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synced 2025-01-21 08:14:48 +00:00
Remove the depth range hack.
Ths removes the game-specific hack to workaround depth issues.
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parent
6c38b22467
commit
18cdf9f352
@ -42,5 +42,4 @@ void Compatibility::Clear() {
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void Compatibility::LoadIniSection(IniFile &iniFile, std::string section) {
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iniFile.Get(section.c_str(), "NoDepthRounding", &flags_.NoDepthRounding, flags_.NoDepthRounding);
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iniFile.Get(section.c_str(), "PixelDepthRounding", &flags_.PixelDepthRounding, flags_.PixelDepthRounding);
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iniFile.Get(section.c_str(), "DepthRangeHack", &flags_.DepthRangeHack, flags_.DepthRangeHack);
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}
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@ -47,7 +47,6 @@
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struct CompatFlags {
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bool NoDepthRounding;
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bool PixelDepthRounding;
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bool DepthRangeHack;
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};
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class IniFile;
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@ -480,11 +480,6 @@ void DIRECTX9_GPU::CheckGPUFeatures() {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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// The Phantasy Star hack :(
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if (PSP_CoreParameter().compat.flags().DepthRangeHack) {
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features |= GPU_USE_DEPTH_RANGE_HACK;
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}
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gstate_c.featureFlags = features;
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}
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@ -342,38 +342,6 @@ void ShaderManagerDX9::VSUpdateUniforms(int dirtyUniforms) {
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flippedMatrix[12] = -flippedMatrix[12];
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}
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// In Phantasy Star Portable 2, depth range sometimes goes negative and is clamped by glDepthRange to 0,
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// causing graphics clipping glitch (issue #1788). This hack modifies the projection matrix to work around it.
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if (gstate_c.Supports(GPU_USE_DEPTH_RANGE_HACK)) {
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float zScale = gstate.getViewportZScale() / 65535.0f;
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float zCenter = gstate.getViewportZCenter() / 65535.0f;
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// if far depth range < 0
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if (zCenter + zScale < 0.0f) {
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// if perspective projection
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if (flippedMatrix[11] < 0.0f) {
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float depthMax = gstate.getDepthRangeMax() / 65535.0f;
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float depthMin = gstate.getDepthRangeMin() / 65535.0f;
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float a = flippedMatrix[10];
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float b = flippedMatrix[14];
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float n = b / (a - 1.0f);
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float f = b / (a + 1.0f);
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f = (n * f) / (n + ((zCenter + zScale) * (n - f) / (depthMax - depthMin)));
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a = (n + f) / (n - f);
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b = (2.0f * n * f) / (n - f);
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if (!my_isnan(a) && !my_isnan(b)) {
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flippedMatrix[10] = a;
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flippedMatrix[14] = b;
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}
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}
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}
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}
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const bool invertedZ = gstate_c.vpDepth < 0;
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ConvertProjMatrixToD3D(flippedMatrix, invertedX, invertedY, invertedZ);
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@ -33,8 +33,6 @@ namespace DX9 {
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class PSShader;
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class VSShader;
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void ConvertProjMatrixToD3D(Matrix4x4 & in);
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// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
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enum {
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DIRTY_PROJMATRIX = (1 << 0),
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@ -561,11 +561,6 @@ void GLES_GPU::CheckGPUFeatures() {
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}
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}
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// The Phantasy Star hack :(
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if (PSP_CoreParameter().compat.flags().DepthRangeHack) {
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features |= GPU_USE_DEPTH_RANGE_HACK;
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}
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#ifdef MOBILE_DEVICE
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// Arguably, we should turn off GPU_IS_MOBILE on like modern Tegras, etc.
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features |= GPU_IS_MOBILE;
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@ -437,38 +437,6 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
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flippedMatrix[12] = -flippedMatrix[12];
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}
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// In Phantasy Star Portable 2, depth range sometimes goes negative and is clamped by glDepthRange to 0,
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// causing graphics clipping glitch (issue #1788). This hack modifies the projection matrix to work around it.
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if (gstate_c.Supports(GPU_USE_DEPTH_RANGE_HACK)) {
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float zScale = gstate.getViewportZScale() / 65535.0f;
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float zCenter = gstate.getViewportZCenter() / 65535.0f;
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// if far depth range < 0
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if (zCenter + zScale < 0.0f) {
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// if perspective projection
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if (flippedMatrix[11] < 0.0f) {
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float depthMax = gstate.getDepthRangeMax() / 65535.0f;
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float depthMin = gstate.getDepthRangeMin() / 65535.0f;
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float a = flippedMatrix[10];
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float b = flippedMatrix[14];
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float n = b / (a - 1.0f);
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float f = b / (a + 1.0f);
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f = (n * f) / (n + ((zCenter + zScale) * (n - f) / (depthMax - depthMin)));
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a = (n + f) / (n - f);
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b = (2.0f * n * f) / (n - f);
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if (!my_isnan(a) && !my_isnan(b)) {
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flippedMatrix[10] = a;
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flippedMatrix[14] = b;
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}
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}
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}
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}
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ScaleProjMatrix(flippedMatrix);
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glUniformMatrix4fv(u_proj, 1, GL_FALSE, flippedMatrix.m);
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@ -453,7 +453,6 @@ enum {
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GPU_SUPPORTS_UNPACK_SUBIMAGE = FLAG_BIT(3),
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GPU_SUPPORTS_BLEND_MINMAX = FLAG_BIT(4),
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GPU_SUPPORTS_LOGIC_OP = FLAG_BIT(5),
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GPU_USE_DEPTH_RANGE_HACK = FLAG_BIT(6),
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GPU_SUPPORTS_VAO = FLAG_BIT(18),
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GPU_SUPPORTS_ANY_COPY_IMAGE = FLAG_BIT(19),
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GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH = FLAG_BIT(20),
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@ -111,23 +111,3 @@ PixelDepthRounding = true
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# Heroes Phantasia Limited Edition Disc requires pixel depth rounding.
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[ULJS00455]
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PixelDepthRounding = true
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# Phantasy Star Portable 2 has the same issue.
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[ULJM05493]
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DepthRangeHack = true
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[NPJH50043]
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DepthRangeHack = true
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[ULJM08030]
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DepthRangeHack = true
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[ULES01439]
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DepthRangeHack = true
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[ULUS10529]
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DepthRangeHack = true
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[ULJM91018] # Infinity demo disc?
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DepthRangeHack = true
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[NPJH90157] # Infinity demo
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DepthRangeHack = true
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[ULJM05732]
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DepthRangeHack = true
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[NPJH50332]
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DepthRangeHack = true
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