Files
ppsspp/Core/Compatibility.cpp
T
0a0458ed7a Amagoushi no Yakata: Read the picking pass back at sceGeDrawSync instead
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>
2026-10-17 15:19:31 +02:00

249 lines
12 KiB
C++

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