Attemp to fix Kingdom Heart , Valkyrie Profile & Tales Of Phantasia

This commit is contained in:
raven02 2013-09-14 21:03:24 +08:00
parent 2d084ec747
commit cda902f02a
2 changed files with 34 additions and 13 deletions

View File

@ -426,9 +426,12 @@ void DrawingSize(int &drawing_width, int &drawing_height) {
}
} else {
// Correct region size has to be used when fb_width equals to region_width for exmaple GTA/Midnight Club/MSG Peace Maker .
if (fb_stride == region_width && region_width != scissor_width) {
if (fb_stride == region_width && region_width == viewport_width) {
drawing_width = region_width;
drawing_height = region_height;
} else if (fb_stride == viewport_width) {
drawing_width = viewport_width;
drawing_height = viewport_height;
} else {
drawing_width = default_width;
drawing_height = default_height;
@ -488,22 +491,40 @@ void FramebufferManager::SetRenderFrameBuffer() {
int buffer_width = drawing_width;
int buffer_height = drawing_height;
// Find a matching framebuffer
// Find a matching framebuffer, same size or bigger
VirtualFramebuffer *vfb = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *v = vfbs_[i];
if (MaskedEqual(v->fb_address, fb_address) && v->format == fmt) {
// Let's not be so picky for now. Let's say this is the one.
vfb = v;
// Update fb stride in case it changed
vfb->fb_stride = fb_stride;
vfb->format = fmt;
if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) {
if (MaskedEqual(v->fb_address, fb_address)) {
// Okay, let's check the sizes. If the new one is bigger than the old one, recreate.
// If the opposite, just use it and hope that the game sets scissors accordingly.
if (v->bufferWidth >= drawing_width && v->bufferHeight >= drawing_height) {
// Let's not be so picky for now. Let's say this is the one.
vfb = v;
// Update fb stride in case it changed
vfb->fb_stride = fb_stride;
v->format = fmt;
// Just hack the width/height and we should be fine. also hack renderwidth/renderheight?
v->width = drawing_width;
v->height = drawing_height;
}
break;
}
break;
} else {
INFO_LOG(HLE, "Enlarging framebuffer from (%i, %i) to (%i, %i)", (int)v->width, (int)v->height, drawing_width, drawing_height);
// drawing_width or drawing_height is bigger. Let's recreate with the max.
// To do this right we should copy the data over too, but meh.
if ((int)v->width >= drawing_width && (int)v->height >= drawing_height) {
buffer_width = (int)v->width;
buffer_height = (int)v->height;
} else {
buffer_width = drawing_width;
buffer_height = drawing_height;
}
DestroyFramebuf(v);
vfbs_.erase(vfbs_.begin() + i--);
break;
}
}
}
float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;

View File

@ -989,7 +989,7 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry)
if (useBufferedRendering) {
// For now, let's not bind FBOs that we know are off (invalidHint will be -1.)
// But let's still not use random memory.
if (entry->framebuffer->fbo && entry->invalidHint != -1) {
if (entry->framebuffer->fbo) {
fbo_bind_color_as_texture(entry->framebuffer->fbo, 0);
// Keep the framebuffer alive.
// TODO: Dangerous if it sets a new one?