ppsspp/Core/Compatibility.cpp
Henrik Rydgård b13c5c2d1b Add compat setting to force using maximum depth resolution
Fixes #17014

Even if our depth-testing-equal heuristic believes that the game needs
lower depth resolution.

This removes some depth-fighting artifacts (that are present on the real
PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama -
essentially reverting these to the behavior we had before the heuristic.

(The heuristic is good though - it means less compat.ini hacks going in
the other direction).

In the case of Outrun, this relies on two passes that pass exactly the
same vertex coordinates twice resulting in the exact same final
geometry. This is actually guaranteed by the spec if the vertex math is
exactly the same and "invariant" is set on the position output, though
I guess you never know.. Haven't seen any issues at least.

Also sneak in disabling some validation messages from using extra Vulkan
validation layers other than the default.
2023-03-26 00:27:58 +01:00

160 lines
7.7 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/File/VFS/VFS.h"
#include "Common/StringUtils.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);
}
}
{
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);
}
}
{
IniFile compat;
// This loads from assets.
if (compat.LoadFromVFS(g_VFS, "compatvr.ini")) {
CheckVRSettings(compat, gameID);
}
}
{
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);
}
}
}
void Compatibility::Clear() {
memset(&flags_, 0, sizeof(flags_));
memset(&vrCompat_, 0, sizeof(vrCompat_));
}
void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "VertexDepthRounding", &flags_.VertexDepthRounding);
CheckSetting(iniFile, gameID, "PixelDepthRounding", &flags_.PixelDepthRounding);
CheckSetting(iniFile, gameID, "DepthRangeHack", &flags_.DepthRangeHack);
CheckSetting(iniFile, gameID, "ClearToRAM", &flags_.ClearToRAM);
CheckSetting(iniFile, gameID, "Force04154000Download", &flags_.Force04154000Download);
CheckSetting(iniFile, gameID, "DrawSyncEatCycles", &flags_.DrawSyncEatCycles);
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, "DisableAccurateDepth", &flags_.DisableAccurateDepth);
CheckSetting(iniFile, gameID, "MGS2AcidHack", &flags_.MGS2AcidHack);
CheckSetting(iniFile, gameID, "SonicRivalsHack", &flags_.SonicRivalsHack);
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, "GoWFramerateHack30", &flags_.GoWFramerateHack30);
CheckSetting(iniFile, gameID, "JitInvalidationHack", &flags_.JitInvalidationHack);
CheckSetting(iniFile, gameID, "HideISOFiles", &flags_.HideISOFiles);
CheckSetting(iniFile, gameID, "MoreAccurateVMMUL", &flags_.MoreAccurateVMMUL);
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, "ShaderColorBitmask", &flags_.ShaderColorBitmask);
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, "MaliDepthStencilBugWorkaround", &flags_.MaliDepthStencilBugWorkaround);
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, "SecondaryTextureCache", &flags_.SecondaryTextureCache);
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);
}
void Compatibility::CheckVRSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "ForceFlatScreen", &vrCompat_.ForceFlatScreen);
CheckSetting(iniFile, gameID, "IdentityViewHack", &vrCompat_.IdentityViewHack);
CheckSetting(iniFile, gameID, "Skyplane", &vrCompat_.Skyplane);
CheckSetting(iniFile, gameID, "UnitsPerMeter", &vrCompat_.UnitsPerMeter);
NOTICE_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()) {
iniFile.Get(option, gameID.c_str(), flag, *flag);
// Shortcut for debugging, sometimes useful to globally enable compat flags.
bool all = false;
iniFile.Get(option, "ALL", &all, false);
*flag |= all;
}
}
void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, float *flag) {
std::string value;
iniFile.Get(option, gameID.c_str(), &value, "0");
*flag = stof(value);
}