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gs_drawbuf
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
8cdec6fb5a |
@@ -25,7 +25,7 @@ LIBBACKTRACE=ad106d5fdd5d960bd33fae1c48a351af567fd075
|
||||
LIBJPEGTURBO=3.1.2
|
||||
LIBPNG=1.6.53
|
||||
LIBWEBP=1.6.0
|
||||
NVENC=13.0.19.0
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||||
NVENC=11.1.5.3
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||||
SDL=SDL3-3.4.0
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||||
QT=6.10.1
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||||
QTAPNG=1.3.0
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||||
@@ -57,7 +57,7 @@ e4ab7009bf0629fd11982d4c2aa83964cf244cffba7347ecd39019a9e38c4564 libwebp-$LIBWE
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||||
082cbf5f429e0d80820f68dc2b507a94d4cc1b4e70817b119bbb8ec6a69584b8 $SDL.tar.gz
|
||||
452a1a290bd0cf18737fad0057dc17b7fdf10a73eda2d6d4f31ba04fda25ef2c libpng-$LIBPNG-apng.patch.gz
|
||||
537512904744b35e232912055ccf8ec66d768639ff3abe5788d90d792ec5f48b lz4-$LZ4.tar.gz
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||||
13da39edb3a40ed9713ae390ca89faa2f1202c9dda869ef306a8d4383e242bee nv-codec-headers-$NVENC.tar.gz
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||||
2974b91062197e0527dffa3aadd8fe3bfa6681ae45f5ff9181bc0ca6479abd59 nv-codec-headers-$NVENC.tar.gz
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||||
c465aa56757e7746ac707f582b6e2d51546569a4a2488c1172fb543aa5fdfc2c vulkan-sdk-$VULKAN.tar.gz
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||||
eb33e51f49a15e023950cd7825ca74a4a2b43db8354825ac24fc1b7ee09e6fa3 zstd-$ZSTD.tar.gz
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||||
5a6226f7e23db51fdc3223121eba53f3f5447cf0cc4d6cb82a3a2df7a65d265d qtbase-everywhere-src-$QT.tar.xz
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||||
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||||
Binary file not shown.
@@ -2075,8 +2075,6 @@ SCAJ-20128:
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||||
SCAJ-20129:
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||||
name: "Ponkotsu Roman Daikatsugeki Bumpy Trot"
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||||
region: "NTSC-Unk"
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||||
roundModes:
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||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
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||||
getSkipCount: "GSC_IRem"
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||||
halfPixelOffset: 2 # Aligns effects.
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||||
@@ -7616,8 +7614,6 @@ SCKA-20058:
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||||
name: "액션 로망 범피 트롯"
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||||
name-en: "Action Romance Bumpy Trot"
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||||
region: "NTSC-K"
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||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
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||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
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||||
halfPixelOffset: 2 # Aligns effects.
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||||
@@ -24781,11 +24777,6 @@ SLES-53820:
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||||
SLES-53821:
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name: "Radio Helicopter II"
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||||
region: "PAL-E"
|
||||
patches:
|
||||
9A695202:
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||||
content: |-
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||||
comment=Patch that nops a branch instruction causing a freeze.
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patch=1,EE,001799AC,word,00000000
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SLES-53824:
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name: "Trapt"
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||||
region: "PAL-E"
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||||
@@ -25587,8 +25578,6 @@ SLES-54137:
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||||
SLES-54138:
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name: "Steambot Chronicles"
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||||
region: "PAL-E"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
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||||
halfPixelOffset: 2 # Aligns effects.
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||||
@@ -26239,8 +26228,6 @@ SLES-54333:
|
||||
SLES-54335:
|
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name: "Steambot Chronicles"
|
||||
region: "PAL-F"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -35866,8 +35853,6 @@ SLPM-60255:
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||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと [たいけんばん]"
|
||||
name-en: "Ponkotsu Roeman Daikatsugeki Bumpy Trot [Trial]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -35939,8 +35924,6 @@ SLPM-60266:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと [たいけんばん]"
|
||||
name-en: "Ponkotsu Roeman Daikatsugeki Bumpy Trot [Trial]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -40094,11 +40077,6 @@ SLPM-62624:
|
||||
name-sort: "ぷちこぷたー2"
|
||||
name-en: "Petit Copter 2"
|
||||
region: "NTSC-J"
|
||||
patches:
|
||||
9A695202:
|
||||
content: |-
|
||||
comment=Patch that nops a branch instruction causing a freeze.
|
||||
patch=1,EE,001799B8,word,00000000
|
||||
SLPM-62625:
|
||||
name: "鬼浜爆走愚連隊 激闘編"
|
||||
name-sort: "おにはまばくそうぐれんたい げきとうへん"
|
||||
@@ -59846,8 +59824,6 @@ SLPS-25457:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと"
|
||||
name-en: "Ponkotsu Roeman Daikatsugeki Bumpy Trot"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -61252,8 +61228,6 @@ SLPS-25683:
|
||||
name-sort: "ぽんこつろまんだいかつげきばんぴーとろっと [Irem COLLECTION]"
|
||||
name-en: "Ponkotsu Roman Daikatsugeki Bumpy Trot [Irem Collection]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -71386,8 +71360,6 @@ SLUS-21344:
|
||||
name: "Steambot Chronicles"
|
||||
region: "NTSC-U"
|
||||
compat: 5
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -74929,8 +74901,6 @@ SLUS-28059:
|
||||
SLUS-28061:
|
||||
name: "Steambot Chronicles [Trade Demo]"
|
||||
region: "NTSC-U"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
@@ -75709,8 +75679,6 @@ SLUS-29185:
|
||||
SLUS-29188:
|
||||
name: "Steambot Chronicles [Regular Demo]"
|
||||
region: "NTSC-U"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes broken load triggers.
|
||||
gsHWFixes:
|
||||
getSkipCount: "GSC_IRem"
|
||||
halfPixelOffset: 2 # Aligns effects.
|
||||
|
||||
@@ -236,7 +236,6 @@
|
||||
03000000ac0500005b05000000000000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000ac0500002d02000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000ac0500004d04000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000373500002210000000000000,GameSir G7 Pro,a:b0,b:b1,x:b3,y:b4,back:b10,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,lefty:a2,rightx:a3,righty:a4,lefttrigger:b8,righttrigger:b9,platform:Window,
|
||||
03000000ac0500001a06000000000000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000373500009410000000000000,GameSir Tegenaria Lite,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000004c0e00001035000000000000,Gamester,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
@@ -246,8 +245,8 @@
|
||||
03000000b62500000100000000000000,Gametel GT004 01,a:b3,b:b0,dpdown:b10,dpleft:b9,dpright:b8,dpup:b11,leftshoulder:b4,rightshoulder:b5,start:b7,x:b1,y:b2,platform:Windows,
|
||||
030000008f0e00001411000000000000,Gamo2 Divaller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c0000a857000000000000,Gator Claw,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000c21100000791000000000000,Nacon GC101 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000c9110000f055000000000000,Nacon GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000c21100000791000000000000,Be1 GC101 Controller 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000c9110000f055000000000000,Be1 GC100XF Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
@@ -464,7 +463,7 @@
|
||||
03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows,
|
||||
03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows,
|
||||
030000006b140000010c000000000000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000006b140000010c000000000000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000006b1400001106000000000000,Nacon Revolution 3 PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
0300000085320000170d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
0300000085320000190d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
@@ -1306,6 +1305,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000632500007a05000001020000,Cosmic Byte Ares Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000a306000022f6000011010000,Cyborg V3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000005e0400008e02000002010000,Data Frog S80,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
|
||||
03000000791d00000103000010010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000c11100000191000011010000,EasySMX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1512,10 +1512,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e0400008e02000010020000,MSI GC20 V2,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000f70600000100000000010000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Linux,
|
||||
030000006b1400000906000014010000,Nacon Asymmetric Wireless PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006b140000010c000010010000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0300000085320000030c000011010000,Nacon GC100,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000853200000706000012010000,Nacon GC100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000853200000503000000010000,Nacon MGX Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000006b140000010c000010010000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000853200000706000012010000,Nacon GC-100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000853200000503000000010000,Nacon MG-X Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1800,20 +1799,18 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
05000000434f4d4d414e440000000000,VX Gaming Command Series,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0000000058626f782033363020576900,Xbox 360 Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400001907000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400009102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000030060000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001503000000020000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000002010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000047010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000072050000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000000010000,Xbox 360 EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000014010000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
0000000058626f782047616d65706100,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400000202000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008e02000072050000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001304000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
|
||||
@@ -112,7 +112,7 @@ struct VS_OUTPUT
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
noperspective centroid float4 p : SV_Position;
|
||||
float4 p : SV_Position;
|
||||
float4 t : TEXCOORD0;
|
||||
float4 ti : TEXCOORD2;
|
||||
#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
|
||||
@@ -140,7 +140,7 @@ struct PS_OUTPUT
|
||||
#endif
|
||||
#endif
|
||||
#if PS_ZCLAMP || PS_ZFLOOR
|
||||
float depth : SV_DepthLessEqual;
|
||||
float depth : SV_Depth;
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
@@ -113,10 +113,6 @@ layout(binding = 3) uniform sampler2D img_prim_min;
|
||||
//layout(pixel_center_integer) in vec4 gl_FragCoord;
|
||||
#endif
|
||||
|
||||
#if (PS_ZFLOOR || PS_ZCLAMP) && HAS_CONSERVATIVE_DEPTH
|
||||
layout(depth_less) out float gl_FragDepth;
|
||||
#endif
|
||||
|
||||
vec4 sample_from_rt()
|
||||
{
|
||||
#if !NEEDS_RT
|
||||
|
||||
@@ -361,10 +361,6 @@ layout(set = 1, binding = 1) uniform texture2D Palette;
|
||||
layout(set = 1, binding = 3) uniform texture2D PrimMinTexture;
|
||||
#endif
|
||||
|
||||
#if PS_ZFLOOR || PS_ZCLAMP
|
||||
layout(depth_less) out float gl_FragDepth;
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
|
||||
@@ -184,7 +184,7 @@ if __name__ == "__main__":
|
||||
args = parser.parse_args()
|
||||
MAX_DIFF_FRAMES = args.maxframes
|
||||
|
||||
outfile = open(args.outfile, "w", encoding="utf-8")
|
||||
outfile = open(args.outfile, "w")
|
||||
write(FILE_HEADER)
|
||||
|
||||
if not check_regression_tests(os.path.realpath(args.baselinedir), os.path.realpath(args.testdir)):
|
||||
|
||||
@@ -123,11 +123,6 @@ void BreakpointDialog::accept()
|
||||
bp->cond.expression = expr;
|
||||
bp->cond.expressionString = m_ui.txtCondition->text().toStdString();
|
||||
}
|
||||
else
|
||||
{
|
||||
bp->hasCond = false;
|
||||
bp->cond = {};
|
||||
}
|
||||
}
|
||||
if (auto* mc = std::get_if<MemCheck>(&m_bp_mc))
|
||||
{
|
||||
@@ -164,11 +159,6 @@ void BreakpointDialog::accept()
|
||||
mc->cond.expression = expr;
|
||||
mc->cond.expressionString = m_ui.txtCondition->text().toStdString();
|
||||
}
|
||||
else
|
||||
{
|
||||
mc->hasCond = false;
|
||||
mc->cond = {};
|
||||
}
|
||||
|
||||
int condition = 0;
|
||||
if (m_ui.chkRead->isChecked())
|
||||
|
||||
@@ -135,7 +135,7 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_2">
|
||||
<property name="title">
|
||||
<string>Fast Boot Options</string>
|
||||
<string>Options and Patches</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<item>
|
||||
|
||||
@@ -140,34 +140,27 @@ void ShortcutCreationDialog::CreateShortcut(const std::string name, const std::s
|
||||
return;
|
||||
}
|
||||
|
||||
// Get path to Desktop or per-user Start Menu\Programs directory
|
||||
// https://superuser.com/questions/1489874/how-can-i-get-the-real-path-of-desktop-in-windows-explorer/1789849#1789849
|
||||
// https://learn.microsoft.com/en-us/windows/win32/api/shlobj_core/nf-shlobj_core-shgetknownfolderpath
|
||||
// https://learn.microsoft.com/en-us/windows/win32/shell/knownfolderid
|
||||
// Locate home directory
|
||||
std::string link_file;
|
||||
if (PWSTR directory; SUCCEEDED(SHGetKnownFolderPath(is_desktop ? FOLDERID_Desktop : FOLDERID_Programs, 0, NULL, &directory)))
|
||||
if (const char* home = std::getenv("USERPROFILE"))
|
||||
{
|
||||
std::string directory_utf8 = StringUtil::WideStringToUTF8String(directory);
|
||||
CoTaskMemFree(directory);
|
||||
|
||||
if (is_desktop)
|
||||
link_file = Path::ToNativePath(fmt::format("{}/{}.lnk", directory_utf8, clean_name));
|
||||
link_file = Path::ToNativePath(fmt::format("{}/Desktop/{}.lnk", home, clean_name));
|
||||
else
|
||||
{
|
||||
const std::string pcsx2_start_menu_dir = Path::ToNativePath(fmt::format("{}/PCSX2", directory_utf8));
|
||||
if (!FileSystem::EnsureDirectoryExists(pcsx2_start_menu_dir.c_str(), false))
|
||||
const std::string start_menu_dir = Path::ToNativePath(fmt::format("{}/AppData/Roaming/Microsoft/Windows/Start Menu/Programs/PCSX2", home));
|
||||
if (!FileSystem::EnsureDirectoryExists(start_menu_dir.c_str(), false))
|
||||
{
|
||||
QMessageBox::critical(this, tr("Failed to create shortcut"), tr("Could not create start menu directory."), QMessageBox::StandardButton::Ok, QMessageBox::StandardButton::Ok);
|
||||
return;
|
||||
}
|
||||
|
||||
link_file = Path::ToNativePath(fmt::format("{}/{}.lnk", pcsx2_start_menu_dir, clean_name));
|
||||
link_file = Path::ToNativePath(fmt::format("{}/{}.lnk", start_menu_dir, clean_name));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CoTaskMemFree(directory);
|
||||
QMessageBox::critical(this, tr("Failed to create shortcut"), is_desktop ? tr("'Desktop' directory not found") : tr("User's 'Start Menu\\Programs' directory not found"), QMessageBox::StandardButton::Ok, QMessageBox::StandardButton::Ok);
|
||||
QMessageBox::critical(this, tr("Failed to create shortcut"), tr("Home path is empty."), QMessageBox::StandardButton::Ok, QMessageBox::StandardButton::Ok);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -295,9 +295,6 @@
|
||||
<property name="text">
|
||||
<string>Desktop</string>
|
||||
</property>
|
||||
<property name="checked">
|
||||
<bool>true</bool>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -830,7 +830,6 @@ set(pcsx2HostHeaders
|
||||
|
||||
set(pcsx2ImGuiSources
|
||||
ImGui/FullscreenUI.cpp
|
||||
ImGui/FullscreenUI_Settings.cpp
|
||||
ImGui/ImGuiFullscreen.cpp
|
||||
ImGui/ImGuiManager.cpp
|
||||
ImGui/ImGuiOverlays.cpp
|
||||
@@ -838,7 +837,6 @@ set(pcsx2ImGuiSources
|
||||
|
||||
set(pcsx2ImGuiHeaders
|
||||
ImGui/FullscreenUI.h
|
||||
ImGui/FullscreenUI_Internal.h
|
||||
ImGui/ImGuiAnimated.h
|
||||
ImGui/ImGuiFullscreen.h
|
||||
ImGui/ImGuiManager.h
|
||||
|
||||
@@ -139,15 +139,12 @@ The clamp modes are also numerically based.
|
||||
|
||||
### GS Hardware Mipmap Fixes
|
||||
|
||||
* mipmap [`0` or `1`] {Off, On} Default: On (looks up GameDB)
|
||||
* mipmap [`0` or `1` or `2`] {Off, Basic, Full} Default: Automatic (No value, looks up GameDB)
|
||||
* trilinearFiltering [`0` or `1` or `2`] {None, Trilinear, Trilinear Ultra} Default: None (`0`)
|
||||
|
||||
### GS Hardware General Fixes
|
||||
|
||||
* beforeDraw {`OI` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name (ex. OI_BurnoutGames)
|
||||
|
||||
* moveHandler {`MV` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name (ex. MV_Ico)
|
||||
|
||||
* afterDraw {`OO` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name
|
||||
* conservativeFramebuffer [`0` or `1`] {Off or On} Default: On (`1`)
|
||||
* texturePreloading [`0` or `1` or `2`] {None, Partial or Full Hash Cache} Default: None (`0`)
|
||||
@@ -156,17 +153,11 @@ The clamp modes are also numerically based.
|
||||
### GS Hardware Renderer Fixes
|
||||
|
||||
* autoFlush [`0` or `1` or `2`] {Disabled, Enabled (Sprites Only), Enabled (All Primitives)} Default: Off (`0`)
|
||||
* partialTargetInvalidation [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* PCRTCOffsets [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
|
||||
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
|
||||
* disableDepthSupport [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* disablePartialInvalidation [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* cpuFramebufferConversion [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* preloadFrameData [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* textureInsideRT [`0` or `1`or `2`] {Disabled, Inside Targets, Merge Targets} Default: Off (`0`)
|
||||
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* textureInsideRT [`0` or `1`] {Disabled, Inside Targets, Merge Targets} Default: Off (`0`)
|
||||
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
|
||||
* cpuCLUTRender [`0` or `1` or `2`] {Disabled, Normal, Aggressive} Default: Disabled (`0`)
|
||||
* cpuSpriteRenderBW [Value between `0` to `10`] {Disabled, 1 (64), 2 (128), 3 (192), 4 (256), 5 (320), 6 (384), 7 (448), 8 (512), 9 (576), 10 (640)} Default: Off (`0`)
|
||||
|
||||
@@ -229,6 +229,11 @@
|
||||
"minimum": 0,
|
||||
"maximum": 100000
|
||||
},
|
||||
"halfBottomOverride": {
|
||||
"type": "integer",
|
||||
"minimum": 0,
|
||||
"maximum": 1
|
||||
},
|
||||
"halfPixelOffset": {
|
||||
"type": "integer",
|
||||
"minimum": 0,
|
||||
|
||||
1193
pcsx2/GS/GSState.cpp
1193
pcsx2/GS/GSState.cpp
File diff suppressed because it is too large
Load Diff
@@ -127,37 +127,41 @@ private:
|
||||
|
||||
protected:
|
||||
static constexpr int INVALID_ALPHA_MINMAX = 500;
|
||||
static constexpr int MAX_DRAW_BUFFERS = 3;
|
||||
|
||||
GSVertex m_v = {};
|
||||
float m_q = 1.0f;
|
||||
GSVector4i m_scissor_cull_min = {};
|
||||
GSVector4i m_scissor_cull_max = {};
|
||||
GSVector4i m_xyof = {};
|
||||
u32 m_used_buffers_idx = 0;
|
||||
u32 m_current_buffer_idx = 0;
|
||||
bool m_recent_buffer_switch = false;
|
||||
|
||||
struct
|
||||
struct GSVertexBuff
|
||||
{
|
||||
GSVertex* buff;
|
||||
GSVertex* buff_copy; // same size buffer to copy/modify the original buffer
|
||||
GSVertex* buff_copy; // same size buffer to copy/modify the original buffer
|
||||
u32 head, tail, next, maxcount; // head: first vertex, tail: last vertex + 1, next: last indexed + 1
|
||||
u32 xy_tail;
|
||||
GSVector4i xy[4];
|
||||
GSVector4i xyhead;
|
||||
} m_vertex = {};
|
||||
};
|
||||
|
||||
struct
|
||||
GSVertexBuff m_vertex_buffers[MAX_DRAW_BUFFERS];
|
||||
GSVertexBuff* m_vertex;
|
||||
|
||||
struct GSIndexBuff
|
||||
{
|
||||
u16* buff;
|
||||
u32 tail;
|
||||
} m_index = {};
|
||||
};
|
||||
|
||||
struct
|
||||
{
|
||||
GSVertex* buff;
|
||||
u32 head, tail, next, maxcount; // head: first vertex, tail: last vertex + 1, next: last indexed + 1
|
||||
u32 xy_tail;
|
||||
GSVector4i xy[4];
|
||||
GSVector4i xyhead;
|
||||
} m_draw_vertex = {};
|
||||
GSIndexBuff m_index_buffers[MAX_DRAW_BUFFERS];
|
||||
|
||||
GSIndexBuff* m_index;
|
||||
|
||||
GSVertexBuff m_draw_vertex = {};
|
||||
|
||||
struct
|
||||
{
|
||||
@@ -165,6 +169,16 @@ protected:
|
||||
u32 tail;
|
||||
} m_draw_index = {};
|
||||
|
||||
struct GSDrawBufferEnv
|
||||
{
|
||||
GSDrawingEnvironment m_env;
|
||||
int m_backed_up_ctx = 0;
|
||||
u32 m_dirty_regs = 0;
|
||||
GSVector4i draw_rect = GSVector4i::zero();
|
||||
};
|
||||
|
||||
GSDrawBufferEnv m_env_buffers[MAX_DRAW_BUFFERS] = {};
|
||||
|
||||
void UpdateContext();
|
||||
void UpdateScissor();
|
||||
|
||||
@@ -175,6 +189,7 @@ protected:
|
||||
template<u32 prim> void HandleAutoFlush();
|
||||
bool EarlyDetectShuffle(u32 prim);
|
||||
void CheckCLUTValidity(u32 prim);
|
||||
bool CheckOverlapVerts(u32 n);
|
||||
|
||||
template <u32 prim, bool auto_flush> void VertexKick(u32 skip);
|
||||
|
||||
@@ -241,9 +256,10 @@ public:
|
||||
GSLocalMemory m_mem;
|
||||
GSDrawingEnvironment m_env = {};
|
||||
GSDrawingEnvironment m_prev_env = {};
|
||||
GSDrawingEnvironment m_temp_env = {};
|
||||
const GSDrawingEnvironment* m_draw_env = &m_env;
|
||||
GSDrawingContext* m_context = nullptr;
|
||||
GSVector4i temp_draw_rect = {};
|
||||
GSVector4i temp_draw_rect;
|
||||
std::unique_ptr<GSDumpBase> m_dump;
|
||||
bool m_scissor_invalid = false;
|
||||
bool m_quad_check_valid = false;
|
||||
@@ -441,7 +457,15 @@ public:
|
||||
virtual void Reset(bool hardware_reset);
|
||||
virtual void UpdateSettings(const Pcsx2Config::GSOptions& old_config);
|
||||
|
||||
void ResetDrawBuffers();
|
||||
void ResetDrawBufferIdx();
|
||||
void FlushBuffers(bool use_flush_reason = false, GSFlushReason flush_reason = GSFlushReason::CONTEXTCHANGE);
|
||||
void PushBuffer();
|
||||
void SetDrawBufferEnv();
|
||||
void SetDrawBuffDirty();
|
||||
bool CanBufferNewDraw();
|
||||
void Flush(GSFlushReason reason);
|
||||
void FlushDraw(GSFlushReason reason);
|
||||
u32 CalcMask(int exp, int max_exp);
|
||||
void FlushPrim();
|
||||
bool TestDrawChanged();
|
||||
@@ -454,7 +478,7 @@ public:
|
||||
|
||||
virtual void Move();
|
||||
|
||||
GSVector4i GetTEX0Rect();
|
||||
GSVector4i GetTEX0Rect(GSDrawingContext prev_ctx);
|
||||
void CheckWriteOverlap(bool req_write, bool req_read);
|
||||
void Write(const u8* mem, int len);
|
||||
void Read(u8* mem, int len);
|
||||
|
||||
@@ -244,7 +244,7 @@ const char* GSDevice::RenderAPIToString(RenderAPI api)
|
||||
|
||||
bool GSDevice::GetRequestedExclusiveFullscreenMode(u32* width, u32* height, float* refresh_rate)
|
||||
{
|
||||
const std::string mode = Host::GetStringSettingValue("EmuCore/GS", "FullscreenMode", "");
|
||||
const std::string mode = Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", "");
|
||||
if (!mode.empty())
|
||||
{
|
||||
const std::string_view mode_view = mode;
|
||||
@@ -899,13 +899,14 @@ void GSDevice::ShadeBoost()
|
||||
if (ResizeRenderTarget(&m_target_tmp, m_current->GetWidth(), m_current->GetHeight(), false, false))
|
||||
{
|
||||
// predivide to avoid the divide (multiply) in the shader
|
||||
const GSVector4 params(
|
||||
const float params[4] = {
|
||||
static_cast<float>(GSConfig.ShadeBoost_Brightness) * (1.0f / 50.0f),
|
||||
static_cast<float>(GSConfig.ShadeBoost_Contrast) * (1.0f / 50.0f),
|
||||
static_cast<float>(GSConfig.ShadeBoost_Saturation) * (1.0f / 50.0f),
|
||||
static_cast<float>(GSConfig.ShadeBoost_Gamma) * (1.0f / 50.0f));
|
||||
static_cast<float>(GSConfig.ShadeBoost_Gamma) * (1.0f / 50.0f),
|
||||
};
|
||||
|
||||
DoShadeBoost(m_current, m_target_tmp, params.v);
|
||||
DoShadeBoost(m_current, m_target_tmp, params);
|
||||
|
||||
m_current = m_target_tmp;
|
||||
}
|
||||
|
||||
@@ -1397,7 +1397,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
const float right = dRect.z * 2 / ds.x - 1.0f;
|
||||
const float bottom = 1.0f - dRect.w * 2 / ds.y;
|
||||
|
||||
const GSVertexPT1 vertices[] =
|
||||
GSVertexPT1 vertices[] =
|
||||
{
|
||||
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)},
|
||||
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)},
|
||||
@@ -1427,14 +1427,13 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
|
||||
void GSDevice11::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize)
|
||||
{
|
||||
// match merge cb
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 offsetX, offsetY, dOffset;
|
||||
u32 pad2;
|
||||
};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset, 0};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset};
|
||||
m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
|
||||
|
||||
const GSVector4 dRect(0, 0, dSize, 1);
|
||||
@@ -1445,15 +1444,14 @@ void GSDevice11::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX, u
|
||||
void GSDevice11::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
|
||||
{
|
||||
// match merge cb
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 SBW, DBW, SPSM;
|
||||
u32 pad2;
|
||||
};
|
||||
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM, 0};
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
|
||||
m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
|
||||
|
||||
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
|
||||
@@ -1463,7 +1461,7 @@ void GSDevice11::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offs
|
||||
|
||||
void GSDevice11::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
||||
{
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
float weight;
|
||||
float step_multiplier;
|
||||
@@ -2065,13 +2063,13 @@ void GSDevice11::RenderImGui()
|
||||
|
||||
UpdateImGuiTextures();
|
||||
|
||||
constexpr float L = 0.0f;
|
||||
const float L = 0.0f;
|
||||
const float R = static_cast<float>(m_window_info.surface_width);
|
||||
constexpr float T = 0.0f;
|
||||
const float T = 0.0f;
|
||||
const float B = static_cast<float>(m_window_info.surface_height);
|
||||
|
||||
// clang-format off
|
||||
const GSVector4 ortho_projection[4] =
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
|
||||
@@ -193,24 +193,11 @@ void GSDevice12::LoadAgilitySDK()
|
||||
if (agility_loaded)
|
||||
return;
|
||||
|
||||
// On older versions of Windows 10 (example 2019 LTSC) D3D12GetInterface may fail because it doesn't exist,
|
||||
// in such case we can check if D3D12GetInterface exists first.
