mirror of
https://github.com/hrydgard/ppsspp.git
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1c0d66aef7
Solves the last problem with the speedometers - so we can finally say: Fixes #8509 Render-to-CLUT for speedometers renders on top of an image that just comes from the underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds filtering so at higher resolutions, there's some blurring of the CLUT, causing artifacts. We can solve this two ways: either we force on lower-resolution-for-effects for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the memory under a framebuffer. For best result, we do the latter. (The speedometers look even better with nearest filtering, but that's a more general issue of UI looking better that way).
125 lines
4.0 KiB
C++
125 lines
4.0 KiB
C++
// Copyright (c) 2015- 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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#pragma once
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#include <string>
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#include <cstdint>
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#include <set>
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// Compatibility flags are controlled by assets/compat.ini.
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// Alternatively, if PSP/SYSTEM/compat.ini exists, it is merged on top, to enable editing
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// the file on Android for tests.
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//
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// This file is not meant to be user-editable, although is kept as a separate ini
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// file instead of compiled into the code for debugging purposes.
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//
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// The uses cases are strict:
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// * Enable fixes for things we can't reasonably emulate without completely ruining
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// performance for other games, such as the screen copies in Dangan Ronpa
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// * Disabling accuracy features like 16-bit depth rounding, when we can't seem to
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// implement them at all in a 100% compatible way
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// * Emergency game-specific compatibility fixes before releases, such as the GTA
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// music problem where every attempted fix has reduced compatibility with other games
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// * Enable "unsafe" performance optimizations that some games can tolerate and
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// others cannot. We do not currently have any of those.
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//
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// This functionality should NOT be used for any of the following:
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// * Cheats
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// * Fun hacks, like enlarged heads or whatever
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// * Fixing general compatibility issues. First try to find a general solution. Try hard.
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//
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// We already have the Action Replay-based cheat system for such use cases.
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// TODO: Turn into bitfield for smaller mem footprint. Though I think it still fits in a cacheline...
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struct CompatFlags {
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bool VertexDepthRounding;
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bool PixelDepthRounding;
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bool DepthRangeHack;
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bool ClearToRAM;
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bool Force04154000Download;
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bool DrawSyncEatCycles;
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bool FakeMipmapChange;
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bool RequireBufferedRendering;
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bool RequireBlockTransfer;
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bool RequireDefaultCPUClock;
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bool DisableAccurateDepth;
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bool MGS2AcidHack;
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bool SonicRivalsHack;
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bool BlockTransferAllowCreateFB;
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bool IntraVRAMBlockTransferAllowCreateFB;
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bool YugiohSaveFix;
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bool ForceUMDDelay;
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bool ForceMax60FPS;
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bool GoWFramerateHack60;
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bool GoWFramerateHack30;
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bool JitInvalidationHack;
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bool HideISOFiles;
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bool MoreAccurateVMMUL;
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bool ForceSoftwareRenderer;
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bool DarkStalkersPresentHack;
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bool ReportSmallMemstick;
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bool MemstickFixedFree;
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bool DateLimited;
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bool ShaderColorBitmask;
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bool DisableFirstFrameReadback;
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bool DisableRangeCulling;
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bool MpegAvcWarmUp;
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bool BlueToAlpha;
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bool CenteredLines;
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bool MaliDepthStencilBugWorkaround;
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bool ZZT3SelectHack;
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bool AllowLargeFBTextureOffsets;
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bool AtracLoopHack;
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bool DeswizzleDepth;
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bool SplitFramebufferMargin;
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bool ForceLowerResolutionForEffectsOn;
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bool AllowDownloadCLUT;
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bool NearestFilteringOnFramebufferCreate;
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};
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struct VRCompat {
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bool Skyplane;
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float UnitsPerMeter;
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};
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class IniFile;
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class Compatibility {
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public:
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Compatibility() {
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Clear();
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}
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// Flags enforced read-only through const. Only way to change them is to load assets/compat.ini.
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const CompatFlags &flags() const { return flags_; }
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const VRCompat &vrCompat() const { return vrCompat_; }
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void Load(const std::string &gameID);
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private:
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void Clear();
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void CheckSettings(IniFile &iniFile, const std::string &gameID);
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void CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool *flag);
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void CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, float *value);
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CompatFlags flags_{};
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VRCompat vrCompat_{};
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std::set<std::string> ignored_;
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};
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