, and ULJS00247 (the third game's UMD) is added alongside the others. Co-Authored-By: Rularia <Rularia@outlook.com> Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
249 lines
12 KiB
C++
249 lines
12 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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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, version 2.0 or later versions.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cstring>
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#include "Common/Log.h"
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#include "Common/Data/Format/IniFile.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/StringUtils.h"
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#include "Common/System/OSD.h"
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#include "Common/System/System.h"
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#include "Core/Compatibility.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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void Compatibility::Load(const std::string &gameID) {
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Clear();
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// Allow ignoring compat settings by name (regardless of game ID.)
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std::vector<std::string> ignored;
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SplitString(g_Config.sIgnoreCompatSettings, ',', ignored);
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ignored_ = std::set<std::string>(ignored.begin(), ignored.end());
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// If ALL, don't process any compat flags.
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if (ignored_.find("ALL") != ignored_.end())
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return;
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{
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IniFile compat;
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// This loads from assets.
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if (compat.LoadFromVFS(g_VFS, "compat.ini")) {
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CheckSettings(compat, gameID);
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filesLoaded_.push_back("assets/compat.ini");
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} else {
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auto e = GetI18NCategory(I18NCat::ERRORS);
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std::string msg = ApplySafeSubstitutions(e->T("File not found: %1"), "compat.ini");
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g_OSD.Show(OSDType::MESSAGE_ERROR, msg, 3.0f);
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}
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}
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{
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IniFile compat2;
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// This one is user-editable. Need to load it after the system one.
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Path path = GetSysDirectory(DIRECTORY_SYSTEM) / "compat.ini";
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if (compat2.Load(path)) {
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CheckSettings(compat2, gameID);
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filesLoaded_.push_back(path.ToString());
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}
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}
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const int deviceType = System_GetPropertyInt(SYSPROP_DEVICE_TYPE);
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if ((deviceType == DEVICE_TYPE_VR) || g_Config.bForceVR) {
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{
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IniFile compat;
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// This loads from assets.
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if (compat.LoadFromVFS(g_VFS, "compatvr.ini")) {
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CheckVRSettings(compat, gameID);
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filesLoaded_.push_back("assets/compatvr.ini");
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}
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}
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{
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IniFile compat2;
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// This one is user-editable. Need to load it after the system one.
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Path path = GetSysDirectory(DIRECTORY_SYSTEM) / "compatvr.ini";
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if (compat2.Load(path)) {
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CheckVRSettings(compat2, gameID);
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filesLoaded_.push_back(path.ToString());
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}
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}
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}
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}
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void Compatibility::Clear() {
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flags_ = {};
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vrCompat_ = {};
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activeList_.clear();
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filesLoaded_.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, "VertexDepthRounding", &flags_.VertexDepthRounding);
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CheckSetting(iniFile, gameID, "PixelDepthRounding", &flags_.PixelDepthRounding);
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CheckSetting(iniFile, gameID, "ClearToRAM", &flags_.ClearToRAM);
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CheckSetting(iniFile, gameID, "Force04154000Download", &flags_.Force04154000Download);
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CheckSetting(iniFile, gameID, "DrawSyncEatCycles", &flags_.DrawSyncEatCycles);
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CheckSetting(iniFile, gameID, "DrawSyncInstant", &flags_.DrawSyncInstant);
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CheckSetting(iniFile, gameID, "FakeMipmapChange", &flags_.FakeMipmapChange);
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CheckSetting(iniFile, gameID, "RequireBufferedRendering", &flags_.RequireBufferedRendering);
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CheckSetting(iniFile, gameID, "RequireBlockTransfer", &flags_.RequireBlockTransfer);
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CheckSetting(iniFile, gameID, "RequireDefaultCPUClock", &flags_.RequireDefaultCPUClock);
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CheckSetting(iniFile, gameID, "MGS2AcidHack", &flags_.MGS2AcidHack);
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CheckSetting(iniFile, gameID, "SonicRivalsHack", &flags_.SonicRivalsHack);
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CheckSetting(iniFile, gameID, "TiledDepalHack", &flags_.TiledDepalHack);
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CheckSetting(iniFile, gameID, "BlockTransferAllowCreateFB", &flags_.BlockTransferAllowCreateFB);