|
||||
const HMODULE d3d12 = GetModuleHandleW(L"d3d12.dll");
|
||||
if (!d3d12)
|
||||
return;
|
||||
|
||||
using PFN_D3D12GetInterface = HRESULT(WINAPI*)(REFCLSID rclsid, REFIID riid, void** ppv);
|
||||
auto pD3D12GetInterface = reinterpret_cast<PFN_D3D12GetInterface>(GetProcAddress(d3d12, "D3D12GetInterface"));
|
||||
if (!pD3D12GetInterface)
|
||||
{
|
||||
Console.Error("D3D12: Agility SDK configuration is not available");
|
||||
return;
|
||||
}
|
||||
HRESULT hr;
|
||||
|
||||
// See https://microsoft.github.io/DirectX-Specs/d3d/IndependentDevices.html
|
||||
ComPtr<ID3D12SDKConfiguration1> sdk_configuration;
|
||||
HRESULT hr;
|
||||
hr = pD3D12GetInterface(CLSID_D3D12SDKConfiguration, IID_PPV_ARGS(sdk_configuration.put()));
|
||||
hr = D3D12GetInterface(CLSID_D3D12SDKConfiguration, IID_PPV_ARGS(sdk_configuration.put()));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("D3D12: Agility SDK configuration is not available");
|
||||
@@ -938,7 +925,6 @@ void GSDevice12::SetVSyncMode(GSVSyncMode mode, bool allow_present_throttle)
|
||||
|
||||
if (GetSwapChainBufferCount() != old_buffer_count)
|
||||
{
|
||||
ExecuteCommandList(true);
|
||||
DestroySwapChain();
|
||||
if (!CreateSwapChain())
|
||||
pxFailRel("Failed to recreate swap chain after vsync change.");
|
||||
@@ -1636,14 +1622,14 @@ void GSDevice12::UpdateCLUTTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize)
|
||||
{
|
||||
// match merge cb
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 offsetX, offsetY, dOffset;
|
||||
u32 pad2;
|
||||
};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset, 0};
|
||||
const Uniforms cb = {sScale, {}, offsetX, offsetY, dOffset};
|
||||
SetUtilityRootSignature();
|
||||
SetUtilityPushConstants(&cb, sizeof(cb));
|
||||
|
||||
@@ -1657,15 +1643,14 @@ void GSDevice12::ConvertToIndexedTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
|
||||
{
|
||||
// match merge cb
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
float scale;
|
||||
float pad1[3];
|
||||
u32 SBW, DBW, SPSM;
|
||||
u32 pad2;
|
||||
};
|
||||
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM, 0};
|
||||
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
|
||||
SetUtilityRootSignature();
|
||||
SetUtilityPushConstants(&cb, sizeof(cb));
|
||||
|
||||
@@ -1677,7 +1662,7 @@ void GSDevice12::ConvertToIndexedTexture(
|
||||
|
||||
void GSDevice12::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
||||
{
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
float weight;
|
||||
float step_multiplier;
|
||||
@@ -2186,7 +2171,7 @@ void GSDevice12::RenderImGui()
|
||||
const float B = static_cast<float>(m_window_info.surface_height);
|
||||
|
||||
// clang-format off
|
||||
const GSVector4 ortho_projection[4] =
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
|
||||
@@ -115,7 +115,7 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
|
||||
// Detect the deswizzling shuffle from depth, copying the RG and BA separately on each half of the page (ignore the split).
|
||||
if (RTME && RFBP != RTBP0 && RFPSM == PSMCT16S && RTPSM == PSMCT16S)
|
||||
{
|
||||
if (r.m_vt.m_max.p.x == 64 && r.m_vt.m_max.p.y == 64 && r.m_index.tail == 128)
|
||||
if (r.m_vt.m_max.p.x == 64 && r.m_vt.m_max.p.y == 64 && r.m_index->tail == 128)
|
||||
{
|
||||
const GSVector4i draw_size(r.m_vt.m_min.p.x, r.m_vt.m_min.p.y/2, r.m_vt.m_max.p.x, r.m_vt.m_max.p.y/2);
|
||||
const GSVector4i read_size(r.m_vt.m_min.t.x, r.m_vt.m_min.t.y/2, r.m_vt.m_max.t.x, r.m_vt.m_max.t.y/2);
|
||||
@@ -126,7 +126,7 @@ bool GSHwHack::GSC_IRem(GSRendererHW& r, int& skip)
|
||||
}
|
||||
|
||||
// Following the previous draw, it tries to copy everything read from depth and offset it by 2, for the alternate line channel shuffle (skipped above).
|
||||
if (RTBP0 == (RFBP - 0x20) && r.m_vt.m_max.p.x == 64 && r.m_vt.m_max.p.y == 34 && r.m_index.tail == 2)
|
||||
if (RTBP0 == (RFBP - 0x20) && r.m_vt.m_max.p.x == 64 && r.m_vt.m_max.p.y == 34 && r.m_index->tail == 2)
|
||||
{
|
||||
GSVector4i draw_size(r.m_vt.m_min.p.x, r.m_vt.m_min.p.y - 2.0f, r.m_vt.m_max.p.x, r.m_vt.m_max.p.y - 2.0f);
|
||||
GSVector4i read_size(r.m_vt.m_min.t.x, r.m_vt.m_min.t.y, r.m_vt.m_max.t.x, r.m_vt.m_max.t.y);
|
||||
@@ -264,10 +264,10 @@ bool GSHwHack::GSC_SFEX3(GSRendererHW& r, int& skip)
|
||||
// Skipping is no good as the copy is used again later, and it causes a weird shimmer/echo effect every other frame.
|
||||
|
||||
// Add on the height from the second part of the draw to the first, to make it one big rect.
|
||||
r.m_vertex.buff[1].XYZ.Y += r.m_vertex.buff[r.m_vertex.tail - 1].XYZ.Y - r.m_context->XYOFFSET.OFY;
|
||||
r.m_vertex.buff[1].V = r.m_vertex.buff[r.m_vertex.tail - 1].V;
|
||||
r.m_vertex.tail = 2;
|
||||
r.m_index.tail = 2;
|
||||
r.m_vertex->buff[1].XYZ.Y += r.m_vertex->buff[r.m_vertex->tail - 1].XYZ.Y - r.m_context->XYOFFSET.OFY;
|
||||
r.m_vertex->buff[1].V = r.m_vertex->buff[r.m_vertex->tail - 1].V;
|
||||
r.m_vertex->tail = 2;
|
||||
r.m_index->tail = 2;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -332,9 +332,9 @@ bool GSHwHack::GSC_NamcoGames(GSRendererHW& r, int& skip)
|
||||
{
|
||||
if (skip == 0)
|
||||
{
|
||||
if (!s_nativeres && r.PRIM->PRIM == GS_SPRITE && RTME && RTEX0.TFX == 1 && RFPSM == RTPSM && RTPSM == PSMCT32 && RFBMSK == 0xFF000000 && r.m_index.tail > 2)
|
||||
if (!s_nativeres && r.PRIM->PRIM == GS_SPRITE && RTME && RTEX0.TFX == 1 && RFPSM == RTPSM && RTPSM == PSMCT32 && RFBMSK == 0xFF000000 && r.m_index->tail > 2)
|
||||
{
|
||||
GSVertex* v = &r.m_vertex.buff[0];
|
||||
GSVertex* v = &r.m_vertex->buff[0];
|
||||
// Don't enable hack on native res.
|
||||
// Fixes ghosting/blur effect and white lines appearing in stages: Moonfit Wilderness, Acid Rain - caused by upscaling.
|
||||
// Game copies the framebuffer as individual page rects with slight offsets (like 1/16 of a pixel etc) which doesn't wokr well with upscaling.
|
||||
@@ -348,7 +348,7 @@ bool GSHwHack::GSC_NamcoGames(GSRendererHW& r, int& skip)
|
||||
else
|
||||
{
|
||||
// Fixes the alignment of the two halves for the heat haze on the temple stage.
|
||||
for (u32 i = 0; i < r.m_index.tail; i+=2)
|
||||
for (u32 i = 0; i < r.m_index->tail; i+=2)
|
||||
{
|
||||
v[i].XYZ.Y -= 0x8;
|
||||
}
|
||||
@@ -676,7 +676,7 @@ bool GSHwHack::GSC_NFSUndercover(GSRendererHW& r, int& skip)
|
||||
|
||||
if (RPRIM->TME && Frame.PSM == PSMCT16S && Frame.FBMSK != 0 && Frame.FBW == 10 && Texture.TBW == 1 && Texture.TBP0 == 0x02800 && Texture.PSM == PSMZ16S)
|
||||
{
|
||||
GSVertex* v = &r.m_vertex.buff[1];
|
||||
GSVertex* v = &r.m_vertex->buff[1];
|
||||
v[0].XYZ.X = static_cast<u16>(RCONTEXT->XYOFFSET.OFX + ((r.m_r.z * 2) << 4));
|
||||
v[0].XYZ.Y = static_cast<u16>(RCONTEXT->XYOFFSET.OFY + (r.m_r.w << 4));
|
||||
v[0].U = r.m_r.z << 4;
|
||||
@@ -687,8 +687,8 @@ bool GSHwHack::GSC_NFSUndercover(GSRendererHW& r, int& skip)
|
||||
r.m_vt.m_max.p.y = r.m_r.w;
|
||||
r.m_vt.m_max.t.x = r.m_r.z;
|
||||
r.m_vt.m_max.t.y = r.m_r.w;
|
||||
r.m_vertex.head = r.m_vertex.tail = r.m_vertex.next = 2;
|
||||
r.m_index.tail = 2;
|
||||
r.m_vertex->head = r.m_vertex->tail = r.m_vertex->next = 2;
|
||||
r.m_index->tail = 2;
|
||||
skip = 79;
|
||||
}
|
||||
else
|
||||
@@ -756,7 +756,7 @@ bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
|
||||
config.ps.channel = ChannelFetch_RGB;
|
||||
config.colormask.wrgba = 1 | 2 | 4;
|
||||
r.EndHLEHardwareDraw(false);
|
||||
src->m_last_draw = r.s_n;
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
@@ -814,7 +814,6 @@ bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
|
||||
config.ps.channel = ChannelFetch_RED + channel;
|
||||
config.colormask.wrgba = 8;
|
||||
r.EndHLEHardwareDraw(false);
|
||||
dst->m_last_draw = r.s_n;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -841,7 +840,7 @@ bool GSHwHack::GSC_Battlefield2(GSRendererHW& r, int& skip)
|
||||
|
||||
if (dst)
|
||||
{
|
||||
float dc = r.m_vertex.buff[1].XYZ.Z;
|
||||
float dc = r.m_vertex->buff[1].XYZ.Z;
|
||||
g_gs_device->ClearDepth(dst->m_texture, dc * std::exp2(-32.0f));
|
||||
}
|
||||
}
|
||||
@@ -859,9 +858,9 @@ bool GSHwHack::GSC_BlueTongueGames(GSRendererHW& r, int& skip)
|
||||
if (RPRIM->TME && RTEX0.TW == 3 && RTEX0.TH == 3 && RTEX0.PSM == 0 && RFRAME.FBMSK == 0x00FFFFFF && RFRAME.FBW == 8 && r.PCRTCDisplays.GetResolution().x > 512)
|
||||
{
|
||||
// Check we are drawing stripes
|
||||
for (u32 i = 1; i < r.m_vertex.tail; i+=2)
|
||||
for (u32 i = 1; i < r.m_vertex->tail; i+=2)
|
||||
{
|
||||
int value = (((r.m_vertex.buff[i].XYZ.X - r.m_vertex.buff[i - 1].XYZ.X) + 8) >> 4);
|
||||
int value = (((r.m_vertex->buff[i].XYZ.X - r.m_vertex->buff[i - 1].XYZ.X) + 8) >> 4);
|
||||
if (value != 32)
|
||||
return false;
|
||||
}
|
||||
@@ -873,18 +872,18 @@ bool GSHwHack::GSC_BlueTongueGames(GSRendererHW& r, int& skip)
|
||||
|
||||
for (int vert = 32; vert < 40; vert+=2)
|
||||
{
|
||||
r.m_vertex.buff[vert].XYZ.X = context->XYOFFSET.OFX + (((vert * 16) << 4) - 8);
|
||||
r.m_vertex.buff[vert].XYZ.Y = context->XYOFFSET.OFY;
|
||||
r.m_vertex.buff[vert].U = (vert * 16) << 4;
|
||||
r.m_vertex.buff[vert].V = 0;
|
||||
r.m_vertex.buff[vert+1].XYZ.X = context->XYOFFSET.OFX + ((((vert * 16) + 32) << 4) - 8);
|
||||
r.m_vertex.buff[vert+1].XYZ.Y = context->XYOFFSET.OFY + (r.PCRTCDisplays.GetResolution().y << 4) + 8;
|
||||
r.m_vertex.buff[vert+1].U = ((vert * 16) + 32) << 4;
|
||||
r.m_vertex.buff[vert+1].V = r.PCRTCDisplays.GetResolution().y << 4;
|
||||
r.m_vertex->buff[vert].XYZ.X = context->XYOFFSET.OFX + (((vert * 16) << 4) - 8);
|
||||
r.m_vertex->buff[vert].XYZ.Y = context->XYOFFSET.OFY;
|
||||
r.m_vertex->buff[vert].U = (vert * 16) << 4;
|
||||
r.m_vertex->buff[vert].V = 0;
|
||||
r.m_vertex->buff[vert+1].XYZ.X = context->XYOFFSET.OFX + ((((vert * 16) + 32) << 4) - 8);
|
||||
r.m_vertex->buff[vert+1].XYZ.Y = context->XYOFFSET.OFY + (r.PCRTCDisplays.GetResolution().y << 4) + 8;
|
||||
r.m_vertex->buff[vert+1].U = ((vert * 16) + 32) << 4;
|
||||
r.m_vertex->buff[vert+1].V = r.PCRTCDisplays.GetResolution().y << 4;
|
||||
}
|
||||
|
||||
/*r.m_vertex.head = r.m_vertex.tail = r.m_vertex.next = 2;
|
||||
r.m_index.tail = 2;*/
|
||||
/*r.m_vertex->head = r.m_vertex->tail = r.m_vertex->next = 2;
|
||||
r.m_index->tail = 2;*/
|
||||
|
||||
r.m_vt.m_max.p.x = r.m_r.z;
|
||||
r.m_vt.m_max.p.y = r.m_r.w;
|
||||
@@ -918,7 +917,7 @@ bool GSHwHack::GSC_BlueTongueGames(GSRendererHW& r, int& skip)
|
||||
|
||||
// This is the giant dither-like depth buffer. We need this on the CPU *and* the GPU for textures which are
|
||||
// rendered on both.
|
||||
if (context->FRAME.FBW == 8 && r.m_index.tail == 32 && r.PRIM->TME && context->TEX0.TBW == 1)
|
||||
if (context->FRAME.FBW == 8 && r.m_index->tail == 32 && r.PRIM->TME && context->TEX0.TBW == 1)
|
||||
{
|
||||
r.SwPrimRender(r, false, false);
|
||||
return false;
|
||||
@@ -958,8 +957,8 @@ bool GSHwHack::GSC_MetalGearSolid3(GSRendererHW& r, int& skip)
|
||||
GL_INS("OI_MetalGearSolid3(): %x -> %x, %dx%d, subtract %d", RFBP, RFBP + (RFBW / 2), r.m_r.width(), r.m_r.height(),
|
||||
w_sub);
|
||||
|
||||
for (u32 i = 0; i < r.m_vertex.next; i++)
|
||||
r.m_vertex.buff[i].XYZ.X -= w_sub_fp;
|
||||
for (u32 i = 0; i < r.m_vertex->next; i++)
|
||||
r.m_vertex->buff[i].XYZ.X -= w_sub_fp;
|
||||
|
||||
// No point adjusting the scissor, it just ends up expanding out anyway.. but we do have to fix up the draw rect.
|
||||
r.m_r -= GSVector4i(w_sub);
|
||||
@@ -972,7 +971,7 @@ bool GSHwHack::GSC_Turok(GSRendererHW& r, int& skip)
|
||||
// Since we can't look in to the future to check this, the options are either rearrange all the pages in a target when the width changes
|
||||
// (very slow, could break a ton of stuff which stores different things in the alpha channel), or this. I choose this.
|
||||
|
||||
if (r.m_index.tail == 6 && RPRIM->PRIM == 4 && !RTME && RFBMSK == 0x00FFFFFF && floor(r.m_vt.m_max.p.x) == 512 && r.m_env.CTXT[r.m_backed_up_ctx].FRAME.FBW == 10 && RFRAME.FBW == 8 && RFPSM == PSMCT32 && RTEST.ATE && RTEST.ATST == ATST_GEQUAL)
|
||||
if (r.m_index->tail == 6 && RPRIM->PRIM == 4 && !RTME && RFBMSK == 0x00FFFFFF && floor(r.m_vt.m_max.p.x) == 512 && r.m_env.CTXT[r.m_backed_up_ctx].FRAME.FBW == 10 && RFRAME.FBW == 8 && RFPSM == PSMCT32 && RTEST.ATE && RTEST.ATST == ATST_GEQUAL)
|
||||
{
|
||||
int num_pages = r.m_cached_ctx.FRAME.FBW * ((floor(r.m_vt.m_max.p.y) + 31) / 32);
|
||||
r.m_cached_ctx.FRAME.FBW = 10;
|
||||
@@ -989,7 +988,7 @@ bool GSHwHack::GSC_Turok(GSRendererHW& r, int& skip)
|
||||
|
||||
bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
|
||||
{
|
||||
const u32 n_vertices = r.m_vertex.next;
|
||||
const u32 n_vertices = r.m_vertex->next;
|
||||
const int w = r.m_r.width();
|
||||
const int h = r.m_r.height();
|
||||
const bool is_copy = !r.PRIM->ABE || (
|
||||
@@ -1022,7 +1021,7 @@ bool GSHwHack::OI_PointListPalette(GSRendererHW& r, GSTexture* rt, GSTexture* ds
|
||||
const u32 FBP = r.m_cached_ctx.FRAME.Block();
|
||||
const u32 FBW = r.m_cached_ctx.FRAME.FBW;
|
||||
GL_INS("PointListPalette - m_r = <%d, %d => %d, %d>, n_vertices = %u, FBP = 0x%x, FBW = %u", r.m_r.x, r.m_r.y, r.m_r.z, r.m_r.w, n_vertices, FBP, FBW);
|
||||
const GSVertex* RESTRICT v = r.m_vertex.buff;
|
||||
const GSVertex* RESTRICT v = r.m_vertex->buff;
|
||||
const int ox(r.m_context->XYOFFSET.OFX);
|
||||
const int oy(r.m_context->XYOFFSET.OFY);
|
||||
for (size_t i = 0; i < n_vertices; ++i)
|
||||
@@ -1220,9 +1219,9 @@ bool GSHwHack::OI_ArTonelico2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GST
|
||||
buffer to adapt the page width properly.
|
||||
*/
|
||||
|
||||
const GSVertex* v = &r.m_vertex.buff[0];
|
||||
const GSVertex* v = &r.m_vertex->buff[0];
|
||||
|
||||
if (ds && r.m_vertex.next == 2 && !RPRIM->TME && RFRAME.FBW == 10 && v->XYZ.Z == 0 && RTEST.ZTST == ZTST_ALWAYS)
|
||||
if (ds && r.m_vertex->next == 2 && !RPRIM->TME && RFRAME.FBW == 10 && v->XYZ.Z == 0 && RTEST.ZTST == ZTST_ALWAYS)
|
||||
{
|
||||
GL_INS("OI_ArTonelico2");
|
||||
g_gs_device->ClearDepth(ds, 0.0f);
|
||||
|
||||
@@ -218,7 +218,7 @@ void GSRendererHW::Lines2Sprites()
|
||||
|
||||
// each sprite converted to quad needs twice the space
|
||||
|
||||
while (m_vertex.tail * 2 > m_vertex.maxcount)
|
||||
while (m_vertex->tail * 2 > m_vertex->maxcount)
|
||||
{
|
||||
GrowVertexBuffer();
|
||||
}
|
||||
@@ -226,14 +226,14 @@ void GSRendererHW::Lines2Sprites()
|
||||
// assume vertices are tightly packed and sequentially indexed (it should be the case)
|
||||
const bool predivide_q = PRIM->TME && !PRIM->FST && m_vt.m_accurate_stq;
|
||||
|
||||
if (m_vertex.next >= 2)
|
||||
if (m_vertex->next >= 2)
|
||||
{
|
||||
const u32 count = m_vertex.next;
|
||||
const u32 count = m_vertex->next;
|
||||
|
||||
int i = static_cast<int>(count) * 2 - 4;
|
||||
GSVertex* s = &m_vertex.buff[count - 2];
|
||||
GSVertex* q = &m_vertex.buff[count * 2 - 4];
|
||||
u16* RESTRICT index = &m_index.buff[count * 3 - 6];
|
||||
GSVertex* s = &m_vertex->buff[count - 2];
|
||||
GSVertex* q = &m_vertex->buff[count * 2 - 4];
|
||||
u16* RESTRICT index = &m_index->buff[count * 3 - 6];
|
||||
|
||||
// Sprites are flat shaded, so the provoking vertex doesn't matter here.
|
||||
constexpr GSVector4i indices = GSVector4i::cxpr16(0, 1, 2, 1, 2, 3, 0, 0);
|
||||
@@ -287,19 +287,19 @@ void GSRendererHW::Lines2Sprites()
|
||||
std::memcpy(&index[4], &high, sizeof(high));
|
||||
}
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
|
||||
m_index.tail = count * 3;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = count * 2;
|
||||
m_index->tail = count * 3;
|
||||
}
|
||||
}
|
||||
|
||||
void GSRendererHW::ExpandLineIndices()
|
||||
{
|
||||
const u32 process_count = (m_index.tail + 7) / 8 * 8;
|
||||
const u32 process_count = (m_index->tail + 7) / 8 * 8;
|
||||
constexpr u32 expansion_factor = 3;
|
||||
m_index.tail *= expansion_factor;
|
||||
GSVector4i* end = reinterpret_cast<GSVector4i*>(m_index.buff);
|
||||
GSVector4i* read = reinterpret_cast<GSVector4i*>(m_index.buff + process_count);
|
||||
GSVector4i* write = reinterpret_cast<GSVector4i*>(m_index.buff + process_count * expansion_factor);
|
||||
m_index->tail *= expansion_factor;
|
||||
GSVector4i* end = reinterpret_cast<GSVector4i*>(m_index->buff);
|
||||
GSVector4i* read = reinterpret_cast<GSVector4i*>(m_index->buff + process_count);
|
||||
GSVector4i* write = reinterpret_cast<GSVector4i*>(m_index->buff + process_count * expansion_factor);
|
||||
|
||||
constexpr GSVector4i mask0 = GSVector4i::cxpr8(0, 1, 0, 1, 2, 3, 0, 1, 2, 3, 2, 3, 4, 5, 4, 5);
|
||||
constexpr GSVector4i mask1 = GSVector4i::cxpr8(6, 7, 4, 5, 6, 7, 6, 7, 8, 9, 8, 9, 10, 11, 8, 9);
|
||||
@@ -353,13 +353,13 @@ __fi bool GSRendererHW::Is8PixelReverseSprite(const GSVertex& v0, const GSVertex
|
||||
// Fix the vertex position/tex_coordinate from 16 bits color to 32 bits color
|
||||
void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba, bool& shuffle_across, GSTextureCache::Target* rt, GSTextureCache::Source* tex)
|
||||
{
|
||||
pxAssert(m_vertex.next % 2 == 0); // Either sprites or an even number of triangles.
|
||||
pxAssert(m_vertex->next % 2 == 0); // Either sprites or an even number of triangles.
|
||||
|
||||
const bool recursive_draw = m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0;
|
||||
const bool sprites = m_vt.m_primclass == GS_SPRITE_CLASS;
|
||||
|
||||
u32 count = m_vertex.next;
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
u32 count = m_vertex->next;
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
const GIFRegXYOFFSET& o = m_context->XYOFFSET;
|
||||
// Could be drawing upside down or just back to front on the actual verts.
|
||||
// Iterate through the sprites in order and find one to infer which channels are being shuffled.
|
||||
@@ -500,12 +500,12 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
|
||||
// no need to adjust v[0] because it should already be correct.
|
||||
if (PRIM->FST)
|
||||
{
|
||||
v[1].U = v[m_index.buff[m_index.tail - 1]].U;
|
||||
v[1].V = v[m_index.buff[m_index.tail - 1]].V;
|
||||
v[1].U = v[m_index->buff[m_index->tail - 1]].U;
|
||||
v[1].V = v[m_index->buff[m_index->tail - 1]].V;
|
||||
}
|
||||
else
|
||||
{
|
||||
v[1].ST = v[m_index.buff[m_index.tail - 1]].ST;
|
||||
v[1].ST = v[m_index->buff[m_index->tail - 1]].ST;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -526,8 +526,8 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
|
||||
}
|
||||
}
|
||||
m_r = r;
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = 2;
|
||||
m_index->tail = 2;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -640,8 +640,8 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
|
||||
}
|
||||
if (wi != count)
|
||||
{
|
||||
count = m_vertex.head = m_vertex.tail = m_vertex.next = wi;
|
||||
m_index.tail = wi;
|
||||
count = m_vertex->head = m_vertex->tail = m_vertex->next = wi;
|
||||
m_index->tail = wi;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -805,7 +805,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
|
||||
}
|
||||
}
|
||||
|
||||
if (m_index.tail == 0)
|
||||
if (m_index->tail == 0)
|
||||
{
|
||||
GL_INS("HW: ConvertSpriteTextureShuffle: Culled all vertices; exiting.");
|
||||
return;
|
||||
@@ -896,17 +896,17 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
|
||||
m_context->scissor.in.w /= 2;
|
||||
m_context->scissor.in.z *= 2;
|
||||
|
||||
v[1].XYZ.X = ((v[m_index.buff[m_index.tail - 1]].XYZ.X - m_context->XYOFFSET.OFX) * 2) + m_context->XYOFFSET.OFX;
|
||||
v[1].XYZ.Y = ((v[m_index.buff[m_index.tail - 1]].XYZ.Y - m_context->XYOFFSET.OFY) / 2) + m_context->XYOFFSET.OFY;
|
||||
v[1].XYZ.X = ((v[m_index->buff[m_index->tail - 1]].XYZ.X - m_context->XYOFFSET.OFX) * 2) + m_context->XYOFFSET.OFX;
|
||||
v[1].XYZ.Y = ((v[m_index->buff[m_index->tail - 1]].XYZ.Y - m_context->XYOFFSET.OFY) / 2) + m_context->XYOFFSET.OFY;
|
||||
|
||||
v[1].U = v[m_index.buff[m_index.tail - 1]].U * 2;
|
||||
v[1].V = v[m_index.buff[m_index.tail - 1]].V / 2;
|
||||
v[1].U = v[m_index->buff[m_index->tail - 1]].U * 2;
|
||||
v[1].V = v[m_index->buff[m_index->tail - 1]].V / 2;
|
||||
|
||||
v[1].ST.S = v[m_index.buff[m_index.tail - 1]].ST.S * 2;
|
||||
v[1].ST.T = v[m_index.buff[m_index.tail - 1]].ST.T / 2;
|
||||
v[1].ST.S = v[m_index->buff[m_index->tail - 1]].ST.S * 2;
|
||||
v[1].ST.T = v[m_index->buff[m_index->tail - 1]].ST.T / 2;
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = 2;
|
||||
m_index->tail = 2;
|
||||
|
||||
m_cached_ctx.TEX0.TBW *= 2;
|
||||
m_cached_ctx.FRAME.FBW *= 2;
|
||||
@@ -923,7 +923,7 @@ GSVector4 GSRendererHW::RealignTargetTextureCoordinate(const GSTextureCache::Sou
|
||||
return GSVector4(0.0f);
|
||||
}
|
||||
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
const float scale = tex->GetScale();
|
||||
const bool linear = m_vt.IsRealLinear();
|
||||
const int t_position = v[0].U;
|
||||
@@ -1009,7 +1009,7 @@ void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
||||
// neither in a fast way. So instead let's just take the hypothesis that all sprites must have the same
|
||||
// size.
|
||||
// Tested on Tekken 5.
