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Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
GSDX: Remove some unnecessary/dubious hacks
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commit
cb8088216b
@ -215,15 +215,6 @@ bool GSRenderer::Merge(int field)
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if(!en[i] || !tex[i]) continue;
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GSVector4i r = fr[i];
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// overscan hack
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if(dr[i].height() > 512) // hmm
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{
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int y = GetDeviceSize(i).y;
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r.bottom = r.top + y;
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}
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GSVector4 scale = GSVector4(tex[i]->GetScale()).xyxy();
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src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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@ -44,6 +44,7 @@ GSState::GSState()
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{
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m_nativeres = theApp.GetConfig("upscale_multiplier",1) == 1;
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m_mipmap = !!theApp.GetConfig("mipmap", 1);
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m_NTSC_Saturation = !!theApp.GetConfig("NTSC_Saturation", true);
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s_n = 0;
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s_dump = !!theApp.GetConfig("dump", 0);
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@ -379,11 +380,10 @@ GSVector4i GSState::GetFrameRect(int i)
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int w = r.width();
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int h = r.height();
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// NTSC: Saturate higher height values for games which have CRTC width lower than 640.
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// Some NTSC mode games request higher height values for accurate display size / position when width is 640
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// Testcases : PS logo (640x512) , Resident Evil:CVX (640x480). potentially more test cases...
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if (Vmode_NTSC && h > 448 && w < 640)
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// Limit games to standard NTSC resolutions. games with 512X512 (PAL resolution) on NTSC video mode produces black border on the bottom.
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// 512 X 448 is the resolution generally used by NTSC, saturating the height value seems to get rid of the black borders.
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// Though it's quite a bad hack as it affects binaries which are patched to run on a non-native video mode.
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if (Vmode_NTSC && h > 448 && w < 640 && m_NTSC_Saturation)
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h = 448;
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if (m_regs->SMODE2.INT && m_regs->SMODE2.FFMD && h > 1)
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@ -429,21 +429,9 @@ GSVector2i GSState::GetDeviceSize(int i)
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//Fixme : Just slightly better than the hack above
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if(m_regs->SMODE2.INT && m_regs->SMODE2.FFMD && h > 1)
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{
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if (IsEnabled(0) || IsEnabled(1))
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{
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h >>= 1;
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}
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}
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//Fixme: These games elude the code above, worked with the old hack
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else if(m_game.title == CRC::SilentHill2 || m_game.title == CRC::SilentHill3)
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{
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h /= 2;
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}
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h >>= 1;
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return GSVector2i(w, h);
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}
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bool GSState::IsEnabled(int i)
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@ -195,12 +195,13 @@ public:
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GSDrawingContext* m_context;
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GSPerfMon m_perfmon;
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uint32 m_crc;
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CRC::Game m_game;
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GSDump m_dump;
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int m_options;
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int m_frameskip;
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bool m_crcinited;
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bool m_framelimit;
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CRC::Game m_game;
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GSDump m_dump;
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bool m_NTSC_Saturation;
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bool m_nativeres;
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bool m_mipmap;
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@ -376,7 +376,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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{
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int multiplier = m_renderer->GetUpscaleMultiplier();
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if(multiplier > 1) // it's limited to a maximum of 4 on reading the config
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if(multiplier > 1)
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{
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dst->m_texture->SetScale(GSVector2((float)multiplier, (float)multiplier));
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}
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@ -387,11 +387,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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int ww = (int)(fr.left + m_renderer->GetDisplayRect().width());
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int hh = (int)(fr.top + m_renderer->GetDisplayRect().height());
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if(hh <= m_renderer->GetDeviceSize().y / 2)
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{
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hh *= 2;
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}
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// Gregory: I'm sure this sillyness is related to the usage of a 32bits
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// buffer as a 16 bits format. In this case the height of the buffer is
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// multiplyed by 2 (Hence a scissor bigger than the RT)
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@ -403,7 +398,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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hh = 512;
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}
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if(ww > 0 && hh > 0)
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if(ww && hh)
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{
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dst->m_texture->SetScale(GSVector2((float)w / ww, (float)h / hh));
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}
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