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GPU: Make Spongebob hack checks more readable.
Multiline clauses are just a lie programmers tell themselves to make them think they've written readable code, just because it's better than a single line. Also add comments while there, in case this causes problems.
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@ -202,25 +202,40 @@ void ConvertStencilFuncState(GenericStencilFuncState &stencilFuncState);
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// See issue #15898
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inline bool SpongebobDepthInverseConditions(const GenericStencilFuncState &stencilState) {
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// Check that the depth/stencil state matches the conditions exactly
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return gstate.isDepthTestEnabled() && !gstate.isDepthWriteEnabled() &&
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gstate.getDepthTestFunction() == GE_COMP_GEQUAL &&
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stencilState.zFail == GE_STENCILOP_ZERO && stencilState.sFail == GE_STENCILOP_KEEP && stencilState.zPass == GE_STENCILOP_KEEP &&
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stencilState.testFunc == GE_COMP_ALWAYS && stencilState.writeMask == 0xFF &&
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// And also verify no color is written. The game does this through simple alpha blending with a constant zero alpha.
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// We also check for color mask, since it's more natural, in case another game does it.
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((gstate.isAlphaBlendEnabled() &&
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!gstate.isTextureMapEnabled() &&
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gstate.getBlendFuncA() == GE_SRCBLEND_SRCALPHA &&
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gstate.getBlendFuncB() == GE_DSTBLEND_INVSRCALPHA &&
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(
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( // Spongebob
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gstate.getMaterialAmbientA() == 0x0 && // our accessor is kinda misnamed here, but material diffuse A is both used as default color and as ambient alpha
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gstate.getMaterialUpdate() == 0
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) ||
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( // MX vs ATV : Reflex
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gstate.getMaterialUpdate() == 1 // Really should also check vertex data, since that's where the zero is :(
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)
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)
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) || gstate.getColorMask() == 0xFFFFFF00); // note that PSP masks are "inverted"
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// Check that the depth/stencil state matches the conditions exactly.
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// Always with a depth test that's not writing to the depth buffer (only stencil.)
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if (!gstate.isDepthTestEnabled() || gstate.isDepthWriteEnabled())
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return false;
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// Always GREATER_EQUAL, which we flip to LESS.
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if (gstate.getDepthTestFunction() != GE_COMP_GEQUAL)
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return false;
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// The whole purpose here is a depth fail that we need to write to alpha.
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if (stencilState.zFail != GE_STENCILOP_ZERO || stencilState.sFail != GE_STENCILOP_KEEP || stencilState.zPass != GE_STENCILOP_KEEP)
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return false;
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if (stencilState.testFunc != GE_COMP_ALWAYS || stencilState.writeMask != 0xFF)
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return false;
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// Lastly, verify no color is written. Natural way is a mask, in case another game uses it.
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// Note that the PSP masks are reversed compared to typical APIs.
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if (gstate.getColorMask() == 0xFFFFFF00)
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return true;
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// These games specifically use simple alpha blending with a constant zero alpha.
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if (!gstate.isAlphaBlendEnabled() || gstate.getBlendFuncA() != GE_SRCBLEND_SRCALPHA || gstate.getBlendFuncB() != GE_DSTBLEND_INVSRCALPHA)
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return false;
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// Also make sure there's no texture, in case its alpha gets involved.
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if (gstate.isTextureMapEnabled())
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return false;
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// Spongebob uses material alpha.
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if (gstate.getMaterialAmbientA() == 0x00 && gstate.getMaterialUpdate() == 0)
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return true;
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// MX vs ATV : Reflex uses vertex colors, should really check them...
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if (gstate.getMaterialUpdate() == 1)
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return true;
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// Okay, color is most likely being used if we didn't hit the above.
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return false;
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}
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