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
bool is_paving = true;
|
||||
bool is_paving_h = true;
|
||||
bool is_paving_v = true;
|
||||
@@ -1018,7 +1018,7 @@ void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
||||
const int first_dpU = v[1].U - v[0].U;
|
||||
const int first_dpY = v[1].XYZ.Y - v[0].XYZ.Y;
|
||||
const int first_dpV = v[1].V - v[0].V;
|
||||
for (u32 i = 0; i < m_vertex.next; i += 2)
|
||||
for (u32 i = 0; i < m_vertex->next; i += 2)
|
||||
{
|
||||
const int dpX = v[i + 1].XYZ.X - v[i].XYZ.X;
|
||||
const int dpU = v[i + 1].U - v[i].U;
|
||||
@@ -1043,14 +1043,14 @@ void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
||||
const GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p;
|
||||
const GSVector4 delta_t = m_vt.m_max.t - m_vt.m_min.t;
|
||||
const bool is_blit = PrimitiveOverlap() == PRIM_OVERLAP_NO;
|
||||
GL_INS("HW: PP SAMPLER: Dp %f %f Dt %f %f. Is blit %d, is paving %d, count %d", delta_p.x, delta_p.y, delta_t.x, delta_t.y, is_blit, is_paving, m_vertex.tail);
|
||||
GL_INS("HW: PP SAMPLER: Dp %f %f Dt %f %f. Is blit %d, is paving %d, count %d", delta_p.x, delta_p.y, delta_t.x, delta_t.y, is_blit, is_paving, m_vertex->tail);
|
||||
#endif
|
||||
|
||||
if (is_paving)
|
||||
{
|
||||
// Replace all sprite with a single fullscreen sprite.
|
||||
u32 unique_verts = 2;
|
||||
GSVertex* s = &m_vertex.buff[0];
|
||||
GSVertex* s = &m_vertex->buff[0];
|
||||
if (is_paving_h)
|
||||
{
|
||||
s[0].XYZ.X = static_cast<u16>((16.0f * m_vt.m_min.p.x) + m_context->XYOFFSET.OFX);
|
||||
@@ -1061,7 +1061,7 @@ void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
||||
}
|
||||
else
|
||||
{
|
||||
for (u32 i = 2; i < (m_vertex.tail & ~1); i++)
|
||||
for (u32 i = 2; i < (m_vertex->tail & ~1); i++)
|
||||
{
|
||||
bool unique_found = false;
|
||||
|
||||
@@ -1102,7 +1102,7 @@ void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
||||
}
|
||||
else
|
||||
{
|
||||
for (u32 i = 2; i < (m_vertex.tail & ~1); i++)
|
||||
for (u32 i = 2; i < (m_vertex->tail & ~1); i++)
|
||||
{
|
||||
bool unique_found = false;
|
||||
|
||||
@@ -1133,8 +1133,8 @@ void GSRendererHW::MergeSprite(GSTextureCache::Source* tex)
|
||||
}
|
||||
}
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = unique_verts;
|
||||
m_index.tail = unique_verts;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = unique_verts;
|
||||
m_index->tail = unique_verts;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1261,7 +1261,7 @@ bool GSRendererHW::IsPossibleChannelShuffle() const
|
||||
{
|
||||
if (!PRIM->TME || m_cached_ctx.TEX0.PSM != PSMT8 || // 8-bit texture draw
|
||||
m_vt.m_primclass != GS_SPRITE_CLASS || // draw_sprite_tex
|
||||
(m_vertex.tail <= 2 && (((m_vt.m_max.p - m_vt.m_min.p) <= GSVector4(8.0f)).mask() & 0x3) == 0x3)) // Powerdrome does a tiny shuffle on a couple of pixels, can't reliably translate this.
|
||||
(m_vertex->tail <= 2 && (((m_vt.m_max.p - m_vt.m_min.p) <= GSVector4(8.0f)).mask() & 0x3) == 0x3)) // Powerdrome does a tiny shuffle on a couple of pixels, can't reliably translate this.
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -1269,7 +1269,7 @@ bool GSRendererHW::IsPossibleChannelShuffle() const
|
||||
const int mask = (((m_vt.m_max.p - m_vt.m_min.p) <= GSVector4(64.0f)).mask() & 0x3);
|
||||
if (mask == 0x3) // single_page
|
||||
{
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
const int draw_width = std::abs(v[1].XYZ.X - v[0].XYZ.X) >> 4;
|
||||
const int draw_height = std::abs(v[1].XYZ.Y - v[0].XYZ.Y) >> 4;
|
||||
@@ -1291,7 +1291,7 @@ bool GSRendererHW::IsPossibleChannelShuffle() const
|
||||
if (m_cached_ctx.TEX0.TBW == (m_cached_ctx.FRAME.FBW * 2) &&
|
||||
GSLocalMemory::IsPageAligned(m_cached_ctx.FRAME.PSM, GSVector4i(m_vt.m_min.p.upld(m_vt.m_max.p))))
|
||||
{
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
const int draw_width = std::abs(v[1].XYZ.X - v[0].XYZ.X) >> 4;
|
||||
const int draw_height = std::abs(v[1].XYZ.Y - v[0].XYZ.Y) >> 4;
|
||||
@@ -1357,7 +1357,7 @@ bool GSRendererHW::IsSplitTextureShuffle(GIFRegTEX0& rt_TEX0, GSVector4i& valid_
|
||||
return false;
|
||||
|
||||
// Different channel being shuffled, so needs to be handled separately (misdetection in 50 Cent)
|
||||
if (m_vertex.buff[m_index.buff[0]].U != m_v.U)
|
||||
if (m_vertex->buff[m_index->buff[0]].U != m_v.U)
|
||||
return false;
|
||||
|
||||
// Check that both the position and texture coordinates are page aligned, so we can work in pages instead of coordinates.
|
||||
@@ -1745,7 +1745,7 @@ bool GSRendererHW::IsDepthAlwaysPassing()
|
||||
// Depth is always pass/fail (no read) and write are discarded.
|
||||
return (!m_cached_ctx.TEST.ZTE || m_cached_ctx.TEST.ZTST <= ZTST_ALWAYS) ||
|
||||
// Depth test will always pass
|
||||
(m_cached_ctx.TEST.ZTST == ZTST_GEQUAL && m_vt.m_eq.z && std::min(m_vertex.buff[check_index].XYZ.Z, max_z) == max_z);
|
||||
(m_cached_ctx.TEST.ZTST == ZTST_GEQUAL && m_vt.m_eq.z && std::min(m_vertex->buff[check_index].XYZ.Z, max_z) == max_z);
|
||||
}
|
||||
|
||||
bool GSRendererHW::IsUsingCsInBlend()
|
||||
@@ -1784,7 +1784,7 @@ bool GSRendererHW::IsTBPFrameOrZ(u32 tbp, bool frame_only)
|
||||
// Depth is always pass/fail (no read) and write are discarded.
|
||||
(zm != 0 && m_cached_ctx.TEST.ZTST <= ZTST_ALWAYS) ||
|
||||
// Depth test will always pass
|
||||
(zm != 0 && m_cached_ctx.TEST.ZTST == ZTST_GEQUAL && m_vt.m_eq.z && std::min(m_vertex.buff[0].XYZ.Z, max_z) == max_z) ||
|
||||
(zm != 0 && m_cached_ctx.TEST.ZTST == ZTST_GEQUAL && m_vt.m_eq.z && std::min(m_vertex->buff[0].XYZ.Z, max_z) == max_z) ||
|
||||
// Depth will be written through the RT
|
||||
(!no_rt && m_cached_ctx.FRAME.FBP == m_cached_ctx.ZBUF.ZBP && !PRIM->TME && zm == 0 && (fm & fm_mask) == 0 && m_cached_ctx.TEST.ZTE)) ||
|
||||
// No color or Z being written.
|
||||
@@ -1801,17 +1801,17 @@ void GSRendererHW::HandleManualDeswizzle()
|
||||
|
||||
// Check if it's doing manual deswizzling first (draws are 32x16), if they are, check if the Z is flat, if not,
|
||||
// we're gonna have to get creative and swap around the quandrants, but that's a TODO.
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
// Check for page quadrant and compare it to the quadrant from the verts, if it does match then we need to do correction.
|
||||
const GSVector2i page_quadrant = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs / 2;
|
||||
|
||||
if (PRIM->FST)
|
||||
{
|
||||
for (u32 i = 0; i < m_index.tail; i += 2)
|
||||
for (u32 i = 0; i < m_index->tail; i += 2)
|
||||
{
|
||||
const u32 index_first = m_index.buff[i];
|
||||
const u32 index_last = m_index.buff[i + 1];
|
||||
const u32 index_first = m_index->buff[i];
|
||||
const u32 index_last = m_index->buff[i + 1];
|
||||
|
||||
if ((abs((v[index_last].U) - (v[index_first].U)) >> 4) != page_quadrant.x || (abs((v[index_last].V) - (v[index_first].V)) >> 4) != page_quadrant.y)
|
||||
return;
|
||||
@@ -1819,10 +1819,10 @@ void GSRendererHW::HandleManualDeswizzle()
|
||||
}
|
||||
else
|
||||
{
|
||||
for (u32 i = 0; i < m_index.tail; i += 2)
|
||||
for (u32 i = 0; i < m_index->tail; i += 2)
|
||||
{
|
||||
const u32 index_first = m_index.buff[i];
|
||||
const u32 index_last = m_index.buff[i + 1];
|
||||
const u32 index_first = m_index->buff[i];
|
||||
const u32 index_last = m_index->buff[i + 1];
|
||||
const u32 x = abs(((v[index_last].ST.S / v[index_last].RGBAQ.Q) * (1 << m_context->TEX0.TW)) - ((v[index_first].ST.S / v[index_first].RGBAQ.Q) * (1 << m_context->TEX0.TW)));
|
||||
const u32 y = abs(((v[index_last].ST.T / v[index_last].RGBAQ.Q) * (1 << m_context->TEX0.TH)) - ((v[index_first].ST.T / v[index_first].RGBAQ.Q) * (1 << m_context->TEX0.TH)));
|
||||
|
||||
@@ -2027,7 +2027,7 @@ void GSRendererHW::SwSpriteRender()
|
||||
|
||||
const bool alpha_blending_enabled = NeedsBlending();
|
||||
|
||||
const GSVertex& v = m_index.tail > 0 ? m_vertex.buff[m_index.buff[m_index.tail - 1]] : GSVertex(); // Last vertex if any.
|
||||
const GSVertex& v = m_index->tail > 0 ? m_vertex->buff[m_index->buff[m_index->tail - 1]] : GSVertex(); // Last vertex if any.
|
||||
const GSVector4i vc = GSVector4i(v.RGBAQ.R, v.RGBAQ.G, v.RGBAQ.B, v.RGBAQ.A) // 0x000000AA000000BB000000GG000000RR
|
||||
.ps32(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR
|
||||
|
||||
@@ -2156,10 +2156,10 @@ bool GSRendererHW::CanUseSwSpriteRender()
|
||||
return false;
|
||||
if (PRIM->PRIM != GS_TRIANGLESTRIP && PRIM->PRIM != GS_SPRITE) // Triangle strip or sprite draw
|
||||
return false;
|
||||
if (m_vt.m_primclass == GS_TRIANGLE_CLASS && (PRIM->PRIM != GS_TRIANGLESTRIP || m_vertex.tail != 4)) // If triangle class, strip draw with 4 vertices (two prims, emulating single sprite prim)
|
||||
if (m_vt.m_primclass == GS_TRIANGLE_CLASS && (PRIM->PRIM != GS_TRIANGLESTRIP || m_vertex->tail != 4)) // If triangle class, strip draw with 4 vertices (two prims, emulating single sprite prim)
|
||||
return false;
|
||||
// TODO If GS_TRIANGLESTRIP draw, check that the draw is axis aligned
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && (PRIM->PRIM != GS_SPRITE || m_vertex.tail != 2)) // If sprite class, sprite draw with 2 vertices (one prim)
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && (PRIM->PRIM != GS_SPRITE || m_vertex->tail != 2)) // If sprite class, sprite draw with 2 vertices (one prim)
|
||||
return false;
|
||||
if (m_cached_ctx.DepthRead() || m_cached_ctx.DepthWrite()) // No depth handling
|
||||
return false;
|
||||
@@ -2203,8 +2203,8 @@ void GSRendererHW::RoundSpriteOffset()
|
||||
#if defined(DEBUG_V) || defined(DEBUG_U)
|
||||
bool debug = linear;
|
||||
#endif
|
||||
const u32 count = m_vertex.next;
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
const u32 count = m_vertex->next;
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
for (u32 i = 0; i < count; i += 2)
|
||||
{
|
||||
@@ -2333,7 +2333,7 @@ void GSRendererHW::Draw()
|
||||
m_cached_ctx.FRAME = context->FRAME;
|
||||
m_cached_ctx.ZBUF = context->ZBUF;
|
||||
|
||||
if (IsBadFrame())
|
||||
if (IsBadFrame())
|
||||
{
|
||||
GL_INS("HW: Warning skipping a draw call (%d)", s_n);
|
||||
return;
|
||||
@@ -2807,7 +2807,7 @@ void GSRendererHW::Draw()
|
||||
}
|
||||
|
||||
const u32 vert_index = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 2 : 1;
|
||||
u32 const_color = m_vertex.buff[m_index.buff[vert_index]].RGBAQ.U32[0];
|
||||
u32 const_color = m_vertex->buff[m_index->buff[vert_index]].RGBAQ.U32[0];
|
||||
u32 fb_mask = m_cached_ctx.FRAME.FBMSK;
|
||||
|
||||
// If we could just check the colour, it would be great, but Echo Night decided it's going to set the alpha and green to 128, for some reason, and actually be 32bit, so it ruined my day.
|
||||
@@ -2843,7 +2843,7 @@ void GSRendererHW::Draw()
|
||||
m_cached_ctx.TEXA.TA0 = 0;
|
||||
m_cached_ctx.TEXA.TA1 = 128;
|
||||
m_cached_ctx.FRAME.PSM = (m_cached_ctx.FRAME.PSM & 2) ? m_cached_ctx.FRAME.PSM : PSMCT16;
|
||||
m_vertex.buff[m_index.buff[1]].RGBAQ.U32[0] = const_color;
|
||||
m_vertex->buff[m_index->buff[1]].RGBAQ.U32[0] = const_color;
|
||||
ReplaceVerticesWithSprite(m_r, GSVector2i(m_r.width(), m_r.height()));
|
||||
}
|
||||
|
||||
@@ -3060,13 +3060,13 @@ void GSRendererHW::Draw()
|
||||
const u32 page_alignment = GSLocalMemory::IsPageAlignedMasked(m_cached_ctx.TEX0.PSM, m_r);
|
||||
const bool page_aligned = (page_alignment & 0xF0F0) != 0; // Make sure Y is page aligned.
|
||||
if (!no_rt && page_aligned && m_cached_ctx.ZBUF.ZMSK && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp >= 16 &&
|
||||
(m_vt.m_primclass == GS_SPRITE_CLASS || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index.tail % 6) == 0 && TrianglesAreQuads(true) && m_index.tail > 6)))
|
||||
(m_vt.m_primclass == GS_SPRITE_CLASS || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index->tail % 6) == 0 && TrianglesAreQuads(true) && m_index->tail > 6)))
|
||||
{
|
||||
// Tail check is to make sure we have enough strips to go all the way across the page, or if it's using a region clamp could be used to draw strips.
|
||||
if (GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp == 16 &&
|
||||
(m_index.tail >= (m_cached_ctx.TEX0.TBW * 2) || m_cached_ctx.TEX0.TBP0 == m_cached_ctx.FRAME.Block() || m_cached_ctx.CLAMP.WMS > CLAMP_CLAMP || m_cached_ctx.CLAMP.WMT > CLAMP_CLAMP))
|
||||
(m_index->tail >= (m_cached_ctx.TEX0.TBW * 2) || m_cached_ctx.TEX0.TBP0 == m_cached_ctx.FRAME.Block() || m_cached_ctx.CLAMP.WMS > CLAMP_CLAMP || m_cached_ctx.CLAMP.WMT > CLAMP_CLAMP))
|
||||
{
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
const int first_x = std::clamp((static_cast<int>(((v[0].XYZ.X - m_context->XYOFFSET.OFX) + 8))) >> 4, 0, 2048);
|
||||
const bool offset_last = PRIM->FST ? (v[1].U > v[0].U) : ((v[1].ST.S / v[1].RGBAQ.Q) > (v[0].ST.S / v[1].RGBAQ.Q));
|
||||
@@ -3092,11 +3092,11 @@ void GSRendererHW::Draw()
|
||||
{
|
||||
bool shuffle_channel_reads = !m_cached_ctx.FRAME.FBMSK;
|
||||
const u32 increment = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
if (shuffle_channel_reads)
|
||||
{
|
||||
for (u32 i = 0; i < m_index.tail; i += increment)
|
||||
for (u32 i = 0; i < m_index->tail; i += increment)
|
||||
{
|
||||
const int first_u = (PRIM->FST ? v[i].U : static_cast<int>(v[i].ST.S / v[(increment == 2) ? i + 1 : i].RGBAQ.Q)) >> 4;
|
||||
const int second_u = (PRIM->FST ? v[i + 1].U : static_cast<int>(v[i + 1].ST.S / v[i + 1].RGBAQ.Q)) >> 4;
|
||||
@@ -3243,7 +3243,6 @@ void GSRendererHW::Draw()
|
||||
float target_scale = GetTextureScaleFactor();
|
||||
bool scaled_copy = false;
|
||||
int scale_draw = IsScalingDraw(src, m_primitive_covers_without_gaps != NoGapsType::GapsFound);
|
||||
m_downscale_source = false;
|
||||
|
||||
if (GSConfig.UserHacks_NativeScaling != GSNativeScaling::Off)
|
||||
{
|
||||
@@ -3277,6 +3276,8 @@ void GSRendererHW::Draw()
|
||||
scale_draw = 1;
|
||||
scaled_copy = true;
|
||||
}
|
||||
|
||||
m_downscale_source = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3445,9 +3446,9 @@ void GSRendererHW::Draw()
|
||||
|
||||
if (vertical_offset || horizontal_offset)
|
||||
{
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
for (u32 i = 0; i < m_vertex.tail; i++)
|
||||
for (u32 i = 0; i < m_vertex->tail; i++)
|
||||
{
|
||||
v[i].XYZ.X += horizontal_offset << 4;
|
||||
v[i].XYZ.Y += vertical_offset << 4;
|
||||
@@ -3742,9 +3743,9 @@ void GSRendererHW::Draw()
|
||||
|
||||
if (vertical_offset || horizontal_offset)
|
||||
{
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
for (u32 i = 0; i < m_vertex.tail; i++)
|
||||
for (u32 i = 0; i < m_vertex->tail; i++)
|
||||
{
|
||||
v[i].XYZ.X += horizontal_offset << 4;
|
||||
v[i].XYZ.Y += vertical_offset << 4;
|
||||
@@ -4031,7 +4032,7 @@ void GSRendererHW::Draw()
|
||||
if (m_process_texture)
|
||||
{
|
||||
GIFRegCLAMP MIP_CLAMP = m_cached_ctx.CLAMP;
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
if (rt)
|
||||
{
|
||||
@@ -4053,7 +4054,7 @@ void GSRendererHW::Draw()
|
||||
// Both input and output are 16 bits and texture was initially 32 bits! Same for the target, Sonic Unleash makes a new target which really is 16bit.
|
||||
m_texture_shuffle = ((m_same_group_texture_shuffle || (tex_psm.bpp == 16)) && (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16) && (shuffle_coords || rt->m_32_bits_fmt)) &&
|
||||
(src->m_32_bits_fmt || m_copy_16bit_to_target_shuffle) &&
|
||||
(draw_sprite_tex || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index.tail % 6) == 0 && TrianglesAreQuads(true)));
|
||||
(draw_sprite_tex || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index->tail % 6) == 0 && TrianglesAreQuads(true)));
|
||||
|
||||
if (m_texture_shuffle && IsSplitTextureShuffle(rt->m_TEX0, rt->m_valid))
|
||||
{
|
||||
@@ -4221,13 +4222,13 @@ void GSRendererHW::Draw()
|
||||
if (!m_texture_shuffle && !m_channel_shuffle)
|
||||
{
|
||||
// Try to turn blits in to single sprites, saves upscaling problems when striped clears/blits.
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_primitive_covers_without_gaps == NoGapsType::FullCover && m_index.tail > 2 && (!PRIM->TME || TextureCoversWithoutGapsNotEqual()) && m_vt.m_eq.rgba == 0xFFFF)
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_primitive_covers_without_gaps == NoGapsType::FullCover && m_index->tail > 2 && (!PRIM->TME || TextureCoversWithoutGapsNotEqual()) && m_vt.m_eq.rgba == 0xFFFF)
|
||||
{
|
||||
// Full final framebuffer only.
|
||||
const GSVector2i fb_size = PCRTCDisplays.GetFramebufferSize(-1);
|
||||
if (std::abs(fb_size.x - m_r.width()) <= 1 && std::abs(fb_size.y - m_r.height()) <= 1)
|
||||
{
|
||||
GSVertex* v = m_vertex.buff;
|
||||
GSVertex* v = m_vertex->buff;
|
||||
|
||||
v[0].XYZ.Z = v[1].XYZ.Z;
|
||||
v[0].RGBAQ = v[1].RGBAQ;
|
||||
@@ -4236,23 +4237,23 @@ void GSRendererHW::Draw()
|
||||
m_vt.m_eq.z = true;
|
||||
m_vt.m_eq.f = true;
|
||||
|
||||
v[1].XYZ.X = v[m_index.tail - 1].XYZ.X;
|
||||
v[1].XYZ.Y = v[m_index.tail - 1].XYZ.Y;
|
||||
v[1].XYZ.X = v[m_index->tail - 1].XYZ.X;
|
||||
v[1].XYZ.Y = v[m_index->tail - 1].XYZ.Y;
|
||||
|
||||
if (PRIM->FST)
|
||||
{
|
||||
v[1].U = v[m_index.tail - 1].U;
|
||||
v[1].V = v[m_index.tail - 1].V;
|
||||
v[1].U = v[m_index->tail - 1].U;
|
||||
v[1].V = v[m_index->tail - 1].V;
|
||||
}
|
||||
else
|
||||
{
|
||||
v[1].ST.S = v[m_index.tail - 1].ST.S;
|
||||
v[1].ST.T = v[m_index.tail - 1].ST.T;
|
||||
v[1].RGBAQ.Q = v[m_index.tail - 1].RGBAQ.Q;
|
||||
v[1].ST.S = v[m_index->tail - 1].ST.S;
|
||||
v[1].ST.T = v[m_index->tail - 1].ST.T;
|
||||
v[1].RGBAQ.Q = v[m_index->tail - 1].RGBAQ.Q;
|
||||
}
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = 2;
|
||||
m_index->tail = 2;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4717,8 +4718,8 @@ void GSRendererHW::Draw()
|
||||
// but it still needs to adjust native stuff from memory as it's not been compensated for upscaling (Dragon Quest 8 font for example).
|
||||
if (CanUpscale() && (m_vt.m_primclass == GS_SPRITE_CLASS) && rt && rt->GetScale() > 1.0f)
|
||||
{
|
||||
const u32 count = m_vertex.next;
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
const u32 count = m_vertex->next;
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
|
||||
// Hack to avoid vertical black line in various games (ace combat/tekken)
|
||||
if (GSConfig.UserHacks_AlignSpriteX)
|
||||
@@ -4944,30 +4945,30 @@ bool GSRendererHW::VerifyIndices()
|
||||
switch (m_vt.m_primclass)
|
||||
{
|
||||
case GS_SPRITE_CLASS:
|
||||
if (m_index.tail % 2 != 0)
|
||||
if (m_index->tail % 2 != 0)
|
||||
return false;
|
||||
[[fallthrough]];
|
||||
case GS_POINT_CLASS:
|
||||
// Expect indices to be flat increasing
|
||||
for (u32 i = 0; i < m_index.tail; i++)
|
||||
for (u32 i = 0; i < m_index->tail; i++)
|
||||
{
|
||||
if (m_index.buff[i] != i)
|
||||
if (m_index->buff[i] != i)
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
case GS_LINE_CLASS:
|
||||
if (m_index.tail % 2 != 0)
|
||||
if (m_index->tail % 2 != 0)
|
||||
return false;
|
||||
// Expect each line to be a pair next to each other
|
||||
// VS expand relies on this!
|
||||
for (u32 i = 0; i < m_index.tail; i += 2)
|
||||
for (u32 i = 0; i < m_index->tail; i += 2)
|
||||
{
|
||||
if (m_index.buff[i] + 1 != m_index.buff[i + 1])
|
||||
if (m_index->buff[i] + 1 != m_index->buff[i + 1])
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
case GS_TRIANGLE_CLASS:
|
||||
if (m_index.tail % 3 != 0)
|
||||
if (m_index->tail % 3 != 0)
|
||||
return false;
|
||||
break;
|
||||
case GS_INVALID_CLASS:
|
||||
@@ -4992,9 +4993,9 @@ void GSRendererHW::HandleProvokingVertexFirst()
|
||||
|
||||
// If all first/last vertices have the same color there is nothing to do.