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CheckSetting(iniFile, gameID, "IntraVRAMBlockTransferAllowCreateFB", &flags_.IntraVRAMBlockTransferAllowCreateFB);
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CheckSetting(iniFile, gameID, "YugiohSaveFix", &flags_.YugiohSaveFix);
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CheckSetting(iniFile, gameID, "ForceUMDDelay", &flags_.ForceUMDDelay);
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CheckSetting(iniFile, gameID, "ForceMax60FPS", &flags_.ForceMax60FPS);
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CheckSetting(iniFile, gameID, "GoWFramerateHack60", &flags_.GoWFramerateHack60);
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CheckSetting(iniFile, gameID, "FramerateHack30", &flags_.FramerateHack30);
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CheckSetting(iniFile, gameID, "HideISOFiles", &flags_.HideISOFiles);
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CheckSetting(iniFile, gameID, "ForceAccurateVdot", &flags_.ForceAccurateVdot);
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CheckSetting(iniFile, gameID, "ForceSoftwareRenderer", &flags_.ForceSoftwareRenderer);
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CheckSetting(iniFile, gameID, "DarkStalkersPresentHack", &flags_.DarkStalkersPresentHack);
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CheckSetting(iniFile, gameID, "ReportSmallMemstick", &flags_.ReportSmallMemstick);
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CheckSetting(iniFile, gameID, "MemstickFixedFree", &flags_.MemstickFixedFree);
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CheckSetting(iniFile, gameID, "DateLimited", &flags_.DateLimited);
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CheckSetting(iniFile, gameID, "DisableFirstFrameReadback", &flags_.DisableFirstFrameReadback);
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CheckSetting(iniFile, gameID, "MpegAvcWarmUp", &flags_.MpegAvcWarmUp);
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CheckSetting(iniFile, gameID, "BlueToAlpha", &flags_.BlueToAlpha);
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CheckSetting(iniFile, gameID, "CenteredLines", &flags_.CenteredLines);
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CheckSetting(iniFile, gameID, "ZZT3SelectHack", &flags_.ZZT3SelectHack);
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CheckSetting(iniFile, gameID, "AllowLargeFBTextureOffsets", &flags_.AllowLargeFBTextureOffsets);
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CheckSetting(iniFile, gameID, "AtracLoopHack", &flags_.AtracLoopHack);
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CheckSetting(iniFile, gameID, "DeswizzleDepth", &flags_.DeswizzleDepth);
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CheckSetting(iniFile, gameID, "SplitFramebufferMargin", &flags_.SplitFramebufferMargin);
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CheckSetting(iniFile, gameID, "ForceLowerResolutionForEffectsOn", &flags_.ForceLowerResolutionForEffectsOn);
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CheckSetting(iniFile, gameID, "ForceLowerResolutionForEffectsOff", &flags_.ForceLowerResolutionForEffectsOff);
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CheckSetting(iniFile, gameID, "AllowDownloadCLUT", &flags_.AllowDownloadCLUT);
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CheckSetting(iniFile, gameID, "NearestFilteringOnFramebufferCreate", &flags_.NearestFilteringOnFramebufferCreate);
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CheckSetting(iniFile, gameID, "EnglishOrJapaneseOnly", &flags_.EnglishOrJapaneseOnly);
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CheckSetting(iniFile, gameID, "OldAdrenoPixelDepthRoundingGL", &flags_.OldAdrenoPixelDepthRoundingGL);
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CheckSetting(iniFile, gameID, "ForceCircleButtonConfirm", &flags_.ForceCircleButtonConfirm);
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CheckSetting(iniFile, gameID, "DisallowFramebufferAtOffset", &flags_.DisallowFramebufferAtOffset);
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CheckSetting(iniFile, gameID, "RockmanDash2SoundFix", &flags_.RockmanDash2SoundFix);
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CheckSetting(iniFile, gameID, "ReadbackDepth", &flags_.ReadbackDepth);
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CheckSetting(iniFile, gameID, "BlockTransferDepth", &flags_.BlockTransferDepth);
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CheckSetting(iniFile, gameID, "DaxterRotatedAnalogStick", &flags_.DaxterRotatedAnalogStick);
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CheckSetting(iniFile, gameID, "ForceMaxDepthResolution", &flags_.ForceMaxDepthResolution);
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CheckSetting(iniFile, gameID, "LoadCLUTFromCurrentFrameOnly", &flags_.LoadCLUTFromCurrentFrameOnly);
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CheckSetting(iniFile, gameID, "ForceUMDReadSpeed", &flags_.ForceUMDReadSpeed);
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CheckSetting(iniFile, gameID, "KernelGetSystemTimeLowEatMoreCycles", &flags_.KernelGetSystemTimeLowEatMoreCycles);
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CheckSetting(iniFile, gameID, "TacticsOgreEliminateDebugReadback", &flags_.TacticsOgreEliminateDebugReadback);
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CheckSetting(iniFile, gameID, "FramebufferAllowLargeVerticalOffset", &flags_.FramebufferAllowLargeVerticalOffset);
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CheckSetting(iniFile, gameID, "DisableMemcpySlicing", &flags_.DisableMemcpySlicing);
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CheckSetting(iniFile, gameID, "ForceEnableGPUReadback", &flags_.ForceEnableGPUReadback);
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CheckSetting(iniFile, gameID, "UseFFMPEGFindStreamInfo", &flags_.UseFFMPEGFindStreamInfo);
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CheckSetting(iniFile, gameID, "SoftwareRasterDepth", &flags_.SoftwareRasterDepth);
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CheckSetting(iniFile, gameID, "DisableHLESceFont", &flags_.DisableHLESceFont);
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CheckSetting(iniFile, gameID, "ForceHLEPsmf", &flags_.ForceHLEPsmf);
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CheckSetting(iniFile, gameID, "SaveStatesNotRecommended", &flags_.SaveStatesNotRecommended);
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CheckSetting(iniFile, gameID, "MsgDialogAutoStatus", &flags_.MsgDialogAutoStatus);
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CheckSetting(iniFile, gameID, "NullPageValid", &flags_.NullPageValid);
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CheckSetting(iniFile, gameID, "DetectDestBlendSquared", &flags_.DetectDestBlendSquared);
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CheckSetting(iniFile, gameID, "BoostExactFramebufferMatch", &flags_.BoostExactFramebufferMatch);
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CheckSetting(iniFile, gameID, "PersistentFramebuffers", &flags_.PersistentFramebuffers);
