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Gsdx: Height thing didn't work so well, using old buffer width test again
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@ -37,33 +37,18 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
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}
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void GSRendererHW::SetScaling() {
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int height;
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if (!m_regs->PMODE.EN1 && !m_regs->PMODE.EN2){
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m_buffer_size = m_context->FRAME.FBW * 64;
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height = m_buffer_size <= 640 ? 512 : (int)(m_buffer_size*0.8);
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}
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else {
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m_buffer_size = m_regs->DISP[m_regs->PMODE.EN1 == 1 ? 0 : 1].DISPFB.FBW * 64;
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height = m_regs->DISP[m_regs->PMODE.EN1 == 1 ? 0 : 1].DISPLAY.DH + 1;
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}
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m_buffer_size = max(m_context->FRAME.FBW * 64, m_regs->DISP[m_regs->PMODE.EN1 == 1 ? 0 : 1].DISPFB.FBW * 64);
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if (height > m_buffer_size)//Some games like Pool Paradise provide double its actual height.
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height /= 2;
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//Only increase the buffer size, don't make it smaller, it breaks games (GH3)
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if (m_width < (m_buffer_size * m_upscale_multiplier) || m_height < (height * m_upscale_multiplier)){
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printf("m_w %d bf %d m_h %d, h %d\n", m_width, (m_buffer_size * m_upscale_multiplier), m_height, (height * m_upscale_multiplier));
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if (m_width < (m_buffer_size * m_upscale_multiplier)){
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m_tc->RemovePartial();
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}
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else {
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return;
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}
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m_height = height;
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m_height = m_buffer_size <= 640 ? 512 : (int)(m_buffer_size*0.8);
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if (!m_nativeres)
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{
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m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", m_upscale_multiplier);
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