|
||||
bool first_eq_last = true;
|
||||
for (u32 i = 0; i < m_index.tail; i += n)
|
||||
for (u32 i = 0; i < m_index->tail; i += n)
|
||||
{
|
||||
if (m_vertex.buff[m_index.buff[i]].RGBAQ.U32[0] != m_vertex.buff[m_index.buff[i + n - 1]].RGBAQ.U32[0])
|
||||
if (m_vertex->buff[m_index->buff[i]].RGBAQ.U32[0] != m_vertex->buff[m_index->buff[i + n - 1]].RGBAQ.U32[0])
|
||||
{
|
||||
first_eq_last = false;
|
||||
break;
|
||||
@@ -5004,21 +5005,21 @@ void GSRendererHW::HandleProvokingVertexFirst()
|
||||
return;
|
||||
|
||||
// De-index the vertices using the copy buffer
|
||||
while (m_vertex.maxcount < m_index.tail)
|
||||
while (m_vertex->maxcount < m_index->tail)
|
||||
GrowVertexBuffer();
|
||||
for (int i = static_cast<int>(m_index.tail) - 1; i >= 0; i--)
|
||||
for (int i = static_cast<int>(m_index->tail) - 1; i >= 0; i--)
|
||||
{
|
||||
m_vertex.buff_copy[i] = m_vertex.buff[m_index.buff[i]];
|
||||
m_index.buff[i] = static_cast<u16>(i);
|
||||
m_vertex->buff_copy[i] = m_vertex->buff[m_index->buff[i]];
|
||||
m_index->buff[i] = static_cast<u16>(i);
|
||||
}
|
||||
std::swap(m_vertex.buff, m_vertex.buff_copy);
|
||||
m_vertex.head = m_vertex.next = m_vertex.tail = m_index.tail;
|
||||
std::swap(m_vertex->buff, m_vertex->buff_copy);
|
||||
m_vertex->head = m_vertex->next = m_vertex->tail = m_index->tail;
|
||||
|
||||
// Put correct color in the first vertex
|
||||
for (u32 i = 0; i < m_index.tail; i += n)
|
||||
for (u32 i = 0; i < m_index->tail; i += n)
|
||||
{
|
||||
m_vertex.buff[i].RGBAQ.U32[0] = m_vertex.buff[i + n - 1].RGBAQ.U32[0];
|
||||
m_vertex.buff[i + n - 1].RGBAQ.U32[0] = 0xff; // Make last vertex red for debugging if used improperly
|
||||
m_vertex->buff[i].RGBAQ.U32[0] = m_vertex->buff[i + n - 1].RGBAQ.U32[0];
|
||||
m_vertex->buff[i + n - 1].RGBAQ.U32[0] = 0xff; // Make last vertex red for debugging if used improperly
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5028,8 +5029,8 @@ void GSRendererHW::SetupIA(float target_scale, float sx, float sy, bool req_vert
|
||||
|
||||
if (GSConfig.UserHacks_ForceEvenSpritePosition && !m_isPackedUV_HackFlag && m_process_texture && PRIM->FST)
|
||||
{
|
||||
for (u32 i = 0; i < m_vertex.next; i++)
|
||||
m_vertex.buff[i].UV &= 0x3FEF3FEF;
|
||||
for (u32 i = 0; i < m_vertex->next; i++)
|
||||
m_vertex->buff[i].UV &= 0x3FEF3FEF;
|
||||
}
|
||||
|
||||
const bool unscale_pt_ln = !GSConfig.UserHacks_DisableSafeFeatures && (target_scale != 1.0f);
|
||||
@@ -5055,9 +5056,9 @@ void GSRendererHW::SetupIA(float target_scale, float sx, float sy, bool req_vert
|
||||
m_conf.vs.expand = GSHWDrawConfig::VSExpand::Point;
|
||||
m_conf.cb_vs.point_size = GSVector2(16.0f * sx, 16.0f * sy);
|
||||
m_conf.topology = GSHWDrawConfig::Topology::Triangle;
|
||||
m_conf.verts = m_vertex.buff;
|
||||
m_conf.nverts = m_vertex.next;
|
||||
m_conf.nindices = m_index.tail * 6;
|
||||
m_conf.verts = m_vertex->buff;
|
||||
m_conf.nverts = m_vertex->next;
|
||||
m_conf.nindices = m_index->tail * 6;
|
||||
m_conf.indices_per_prim = 6;
|
||||
return;
|
||||
}
|
||||
@@ -5106,19 +5107,19 @@ void GSRendererHW::SetupIA(float target_scale, float sx, float sy, bool req_vert
|
||||
|
||||
if (req_vert_backup)
|
||||
{
|
||||
memcpy(m_draw_vertex.buff, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
|
||||
memcpy(m_draw_index.buff, m_index.buff, sizeof(u16) * m_index.tail);
|
||||
memcpy(m_draw_vertex.buff, m_vertex->buff, sizeof(GSVertex) * m_vertex->next);
|
||||
memcpy(m_draw_index.buff, m_index->buff, sizeof(u16) * m_index->tail);
|
||||
|
||||
m_conf.verts = m_draw_vertex.buff;
|
||||
m_conf.indices = m_draw_index.buff;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_conf.verts = m_vertex.buff;
|
||||
m_conf.indices = m_index.buff;
|
||||
m_conf.verts = m_vertex->buff;
|
||||
m_conf.indices = m_index->buff;
|
||||
}
|
||||
m_conf.nverts = m_vertex.next;
|
||||
m_conf.nindices = m_index.tail * 3;
|
||||
m_conf.nverts = m_vertex->next;
|
||||
m_conf.nindices = m_index->tail * 3;
|
||||
m_conf.indices_per_prim = 6;
|
||||
return;
|
||||
}
|
||||
@@ -5140,9 +5141,9 @@ void GSRendererHW::SetupIA(float target_scale, float sx, float sy, bool req_vert
|
||||
// See note above in GS_SPRITE_CLASS.
|
||||
if (m_vt.m_accurate_stq && m_vt.m_eq.stq) [[unlikely]]
|
||||
{
|
||||
GSVertex* const v = m_vertex.buff;
|
||||
GSVertex* const v = m_vertex->buff;
|
||||
const GSVector4 v_q = GSVector4(v[0].RGBAQ.Q);
|
||||
for (u32 i = 0; i < m_vertex.next; i++)
|
||||
for (u32 i = 0; i < m_vertex->next; i++)
|
||||
{
|
||||
// v[i].ST.ST /= v[i].RGBAQ.Q; v[i].RGBAQ.Q = 1.0f; (Q / Q = 1)
|
||||
GSVector4 v_st = GSVector4::load<true>(&v[i].ST);
|
||||
@@ -5159,19 +5160,19 @@ void GSRendererHW::SetupIA(float target_scale, float sx, float sy, bool req_vert
|
||||
|
||||
if (req_vert_backup)
|
||||
{
|
||||
memcpy(m_draw_vertex.buff, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
|
||||
memcpy(m_draw_index.buff, m_index.buff, sizeof(u16) * m_index.tail);
|
||||
memcpy(m_draw_vertex.buff, m_vertex->buff, sizeof(GSVertex) * m_vertex->next);
|
||||
memcpy(m_draw_index.buff, m_index->buff, sizeof(u16) * m_index->tail);
|
||||
|
||||
m_conf.verts = m_draw_vertex.buff;
|
||||
m_conf.indices = m_draw_index.buff;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_conf.verts = m_vertex.buff;
|
||||
m_conf.indices = m_index.buff;
|
||||
m_conf.verts = m_vertex->buff;
|
||||
m_conf.indices = m_index->buff;
|
||||
}
|
||||
m_conf.nverts = m_vertex.next;
|
||||
m_conf.nindices = m_index.tail;
|
||||
m_conf.nverts = m_vertex->next;
|
||||
m_conf.nindices = m_index->tail;
|
||||
}
|
||||
|
||||
void GSRendererHW::EmulateZbuffer(const GSTextureCache::Target* ds)
|
||||
@@ -5195,9 +5196,7 @@ void GSRendererHW::EmulateZbuffer(const GSTextureCache::Target* ds)
|
||||
m_conf.cb_vs.max_depth = GSVector2i(0xFFFFFFFF);
|
||||
//ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
m_conf.ps.zclamp = 0;
|
||||
m_conf.ps.zfloor = !m_vt.m_eq.z &&
|
||||
(m_vt.m_primclass == GS_TRIANGLE_CLASS || m_vt.m_primclass == GS_LINE_CLASS) &&
|
||||
(m_cached_ctx.DepthWrite() || (m_cached_ctx.DepthRead() && m_cached_ctx.TEST.ZTST == ZTST_GREATER));
|
||||
m_conf.ps.zfloor = !m_cached_ctx.ZBUF.ZMSK;
|
||||
|
||||
if (clamp_z)
|
||||
{
|
||||
@@ -5232,7 +5231,7 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GS
|
||||
|
||||
ConvertSpriteTextureShuffle(process_rg, process_ba, shuffle_across, rt, tex);
|
||||
|
||||
if (m_index.tail == 0)
|
||||
if (m_index->tail == 0)
|
||||
return; // Rewriting sprites can result in an empty draw.
|
||||
|
||||
// If date is enabled you need to test the green channel instead of the alpha channel.
|
||||
@@ -5420,7 +5419,7 @@ __ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool t
|
||||
m_conf.ps.urban_chaos_hle = 1;
|
||||
}
|
||||
}
|
||||
else if (m_index.tail <= 64 && !IsPageCopy() && m_cached_ctx.CLAMP.WMT == 3)
|
||||
else if (m_index->tail <= 64 && !IsPageCopy() && m_cached_ctx.CLAMP.WMT == 3)
|
||||
{
|
||||
// Blood will tell. I think it is channel effect too but again
|
||||
// implemented in a different way. I don't want to add more CRC stuff. So
|
||||
@@ -5437,7 +5436,7 @@ __ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool t
|
||||
}
|
||||
else if (m_cached_ctx.CLAMP.WMS == 3 && ((m_cached_ctx.CLAMP.MAXU & 0x8) == 8))
|
||||
{
|
||||
const ChannelFetch channel_select = ((m_cached_ctx.CLAMP.WMT != 3 && (m_vertex.buff[m_index.buff[0]].V & 0x20) == 0) || (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 0))) ? ChannelFetch_BLUE : ChannelFetch_ALPHA;
|
||||
const ChannelFetch channel_select = ((m_cached_ctx.CLAMP.WMT != 3 && (m_vertex->buff[m_index->buff[0]].V & 0x20) == 0) || (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 0))) ? ChannelFetch_BLUE : ChannelFetch_ALPHA;
|
||||
|
||||
// MGS3/Kill Zone
|
||||
if (test_only)
|
||||
@@ -5451,7 +5450,7 @@ __ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool t
|
||||
{
|
||||
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
|
||||
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
|
||||
const bool green = (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 2)) || (PRIM->FST && (m_vertex.buff[0].V & 32));
|
||||
const bool green = (m_cached_ctx.CLAMP.WMT == 3 && ((m_cached_ctx.CLAMP.MAXV & 0x2) == 2)) || (PRIM->FST && (m_vertex->buff[0].V & 32));
|
||||
if (green && (m_cached_ctx.FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF)
|
||||
{
|
||||
// Typically used in Terminator 3
|
||||
@@ -5584,7 +5583,7 @@ __ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool t
|
||||
m_channel_shuffle_src_valid = src->m_valid;
|
||||
if (GSConfig.UserHacks_TextureInsideRt == GSTextureInRtMode::Disabled || ((src->m_TEX0.TBW == rt->m_TEX0.TBW) && (!m_in_target_draw && IsPageCopy())) || m_conf.ps.urban_chaos_hle || m_conf.ps.tales_of_abyss_hle)
|
||||
{
|
||||
GSVertex* s = &m_vertex.buff[0];
|
||||
GSVertex* s = &m_vertex->buff[0];
|
||||
s[0].XYZ.X = static_cast<u16>(m_context->XYOFFSET.OFX + 0);
|
||||
s[1].XYZ.X = static_cast<u16>(m_context->XYOFFSET.OFX + 16384);
|
||||
s[0].XYZ.Y = static_cast<u16>(m_context->XYOFFSET.OFY + 0);
|
||||
@@ -5626,7 +5625,7 @@ __ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool t
|
||||
}
|
||||
|
||||
m_in_target_draw |= frame_page_offset > 0;
|
||||
GSVertex* s = &m_vertex.buff[0];
|
||||
GSVertex* s = &m_vertex->buff[0];
|
||||
s[0].XYZ.X = static_cast<u16>(m_context->XYOFFSET.OFX + (m_r.x << 4));
|
||||
s[1].XYZ.X = static_cast<u16>(m_context->XYOFFSET.OFX + (m_r.z << 4));
|
||||
s[0].XYZ.Y = static_cast<u16>(m_context->XYOFFSET.OFY + (m_r.y << 4));
|
||||
@@ -5658,8 +5657,8 @@ __ri u32 GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool t
|
||||
m_channel_shuffle_finish = true;
|
||||
}
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = 2;
|
||||
m_index->tail = 2;
|
||||
|
||||
m_primitive_covers_without_gaps = NoGapsType::FullCover;
|
||||
m_conf.cb_ps.ChannelShuffleOffset = GSVector2(0, 0);
|
||||
@@ -5910,7 +5909,6 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, const boo
|
||||
{
|
||||
case AccBlendLevel::Maximum:
|
||||
sw_blending |= true;
|
||||
accumulation_blend &= (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 32);
|
||||
[[fallthrough]];
|
||||
case AccBlendLevel::Full:
|
||||
sw_blending |= m_conf.ps.blend_a != m_conf.ps.blend_b && alpha_c0_high_max_one;
|
||||
@@ -6604,7 +6602,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
|
||||
|
||||
if (can_offset && tex->m_scale > 1.0f)
|
||||
{
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
if (PRIM->FST)
|
||||
{
|
||||
const int x1_frac = ((v[1].XYZ.X - m_context->XYOFFSET.OFX) & 0xf);
|
||||
@@ -6675,7 +6673,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
|
||||
|
||||
if (can_offset && tex->m_scale > 1.0f)
|
||||
{
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
if (PRIM->FST)
|
||||
{
|
||||
const int x1_frac = ((v[1].XYZ.X - m_context->XYOFFSET.OFX) & 0xf);
|
||||
@@ -6698,7 +6696,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
|
||||
}
|
||||
}
|
||||
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index.tail >= 4 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp >= 16 &&
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index->tail >= 4 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp >= 16 &&
|
||||
((tex->m_from_target_TEX0.PSM & 0x30) == 0x30 || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal > 0))
|
||||
{
|
||||
HandleManualDeswizzle();
|
||||
@@ -7384,7 +7382,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
|
||||
if (rt)
|
||||
{
|
||||
EmulateTextureShuffleAndFbmask(rt, tex);
|
||||
if (m_index.tail == 0)
|
||||
if (m_index->tail == 0)
|
||||
{
|
||||
GL_INS("HW: DrawPrims: Texture shuffle emulation culled all vertices; exiting.");
|
||||
return;
|
||||
@@ -7582,7 +7580,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
|
||||
GL_PERF("DATE: Fast with alpha %d-%d", GetAlphaMinMax().min, GetAlphaMinMax().max);
|
||||
DATE_one = true;
|
||||
}
|
||||
else if (features.texture_barrier && ((m_vt.m_primclass == GS_SPRITE_CLASS && ComputeDrawlistGetSize(rt->m_scale) < 10) || (m_index.tail < 30)))
|
||||
else if (features.texture_barrier && ((m_vt.m_primclass == GS_SPRITE_CLASS && ComputeDrawlistGetSize(rt->m_scale) < 10) || (m_index->tail < 30)))
|
||||
{
|
||||
// texture barrier will split the draw call into n draw call. It is very efficient for
|
||||
// few primitive draws. Otherwise it sucks.
|
||||
@@ -7997,7 +7995,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
|
||||
// This kinda screws things up when using ST, so let's not.
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && rtscale > 1.0f && (tex && PRIM->FST))
|
||||
{
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
const int x1_frac = ((v[1].XYZ.X - m_context->XYOFFSET.OFX) & 0xf);
|
||||
const int y1_frac = ((v[1].XYZ.Y - m_context->XYOFFSET.OFY) & 0xf);
|
||||
if (x1_frac & 8)
|
||||
@@ -8551,7 +8549,7 @@ bool GSRendererHW::DetectStripedDoubleClear(bool& no_rt, bool& no_ds)
|
||||
!m_cached_ctx.ZBUF.ZMSK &&
|
||||
(m_cached_ctx.FRAME.PSM & 0x30) != (m_cached_ctx.ZBUF.PSM & 0x30) &&
|
||||
(m_cached_ctx.FRAME.PSM & 0xF) == (m_cached_ctx.ZBUF.PSM & 0xF) && m_vt.m_eq.z == 1 &&
|
||||
m_vertex.buff[1].XYZ.Z == m_vertex.buff[1].RGBAQ.U32[0];
|
||||
m_vertex->buff[1].XYZ.Z == m_vertex->buff[1].RGBAQ.U32[0];
|
||||
|
||||
// Z and color must be constant and the same and must be drawing strips.
|
||||
if (!z_is_frame || m_vt.m_eq.rgba != 0xFFFF)
|
||||
@@ -8566,12 +8564,12 @@ bool GSRendererHW::DetectStripedDoubleClear(bool& no_rt, bool& no_ds)
|
||||
// LOTR has 4096 verts, so this isn't going to be super fast on that game, most games will be just 16 verts so they should be ok,
|
||||
// and I could cheat and stop when we get a size that matches, but that might be a lucky misdetection, I don't wanna risk it.
|
||||
int vertex_offset = 0;
|
||||
int last_vertex = m_vertex.buff[0].XYZ.X;
|
||||
int last_vertex = m_vertex->buff[0].XYZ.X;
|
||||
|
||||
for (u32 i = 1; i < m_vertex.tail; i++)
|
||||
for (u32 i = 1; i < m_vertex->tail; i++)
|
||||
{
|
||||
vertex_offset = std::max(static_cast<int>((m_vertex.buff[i].XYZ.X - last_vertex) >> 4), vertex_offset);
|
||||
last_vertex = m_vertex.buff[i].XYZ.X;
|
||||
vertex_offset = std::max(static_cast<int>((m_vertex->buff[i].XYZ.X - last_vertex) >> 4), vertex_offset);
|
||||
last_vertex = m_vertex->buff[i].XYZ.X;
|
||||
|
||||
// Found a gap which is much bigger, no point continuing to scan.
|
||||
if (vertex_offset > strip_size)
|
||||
@@ -8931,7 +8929,7 @@ bool GSRendererHW::TryTargetClear(GSTextureCache::Target* rt, GSTextureCache::Ta
|
||||
if (ds && !preserve_depth && m_r.rintersect(ds->m_valid).eq(ds->m_valid))
|
||||
{
|
||||
const u32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].fmt * 8);
|
||||
const u32 z = std::min(max_z, m_vertex.buff[1].XYZ.Z);
|
||||
const u32 z = std::min(max_z, m_vertex->buff[1].XYZ.Z);
|
||||
const float d = static_cast<float>(z) * 0x1p-32f;
|
||||
GL_INS("HW: TryTargetClear(): DS at %x <= %f", ds->m_TEX0.TBP0, d);
|
||||
g_gs_device->ClearDepth(ds->m_texture, d);
|
||||
@@ -8997,7 +8995,7 @@ bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_r
|
||||
|
||||
if (!no_ds && !preserve_z)
|
||||
{
|
||||
ClearGSLocalMemory(m_context->offset.zb, m_r, m_vertex.buff[1].XYZ.Z);
|
||||
ClearGSLocalMemory(m_context->offset.zb, m_r, m_vertex->buff[1].XYZ.Z);
|
||||
|
||||
if (invalidate_z)
|
||||
{
|
||||
@@ -9172,7 +9170,7 @@ void GSRendererHW::ClearGSLocalMemory(const GSOffset& off, const GSVector4i& r,
|
||||
bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Source* tex, const GSVector4i& r_draw)
|
||||
{
|
||||
// Not required when using Tex in RT
|
||||
if (r_draw.w > 1024 && (m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex.next == 2) && m_process_texture && !PRIM->ABE &&
|
||||
if (r_draw.w > 1024 && (m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex->next == 2) && m_process_texture && !PRIM->ABE &&
|
||||
tex && !tex->m_target && m_cached_ctx.TEX0.TBW > 0 && GSConfig.UserHacks_TextureInsideRt == GSTextureInRtMode::Disabled)
|
||||
{
|
||||
GL_PUSH("HW: OI_BlitFMV");
|
||||
@@ -9287,12 +9285,12 @@ bool GSRendererHW::TextureCoversWithoutGapsNotEqual()
|
||||
}
|
||||
|
||||
// Simple case: one sprite.
|
||||
if (m_index.tail == 2)
|
||||
if (m_index->tail == 2)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
const GSVertex* v = &m_vertex->buff[0];
|
||||
const int first_dpY = v[1].XYZ.Y - v[0].XYZ.Y;
|
||||
const int first_dpX = v[1].XYZ.X - v[0].XYZ.X;
|
||||
const int first_dtV = v[1].V - v[0].V;
|
||||
@@ -9302,7 +9300,7 @@ bool GSRendererHW::TextureCoversWithoutGapsNotEqual()
|
||||
if ((first_dpX >> 4) == m_r.z)
|
||||
{
|
||||
// Borrowed from MergeSprite() modified to calculate heights.
|
||||
for (u32 i = 2; i < m_vertex.next; i += 2)
|
||||
for (u32 i = 2; i < m_vertex->next; i += 2)
|
||||
{
|
||||
const int last_tV = v[i - 1].V;
|
||||
const int dtV = v[i + 1].V - v[i].V;
|
||||
@@ -9320,7 +9318,7 @@ bool GSRendererHW::TextureCoversWithoutGapsNotEqual()
|
||||
if ((first_dpY >> 4) == m_r.w)
|
||||
{
|
||||
// Borrowed from MergeSprite().
|
||||
for (u32 i = 2; i < m_vertex.next; i += 2)
|
||||
for (u32 i = 2; i < m_vertex->next; i += 2)
|
||||
{
|
||||
const int last_tU = v[i - 1].U;
|
||||
const int this_start_U = v[i].U;
|
||||
@@ -9370,7 +9368,7 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
|
||||
return 0;
|
||||
|
||||
const bool no_resize = (std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1);
|
||||
const bool can_maintain = no_resize || (!is_target_src && m_index.tail == 2);
|
||||
const bool can_maintain = no_resize || (!is_target_src && m_index->tail == 2);
|
||||
|
||||
if (!src || ((!is_target_src || (src->m_from_target->m_downscaled || GSConfig.UserHacks_NativeScaling > GSNativeScaling::Aggressive)) && can_maintain))
|
||||
return -1;
|
||||
@@ -9406,9 +9404,9 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
|
||||
}
|
||||
|
||||
// Last ditched check if it's doing a lot of small draws exactly the same which could be recursive lighting bloom.
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index.tail > 2 && !no_gaps_or_single_sprite && m_context->TEX1.MMAG == 1 && !m_context->ALPHA.IsOpaque())
|
||||
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index->tail > 2 && !no_gaps_or_single_sprite && m_context->TEX1.MMAG == 1 && !m_context->ALPHA.IsOpaque())
|
||||
{
|
||||
GSVertex* v = &m_vertex.buff[0];
|
||||
GSVertex* v = &m_vertex->buff[0];
|
||||
float tw = 1 << src->m_TEX0.TW;
|
||||
float th = 1 << src->m_TEX0.TH;
|
||||
|
||||
@@ -9419,7 +9417,7 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
|
||||
|
||||
if (first_x > first_u && first_y > first_v && !no_resize && std::abs(draw_size.x - first_x) <= 4 && std::abs(draw_size.y - first_y) <= 4)
|
||||
{
|
||||
for (u32 i = 2; i < m_index.tail; i += 2)
|
||||
for (u32 i = 2; i < m_index->tail; i += 2)
|
||||
{
|
||||
const int next_u = (PRIM->FST) ? (v[i + 1].U - v[i].U) >> 4 : std::floor(static_cast<int>(tw * v[i + 1].ST.S) - static_cast<int>(tw * v[i].ST.S));
|
||||
const int next_v = (PRIM->FST) ? (v[i + 1].V - v[i].V) >> 4 : std::floor(static_cast<int>(th * v[i + 1].ST.T) - static_cast<int>(th * v[i].ST.T));
|
||||
@@ -9432,7 +9430,7 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
|
||||
if (next_u != first_u || next_v != first_v || next_x != first_x || next_y != first_y)
|
||||
break;
|
||||
|
||||
if (i + 2 >= m_index.tail)
|
||||
if (i + 2 >= m_index->tail)
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
@@ -9443,13 +9441,13 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
|
||||
|
||||
ClearType GSRendererHW::IsConstantDirectWriteMemClear()
|
||||
{
|
||||
const bool direct_draw = (m_vt.m_primclass == GS_SPRITE_CLASS) || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index.tail % 6) == 0 && TrianglesAreQuads());
|
||||
const bool direct_draw = (m_vt.m_primclass == GS_SPRITE_CLASS) || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index->tail % 6) == 0 && TrianglesAreQuads());
|
||||
// Constant Direct Write without texture/test/blending (aka a GS mem clear)
|
||||
if (direct_draw && !PRIM->TME // Direct write
|
||||
&& !(m_draw_env->SCANMSK.MSK & 2) && !m_cached_ctx.TEST.ATE // no alpha test
|
||||
&& !m_cached_ctx.TEST.DATE // no destination alpha test
|
||||
&& (!m_cached_ctx.TEST.ZTE || m_cached_ctx.TEST.ZTST == ZTST_ALWAYS) // no depth test
|
||||
&& (m_vt.m_eq.rgba == 0xFFFF || m_vertex.next == 2) // constant color write
|
||||
&& (m_vt.m_eq.rgba == 0xFFFF || m_vertex->next == 2) // constant color write
|
||||
&& (!PRIM->FGE || m_vt.m_min.p.w == 255.0f)) // No fog effect
|
||||
{
|
||||
if ((PRIM->ABE && !m_context->ALPHA.IsOpaque()) || (m_cached_ctx.FRAME.FBMSK & GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].fmsk))
|
||||
@@ -9464,7 +9462,7 @@ u32 GSRendererHW::GetConstantDirectWriteMemClearColor() const
|
||||
{
|
||||
// Take the vertex colour, but check if the blending would make it black.
|
||||
const u32 vert_index = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 2 : 1;
|
||||
u32 vert_color = m_vertex.buff[m_index.buff[vert_index]].RGBAQ.U32[0];
|
||||
u32 vert_color = m_vertex->buff[m_index->buff[vert_index]].RGBAQ.U32[0];
|
||||
if (PRIM->ABE && m_context->ALPHA.IsBlack())
|
||||
vert_color &= 0xFF000000u;
|
||||
|
||||
@@ -9485,7 +9483,7 @@ u32 GSRendererHW::GetConstantDirectWriteMemClearColor() const
|
||||
u32 GSRendererHW::GetConstantDirectWriteMemClearDepth() const
|
||||
{
|
||||
const u32 max_z = (0xFFFFFFFF >> (GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].fmt * 8));
|
||||
return std::min(m_vertex.buff[1].XYZ.Z, max_z);
|
||||
return std::min(m_vertex->buff[1].XYZ.Z, max_z);
|
||||
}
|
||||
|
||||
bool GSRendererHW::IsReallyDithered() const
|
||||
@@ -9507,7 +9505,7 @@ void GSRendererHW::ReplaceVerticesWithSprite(const GSVector4i& unscaled_rect, co
|
||||
{
|
||||
const GSVector4i fpr = unscaled_rect.sll32<4>();
|
||||
const GSVector4i fpuv = unscaled_uv_rect.sll32<4>();
|
||||
GSVertex* v = m_vertex.buff;
|
||||
GSVertex* v = m_vertex->buff;
|
||||
|
||||
v[0].XYZ.X = static_cast<u16>(m_context->XYOFFSET.OFX + fpr.x);
|
||||
v[0].XYZ.Y = static_cast<u16>(m_context->XYOFFSET.OFY + fpr.y);
|
||||
@@ -9549,8 +9547,8 @@ void GSRendererHW::ReplaceVerticesWithSprite(const GSVector4i& unscaled_rect, co
|
||||
m_vt.m_eq.z = true;
|
||||
m_vt.m_eq.f = true;
|
||||
|
||||
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
|
||||
m_index.tail = 2;
|
||||
m_vertex->head = m_vertex->tail = m_vertex->next = 2;
|
||||
m_index->tail = 2;
|
||||
|
||||
m_r = unscaled_rect;
|
||||
m_context->scissor.in = scissor;
|
||||
@@ -9576,10 +9574,10 @@ void GSRendererHW::OffsetDraw(s32 fbp_offset, s32 zbp_offset, s32 xoffset, s32 y
|
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const s32 fp_xoffset = xoffset << 4;
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const s32 fp_yoffset = yoffset << 4;
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for (u32 i = 0; i < m_vertex.next; i++)
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for (u32 i = 0; i < m_vertex->next; i++)
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{
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m_vertex.buff[i].XYZ.X += fp_xoffset;
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m_vertex.buff[i].XYZ.Y += fp_yoffset;
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m_vertex->buff[i].XYZ.X += fp_xoffset;
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m_vertex->buff[i].XYZ.Y += fp_yoffset;
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}
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}
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@@ -39,21 +39,21 @@ bool GSRendererHWFunctions::SwPrimRender(GSRendererHW& hw, bool invalidate_tc, b
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GSRasterizerData data;
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GSScanlineGlobalData& gd = data.global;
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hw.m_sw_vertex_buffer.resize(((hw.m_vertex.next + 1) & ~1));
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hw.m_sw_vertex_buffer.resize(((hw.m_vertex->next + 1) & ~1));
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data.primclass = vt.m_primclass;
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data.buff = nullptr;
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data.vertex = hw.m_sw_vertex_buffer.data();
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data.vertex_count = hw.m_vertex.next;
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data.index = hw.m_index.buff;
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data.index_count = hw.m_index.tail;
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data.vertex_count = hw.m_vertex->next;
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data.index = hw.m_index->buff;
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data.index_count = hw.m_index->tail;
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data.scanmsk_value = env.SCANMSK.MSK;
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// Skip per pixel division if q is constant.