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CheckSetting(iniFile, gameID, "FileCreatedTimeHack", &flags_.FileCreatedTimeHack);
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CheckSetting(iniFile, gameID, "FastEmulatedGPU", &flags_.FastEmulatedGPU);
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CheckSetting(iniFile, gameID, "CorrectCullAfterClip", &flags_.CorrectCullAfterClip);
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CheckSetting(iniFile, gameID, "SpriteBorderFix", &flags_.SpriteBorderFix);
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CheckSetting(iniFile, gameID, "TextureCLUTInShader", &flags_.TextureCLUTInShader);
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CheckSetting(iniFile, gameID, "DisableRangeCulling", &flags_.DisableRangeCulling);
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CheckSetting(iniFile, gameID, "BlockTransferReadbackSmall", &flags_.BlockTransferReadbackSmall);
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CheckSetting(iniFile, gameID, "DepthCLUTIntoHalves", &flags_.DepthCLUTIntoHalves);
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CheckSetting(iniFile, gameID, "AccurateSplines", &flags_.AccurateSplines);
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CheckSetting(iniFile, gameID, "ReadbackShadow", &flags_.ReadbackShadow);
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CheckSetting(iniFile, gameID, "ColorPickingDrawSyncReadback", &flags_.ColorPickingDrawSyncReadback);
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}
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void Compatibility::CheckVRSettings(IniFile &iniFile, const std::string &gameID) {
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CheckSetting(iniFile, gameID, "ForceFlatScreen", &vrCompat_.ForceFlatScreen);
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CheckSetting(iniFile, gameID, "ForceMono", &vrCompat_.ForceMono);
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CheckSetting(iniFile, gameID, "IdentityViewHack", &vrCompat_.IdentityViewHack);
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CheckSetting(iniFile, gameID, "MirroringVariant", &vrCompat_.MirroringVariant);
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CheckSetting(iniFile, gameID, "ProjectionHack", &vrCompat_.ProjectionHack);
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CheckSetting(iniFile, gameID, "Skyplane", &vrCompat_.Skyplane);
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CheckSetting(iniFile, gameID, "UnitsPerMeter", &vrCompat_.UnitsPerMeter);
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NOTICE_LOG(Log::G3D, "UnitsPerMeter for %s: %f", gameID.c_str(), vrCompat_.UnitsPerMeter);
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}
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void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool *flag) {
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if (ignored_.find(option) == ignored_.end()) {
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Section *section = iniFile.GetSection(option);
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if (!section) {
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// Not found, skip.
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return;
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}
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section->Get(gameID, flag);
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// Shortcut for debugging, sometimes useful to globally enable compat flags.
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bool all = false;
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section->Get("ALL", &all);
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if (all) {
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*flag = true;
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}
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if (*flag) {
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if (!activeList_.empty()) {
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activeList_ += "\n";
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}
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activeList_ += option;
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activeList_ += ": True";
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}
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}
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}
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void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, float *flag) {
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std::string value;
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Section *section = iniFile.GetSection(option);
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if (section && section->Get(gameID.c_str(), &value)) {
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// Not stof - it throws on a malformed entry, and compat.ini is user-editable.
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float parsed;
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if (sscanf(value.c_str(), "%f", &parsed) != 1) {
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WARN_LOG(Log::Loader, "compat.ini: [%s] %s is not a number: '%s'", option, gameID.c_str(), value.c_str());
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return;
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}
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*flag = parsed;
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if (!activeList_.empty()) {
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activeList_ += "\n";
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}
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activeList_ += std::string(option) + ": " + std::to_string(*flag);
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}
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}
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void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, int *flag) {
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std::string value;
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Section *section = iniFile.GetSection(option);
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if (section && section->Get(gameID.c_str(), &value)) {
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int parsed;
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if (sscanf(value.c_str(), "%d", &parsed) != 1) {
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WARN_LOG(Log::Loader, "compat.ini: [%s] %s is not an integer: '%s'", option, gameID.c_str(), value.c_str());
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return;
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}
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*flag = parsed;
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if (!activeList_.empty()) {
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activeList_ += ":" + std::to_string(*flag) + "\n";
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}
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activeList_ += std::string(option) + ": " + std::to_string(*flag);
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}
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}
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