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// Optimize the division by 1 with a nop. It also means that GS_SPRITE_CLASS must be processed when !vt.m_eq.q.
|
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// If you have both GS_SPRITE_CLASS && vt.m_eq.q, it will depends on the first part of the 'OR'.
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const u32 q_div = !hw.IsMipMapActive() && ((vt.m_eq.q && vt.m_min.t.z != 1.0f) || (!vt.m_eq.q && vt.m_primclass == GS_SPRITE_CLASS));
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GSVertexSW::s_cvb[vt.m_primclass][PRIM->TME][PRIM->FST][q_div](context, data.vertex, hw.m_vertex.buff, hw.m_vertex.next);
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GSVertexSW::s_cvb[vt.m_primclass][PRIM->TME][PRIM->FST][q_div](context, data.vertex, hw.m_vertex->buff, hw.m_vertex->next);
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GSVector4i scissor = context->scissor.in;
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GSVector4i bbox = GSVector4i(vt.m_min.p.floor().xyxy(vt.m_max.p.ceil())).rintersect(scissor);
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@@ -524,12 +524,12 @@ bool GSRendererHWFunctions::SwPrimRender(GSRendererHW& hw, bool invalidate_tc, b
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const u32 ofx = context->XYOFFSET.OFX;
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for (int i = 0, j = hw.m_vertex.tail; i < j; i++)
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for (int i = 0, j = hw.m_vertex->tail; i < j; i++)
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{
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#if _M_SSE >= 0x501
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if ((((hw.m_vertex.buff[i].XYZ.X - ofx) + 15) >> 4) & 7) // aligned to 8
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if ((((hw.m_vertex->buff[i].XYZ.X - ofx) + 15) >> 4) & 7) // aligned to 8
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#else
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if ((((hw.m_vertex.buff[i].XYZ.X - ofx) + 15) >> 4) & 3) // aligned to 4
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if ((((hw.m_vertex->buff[i].XYZ.X - ofx) + 15) >> 4) & 3) // aligned to 4
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#endif
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{
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gd.sel.notest = 0;
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@@ -2404,289 +2404,250 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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};
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Target* dst = nullptr;
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Target* dst_match = nullptr;
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auto* list = &m_dst[type];
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auto& list = m_dst[type];
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const GSVector4i min_rect = draw_rect.max_u32(GSVector4i(0, 0, draw_rect.x, draw_rect.y));
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// TODO: Move all frame stuff to its own routine too.
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if (!is_frame)
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{
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for (int iteration = 0; iteration < 2; iteration++)
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for (auto i = list.begin(); i != list.end();)
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{
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if (dst != nullptr)
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break;
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auto& new_dst = iteration == 0 ? dst : dst_match;
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list = &m_dst[iteration == 0 ? type : (1 - type)];
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for (auto i = list->begin(); i != list->end();)
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Target* t = *i;
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if (bp == t->m_TEX0.TBP0)
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{
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Target* t = *i;
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if (bp == t->m_TEX0.TBP0)
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bool can_use = true;
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if (dst && ((GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw) && dst->m_TEX0.TBP0 <= bp))
|
||||
{
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||||
bool can_use = true;
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|
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if (new_dst && ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw) && new_dst->m_TEX0.TBP0 <= bp))
|
||||
{
|
||||
DevCon.Warning("Ignoring target at %x as one at %x is newer", t->m_TEX0.TBP0, new_dst->m_TEX0.TBP0);
|
||||
i++;
|
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continue;
|
||||
}
|
||||
|
||||
// If there's no valid RGB, it can't be interchanged between RT and Depth
|
||||
if (iteration == 1)
|
||||
{
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||||
const u32 valid_mask = (t->m_valid_rgb ? 0x7 : 0x0) | ((t->m_valid_alpha_low || t->m_valid_alpha_high) ? 0x8 : 0x0);
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||||
if ((!(valid_mask & GSUtil::GetChannelMask(TEX0.PSM)) || (!is_shuffle && TEX0.TBW < (t->m_TEX0.TBW / 2))) ||
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(!is_shuffle && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != GSLocalMemory::m_psm[TEX0.PSM].bpp))
|
||||
{
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||||
if (!preserve_rgb && !preserve_alpha && (!src || src->m_from_target != t) && (valid_mask & GSUtil::GetChannelMask(TEX0.PSM)))
|
||||
{
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||||
InvalidateSourcesFromTarget(t);
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i = list->erase(i);
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||||
delete t;
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||||
}
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||||
else
|
||||
i++;
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||||
continue;
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||||
}
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||||
}
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||||
|
||||
// if It's an old target and it's being completely overwritten, kill it.
|
||||
// Dragon Quest 8 reuses a render-target sized buffer as a single-page buffer, without clearing it. But,
|
||||
// it does dirty it by writing over the 64x64 region. So while we can't use this heuristic for tossing
|
||||
// targets at BW=1 because it breaks other games, we can when the *new* buffer area is completely dirty.
|
||||
if (((!preserve_rgb && !preserve_alpha) || (t->m_was_dst_matched && fbmask == 0xffffff)) && TEX0.TBW != t->m_TEX0.TBW)
|
||||
{
|
||||
// Old targets or shrunk targets where Y draw height goes outside the page.
|
||||
if (TEX0.TBW > 1 && (t->m_age >= 1 || (type == RenderTarget && draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && TEX0.TBW < t->m_TEX0.TBW)))
|
||||
{
|
||||
can_use = false;
|
||||
}
|
||||
else if (!t->m_dirty.empty())
|
||||
{
|
||||
const GSVector4i size_rect = GSVector4i::loadh(size);
|
||||
can_use = !t->m_dirty.GetTotalRect(TEX0, size).rintersect(size_rect).eq(size_rect);
|
||||
}
|
||||
}
|
||||
else if (type == RenderTarget && (fbmask == 0xffffff && !t->m_was_dst_matched && TEX0.TBW != t->m_TEX0.TBW))
|
||||
{
|
||||
// When returning to being matched with the Z buffer in width, we need to make sure the RGB is up to date as it could get used later (Hitman Contracts).
|
||||
auto& rev_list = m_dst[1 - type];
|
||||
for (auto j = rev_list.begin(); j != rev_list.end(); ++j)
|
||||
{
|
||||
Target* ds = *j;
|
||||
|
||||
if (t->m_TEX0.TBP0 != ds->m_TEX0.TBP0 || !ds->m_valid_rgb || TEX0.TBW != ds->m_TEX0.TBW)
|
||||
continue;
|
||||
|
||||
t->m_was_dst_matched = true;
|
||||
t->m_valid_rgb = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// TODO: What might be a nicer solution than this, is to rearrange the targets to match the new layout, however this comes with some caviets:
|
||||
// 1. They can draw wider than the FBW
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||||
// 2. The dirty+valid rects will need to also be rearranged
|
||||
// 3. This could mean larger targets hanging around more
|
||||
// 4. Sources which reference a target may become invalid and will need to be removed
|
||||
// 5. Potential performance implications from additional render passes/copying
|
||||
//
|
||||
// But the bonuses are:
|
||||
// 1. Rearranging the page layout will fix quite a few games which do this
|
||||
// 2. Preserved data will be in the correct place (in most cases)
|
||||
// 3. Less deleting sources/targets
|
||||
// 4. We can basically do clears in hardware, if they aren't insane ones
|
||||
bool dirtied_area = t->m_dirty.size() >= 1;
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// Check it covers the whole area of the new draw
|
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if (!is_shuffle && dirtied_area)
|
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{
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||||
const u32 draw_start = GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
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const u32 draw_end = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
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const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
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const u32 dirty_start = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
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const u32 dirty_end = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
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if (dirty_end < draw_end || dirty_start > draw_start)
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dirtied_area = false;
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}
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||||
if (can_use && ((!is_shuffle && dirtied_area) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
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DevCon.Warning("Ignoring target at %x as one at %x is newer", t->m_TEX0.TBP0, dst->m_TEX0.TBP0);
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i++;
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continue;
|
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}
|
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// if It's an old target and it's being completely overwritten, kill it.
|
||||
// Dragon Quest 8 reuses a render-target sized buffer as a single-page buffer, without clearing it. But,
|
||||
// it does dirty it by writing over the 64x64 region. So while we can't use this heuristic for tossing
|
||||
// targets at BW=1 because it breaks other games, we can when the *new* buffer area is completely dirty.
|
||||
if (((!preserve_rgb && !preserve_alpha) || (t->m_was_dst_matched && fbmask == 0xffffff)) && TEX0.TBW != t->m_TEX0.TBW)
|
||||
{
|
||||
// Old targets or shrunk targets where Y draw height goes outside the page.
|
||||
if (TEX0.TBW > 1 && (t->m_age >= 1 || (type == RenderTarget && draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && TEX0.TBW < t->m_TEX0.TBW)))
|
||||
{
|
||||
can_use = false;
|
||||
}
|
||||
|
||||
if (can_use)
|
||||
else if (!t->m_dirty.empty())
|
||||
{
|
||||
if (used)
|
||||
list->MoveFront(i.Index());
|
||||
const GSVector4i size_rect = GSVector4i::loadh(size);
|
||||
can_use = !t->m_dirty.GetTotalRect(TEX0, size).rintersect(size_rect).eq(size_rect);
|
||||
}
|
||||
}
|
||||
else if (type == RenderTarget && (fbmask == 0xffffff && !t->m_was_dst_matched && TEX0.TBW != t->m_TEX0.TBW))
|
||||
{
|
||||
// When returning to being matched with the Z buffer in width, we need to make sure the RGB is up to date as it could get used later (Hitman Contracts).
|
||||
auto& rev_list = m_dst[1 - type];
|
||||
for (auto j = rev_list.begin(); j != rev_list.end(); ++j)
|
||||
{
|
||||
Target* ds = *j;
|
||||
|
||||
new_dst = t;
|
||||
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
||||
if (t->m_TEX0.TBP0 != ds->m_TEX0.TBP0 || !ds->m_valid_rgb || TEX0.TBW != ds->m_TEX0.TBW)
|
||||
continue;
|
||||
|
||||
t->m_was_dst_matched = true;
|
||||
t->m_valid_rgb = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// TODO: What might be a nicer solution than this, is to rearrange the targets to match the new layout, however this comes with some caviets:
|
||||
// 1. They can draw wider than the FBW
|
||||
// 2. The dirty+valid rects will need to also be rearranged
|
||||
// 3. This could mean larger targets hanging around more
|
||||
// 4. Sources which reference a target may become invalid and will need to be removed
|
||||
// 5. Potential performance implications from additional render passes/copying
|
||||
//
|
||||
// But the bonuses are:
|
||||
// 1. Rearranging the page layout will fix quite a few games which do this
|
||||
// 2. Preserved data will be in the correct place (in most cases)
|
||||
// 3. Less deleting sources/targets
|
||||
// 4. We can basically do clears in hardware, if they aren't insane ones
|
||||
bool dirtied_area = t->m_dirty.size() >= 1;
|
||||
|
||||
// Check it covers the whole area of the new draw
|
||||
if (!is_shuffle && dirtied_area)
|
||||
{
|
||||
const u32 draw_start = GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
|
||||
const u32 draw_end = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
|
||||
|
||||
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
|
||||
const u32 dirty_start = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
|
||||
const u32 dirty_end = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
|
||||
|
||||
if (dirty_end < draw_end || dirty_start > draw_start)
|
||||
dirtied_area = false;
|
||||
}
|
||||
|
||||
if (can_use && ((!is_shuffle && dirtied_area) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
|
||||
{
|
||||
can_use = false;
|
||||
}
|
||||
|
||||
if (can_use)
|
||||
{
|
||||
if (used)
|
||||
list.MoveFront(i.Index());
|
||||
dst = t;
|
||||
|
||||
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
||||
break;
|
||||
}
|
||||
else if (!(src && src->m_from_target == t))
|
||||
{
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
// Probably pointing to half way through the target
|
||||
else if (!min_rect.rempty() && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets)
|
||||
{
|
||||
// Some games misuse the scissor so it ends up valid 1 pixel over, which causes hell for us. So check if it still overlaps without the extra pixel.
|
||||
const GSVector4i adjusted_valid = GSVector4i(t->m_valid.x, t->m_valid.y, std::min(t->m_valid.z, static_cast<int>(t->m_TEX0.TBW) * 64), t->m_valid.w - 1);
|
||||
const u32 adjusted_endblock = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, adjusted_valid);
|
||||
if (adjusted_endblock <= bp)
|
||||
{
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
const u32 widthpage_offset = (std::abs(static_cast<int>(bp - t->m_TEX0.TBP0)) >> 5) % std::max(t->m_TEX0.TBW, 1U);
|
||||
const bool is_aligned_ok = widthpage_offset == 0 || ((min_rect.width() <= static_cast<int>((t->m_TEX0.TBW - widthpage_offset) * 64) && (t->m_TEX0.TBW == TEX0.TBW || TEX0.TBW == 1)) && bp >= t->m_TEX0.TBP0);
|
||||
const bool no_target_or_newer = (!dst || ((GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
|
||||
const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
|
||||
const bool ds_offset = !ds || offset != 0;
|
||||
const bool is_double_buffer = TEX0.TBP0 == ((((t->m_end_block + 1) - t->m_TEX0.TBP0) / 2) + t->m_TEX0.TBP0);
|
||||
const bool source_match = src && src->m_TEX0.TBP0 <= bp && src->m_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
|
||||
const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
|
||||
// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
|
||||
// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
|
||||
const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, 32)));
|
||||
if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer || was_used_last_draw)))
|
||||
{
|
||||
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
|
||||
|
||||
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
|
||||
// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
|
||||
if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
|
||||
{
|
||||
const u32 local_offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
|
||||
if ((dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), scale, type, true, fbmask, false, false, preserve_rgb || preserve_alpha, GSVector4i::zero(), src)))
|
||||
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
||||
|
||||
break;
|
||||
}
|
||||
else if (!(src && src->m_from_target == t))
|
||||
|
||||
// I know what you're thinking, and I hate the guy who wrote it too (me). Project Snowblind, Tomb Raider etc decide to offset where they're drawing using a channel shuffle, and this gets messy, so best just to kill the old target.
|
||||
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
|
||||
{
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s offset overwrite shuffle", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
// Probably pointing to half way through the target
|
||||
else if (!min_rect.rempty() && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets)
|
||||
{
|
||||
// Some games misuse the scissor so it ends up valid 1 pixel over, which causes hell for us. So check if it still overlaps without the extra pixel.
|
||||
const GSVector4i adjusted_valid = GSVector4i(t->m_valid.x, t->m_valid.y, std::min(t->m_valid.z, static_cast<int>(t->m_TEX0.TBW) * 64), t->m_valid.w - 1);
|
||||
const u32 adjusted_endblock = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, adjusted_valid);
|
||||
if (adjusted_endblock <= bp)
|
||||
|
||||
if (!is_shuffle && (!GSUtil::HasSameSwizzleBits(t->m_TEX0.PSM, TEX0.PSM) ||
|
||||
((widthpage_offset % std::max(t->m_TEX0.TBW, 1U)) != 0 && ((widthpage_offset + (min_rect.width() + (s_psm.pgs.x - 1)) / s_psm.pgs.x)) > t->m_TEX0.TBW)))
|
||||
{
|
||||
i++;
|
||||
const int page_offset = TEX0.TBP0 - t->m_TEX0.TBP0;
|
||||
const int number_pages = page_offset / 32;
|
||||
const u32 tbw = std::max(t->m_TEX0.TBW, 1u);
|
||||
const int row_offset = number_pages / tbw;
|
||||
const int page_height = GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
|
||||
const int vertical_position = row_offset * page_height;
|
||||
|
||||
if (src && src->m_from_target == t && src->m_target_direct && vertical_position >= t->m_valid.w / 2)
|
||||
{
|
||||
// Valids and drawn since last read doesn't match, keep the target but resize it.
|
||||
src->m_valid_rect.w = std::min(vertical_position, src->m_valid_rect.w);
|
||||
t->m_valid.w = std::min(vertical_position, t->m_valid.w);
|
||||
t->ResizeValidity(t->m_valid);
|
||||
t->ResizeDrawn(t->m_valid);
|
||||
++i;
|
||||
}
|
||||
else
|
||||
{
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
const u32 widthpage_offset = (std::abs(static_cast<int>(bp - t->m_TEX0.TBP0)) >> 5) % std::max(t->m_TEX0.TBW, 1U);
|
||||
const bool is_aligned_ok = widthpage_offset == 0 || ((min_rect.width() <= static_cast<int>((t->m_TEX0.TBW - widthpage_offset) * 64) && (t->m_TEX0.TBW == TEX0.TBW || TEX0.TBW == 1)) && bp >= t->m_TEX0.TBP0);
|
||||
const bool no_target_or_newer = (!new_dst || ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
|
||||
const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
|
||||
const bool ds_offset = !ds || offset != 0;
|
||||
const bool is_double_buffer = TEX0.TBP0 == ((((t->m_end_block + 1) - t->m_TEX0.TBP0) / 2) + t->m_TEX0.TBP0);
|
||||
const bool source_match = src && src->m_TEX0.TBP0 <= bp && src->m_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
|
||||
const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
|
||||
// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
|
||||
// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
|
||||
const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, 32)));
|
||||
if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer || was_used_last_draw)))
|
||||
GSVector4i lookup_rect = min_rect;
|
||||
|
||||
if (is_shuffle)
|
||||
lookup_rect = lookup_rect & GSVector4i(~8);
|
||||
|
||||
const GSVector4i translated_rect = GSVector4i(0, 0, 0, 0).max_i32(TranslateAlignedRectByPage(t, TEX0.TBP0, TEX0.PSM, TEX0.TBW, lookup_rect));
|
||||
const GSVector4i dirty_rect = t->m_dirty.empty() ? GSVector4i::zero() : t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
|
||||
const bool all_dirty = dirty_rect.eq(t->m_valid);
|
||||
|
||||
|
||||
if (!is_shuffle && !dirty_rect.rempty() && (!preserve_alpha && !preserve_rgb) && (GSState::s_n - 3) > t->m_last_draw)
|
||||
{
|
||||
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to dirty areas not preserved (Likely change in target)", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
|
||||
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
|
||||
// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
|
||||
if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!all_dirty && ((translated_rect.w <= t->m_valid.w) || widthpage_offset == 0 || (GSState::s_n - 3) <= t->m_last_draw))
|
||||
{
|
||||
if (TEX0.TBW == t->m_TEX0.TBW && !is_shuffle && widthpage_offset == 0 && ((min_rect.w + 63) / 64) > 1)
|
||||
{
|
||||
const u32 local_offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
|
||||
if ((new_dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), scale, type, true, fbmask, false, false, preserve_rgb || preserve_alpha, GSVector4i::zero(), src)))
|
||||
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
||||
// Beyond Good and Evil does this awful thing where it puts one framebuffer at 0xf00, with the first row of pages blanked out, and the whole thing goes down to 0x2080
|
||||
// which is a problem, because it then puts the Z buffer at 0x1fc0, then offsets THAT by 1 row of pages, so it starts at, you guessed it, 2080.
|
||||
// So let's check the *real* start.
|
||||
u32 real_start_address = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, t->m_drawn_since_read);
|
||||
u32 new_end_address = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// I know what you're thinking, and I hate the guy who wrote it too (me). Project Snowblind, Tomb Raider etc decide to offset where they're drawing using a channel shuffle, and this gets messy, so best just to kill the old target.
|
||||
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
|
||||
{
|
||||
if (iteration == 0)
|
||||
// Not really overlapping.
|
||||
if (real_start_address > new_end_address)
|
||||
{
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s offset overwrite shuffle", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
delete t;
|
||||
}
|
||||
else
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!is_shuffle && (!GSUtil::HasSameSwizzleBits(t->m_TEX0.PSM, TEX0.PSM) ||
|
||||
((widthpage_offset % std::max(t->m_TEX0.TBW, 1U)) != 0 && ((widthpage_offset + (min_rect.width() + (s_psm.pgs.x - 1)) / s_psm.pgs.x)) > t->m_TEX0.TBW)))
|
||||
{
|
||||
const int page_offset = TEX0.TBP0 - t->m_TEX0.TBP0;
|
||||
const int number_pages = page_offset / 32;
|
||||
const u32 tbw = std::max(t->m_TEX0.TBW, 1u);
|
||||
const int row_offset = number_pages / tbw;
|
||||
const int page_height = GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
|
||||
const int vertical_position = row_offset * page_height;
|
||||
|
||||
if (src && src->m_from_target == t && src->m_target_direct && vertical_position >= t->m_valid.w / 2)
|
||||
{
|
||||
// Valids and drawn since last read doesn't match, keep the target but resize it.
|
||||
src->m_valid_rect.w = std::min(vertical_position, src->m_valid_rect.w);
|
||||
t->m_valid.w = std::min(vertical_position, t->m_valid.w);
|
||||
t->ResizeValidity(t->m_valid);
|
||||
t->ResizeDrawn(t->m_valid);
|
||||
++i;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (iteration == 0)
|
||||
{
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
delete t;
|
||||
}
|
||||
else
|
||||
i++;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
GSVector4i lookup_rect = min_rect;
|
||||
|
||||
if (is_shuffle)
|
||||
lookup_rect = lookup_rect & GSVector4i(~8);
|
||||
|
||||
const GSVector4i translated_rect = GSVector4i(0, 0, 0, 0).max_i32(TranslateAlignedRectByPage(t, TEX0.TBP0, TEX0.PSM, TEX0.TBW, lookup_rect));
|
||||
const GSVector4i dirty_rect = t->m_dirty.empty() ? GSVector4i::zero() : t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
|
||||
const bool all_dirty = dirty_rect.eq(t->m_valid);
|
||||
|
||||
|
||||
if (!is_shuffle && !dirty_rect.rempty() && (!preserve_alpha && !preserve_rgb) && (GSState::s_n - 3) > t->m_last_draw)
|
||||
{
|
||||
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to dirty areas not preserved (Likely change in target)", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
delete t;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!all_dirty && ((translated_rect.w <= t->m_valid.w) || widthpage_offset == 0 || (GSState::s_n - 3) <= t->m_last_draw))
|
||||
{
|
||||
if (TEX0.TBW == t->m_TEX0.TBW && !is_shuffle && widthpage_offset == 0 && ((min_rect.w + 63) / 64) > 1)
|
||||
{
|
||||
// Beyond Good and Evil does this awful thing where it puts one framebuffer at 0xf00, with the first row of pages blanked out, and the whole thing goes down to 0x2080
|
||||
// which is a problem, because it then puts the Z buffer at 0x1fc0, then offsets THAT by 1 row of pages, so it starts at, you guessed it, 2080.
|
||||
// So let's check the *real* start.
|
||||
u32 real_start_address = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, t->m_drawn_since_read);
|
||||
u32 new_end_address = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect);
|
||||
|
||||
// Not really overlapping.
|
||||
if (real_start_address > new_end_address)
|
||||
{
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
//DevCon.Warning("Here draw %d wanted %x PSM %x got %x PSM %x offset of %d pages width %d pages draw width %d", GSState::s_n, bp, TEX0.PSM, t->m_TEX0.TBP0, t->m_TEX0.PSM, (bp - t->m_TEX0.TBP0) >> 5, t->m_TEX0.TBW, draw_rect.width());
|
||||
new_dst = t;
|
||||
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
||||
|
||||
//Continue just in case there's a newer target
|
||||
if (used)
|
||||
list->MoveFront(i.Index());
|
||||
if (t->m_TEX0.TBP0 <= bp || GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect) >= bp)
|
||||
break;
|
||||
else
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
//DevCon.Warning("Here draw %d wanted %x PSM %x got %x PSM %x offset of %d pages width %d pages draw width %d", GSState::s_n, bp, TEX0.PSM, t->m_TEX0.TBP0, t->m_TEX0.PSM, (bp - t->m_TEX0.TBP0) >> 5, t->m_TEX0.TBW, draw_rect.width());
|
||||
dst = t;
|
||||
|
||||
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
||||
//Continue just in case there's a newer target
|
||||
if (used)
|
||||
list.MoveFront(i.Index());
|
||||
if (t->m_TEX0.TBP0 <= bp || GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect) >= bp)
|
||||
break;
|
||||
else
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pxAssert(type == RenderTarget);
|
||||
// Let's try to find a perfect frame that contains valid data
|
||||
for (auto i = list->begin(); i != list->end(); ++i)
|
||||
for (auto i = list.begin(); i != list.end(); ++i)
|
||||
{
|
||||
Target* t = *i;
|
||||
|
||||
@@ -2712,7 +2673,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
{
|
||||
DevCon.Warning("Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
@@ -2730,7 +2691,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
// 2nd try ! Try to find a frame at the requested bp -> bp + size is inside of (or equal to)
|
||||
if (!dst)
|
||||
{
|
||||
for (auto i = list->begin(); i != list->end(); ++i)
|
||||
for (auto i = list.begin(); i != list.end(); ++i)
|
||||
{
|
||||
Target* t = *i;
|
||||
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
|
||||
@@ -2750,7 +2711,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
{
|
||||
DevCon.Warning("2 Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
@@ -2770,7 +2731,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
// 3rd try ! Try to find a frame that doesn't contain valid data (honestly I'm not sure we need to do it)
|
||||
if (!dst)
|
||||
{
|
||||
for (auto i = list->begin(); i != list->end(); ++i)
|
||||
for (auto i = list.begin(); i != list.end(); ++i)
|
||||
{
|
||||
Target* t = *i;
|
||||
if (bp == t->m_TEX0.TBP0 && TEX0.TBW == t->m_TEX0.TBW)
|
||||
@@ -2782,7 +2743,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
{
|
||||
DevCon.Warning("3 Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = list->erase(i);
|
||||
i = list.erase(i);
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
@@ -3127,28 +3088,67 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
}
|
||||
else if (!is_frame && !GSConfig.UserHacks_DisableDepthSupport)
|
||||
{
|
||||
if (!dst_match)
|
||||
const int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
|
||||
|
||||
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
|
||||
// some bad data.
|
||||
auto& rev_list = m_dst[rev_type];
|
||||
Target* dst_match = nullptr;
|
||||
for (auto i = rev_list.begin(); i != rev_list.end(); ++i)
|
||||
{
|
||||
const int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
|
||||
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
|
||||
// some bad data.
|
||||
auto& rev_list = m_dst[rev_type];
|
||||
for (auto i = rev_list.begin(); i != rev_list.end(); ++i)
|
||||
Target* t = *i;
|
||||
// Don't pull in targets without valid lower 24 bits unless the Z is 32bits and the alpha is valid, it makes no sense to convert them otherwise.
|
||||
// FIXME: Technically the difference in size is fine, but if the target gets reinterpreted, the hw renderer doesn't rearrange the target.
|
||||
// This does cause some extra uploads in some games (like Burnout), but without this, bad data gets displayed in games like Transformers.
|
||||
if (bp != t->m_TEX0.TBP0 || (!t->m_valid_rgb && (!(GSUtil::GetChannelMask(TEX0.PSM) & 0x8) || !(t->m_valid_alpha_low || t->m_valid_alpha_high))) ||
|
||||
(!is_shuffle && t->m_TEX0.TBW != TEX0.TBW && (possible_clear || ((~GSLocalMemory::m_psm[t->m_TEX0.PSM].fmsk | fbmask) == 0xffffffff))))
|
||||
{
|
||||
Target* t = *i;
|
||||
// Don't pull in targets without valid lower 24 bits unless the Z is 32bits and the alpha is valid, it makes no sense to convert them otherwise.
|
||||
// FIXME: Technically the difference in size is fine, but if the target gets reinterpreted, the hw renderer doesn't rearrange the target.
|
||||
// This does cause some extra uploads in some games (like Burnout), but without this, bad data gets displayed in games like Transformers.
|
||||
if (bp != t->m_TEX0.TBP0 || (!t->m_valid_rgb && (!(GSUtil::GetChannelMask(TEX0.PSM) & 0x8) || !(t->m_valid_alpha_low || t->m_valid_alpha_high))) ||
|
||||
(!is_shuffle && t->m_TEX0.TBW != TEX0.TBW && (possible_clear || ((~GSLocalMemory::m_psm[t->m_TEX0.PSM].fmsk | fbmask) == 0xffffffff))))
|
||||
continue;
|
||||
}
|
||||
// If the format is completely different, but it's the same location, it's likely just overwriting it, so get rid.
|
||||
// Make sure it's not currently in use, that could be bad.
|
||||
if (!is_shuffle && (!ds || (ds != t)) &&
|
||||
t->m_TEX0.TBW != TEX0.TBW && TEX0.TBW != 1 && !preserve_rgb && min_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y)
|
||||
{
|
||||
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
|
||||
{
|
||||
continue;
|
||||
src->m_target_direct = false;
|
||||
src->m_shared_texture = false;
|
||||
t->m_texture = nullptr;
|
||||
}
|
||||
// If the format is completely different, but it's the same location, it's likely just overwriting it, so get rid.
|
||||
// Make sure it's not currently in use, that could be bad.
|
||||
if (!is_shuffle && (!ds || (ds != t)) &&
|
||||
t->m_TEX0.TBW != TEX0.TBW && TEX0.TBW != 1 && !preserve_rgb && min_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y)
|
||||
|
||||
GL_CACHE("TC: Deleting Z draw %d", GSState::s_n);
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = rev_list.erase(i);
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM];
|
||||
if (t_psm_s.bpp != psm_s.bpp)
|
||||
{
|
||||
bool remove_target = possible_clear || (used && !is_shuffle);
|
||||
|
||||
// If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw
|
||||
// puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17
|
||||
// buffer as BW 10, and if we don't discard the BW 17 buffer, the BW 10 buffer ends up twice the size.
|
||||
const u32 shuffle_bw = (psm_s.bpp > t_psm_s.bpp) ? (TEX0.TBW / 2u) : (TEX0.TBW * 2u);
|
||||
if (t->m_TEX0.TBW != TEX0.TBW && (t->m_TEX0.TBW != shuffle_bw && !is_shuffle))
|
||||
{
|
||||
// But we'll make sure the whole existing target's actually being drawn over to be safe.
|
||||
const u32 end_block = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
|
||||
if (end_block >= t->UnwrappedEndBlock())
|
||||
{
|
||||
GL_CACHE("TC: Not converting %s at %x TBW %u with end block of %x when we're drawing through %x",
|
||||
to_string(rev_type), t->m_TEX0.TBP0, t->m_TEX0.TBW, t->UnwrappedEndBlock(), end_block);
|
||||
remove_target = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Probably an old target, get rid of it.
|
||||
if (remove_target)
|
||||
{
|
||||
// DT Racer hits this path and causes a crash when RT in RT is disabled,
|
||||
// so let's make sure source and target texture isn't linked/shared before deleting the target.
|
||||
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
|
||||
{
|
||||
src->m_target_direct = false;
|
||||
@@ -3156,68 +3156,26 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
t->m_texture = nullptr;
|
||||
}
|
||||
|
||||
GL_CACHE("TC: Deleting Z draw %d", GSState::s_n);
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = rev_list.erase(i);
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM];
|
||||
if (t_psm_s.bpp != psm_s.bpp)
|
||||
{
|
||||
bool remove_target = possible_clear || (used && !is_shuffle);
|
||||
}
|
||||
|
||||
// If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw
|
||||
// puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17
|
||||
// buffer as BW 10, and if we don't discard the BW 17 buffer, the BW 10 buffer ends up twice the size.
|
||||
const u32 shuffle_bw = (psm_s.bpp > t_psm_s.bpp) ? (TEX0.TBW / 2u) : (TEX0.TBW * 2u);
|
||||
if (t->m_TEX0.TBW != TEX0.TBW && (t->m_TEX0.TBW != shuffle_bw && !is_shuffle))
|
||||
{
|
||||
// But we'll make sure the whole existing target's actually being drawn over to be safe.
|
||||
const u32 end_block = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
|
||||
if (end_block >= t->UnwrappedEndBlock())
|
||||
{
|
||||
GL_CACHE("TC: Not converting %s at %x TBW %u with end block of %x when we're drawing through %x",
|
||||
to_string(rev_type), t->m_TEX0.TBP0, t->m_TEX0.TBW, t->UnwrappedEndBlock(), end_block);
|
||||
remove_target = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Probably an old target, get rid of it.
|
||||
if (remove_target)
|
||||
{
|
||||
// DT Racer hits this path and causes a crash when RT in RT is disabled,
|
||||
// so let's make sure source and target texture isn't linked/shared before deleting the target.
|
||||
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
|
||||
{
|
||||
src->m_target_direct = false;
|
||||
src->m_shared_texture = false;
|
||||
t->m_texture = nullptr;
|
||||
}
|
||||
|
||||
InvalidateSourcesFromTarget(t);
|
||||
i = rev_list.erase(i);
|
||||
delete t;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (t->m_age == 0)
|
||||
{
|
||||
dst_match = t;
|
||||
break;
|
||||
}
|
||||
else if (t->m_age == 1 && (preserve_rgb || (preserve_alpha && (t->m_valid_alpha_low || t->m_valid_alpha_high))))
|
||||
{
|
||||
dst_match = t;
|
||||
}
|
||||
if (t->m_age == 0)
|
||||
{
|
||||
dst_match = t;
|
||||
break;
|
||||
}
|
||||
else if (t->m_age == 1 && (preserve_rgb || (preserve_alpha && (t->m_valid_alpha_low || t->m_valid_alpha_high))))
|
||||
{
|
||||
dst_match = t;
|
||||
}
|
||||
}
|
||||
|
||||
// We only want to use a matched target if it's actually being used.
|
||||
if (dst_match)
|
||||
{
|
||||
// dst_match, we only want to use a matched target if it's actually being used.
|
||||
|
||||
calcRescale(dst_match);
|
||||
|
||||
// If we don't need A, and the existing target doesn't have valid alpha, don't bother converting it.
|
||||
@@ -3234,7 +3192,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
// Clear instead of invalidating if there is anything which isn't touched.
|
||||
clear |= (!preserve_target && fbmask != 0);
|
||||
GIFRegTEX0 new_TEX0;
|
||||
new_TEX0.TBP0 = GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets ? dst_match->m_TEX0.TBP0 : TEX0.TBP0;
|
||||
new_TEX0.TBP0 = TEX0.TBP0;
|
||||
new_TEX0.TBW = (!half_width) ? dst_match->m_TEX0.TBW : TEX0.TBW;
|
||||
new_TEX0.PSM = is_shuffle ? dst_match->m_TEX0.PSM : TEX0.PSM;
|
||||
|
||||
@@ -3249,7 +3207,8 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
|
||||
dst->m_valid_alpha_low = dst_match->m_valid_alpha_low; //&& psm_s.trbpp != 24;
|
||||
dst->m_valid_alpha_high = dst_match->m_valid_alpha_high; //&& psm_s.trbpp != 24;
|
||||
dst->m_valid_rgb = dst_match->m_valid_rgb && (dst->m_TEX0.TBW == TEX0.TBW || min_rect.w <= GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].pgs.y);
|
||||
dst->m_was_dst_matched = !dst_match->m_was_dst_matched;
|
||||
dst->m_was_dst_matched = true;
|
||||
dst_match->m_was_dst_matched = true;
|
||||
dst_match->m_valid_rgb = preserve_rgb;
|
||||
|
||||
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp > 16)
|
||||
@@ -4418,7 +4377,6 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
|
||||
t->m_valid_alpha_low &= preserve_alpha;
|
||||
t->m_valid_alpha_high &= preserve_alpha;
|
||||
t->m_valid_rgb &= (fb_mask & 0x00FFFFFF) != 0;
|
||||
t->m_was_dst_matched = false;
|
||||
|
||||
// Don't keep partial depth buffers around.
|
||||
if ((!t->m_valid_alpha_low && !t->m_valid_alpha_high && !t->m_valid_rgb) || type == DepthStencil)
|
||||
@@ -4429,22 +4387,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
|
||||
Target* const rev_t = *j;
|
||||
if (rev_t->m_TEX0.TBP0 == t->m_TEX0.TBP0 && GSLocalMemory::m_psm[rev_t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp)
|
||||
{
|
||||
if (t->m_last_draw > rev_t->m_last_draw && GSUtil::GetChannelMask(t->m_TEX0.PSM) == GSUtil::GetChannelMask(rev_t->m_TEX0.PSM))
|
||||
{
|
||||
if (type == DepthStencil && GSUtil::GetChannelMask(t->m_TEX0.PSM) == 0x7)
|
||||
{
|
||||
rev_t->m_valid_rgb = false;
|
||||
rev_t->m_was_dst_matched = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
GL_CACHE("TC: InvalidateContainedTargets: Remove Target %s[%x, %s]", to_string(1 - type), rev_t->m_TEX0.TBP0, GSUtil::GetPSMName(rev_t->m_TEX0.PSM));
|
||||
rev_list.erase(j);
|
||||
delete rev_t;
|
||||
}
|
||||
}
|
||||
else
|
||||
rev_t->m_was_dst_matched = false;
|
||||
rev_t->m_was_dst_matched = false;
|
||||
break;
|
||||
}
|
||||
++j;
|
||||
@@ -5148,14 +5091,14 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
|
||||
// We use dx/dy == 0 and the TBW check as a safeguard to make sure these go through to local memory.
|
||||
// We can also recreate the target if it's previously been created in the height cache with a valid size.
|
||||
// Good test case for this is the Xenosaga I cutscene transitions, or Gradius V.
|
||||
if (src && !dst && ((((dx == 0 && dy == 0) || (dx == sx && dy == sy && DBW == src->m_TEX0.TBW)) && ((static_cast<u32>(w) + 63) / 64) <= DBW) || HasTargetInHeightCache(DBP, DBW, DPSM, 10)))
|
||||
if (src && !dst && ((dx == 0 && dy == 0 && ((static_cast<u32>(w) + 63) / 64) <= DBW) || HasTargetInHeightCache(DBP, DBW, DPSM, 10)))
|
||||
{
|
||||
GIFRegTEX0 new_TEX0 = {};
|
||||
new_TEX0.TBP0 = DBP;
|
||||
new_TEX0.TBW = DBW;
|
||||
new_TEX0.PSM = DPSM;
|
||||
|
||||
const GSVector2i target_size = (dx == 0 && dy == 0) ? GetTargetSize(DBP, DBW, DPSM, Common::AlignUpPow2(w, 64), h) : GSVector2i(src->m_valid.z, src->m_valid.w);
|
||||
const GSVector2i target_size = GetTargetSize(DBP, DBW, DPSM, Common::AlignUpPow2(w, 64), h);
|
||||
dst = LookupTarget(new_TEX0, target_size, src->m_scale, src->m_type);
|
||||
if (!dst)
|
||||
{
|
||||
|
||||
@@ -770,11 +770,6 @@ bool GSDeviceOGL::CheckFeatures()
|
||||
m_features.line_expand ? "hardware" : (m_features.vs_expand ? "vertex expanding" : "UNSUPPORTED"),
|
||||
m_features.vs_expand ? "vertex expanding" : "CPU");
|
||||
|
||||
if (!GLAD_GL_ARB_conservative_depth)
|
||||
{
|
||||
Console.Warning("GLAD_GL_ARB_conservative_depth is not supported. This will reduce performance.");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1298,16 +1293,6 @@ std::string GSDeviceOGL::GenGlslHeader(const std::string_view entry, GLenum type
|
||||
else
|
||||
header += "#define HAS_FRAMEBUFFER_FETCH 0\n";
|
||||
|
||||
if (GLAD_GL_ARB_conservative_depth)
|
||||
{
|
||||
header += "#extension GL_ARB_conservative_depth : enable\n";
|
||||
header += "#define HAS_CONSERVATIVE_DEPTH 1\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
header += "#define HAS_CONSERVATIVE_DEPTH 0\n";
|
||||
}
|
||||
|
||||
// Allow to puts several shader in 1 files
|
||||
switch (type)
|
||||
{
|
||||
|
||||
@@ -320,14 +320,14 @@ void GSRendererSW::RewriteVerticesIfSTOverflow()
|
||||
constexpr int n = GSUtil::GetClassVertexCount(primclass);
|
||||
|
||||
// Make sure the copy buffer is large enough.
|
||||
while (m_vertex.maxcount < m_index.tail)
|
||||
while (m_vertex->maxcount < m_index->tail)
|
||||
GrowVertexBuffer();
|
||||
|
||||
GSVertex* RESTRICT vertex = m_vertex.buff;
|
||||
GSVertex* RESTRICT vertex_copy = m_vertex.buff_copy;
|
||||
u16* RESTRICT index = m_index.buff;
|
||||
GSVertex* RESTRICT vertex = m_vertex->buff;
|
||||
GSVertex* RESTRICT vertex_copy = m_vertex->buff_copy;
|
||||
u16* RESTRICT index = m_index->buff;
|
||||
|
||||
for (int i = 0; i < static_cast<int>(m_index.tail); i += n)
|
||||
for (int i = 0; i < static_cast<int>(m_index->tail); i += n)
|
||||
{
|
||||
GSVector4 stcq[n];
|
||||
|
||||
@@ -381,18 +381,18 @@ void GSRendererSW::RewriteVerticesIfSTOverflow()
|
||||
}
|
||||
|
||||
// Swap the buffers and fix the counts.
|
||||
std::swap(m_vertex.buff, m_vertex.buff_copy);
|
||||
m_vertex.head = m_vertex.next = m_vertex.tail = m_index.tail;
|
||||
std::swap(m_vertex->buff, m_vertex->buff_copy);
|
||||
m_vertex->head = m_vertex->next = m_vertex->tail = m_index->tail;
|
||||
|
||||
// Recalculate ST min/max/eq in the vertex trace.
|
||||
GSVector4 tmin = GSVector4::cxpr(FLT_MAX);
|
||||
GSVector4 tmax = GSVector4::cxpr(-FLT_MAX);
|
||||
for (int i = 0; i < static_cast<int>(m_index.tail); i += n)
|
||||
for (int i = 0; i < static_cast<int>(m_index->tail); i += n)
|
||||
{
|
||||
for (int j = 0; j < n; j++)
|
||||
{
|
||||
GSVector4 stcq = GSVector4::cast(GSVector4i(m_vertex.buff[i + j].m[0]));
|
||||
const float Q = (primclass == GS_SPRITE_CLASS) ? stcq.w : m_vertex.buff[i + 1].RGBAQ.Q;
|
||||
GSVector4 stcq = GSVector4::cast(GSVector4i(m_vertex->buff[i + j].m[0]));
|
||||
const float Q = (primclass == GS_SPRITE_CLASS) ? stcq.w : m_vertex->buff[i + 1].RGBAQ.Q;
|
||||
stcq = (stcq / Q).xyzw(stcq);
|
||||
|
||||
tmin = tmin.min(stcq);
|
||||
@@ -451,11 +451,11 @@ void GSRendererSW::Draw()
|
||||
SharedData* sd = static_cast<SharedData*>(data.get());
|
||||
|
||||
sd->primclass = m_vt.m_primclass;
|
||||
sd->buff = (u8*)m_vertex_heap.alloc(sizeof(GSVertexSW) * ((m_vertex.next + 1) & ~1) + sizeof(u32) * m_index.tail, 64);
|
||||
sd->buff = (u8*)m_vertex_heap.alloc(sizeof(GSVertexSW) * ((m_vertex->next + 1) & ~1) + sizeof(u32) * m_index->tail, 64);
|
||||
sd->vertex = (GSVertexSW*)sd->buff;
|
||||
sd->vertex_count = m_vertex.next;
|
||||
sd->index = (u16*)(sd->buff + sizeof(GSVertexSW) * ((m_vertex.next + 1) & ~1));
|
||||
sd->index_count = m_index.tail;
|
||||
sd->vertex_count = m_vertex->next;
|
||||
sd->index = (u16*)(sd->buff + sizeof(GSVertexSW) * ((m_vertex->next + 1) & ~1));
|
||||
sd->index_count = m_index->tail;
|
||||
sd->scanmsk_value = m_draw_env->SCANMSK.MSK;
|
||||
|
||||
// skip per pixel division if q is constant.
|
||||
@@ -463,9 +463,9 @@ void GSRendererSW::Draw()
|
||||
// If you have both GS_SPRITE_CLASS && m_vt.m_eq.q, it will depends on the first part of the 'OR'
|
||||
u32 q_div = !IsMipMapActive() && ((m_vt.m_eq.q && m_vt.m_min.t.z != 1.0f) || (!m_vt.m_eq.q && m_vt.m_primclass == GS_SPRITE_CLASS));
|
||||
|
||||
GSVertexSW::s_cvb[m_vt.m_primclass][PRIM->TME][PRIM->FST][q_div](m_context, sd->vertex, m_vertex.buff, m_vertex.next);
|
||||
GSVertexSW::s_cvb[m_vt.m_primclass][PRIM->TME][PRIM->FST][q_div](m_context, sd->vertex, m_vertex->buff, m_vertex->next);
|
||||
|
||||
std::memcpy(sd->index, m_index.buff, sizeof(u16) * m_index.tail);
|
||||
std::memcpy(sd->index, m_index->buff, sizeof(u16) * m_index->tail);
|
||||
|
||||
GSVector4i scissor = context->scissor.in;
|
||||
GSVector4i bbox = GSVector4i(m_vt.m_min.p.floor().upld(m_vt.m_max.p.floor())) + GSVector4i(0, 0, 1, 1); // right/bottom should be exclusive so +1
|
||||
@@ -485,12 +485,12 @@ void GSRendererSW::Draw()
|
||||
{
|
||||
int n = GSUtil::GetVertexCount(PRIM->PRIM);
|
||||
|
||||
for (u32 i = 0, j = 0; i < m_index.tail; i += n, j++)
|
||||
for (u32 i = 0, j = 0; i < m_index->tail; i += n, j++)
|
||||
{
|
||||
for (int k = 0; k < n; k++)
|
||||
{
|
||||
GSVertex* v = &m_vertex.buff[m_index.buff[i + k]];
|
||||
GSVertex* vn = &m_vertex.buff[m_index.buff[i + n - 1]];
|
||||
GSVertex* v = &m_vertex->buff[m_index->buff[i + k]];
|
||||
GSVertex* vn = &m_vertex->buff[m_index->buff[i + n - 1]];
|
||||
|
||||
fprintf(s_fp, "%d:%d %f %f %f %f\n",
|
||||
j, k,
|
||||
@@ -1505,12 +1505,12 @@ bool GSRendererSW::GetScanlineGlobalData(SharedData* data)
|
||||
|
||||
u32 ofx = context->XYOFFSET.OFX;
|
||||
|
||||
for (int i = 0, j = m_vertex.tail; i < j; i++)
|
||||
for (int i = 0, j = m_vertex->tail; i < j; i++)
|
||||
{
|
||||
#if _M_SSE >= 0x501
|
||||
if ((((m_vertex.buff[i].XYZ.X - ofx) + 15) >> 4) & 7) // aligned to 8
|
||||
if ((((m_vertex->buff[i].XYZ.X - ofx) + 15) >> 4) & 7) // aligned to 8
|
||||
#else
|
||||
if ((((m_vertex.buff[i].XYZ.X - ofx) + 15) >> 4) & 3) // aligned to 4
|
||||
if ((((m_vertex->buff[i].XYZ.X - ofx) + 15) >> 4) & 3) // aligned to 4
|
||||
#endif
|
||||
{
|
||||
gd.sel.notest = 0;
|
||||
|
||||
@@ -3131,7 +3131,7 @@ void GSDeviceVK::UpdateCLUTTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize)
|
||||
{
|
||||
// Super annoying, but apparently NVIDIA doesn't like floats/ints packed together in the same vec4?
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
u32 offsetX, offsetY, dOffset, pad1;
|
||||
float scale;
|
||||
@@ -3150,7 +3150,7 @@ void GSDeviceVK::UpdateCLUTTexture(
|
||||
void GSDeviceVK::ConvertToIndexedTexture(
|
||||
GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
|
||||
{
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
u32 SBW;
|
||||
u32 DBW;
|
||||
@@ -3171,7 +3171,7 @@ void GSDeviceVK::ConvertToIndexedTexture(
|
||||
|
||||
void GSDeviceVK::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
||||
{
|
||||
struct alignas(16) Uniforms
|
||||
struct Uniforms
|
||||
{
|
||||
GSVector2i clamp_min;
|
||||
int downsample_factor;
|
||||
@@ -4434,13 +4434,16 @@ void GSDeviceVK::RenderImGui()
|
||||
|
||||
UpdateImGuiTextures();
|
||||
|
||||
const GSVector4 uniforms(
|
||||
2.0f / static_cast<float>(m_window_info.surface_width),
|
||||
2.0f / static_cast<float>(m_window_info.surface_height),
|
||||
-1.0f,
|
||||
-1.0f);
|
||||
const float uniforms[2][2] = {{
|
||||
2.0f / static_cast<float>(m_window_info.surface_width),
|
||||
2.0f / static_cast<float>(m_window_info.surface_height),
|
||||
},
|
||||
{
|
||||
-1.0f,
|
||||
-1.0f,
|
||||
}};
|
||||
|
||||
SetUtilityPushConstants(&uniforms, sizeof(uniforms));
|
||||
SetUtilityPushConstants(uniforms, sizeof(uniforms));
|
||||
SetPipeline(m_imgui_pipeline);
|
||||
|
||||
if (m_utility_sampler != m_linear_sampler)
|
||||
|
||||
@@ -380,6 +380,7 @@ static const char* s_gs_hw_fix_names[] = {
|
||||
"trilinearFiltering",
|
||||
"skipDrawStart",
|
||||
"skipDrawEnd",
|
||||
"halfBottomOverride",
|
||||
"halfPixelOffset",
|
||||
"roundSprite",
|
||||
"nativeScaling",
|
||||
|
||||
@@ -65,6 +65,7 @@ namespace GameDatabaseSchema
|
||||
TrilinearFiltering,
|
||||
SkipDrawStart,
|
||||
SkipDrawEnd,
|
||||
HalfBottomOverride,
|
||||
HalfPixelOffset,
|
||||
RoundSprite,
|
||||
NativeScaling,
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,496 +0,0 @@
|
||||
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
|
||||
// SPDX-License-Identifier: GPL-3.0+
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "FullscreenUI.h"
|
||||
#include "ImGuiFullscreen.h"
|
||||
|
||||
#include "common/Timer.h"
|
||||
#include "Input/InputManager.h"
|
||||
|
||||
#define TR_CONTEXT "FullscreenUI"
|
||||
|
||||
template <size_t L>
|
||||
class IconStackString : public SmallStackString<L>
|
||||
{
|
||||
public:
|
||||
__fi IconStackString(const char* icon, const char* str)
|
||||
{
|
||||
SmallStackString<L>::format("{} {}", icon, Host::TranslateToStringView(TR_CONTEXT, str));
|
||||
}
|
||||
__fi IconStackString(const char8_t* icon, const char* str)
|
||||
{
|
||||
SmallStackString<L>::format("{} {}", reinterpret_cast<const char*>(icon), Host::TranslateToStringView(TR_CONTEXT, str));
|
||||
}
|
||||
__fi IconStackString(const char* icon, const char* str, const char* suffix)
|
||||
{
|
||||
SmallStackString<L>::format("{} {}##{}", icon, Host::TranslateToStringView(TR_CONTEXT, str), suffix);
|
||||
}
|
||||
__fi IconStackString(const char8_t* icon, const char* str, const char* suffix)
|
||||
{
|
||||
SmallStackString<L>::format("{} {}##{}", reinterpret_cast<const char*>(icon), Host::TranslateToStringView(TR_CONTEXT, str), suffix);
|
||||
}
|
||||
};
|
||||
|
||||
#define FSUI_ICONSTR(icon, str) IconStackString<256>(icon, str).c_str()
|
||||
#define FSUI_ICONSTR_S(icon, str, suffix) IconStackString<256>(icon, str, suffix).c_str()
|
||||
#define FSUI_STR(str) Host::TranslateToString(TR_CONTEXT, str)
|
||||
#define FSUI_CSTR(str) Host::TranslateToCString(TR_CONTEXT, str)
|
||||
#define FSUI_VSTR(str) Host::TranslateToStringView(TR_CONTEXT, str)
|
||||
#define FSUI_FSTR(str) fmt::runtime(Host::TranslateToStringView(TR_CONTEXT, str))
|
||||
#define FSUI_NSTR(str) str
|
||||
|
||||
using ImGuiFullscreen::ActiveButton;
|
||||
using ImGuiFullscreen::AddNotification;
|
||||
using ImGuiFullscreen::BeginFullscreenColumns;
|
||||
using ImGuiFullscreen::BeginFullscreenColumnWindow;
|
||||
using ImGuiFullscreen::BeginFullscreenWindow;
|
||||
using ImGuiFullscreen::BeginHorizontalMenu;
|
||||
using ImGuiFullscreen::BeginMenuButtons;
|
||||
using ImGuiFullscreen::BeginNavBar;
|
||||
using ImGuiFullscreen::CenterImage;
|
||||
using ImGuiFullscreen::CloseChoiceDialog;
|
||||
using ImGuiFullscreen::CloseFileSelector;
|
||||
using ImGuiFullscreen::EndFullscreenColumns;
|
||||
using ImGuiFullscreen::EndFullscreenColumnWindow;
|
||||
using ImGuiFullscreen::EndFullscreenWindow;
|
||||
using ImGuiFullscreen::EndHorizontalMenu;
|
||||
using ImGuiFullscreen::EndMenuButtons;
|
||||
using ImGuiFullscreen::EndNavBar;
|
||||
using ImGuiFullscreen::EnumChoiceButton;
|
||||
using ImGuiFullscreen::FloatingButton;
|
||||
using ImGuiFullscreen::FocusResetType;
|
||||
using ImGuiFullscreen::ForceKeyNavEnabled;
|
||||
using ImGuiFullscreen::g_large_font;
|
||||
using ImGuiFullscreen::g_layout_padding_left;
|
||||
using ImGuiFullscreen::g_layout_padding_top;
|
||||
using ImGuiFullscreen::g_medium_font;
|
||||
using ImGuiFullscreen::GetCachedSvgTexture;
|
||||
using ImGuiFullscreen::GetCachedSvgTextureAsync;
|
||||
using ImGuiFullscreen::GetCachedTexture;
|
||||
using ImGuiFullscreen::GetCachedTextureAsync;
|
||||
using ImGuiFullscreen::GetPlaceholderTexture;
|
||||
using ImGuiFullscreen::GetQueuedFocusResetType;
|
||||
using ImGuiFullscreen::HorizontalMenuItem;
|
||||
using ImGuiFullscreen::HorizontalMenuSvgItem;
|
||||
using ImGuiFullscreen::InputFilterType;
|
||||
using ImGuiFullscreen::IsFocusResetQueued;
|
||||
using ImGuiFullscreen::IsGamepadInputSource;
|
||||
using ImGuiFullscreen::LAYOUT_FOOTER_HEIGHT;
|
||||
using ImGuiFullscreen::LAYOUT_LARGE_FONT_SIZE;
|
||||
using ImGuiFullscreen::LAYOUT_MEDIUM_FONT_SIZE;
|
||||
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT;
|
||||
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY;
|
||||
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING;
|
||||
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING;
|
||||
using ImGuiFullscreen::LAYOUT_SCREEN_HEIGHT;
|
||||
using ImGuiFullscreen::LAYOUT_SCREEN_WIDTH;
|
||||
using ImGuiFullscreen::LayoutScale;
|
||||
using ImGuiFullscreen::LoadSvgTexture;
|
||||
using ImGuiFullscreen::LoadTexture;
|
||||
using ImGuiFullscreen::MenuButton;
|
||||
using ImGuiFullscreen::MenuButtonFrame;
|
||||
using ImGuiFullscreen::MenuButtonWithoutSummary;
|
||||
using ImGuiFullscreen::MenuButtonWithValue;
|
||||
using ImGuiFullscreen::MenuHeading;
|
||||
using ImGuiFullscreen::MenuHeadingButton;
|
||||
using ImGuiFullscreen::MenuImageButton;
|
||||
using ImGuiFullscreen::ModAlpha;
|
||||
using ImGuiFullscreen::MulAlpha;
|
||||
using ImGuiFullscreen::NavButton;
|
||||
using ImGuiFullscreen::NavTitle;
|
||||
using ImGuiFullscreen::OpenChoiceDialog;
|
||||
using ImGuiFullscreen::OpenConfirmMessageDialog;
|
||||
using ImGuiFullscreen::OpenFileSelector;
|
||||
using ImGuiFullscreen::OpenInfoMessageDialog;
|
||||
using ImGuiFullscreen::OpenInputStringDialog;
|
||||
using ImGuiFullscreen::PopPrimaryColor;
|
||||
using ImGuiFullscreen::PushPrimaryColor;
|
||||
using ImGuiFullscreen::QueueResetFocus;
|
||||
using ImGuiFullscreen::ResetFocusHere;
|
||||
using ImGuiFullscreen::RightAlignNavButtons;
|
||||
using ImGuiFullscreen::SetFullscreenFooterText;
|
||||
using ImGuiFullscreen::ShowToast;
|
||||
using ImGuiFullscreen::SvgScaling;
|
||||
using ImGuiFullscreen::ThreeWayToggleButton;
|
||||
using ImGuiFullscreen::ToggleButton;
|
||||
using ImGuiFullscreen::UIBackgroundColor;
|
||||
using ImGuiFullscreen::UIBackgroundHighlightColor;
|
||||
using ImGuiFullscreen::UIBackgroundLineColor;
|
||||
using ImGuiFullscreen::UIBackgroundTextColor;
|
||||
using ImGuiFullscreen::UIDisabledColor;
|
||||
using ImGuiFullscreen::UIPopupBackgroundColor;
|
||||
using ImGuiFullscreen::UIPrimaryColor;
|
||||
using ImGuiFullscreen::UIPrimaryDarkColor;
|
||||
using ImGuiFullscreen::UIPrimaryLightColor;
|
||||
using ImGuiFullscreen::UIPrimaryLineColor;
|
||||
using ImGuiFullscreen::UIPrimaryTextColor;
|
||||
using ImGuiFullscreen::UISecondaryColor;
|
||||
using ImGuiFullscreen::UISecondaryStrongColor;
|
||||
using ImGuiFullscreen::UISecondaryTextColor;
|
||||
using ImGuiFullscreen::UISecondaryWeakColor;
|
||||
using ImGuiFullscreen::UITextHighlightColor;
|
||||
using ImGuiFullscreen::WantsToCloseMenu;
|
||||
|
||||
namespace FullscreenUI
|
||||
{
|
||||
enum class MainWindowType
|
||||
{
|
||||
None,
|
||||
Landing,
|
||||
StartGame,
|
||||
Exit,
|
||||
GameList,
|
||||
GameListSettings,
|
||||
Settings,
|
||||
PauseMenu,
|
||||
Achievements,
|
||||
Leaderboards,
|
||||
};
|
||||
|
||||
enum class PauseSubMenu
|
||||
{
|
||||
None,
|
||||
Exit,
|
||||
Achievements,
|
||||
};
|
||||
|
||||
enum class SettingsPage
|
||||
{
|
||||
Summary,
|
||||
Interface,
|
||||
BIOS,
|
||||
Emulation,
|
||||
Graphics,
|
||||
Audio,
|
||||
MemoryCard,
|
||||
NetworkHDD,
|
||||
Folders,
|
||||
Achievements,
|
||||
Controller,
|
||||
Hotkey,
|
||||
Advanced,
|
||||
Patches,
|
||||
Cheats,
|
||||
GameFixes,
|
||||
Count
|
||||
};
|
||||
|
||||
enum class GameListView
|
||||
{
|
||||
Grid,
|
||||
List,
|
||||
Count
|
||||
};
|
||||
|
||||
enum class IPAddressType
|
||||
{
|
||||
PS2IP,
|
||||
SubnetMask,
|
||||
Gateway,
|
||||
DNS1,
|
||||
DNS2,
|
||||
Other
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Main
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void UpdateGameDetails(std::string path, std::string serial, std::string title, u32 disc_crc, u32 crc);
|
||||
bool AreAnyDialogsOpen();
|
||||
void PauseForMenuOpen(bool set_pause_menu_open);
|
||||
void ClosePauseMenu();
|
||||
void OpenPauseSubMenu(PauseSubMenu submenu);
|
||||
void DrawLandingTemplate(ImVec2* menu_pos, ImVec2* menu_size);
|
||||
void DrawLandingWindow();
|
||||
void DrawStartGameWindow();
|
||||
void DrawExitWindow();
|
||||
void DrawPauseMenu(MainWindowType type);
|
||||
void ExitFullscreenAndOpenURL(const std::string_view url);
|
||||
void CopyTextToClipboard(std::string title, const std::string_view text);
|
||||
void DrawAboutWindow();
|
||||
void OpenAboutWindow();
|
||||
void GetStandardSelectionFooterText(SmallStringBase& dest, bool back_instead_of_cancel);
|
||||
void ApplyLayoutSettings(const SettingsInterface* bsi = nullptr);
|
||||
|
||||
void DrawSvgTexture(GSTexture* padded_texture, ImVec2 unpadded_size);
|
||||
void DrawCachedSvgTexture(const std::string& path, ImVec2 size, SvgScaling mode);
|
||||
void DrawCachedSvgTextureAsync(const std::string& path, ImVec2 size, SvgScaling mode);
|
||||
void DrawListSvgTexture(ImDrawList* drawList, GSTexture* padded_texture, const ImVec2& p_min, const ImVec2& p_unpadded_max);
|
||||
|
||||
inline MainWindowType s_current_main_window = MainWindowType::None;
|
||||
inline PauseSubMenu s_current_pause_submenu = PauseSubMenu::None;
|
||||
inline bool s_initialized = false;
|
||||
inline bool s_tried_to_initialize = false;
|
||||
inline bool s_pause_menu_was_open = false;
|
||||
inline bool s_was_paused_on_quick_menu_open = false;
|
||||
inline bool s_about_window_open = false;
|
||||
|
||||
// achievements login dialog state
|
||||
inline bool s_achievements_login_open = false;
|
||||
inline bool s_achievements_login_logging_in = false;
|
||||
inline char s_achievements_login_username[256] = {};
|
||||
inline char s_achievements_login_password[256] = {};
|
||||
inline Achievements::LoginRequestReason s_achievements_login_reason = Achievements::LoginRequestReason::UserInitiated;
|
||||
|
||||
// local copies of the currently-running game
|
||||
inline std::string s_current_game_title;
|
||||
inline std::string s_current_game_subtitle;
|
||||
inline std::string s_current_disc_serial;
|
||||
inline std::string s_current_disc_path;
|
||||
inline u32 s_current_disc_crc;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Resources
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool LoadResources();
|
||||
bool LoadSvgResources();
|
||||
void DestroyResources();
|
||||
|
||||
inline std::array<std::shared_ptr<GSTexture>, static_cast<u32>(GameDatabaseSchema::Compatibility::Perfect)>
|
||||
s_game_compatibility_textures;
|
||||
inline std::shared_ptr<GSTexture> s_banner_texture;
|
||||
inline std::vector<std::unique_ptr<GSTexture>> s_cleanup_textures;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Landing
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void SwitchToLanding();
|
||||
ImGuiFullscreen::FileSelectorFilters GetOpenFileFilters();
|
||||
ImGuiFullscreen::FileSelectorFilters GetDiscImageFilters();
|
||||
ImGuiFullscreen::FileSelectorFilters GetAudioFileFilters();
|
||||
ImGuiFullscreen::FileSelectorFilters GetImageFileFilters();
|
||||
void DoVMInitialize(const VMBootParameters& boot_params, bool switch_to_landing_on_failure);
|
||||
void DoStartPath(
|
||||
const std::string& path, std::optional<s32> state_index = std::nullopt, std::optional<bool> fast_boot = std::nullopt);
|
||||
void DoStartFile();
|
||||
void DoStartBIOS();
|
||||
void DoStartDisc(const std::string& drive);
|
||||
void DoStartDisc();
|
||||
void DoToggleFrameLimit();
|
||||
void DoToggleSoftwareRenderer();
|
||||
void RequestShutdown(bool save_state);
|
||||
void DoShutdown(bool save_state);
|
||||
void RequestReset();
|
||||
void DoReset();
|
||||
void DoChangeDiscFromFile();
|
||||
void RequestChangeDisc();
|
||||
void DoRequestExit();
|
||||
void DoDesktopMode();
|
||||
void DoToggleFullscreen();
|
||||
|
||||
void ConfirmShutdownIfMemcardBusy(std::function<void(bool)> callback);
|
||||
|
||||
bool ShouldDefaultToGameList();
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Save State List
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
struct SaveStateListEntry
|
||||
{
|
||||
std::string title;
|
||||
std::string summary;
|
||||
std::string path;
|
||||
std::unique_ptr<GSTexture> preview_texture;
|
||||
time_t timestamp;
|
||||
s32 slot;
|
||||
};
|
||||
|
||||
void InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, s32 slot);
|
||||
bool InitializeSaveStateListEntry(
|
||||
SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot, bool backup = false);
|
||||
void ClearSaveStateEntryList();
|
||||
u32 PopulateSaveStateListEntries(const std::string& title, const std::string& serial, u32 crc);
|
||||
bool OpenLoadStateSelectorForGame(const std::string& game_path);
|
||||
bool OpenSaveStateSelector(bool is_loading);
|
||||
void CloseSaveStateSelector();
|
||||
void DrawSaveStateSelector(bool is_loading);
|
||||
bool OpenLoadStateSelectorForGameResume(const GameList::Entry* entry);
|
||||
void DrawResumeStateSelector();
|
||||
void DoLoadState(std::string path, std::optional<s32> slot, bool backup);
|
||||
void DoSaveState(s32 slot);
|
||||
|
||||
inline std::vector<SaveStateListEntry> s_save_state_selector_slots;
|
||||
inline std::string s_save_state_selector_game_path;
|
||||
inline s32 s_save_state_selector_submenu_index = -1;
|
||||
inline bool s_save_state_selector_open = false;
|
||||
inline bool s_save_state_selector_loading = true;
|
||||
inline bool s_save_state_selector_resuming = false;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Game List
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void DrawGameListWindow();
|
||||
void DrawGameList(const ImVec2& heading_size);
|
||||
void DrawGameGrid(const ImVec2& heading_size);
|
||||
void HandleGameListActivate(const GameList::Entry* entry);
|
||||
void HandleGameListOptions(const GameList::Entry* entry);
|
||||
void DrawGameListSettingsWindow();
|
||||
void SwitchToGameList();
|
||||
void PopulateGameListEntryList();
|
||||
GSTexture* GetTextureForGameListEntryType(GameList::EntryType type, const ImVec2& size, SvgScaling mode = SvgScaling::Stretch);
|
||||
GSTexture* GetGameListCover(const GameList::Entry* entry);
|
||||
void DrawGameCover(const GameList::Entry* entry, const ImVec2& size);
|
||||
void DrawGameCover(const GameList::Entry* entry, ImDrawList* draw_list, const ImVec2& min, const ImVec2& max);
|
||||
// For when we have no GameList entry
|
||||
void DrawFallbackCover(const ImVec2& size);
|
||||
void DrawFallbackCover(ImDrawList* draw_list, const ImVec2& min, const ImVec2& max);
|
||||
|
||||
// Lazily populated cover images.
|
||||
inline std::unordered_map<std::string, std::string> s_cover_image_map;
|
||||
inline std::vector<const GameList::Entry*> s_game_list_sorted_entries;
|
||||
inline GameListView s_game_list_view = GameListView::Grid;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Background
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void LoadCustomBackground();
|
||||
void DrawCustomBackground();
|
||||
|
||||
inline std::shared_ptr<GSTexture> s_custom_background_texture;
|
||||
inline std::string s_custom_background_path;
|
||||
inline bool s_custom_background_enabled = false;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Achievements
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void SwitchToAchievementsWindow();
|
||||
void SwitchToLeaderboardsWindow();
|
||||
void DrawAchievementsLoginWindow();
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Settings
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
static constexpr double INPUT_BINDING_TIMEOUT_SECONDS = 5.0;
|
||||
static constexpr u32 NUM_MEMORY_CARD_PORTS = 2;
|
||||
|
||||
void SwitchToSettings();
|
||||
void SwitchToGameSettings();
|
||||
void SwitchToGameSettings(const std::string& path);
|
||||
void SwitchToGameSettings(const GameList::Entry* entry);
|
||||
void SwitchToGameSettings(const std::string_view serial, u32 crc);
|
||||
void DrawSettingsWindow();
|
||||
void DrawSummarySettingsPage();
|
||||
void DrawInterfaceSettingsPage();
|
||||
void DrawBIOSSettingsPage();
|
||||
void DrawEmulationSettingsPage();
|
||||
void DrawGraphicsSettingsPage(SettingsInterface* bsi, bool show_advanced_settings);
|
||||
void DrawAudioSettingsPage();
|
||||
void DrawMemoryCardSettingsPage();
|
||||
void DrawNetworkHDDSettingsPage();
|
||||
void DrawFoldersSettingsPage();
|
||||
void DrawAchievementsSettingsPage(std::unique_lock<std::mutex>& settings_lock);
|
||||
void DrawControllerSettingsPage();
|
||||
void DrawHotkeySettingsPage();
|
||||
void DrawAdvancedSettingsPage();
|
||||
void DrawPatchesOrCheatsSettingsPage(bool cheats);
|
||||
void DrawGameFixesSettingsPage();
|
||||
|
||||
bool IsEditingGameSettings(SettingsInterface* bsi);
|
||||
SettingsInterface* GetEditingSettingsInterface();
|
||||
SettingsInterface* GetEditingSettingsInterface(bool game_settings);
|
||||
bool ShouldShowAdvancedSettings(SettingsInterface* bsi);
|
||||
void SetSettingsChanged(SettingsInterface* bsi);
|
||||
bool GetEffectiveBoolSetting(SettingsInterface* bsi, const char* section, const char* key, bool default_value);
|
||||
s32 GetEffectiveIntSetting(SettingsInterface* bsi, const char* section, const char* key, s32 default_value);
|
||||
void DoCopyGameSettings();
|
||||
void DoClearGameSettings();
|
||||
void ResetControllerSettings();
|
||||
void DoLoadInputProfile();
|
||||
void DoSaveInputProfile();
|
||||
void DoSaveInputProfile(const std::string& name);
|
||||
void DoResetSettings();
|
||||
|
||||
bool DrawToggleSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
bool default_value, bool enabled = true, bool allow_tristate = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
|
||||
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawIntListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
int default_value, const char* const* options, size_t option_count, bool translate_options, int option_offset = 0,
|
||||
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
|
||||
std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawIntRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
int default_value, int min_value, int max_value, const char* format = "%d", bool enabled = true,
|
||||
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
int default_value, int min_value, int max_value, int step_value, const char* format = "%d", bool enabled = true,
|
||||
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
float default_value, float min_value, float max_value, const char* format = "%f", float multiplier = 1.0f, bool enabled = true,
|
||||
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
|
||||
const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier,
|
||||
const char* format = "%f", bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
|
||||
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
|
||||
const char* left_key, int default_left, const char* top_key, int default_top, const char* right_key, int default_right,
|
||||
const char* bottom_key, int default_bottom, int min_value, int max_value, int step_value, const char* format = "%d",
|
||||
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
|
||||
std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
const char* default_value, const char* const* options, const char* const* option_values, size_t option_count,
|
||||
bool translate_options, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
|
||||
std::pair<ImFont*, float> summary_font = g_medium_font, const char* translation_ctx = "FullscreenUI");
|
||||
void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
const char* default_value, SettingInfo::GetOptionsCallback options_callback, bool enabled = true,
|
||||
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawIPAddressSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
const char* default_value, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
|
||||
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font,
|
||||
IPAddressType ip_type = IPAddressType::Other);
|
||||
void DrawFloatListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
|
||||
float default_value, const char* const* options, const float* option_values, size_t option_count, bool translate_options,
|
||||
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
|
||||
std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
template <typename DataType, typename SizeType>
|
||||
void DrawEnumSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
|
||||
const char* key, DataType default_value,
|
||||
std::optional<DataType> (*from_string_function)(const char* str),
|
||||
const char* (*to_string_function)(DataType value),
|
||||
const char* (*to_display_string_function)(DataType value), SizeType option_count,
|
||||
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
|
||||
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawFolderSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
|
||||
const std::string& runtime_var, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
|
||||
std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawPathSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key, const char* default_value,
|
||||
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
|
||||
std::pair<ImFont*, float> summary_font = g_medium_font);
|
||||
void DrawClampingModeSetting(SettingsInterface* bsi, const char* title, const char* summary, int vunum);
|
||||
void PopulateGraphicsAdapterList();
|
||||
void PopulateGameListDirectoryCache(SettingsInterface* si);
|
||||
void PopulatePatchesAndCheatsList(const std::string_view serial, u32 crc);
|
||||
void BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::Type type, const std::string_view section,
|
||||
const std::string_view key, const std::string_view display_name);
|
||||
void DrawInputBindingWindow();
|
||||
void DrawInputBindingButton(SettingsInterface* bsi, InputBindingInfo::Type type, const char* section, const char* name, const char* display_name, const char* icon_name, bool show_type = true);
|
||||
void ClearInputBindingVariables();
|
||||
void StartAutomaticBinding(u32 port);
|
||||
void DrawSettingInfoSetting(SettingsInterface* bsi, const char* section, const char* key, const SettingInfo& si,
|
||||
const char* translation_ctx);
|
||||
void OpenMemoryCardCreateDialog();
|
||||
void DoCreateMemoryCard(std::string name, MemoryCardType type, MemoryCardFileType file_type, bool use_ntfs_compression = false);
|
||||
|
||||
inline SettingsPage s_settings_page = SettingsPage::Interface;
|
||||
inline std::unique_ptr<INISettingsInterface> s_game_settings_interface;
|
||||
inline std::unique_ptr<GameList::Entry> s_game_settings_entry;
|
||||
inline std::vector<std::pair<std::string, bool>> s_game_list_directories_cache;
|
||||
inline std::vector<GSAdapterInfo> s_graphics_adapter_list_cache;
|
||||
inline std::vector<Patch::PatchInfo> s_game_patch_list;
|
||||
inline std::vector<std::string> s_enabled_game_patch_cache;
|
||||
inline std::vector<Patch::PatchInfo> s_game_cheats_list;
|
||||
inline std::vector<std::string> s_enabled_game_cheat_cache;
|
||||
inline u32 s_game_cheat_unlabelled_count = 0;
|
||||
inline std::vector<const HotkeyInfo*> s_hotkey_list_cache;
|
||||
inline std::atomic_bool s_settings_changed{false};
|
||||
inline std::atomic_bool s_game_settings_changed{false};
|
||||
inline InputBindingInfo::Type s_input_binding_type = InputBindingInfo::Type::Unknown;
|
||||
inline std::string s_input_binding_section;
|
||||
inline std::string s_input_binding_key;
|
||||
inline std::string s_input_binding_display_name;
|
||||
inline std::vector<InputBindingKey> s_input_binding_new_bindings;
|
||||
inline std::vector<std::pair<InputBindingKey, std::pair<float, float>>> s_input_binding_value_ranges;
|
||||
inline Common::Timer s_input_binding_timer;
|
||||
|
||||
} // namespace FullscreenUI
|
||||
File diff suppressed because it is too large
Load Diff
@@ -200,6 +200,7 @@ void SPU2::DoFullDump()
|
||||
fprintf(dump, " - Sound Start Address: %x\n", Cores[c].Voices[v].StartA);
|
||||
fprintf(dump, " - Next Data Address: %x\n", Cores[c].Voices[v].NextA);
|
||||
fprintf(dump, " - Play Status: %s\n", (Cores[c].Voices[v].ADSR.Phase > 0) ? "Playing" : "Not Playing");
|
||||
fprintf(dump, " - Block Sample: %d\n", Cores[c].Voices[v].SCurrent);
|
||||
}
|
||||
fprintf(dump, "#### END OF DUMP.\n\n");
|
||||
}
|
||||
|
||||
@@ -163,7 +163,7 @@ void V_Core::StartADMAWrite(u16* pMem, u32 sz)
|
||||
if ((AutoDMACtrl & (Index + 1)) == 0)
|
||||
{
|
||||
ActiveTSA = 0x2000 + (Index << 10);
|
||||
DMAICounter = size * 48;
|
||||
DMAICounter = size * 4;
|
||||
LastClock = psxRegs.cycle;
|
||||
}
|
||||
else if (size >= 256)
|
||||
@@ -191,7 +191,7 @@ void V_Core::StartADMAWrite(u16* pMem, u32 sz)
|
||||
if (SPU2::MsgToConsole())
|
||||
SPU2::ConLog("ADMA%c Error Size of %x too small\n", GetDmaIndexChar(), size);
|
||||
InputDataLeft = 0;
|
||||
DMAICounter = size * 48;
|
||||
DMAICounter = size * 4;
|
||||
LastClock = psxRegs.cycle;
|
||||
}
|
||||
}
|
||||
@@ -248,7 +248,7 @@ void V_Core::FinishDMAwrite()
|
||||
DMA7LogWrite(DMAPtr, ReadSize << 1);
|
||||
#endif
|
||||
|
||||
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 48));
|
||||
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 4));
|
||||
u32 buff2end = 0;
|
||||
if (buff1end > 0x100000)
|
||||
{
|
||||
@@ -343,7 +343,7 @@ void V_Core::FinishDMAwrite()
|
||||
DMAPtr += TDA - ActiveTSA;
|
||||
ReadSize -= TDA - ActiveTSA;
|
||||
|
||||
DMAICounter = (DMAICounter - ReadSize) * 48;
|
||||
DMAICounter = (DMAICounter - ReadSize) * 4;
|
||||
|
||||
CounterUpdate(DMAICounter);
|
||||
|
||||
@@ -354,7 +354,7 @@ void V_Core::FinishDMAwrite()
|
||||
|
||||
void V_Core::FinishDMAread()
|
||||
{
|
||||
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 48));
|
||||
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 4));
|
||||
u32 buff2end = 0;
|
||||
|
||||
if (buff1end > 0x100000)
|
||||
@@ -426,9 +426,9 @@ void V_Core::FinishDMAread()
|
||||
|
||||
// DMA Reads are done AFTER the delay, so to get the timing right we need to scheule one last DMA to catch IRQ's
|
||||
if (ReadSize)
|
||||
DMAICounter = std::min(ReadSize, (u32)0x100) * 48;
|
||||
DMAICounter = std::min(ReadSize, (u32)0x100) * 4;
|
||||
else
|
||||
DMAICounter = 48;
|
||||
DMAICounter = 4;
|
||||
|
||||
CounterUpdate(DMAICounter);
|
||||
|
||||
@@ -446,7 +446,7 @@ void V_Core::DoDMAread(u16* pMem, u32 size)
|
||||
ReadSize = size;
|
||||
IsDMARead = true;
|
||||
LastClock = psxRegs.cycle;
|
||||
DMAICounter = (std::min(ReadSize, (u32)0x100) * 48);
|
||||
DMAICounter = std::min(ReadSize, (u32)0x100) * 4;
|
||||
Regs.STATX &= ~0x80;
|
||||
Regs.STATX |= 0x400;
|
||||
//Regs.ATTR |= 0x30;
|
||||
@@ -470,7 +470,7 @@ void V_Core::DoDMAwrite(u16* pMem, u32 size)
|
||||
{
|
||||
Regs.STATX &= ~0x80;
|
||||
//Regs.ATTR |= 0x30;
|
||||
DMAICounter = 1 * 48;
|
||||
DMAICounter = 1 * 4;
|
||||
LastClock = psxRegs.cycle;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -89,13 +89,55 @@ int g_counter_cache_ignores = 0;
|
||||
#define XAFLAG_LOOP (1ul << 1)
|
||||
#define XAFLAG_LOOP_START (1ul << 2)
|
||||
|
||||
static __forceinline void GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
|
||||
static __forceinline s32 GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
if (vc.SBuffer == nullptr)
|
||||
if ((vc.SCurrent & 3) == 0)
|
||||
{
|
||||
const int cacheIdx = (vc.NextA & 0xFFFF8) / pcm_WordsPerBlock;
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
|
||||
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
|
||||
{
|
||||
if (vc.LoopFlags & XAFLAG_LOOP_END)
|
||||
{
|
||||
thiscore.Regs.ENDX |= (1 << voiceidx);
|
||||
vc.NextA = vc.LoopStartA | 1;
|
||||
if (!(vc.LoopFlags & XAFLAG_LOOP))
|
||||
{
|
||||
vc.Stop();
|
||||
|
||||
if (IsDevBuild)
|
||||
{
|
||||
if (SPU2::MsgVoiceOff())
|
||||
SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
|
||||
}
|
||||
}
|
||||
|
||||
if (vc.SCurrent == 28)
|
||||
{
|
||||
vc.SCurrent = 0;
|
||||
|
||||
// We'll need the loop flags and buffer pointers regardless of cache status:
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
|
||||
SetIrqCall(i);
|
||||
|
||||
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
|
||||
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
|
||||
|
||||
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
|
||||
{
|
||||
vc.LoopStartA = vc.NextA & 0xFFFF8;
|
||||
}
|
||||
|
||||
const int cacheIdx = vc.NextA / pcm_WordsPerBlock;
|
||||
PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx];
|
||||
vc.SBuffer = cacheLine.Sampledata;
|
||||
|
||||
@@ -130,18 +172,46 @@ static __forceinline void GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
|
||||
g_counter_cache_misses++;
|
||||
}
|
||||
|
||||
|
||||
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
|
||||
XA_decode_block(vc.SBuffer, memptr, vc.Prev1, vc.Prev2);
|
||||
}
|
||||
}
|
||||
|
||||
// Get the sample index for NextA, we have to subtract 1 to ignore the loop header
|
||||
int sampleIdx = ((vc.NextA % pcm_WordsPerBlock) - 1) * 4;
|
||||
for (int i = 0; i < 4; i++)
|
||||
return vc.SBuffer[vc.SCurrent++];
|
||||
}
|
||||
|
||||
static __forceinline void GetNextDataDummy(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
|
||||
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
|
||||
{
|
||||
vc.DecodeFifo[(vc.DecPosWrite + i) % 32] = vc.SBuffer[sampleIdx + i];
|
||||
if (vc.LoopFlags & XAFLAG_LOOP_END)
|
||||
{
|
||||
thiscore.Regs.ENDX |= (1 << voiceidx);
|
||||
vc.NextA = vc.LoopStartA | 1;
|
||||
}
|
||||
else
|
||||
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
|
||||
}
|
||||
|
||||
if (vc.SCurrent == 28)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
|
||||
SetIrqCall(i);
|
||||
|
||||
vc.LoopFlags = *GetMemPtr(vc.NextA & 0xFFFF8) >> 8; // grab loop flags from the upper byte.
|
||||
|
||||
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
|
||||
vc.LoopStartA = vc.NextA & 0xFFFF8;
|
||||
|
||||
vc.SCurrent = 0;
|
||||
}
|
||||
|
||||
vc.SP -= 0x1000 * (4 - (vc.SCurrent & 3));
|
||||
vc.SCurrent += 4 - (vc.SCurrent & 3);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -167,69 +237,6 @@ static __forceinline StereoOut32 ApplyVolume(const StereoOut32& data, const V_Vo
|
||||
ApplyVolume(data.Right, volume.Right.Value));
|
||||
}
|
||||
|
||||
static __forceinline void UpdateBlockHeader(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
|
||||
SetIrqCall(i);
|
||||
|
||||
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
|
||||
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
|
||||
|
||||
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
|
||||
{
|
||||
vc.LoopStartA = vc.NextA & 0xFFFF8;
|
||||
}
|
||||
}
|
||||
|
||||
static __forceinline void DecodeSamples(uint coreidx, uint voiceidx)
|
||||
{
|
||||
V_Core& thiscore(Cores[coreidx]);
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
// Update the block header on every audio frame
|
||||
UpdateBlockHeader(thiscore, voiceidx);
|
||||
|
||||
// When a voice is started at 0 pitch, NAX quickly advances to SSA + 5
|
||||
// So that would mean the decode buffer holds around 12 samples
|
||||
if (((int)(vc.DecPosWrite - vc.DecPosRead)) > 12) {
|
||||
// Sufficient data buffered
|
||||
return;
|
||||
}
|
||||
|
||||
if (vc.ADSR.Phase > V_ADSR::PHASE_STOPPED)
|
||||
{
|
||||
GetNextDataBuffered(thiscore, voiceidx);
|
||||
}
|
||||
|
||||
vc.DecPosWrite += 4;
|
||||
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
if ((vc.NextA & 7) == 0)
|
||||
{
|
||||
if (vc.LoopFlags & XAFLAG_LOOP_END)
|
||||
{
|
||||
thiscore.Regs.ENDX |= (1 << voiceidx);
|
||||
vc.NextA = vc.LoopStartA;
|
||||
if (!(vc.LoopFlags & XAFLAG_LOOP))
|
||||
{
|
||||
vc.Stop();
|
||||
|
||||
if (IsDevBuild)
|
||||
{
|
||||
if (SPU2::MsgVoiceOff())
|
||||
SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IncrementNextA(thiscore, voiceidx);
|
||||
vc.SBuffer = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
static void __forceinline UpdatePitch(uint coreidx, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(Cores[coreidx].Voices[voiceidx]);
|
||||
@@ -271,27 +278,33 @@ static __forceinline void CalculateADSR(V_Core& thiscore, uint voiceidx)
|
||||
pxAssume(vc.ADSR.Value >= 0); // ADSR should never be negative...
|
||||
}
|
||||
|
||||
static __forceinline void ConsumeSamples(V_Core& thiscore, uint voiceidx)
|
||||
__forceinline static s32 GaussianInterpolate(s32 pv4, s32 pv3, s32 pv2, s32 pv1, s32 i)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
s32 out = 0;
|
||||
out = (interpTable[i][0] * pv4) >> 15;
|
||||
out += (interpTable[i][1] * pv3) >> 15;
|
||||
out += (interpTable[i][2] * pv2) >> 15;
|
||||
out += (interpTable[i][3] * pv1) >> 15;
|
||||
|
||||
int consumed = vc.SP >> 12;
|
||||
vc.SP &= 0xfff;
|
||||
vc.DecPosRead += consumed;
|
||||
return out;
|
||||
}
|
||||
|
||||
static __forceinline s32 GetVoiceValues(V_Core& thiscore, uint voiceidx)
|
||||
{
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
int phase = (vc.SP & 0x0ff0) >> 4;
|
||||
s32 out = 0;
|
||||
out += (interpTable[phase][0] * vc.DecodeFifo[(vc.DecPosRead + 0) % 32]) >> 15;
|
||||
out += (interpTable[phase][1] * vc.DecodeFifo[(vc.DecPosRead + 1) % 32]) >> 15;
|
||||
out += (interpTable[phase][2] * vc.DecodeFifo[(vc.DecPosRead + 2) % 32]) >> 15;
|
||||
out += (interpTable[phase][3] * vc.DecodeFifo[(vc.DecPosRead + 3) % 32]) >> 15;
|
||||
while (vc.SP >= 0)
|
||||
{
|
||||
vc.PV4 = vc.PV3;
|
||||
vc.PV3 = vc.PV2;
|
||||
vc.PV2 = vc.PV1;
|
||||
vc.PV1 = GetNextDataBuffered(thiscore, voiceidx);
|
||||
vc.SP -= 0x1000;
|
||||
}
|
||||
|
||||
return out;
|
||||
const s32 mu = vc.SP + 0x1000;
|
||||
|
||||
return GaussianInterpolate(vc.PV4, vc.PV3, vc.PV2, vc.PV1, (mu & 0x0ff0) >> 4);
|
||||
}
|
||||
|
||||
// This is Dr. Hell's noise algorithm as implemented in pcsxr
|
||||
@@ -369,13 +382,21 @@ static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
|
||||
V_Core& thiscore(Cores[coreidx]);
|
||||
V_Voice& vc(thiscore.Voices[voiceidx]);
|
||||
|
||||
// If this assertion fails, it mans SCurrent is being corrupted somewhere, or is not initialized
|
||||
// properly. Invalid values in SCurrent will cause errant IRQs and corrupted audio.
|
||||
pxAssertMsg((vc.SCurrent <= 28) && (vc.SCurrent != 0), "Current sample should always range from 1->28");
|
||||
|
||||
// Most games don't use much volume slide effects. So only call the UpdateVolume
|
||||
// methods when needed by checking the flag outside the method here...
|
||||
// (Note: Ys 6 : Ark of Nephistm uses these effects)
|
||||
|
||||
vc.Volume.Update();
|
||||
|
||||
DecodeSamples(coreidx, voiceidx);
|
||||
// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
|
||||
// have to run through all the motions of updating the voice regardless of it's
|
||||
// audible status. Otherwise IRQs might not trigger and emulation might fail.
|
||||
|
||||
UpdatePitch(coreidx, voiceidx);
|
||||
|
||||
StereoOut32 voiceOut(0, 0);
|
||||
s32 Value = 0;
|
||||
@@ -398,14 +419,11 @@ static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
|
||||
|
||||
voiceOut = ApplyVolume(StereoOut32(Value, Value), vc.Volume);
|
||||
}
|
||||
|
||||
// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
|
||||
// have to run through all the motions of updating the voice regardless of it's
|
||||
// audible status. Otherwise IRQs might not trigger and emulation might fail.
|
||||
|
||||
UpdatePitch(coreidx, voiceidx);
|
||||
|
||||
ConsumeSamples(thiscore, voiceidx);
|
||||
else
|
||||
{
|
||||
while (vc.SP >= 0)
|
||||
GetNextDataDummy(thiscore, voiceidx); // Dummy is enough
|
||||
}
|
||||
|
||||
// Write-back of raw voice data (post ADSR applied)
|
||||
if (voiceidx == 1)
|
||||
@@ -515,8 +533,7 @@ StereoOut32 V_Core::Mix(const VoiceMixSet& inVoices, const StereoOut32& Input, c
|
||||
return TD + ApplyVolume(RV, FxVol);
|
||||
}
|
||||
|
||||
static StereoOut32 DCFilter(StereoOut32 input)
|
||||
{
|
||||
static StereoOut32 DCFilter(StereoOut32 input) {
|
||||
// A simple DC blocking high-pass filter
|
||||
// Implementation from http://peabody.sapp.org/class/dmp2/lab/dcblock/
|
||||
// The magic number 0x7f5c is ceil(INT16_MAX * 0.995)
|
||||
@@ -617,9 +634,9 @@ __forceinline void spu2Mix()
|
||||
if (SPU2::MsgCache())
|
||||
{
|
||||
SPU2::ConLog(" * SPU2 > CacheStats > Hits: %d Misses: %d Ignores: %d\n",
|
||||
g_counter_cache_hits,
|
||||
g_counter_cache_misses,
|
||||
g_counter_cache_ignores);
|
||||
g_counter_cache_hits,
|
||||
g_counter_cache_misses,
|
||||
g_counter_cache_ignores);
|
||||
}
|
||||
|
||||
g_counter_cache_hits =
|
||||
|
||||
@@ -256,16 +256,29 @@ struct V_Voice
|
||||
// Sample pointer (19:12 bit fixed point)
|
||||
s32 SP;
|
||||
|
||||
// Sample pointer for Cubic Interpolation
|
||||
// Cubic interpolation mixes a sample behind Linear, so that it
|
||||
// can have sample data to either side of the end points from which
|
||||
// to extrapolate. This SP represents that late sample position.
|
||||
s32 SPc;
|
||||
|
||||
// Previous sample values - used for interpolation
|
||||
// Inverted order of these members to match the access order in the
|
||||
// code (might improve cache hits).
|
||||
s32 PV4;
|
||||
s32 PV3;
|
||||
s32 PV2;
|
||||
s32 PV1;
|
||||
|
||||
// Last outputted audio value, used for voice modulation.
|
||||
s32 OutX;
|
||||
s32 NextCrest; // temp value for Crest calculation
|
||||
|
||||
// SBuffer now points directly to an ADPCM cache entry.
|
||||
s16* SBuffer;
|
||||
|
||||
// Each voice has a buffer of decoded samples
|
||||
s32 DecodeFifo[32];
|
||||
u32 DecPosWrite;
|
||||
u32 DecPosRead;
|
||||
// sample position within the current decoded packet.
|
||||
s32 SCurrent;
|
||||
|
||||
// it takes a few ticks for voices to start on the real SPU2?
|
||||
void Start();
|
||||
|
||||
@@ -181,6 +181,7 @@ void V_Core::Init(int index)
|
||||
VoiceGates[v].WetR = -1;
|
||||
|
||||
Voices[v].Volume = V_VolumeSlideLR(0, 0); // V_VolumeSlideLR::Max;
|
||||
Voices[v].SCurrent = 28;
|
||||
|
||||
Voices[v].ADSR.Counter = 0;
|
||||
Voices[v].ADSR.Value = 0;
|
||||
@@ -189,10 +190,6 @@ void V_Core::Init(int index)
|
||||
Voices[v].NextA = 0x2801;
|
||||
Voices[v].StartA = 0x2800;
|
||||
Voices[v].LoopStartA = 0x2800;
|
||||
|
||||
memset(Voices[v].DecodeFifo, 0, sizeof(Voices[v].DecodeFifo));
|
||||
Voices[v].DecPosRead = 0;
|
||||
Voices[v].DecPosWrite = 0;
|
||||
}
|
||||
|
||||
DMAICounter = 0;
|
||||
@@ -215,18 +212,23 @@ void V_Voice::Start()
|
||||
}
|
||||
|
||||
ADSR.Attack();
|
||||
SCurrent = 28;
|
||||
LoopMode = 0;
|
||||
|
||||
SP = 0;
|
||||
// When SP >= 0 the next sample will be grabbed, we don't want this to happen
|
||||
// instantly because in the case of pitch being 0 we want to delay getting
|
||||
// the next block header. This is a hack to work around the fact that unlike
|
||||
// the HW we don't update the block header on every cycle.
|
||||
SP = -1;
|
||||
|
||||
LoopFlags = 0;
|
||||
NextA = StartA | 1;
|
||||
Prev1 = 0;
|
||||
Prev2 = 0;
|
||||
|
||||
SBuffer = nullptr;
|
||||
DecPosRead = 0;
|
||||
DecPosWrite = 0;
|
||||
PV1 = PV2 = 0;
|
||||
PV3 = PV4 = 0;
|
||||
NextCrest = -0x8000;
|
||||
}
|
||||
|
||||
void V_Voice::Stop()
|
||||
@@ -987,10 +989,12 @@ static void RegWrite_VoiceAddr(u16 value)
|
||||
// Wallace And Gromit: Curse Of The Were-Rabbit.
|
||||
|
||||
thisvoice.NextA = ((u32)(value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8) | 1;
|
||||
thisvoice.SCurrent = 28;
|
||||
break;
|
||||
|
||||
case 5:
|
||||
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8) | 1;
|
||||
thisvoice.SCurrent = 28;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1208,6 +1212,7 @@ static void RegWrite_Core(u16 value)
|
||||
for (uint v = 0; v < 24; ++v)
|
||||
{
|
||||
Cores[1].Voices[v].Volume = V_VolumeSlideLR(0, 0); // V_VolumeSlideLR::Max;
|
||||
Cores[1].Voices[v].SCurrent = 28;
|
||||
|
||||
Cores[1].Voices[v].ADSR.Value = 0;
|
||||
Cores[1].Voices[v].ADSR.Phase = 0;
|
||||
|
||||
@@ -26,7 +26,7 @@ enum class FreezeAction
|
||||
// [SAVEVERSION+]
|
||||
// This informs the auto updater that the users savestates will be invalidated.
|
||||
|
||||
static const u32 g_SaveVersion = (0x9A57 << 16) | 0x0000;
|
||||
static const u32 g_SaveVersion = (0x9A55 << 16) | 0x0000;
|
||||
|
||||
|
||||
// the freezing data between submodules and core
|
||||
|
||||
@@ -3,4 +3,4 @@
|
||||
|
||||
/// Version number for GS and other shaders. Increment whenever any of the contents of the
|
||||
/// shaders change, to invalidate the cache.
|
||||
static constexpr u32 SHADER_CACHE_VERSION = 81;
|
||||
static constexpr u32 SHADER_CACHE_VERSION = 80;
|
||||
|
||||
@@ -254,7 +254,6 @@
|
||||
<ClCompile Include="Host\SDLAudioStream.cpp" />
|
||||
<ClCompile Include="Hotkeys.cpp" />
|
||||
<ClCompile Include="ImGui\FullscreenUI.cpp" />
|
||||
<ClCompile Include="ImGui\FullscreenUI_Settings.cpp" />
|
||||
<ClCompile Include="ImGui\ImGuiFullscreen.cpp" />
|
||||
<ClCompile Include="ImGui\ImGuiManager.cpp" />
|
||||
<ClCompile Include="ImGui\ImGuiOverlays.cpp" />
|
||||
@@ -701,7 +700,6 @@
|
||||
<ClInclude Include="Host\AudioStream.h" />
|
||||
<ClInclude Include="Host\AudioStreamTypes.h" />
|
||||
<ClInclude Include="ImGui\FullscreenUI.h" />
|
||||
<ClInclude Include="ImGui\FullscreenUI_Internal.h" />
|
||||
<ClInclude Include="ImGui\ImGuiAnimated.h" />
|
||||
<ClInclude Include="ImGui\ImGuiFullscreen.h" />
|
||||
<ClInclude Include="ImGui\ImGuiManager.h" />
|
||||
|
||||
@@ -1352,9 +1352,6 @@
|
||||
<ClCompile Include="ImGui\FullscreenUI.cpp">
|
||||
<Filter>Misc\ImGui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="ImGui\FullscreenUI_Settings.cpp">
|
||||
<Filter>Misc\ImGui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="ImGui\ImGuiFullscreen.cpp">
|
||||
<Filter>Misc\ImGui</Filter>
|
||||
</ClCompile>
|
||||
@@ -2307,9 +2304,6 @@
|
||||
<ClInclude Include="ImGui\FullscreenUI.h">
|
||||
<Filter>Misc\ImGui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ImGui\FullscreenUI_Internal.h">
|
||||
<Filter>Misc\ImGui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ImGui\ImGuiFullscreen.h">
|
||||
<Filter>Misc\ImGui</Filter>
|
||||
</ClInclude>
|
||||
|
||||
@@ -5,110 +5,90 @@ import os
|
||||
START_IDENT = "// TRANSLATION-STRING-AREA-BEGIN"
|
||||
END_IDENT = "// TRANSLATION-STRING-AREA-END"
|
||||
|
||||
src_files = [
|
||||
os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI.cpp"),
|
||||
os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI_Settings.cpp"),
|
||||
]
|
||||
src_file = os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI.cpp")
|
||||
|
||||
def extract_strings_from_source(source_content):
|
||||
"""Extract FSUI translation strings from source content."""
|
||||
strings = []
|
||||
for token in ["FSUI_STR", "FSUI_CSTR", "FSUI_FSTR", "FSUI_NSTR", "FSUI_VSTR", "FSUI_ICONSTR", "FSUI_ICONSTR_S"]:
|
||||
token_len = len(token)
|
||||
last_pos = 0
|
||||
while True:
|
||||
last_pos = source_content.find(token, last_pos)
|
||||
if last_pos < 0:
|
||||
break
|
||||
with open(src_file, "r") as f:
|
||||
full_source = f.read()
|
||||
|
||||
if last_pos >= 8 and source_content[last_pos - 8:last_pos] == "#define ":
|
||||
last_pos += len(token)
|
||||
continue
|
||||
strings = []
|
||||
for token in ["FSUI_STR", "FSUI_CSTR", "FSUI_FSTR", "FSUI_NSTR", "FSUI_VSTR", "FSUI_ICONSTR", "FSUI_ICONSTR_S"]:
|
||||
token_len = len(token)
|
||||
last_pos = 0
|
||||
while True:
|
||||
last_pos = full_source.find(token, last_pos)
|
||||
if last_pos < 0:
|
||||
break
|
||||
|
||||
if source_content[last_pos + token_len] == '(':
|
||||
start_pos = last_pos + token_len + 1
|
||||
end_pos = source_content.find(")", start_pos)
|
||||
s = source_content[start_pos:end_pos]
|
||||
|
||||
# Split into string arguments, removing "
|
||||
string_args = [""]
|
||||
arg = 0;
|
||||
cpos = s.find(',')
|
||||
pos = s.find('"')
|
||||
while pos >= 0 or cpos >= 0:
|
||||
assert pos == 0 or s[pos - 1] != '\\'
|
||||
if cpos == -1 or pos < cpos:
|
||||
epos = pos
|
||||
while True:
|
||||
epos = s.find('"', epos + 1)
|
||||
# found ')' in string, extend s to next ')'
|
||||
if epos == -1:
|
||||
end_pos = source_content.find(")", end_pos + 1)
|
||||
s = source_content[start_pos:end_pos]
|
||||
epos = pos
|
||||
continue
|
||||
|
||||
if s[epos - 1] == '\\':
|
||||
continue
|
||||
else:
|
||||
break
|
||||
|
||||
assert epos > pos
|
||||
string_args[arg] += s[pos+1:epos]
|
||||
cpos = s.find(',', epos + 1)
|
||||
pos = s.find('"', epos + 1)
|
||||
else:
|
||||
arg += 1
|
||||
string_args.append("")
|
||||
cpos = s.find(',', cpos + 1)
|
||||
|
||||
print(string_args)
|
||||
|
||||
# FSUI_ICONSTR and FSUI_ICONSTR_S need to translate the only the second argument
|
||||
# other defines take only a single argument
|
||||
if len(string_args) >= 2:
|
||||
new_s = string_args[1]
|
||||
else:
|
||||
new_s = string_args[0]
|
||||
|
||||
assert len(new_s) > 0
|
||||
|
||||
if new_s not in strings:
|
||||
strings.append(new_s)
|
||||
if last_pos >= 8 and full_source[last_pos - 8:last_pos] == "#define ":
|
||||
last_pos += len(token)
|
||||
return strings
|
||||
continue
|
||||
|
||||
def process_file(src_file):
|
||||
"""Process a single source file extract strings and update its translation area."""
|
||||
print(f"\nProcessing: {src_file}")
|
||||
|
||||
with open(src_file, "r") as f:
|
||||
source = f.read()
|
||||
if full_source[last_pos + token_len] == '(':
|
||||
start_pos = last_pos + token_len + 1
|
||||
end_pos = full_source.find(")", start_pos)
|
||||
s = full_source[start_pos:end_pos]
|
||||
|
||||
start = source.find(START_IDENT)
|
||||
end = source.find(END_IDENT)
|
||||
|
||||
if start < 0 or end <= start:
|
||||
print(f" Warning: No translation string area found in {src_file}")
|
||||
return 0
|
||||
|
||||
source_without_area = source[:start] + source[end + len(END_IDENT):]
|
||||
strings = extract_strings_from_source(source_without_area)
|
||||
|
||||
print(f" Found {len(strings)} unique strings.")
|
||||
|
||||
new_area = ""
|
||||
for string in strings:
|
||||
new_area += f"TRANSLATE_NOOP(\"FullscreenUI\", \"{string}\");\n"
|
||||
|
||||
new_source = source[:start + len(START_IDENT) + 1] + new_area + source[end:]
|
||||
with open(src_file, "w") as f:
|
||||
f.write(new_source)
|
||||
|
||||
return len(strings)
|
||||
# Split into sting arguments, removing "
|
||||
string_args = [""]
|
||||
arg = 0;
|
||||
cpos = s.find(',')
|
||||
pos = s.find('"')
|
||||
while pos >= 0 or cpos >= 0:
|
||||
assert pos == 0 or s[pos - 1] != '\\'
|
||||
if cpos == -1 or pos < cpos:
|
||||
epos = pos
|
||||
while True:
|
||||
epos = s.find('"', epos + 1)
|
||||
# found ')' in string, extend s to next ')'
|
||||
if epos == -1:
|
||||
end_pos = full_source.find(")", end_pos + 1)
|
||||
s = full_source[start_pos:end_pos]
|
||||
epos = pos
|
||||
continue
|
||||
|
||||
total_strings = 0
|
||||
for src_file in src_files:
|
||||
total_strings += process_file(src_file)
|
||||
if s[epos - 1] == '\\':
|
||||
continue
|
||||
else:
|
||||
break
|
||||
|
||||
print(f"\nTotal: {total_strings} unique strings across all files.")
|
||||
assert epos > pos
|
||||
string_args[arg] += s[pos+1:epos]
|
||||
cpos = s.find(',', epos + 1)
|
||||
pos = s.find('"', epos + 1)
|
||||
else:
|
||||
arg += 1
|
||||
string_args.append("")
|
||||
cpos = s.find(',', cpos + 1)
|
||||
|
||||
print(string_args)
|
||||
|
||||
# FSUI_ICONSTR and FSUI_ICONSTR_S need to translate the only the second argument
|
||||
# other defines take only a single argument
|
||||
if len(string_args) >= 2:
|
||||
new_s = string_args[1]
|
||||
else:
|
||||
new_s = string_args[0]
|
||||
|
||||
assert len(new_s) > 0
|
||||
|
||||
#assert (end_pos - start_pos) < 300
|
||||
#if (end_pos - start_pos) >= 300:
|
||||
# print("WARNING: Long string")
|
||||
# print(new_s)
|
||||
if new_s not in strings:
|
||||
strings.append(new_s)
|
||||
last_pos += len(token)
|
||||
|
||||
print(f"Found {len(strings)} unique strings.")
|
||||
|
||||
start = full_source.find(START_IDENT)
|
||||
end = full_source.find(END_IDENT)
|
||||
assert start >= 0 and end > start
|
||||
|
||||
new_area = ""
|
||||
for string in list(strings):
|
||||
new_area += f"TRANSLATE_NOOP(\"FullscreenUI\", \"{string}\");\n"
|
||||
|
||||
full_source = full_source[:start+len(START_IDENT)+1] + new_area + full_source[end:]
|
||||
with open(src_file, "w") as f:
|
||||
f.write(full_source)
|
||||
|
||||
Reference in New Issue
Block a user