Workaround for some SOCOM game's misuse of CLUT8 textures.

Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
This commit is contained in:
Henrik Rydgård 2023-04-17 09:34:26 +02:00
parent 1143661dec
commit 9a3ff69091
9 changed files with 76 additions and 25 deletions

View file

@ -130,6 +130,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "BlockTransferDepth", &flags_.BlockTransferDepth);
CheckSetting(iniFile, gameID, "DaxterRotatedAnalogStick", &flags_.DaxterRotatedAnalogStick);
CheckSetting(iniFile, gameID, "ForceMaxDepthResolution", &flags_.ForceMaxDepthResolution);
CheckSetting(iniFile, gameID, "SOCOMClut8Replacement", &flags_.SOCOMClut8Replacement);
}
void Compatibility::CheckVRSettings(IniFile &iniFile, const std::string &gameID) {

View file

@ -100,6 +100,7 @@ struct CompatFlags {
bool BlockTransferDepth;
bool DaxterRotatedAnalogStick;
bool ForceMaxDepthResolution;
bool SOCOMClut8Replacement;
};
struct VRCompat {

View file

@ -111,6 +111,13 @@ void GenerateDepalShader300(ShaderWriter &writer, const DepalConfig &config) {
if (shiftedMask & 0x7C00) writer.C(" int b = int(color.b * 31.99);\n"); else writer.C(" int b = 0;\n");
if (shiftedMask & 0x8000) writer.C(" int a = int(color.a);\n"); else writer.C(" int a = 0;\n");
writer.C(" int index = (a << 15) | (b << 10) | (g << 5) | (r);\n");
if (config.textureFormat == GE_TFMT_CLUT8) {
// SOCOM case. #16210
// To debug the issue, remove this shift to see the texture (check for clamping etc).
writer.C(" index >>= 8;\n");
}
break;
case GE_FORMAT_DEPTH16:
// Decode depth buffer.

View file

@ -261,7 +261,7 @@ Draw2DPipeline *Draw2D::Create2DPipeline(std::function<Draw2DPipelineInfo (Shade
ShaderModule *fs = draw_->CreateShaderModule(ShaderStage::Fragment, shaderLanguageDesc.shaderLanguage, (const uint8_t *)fsCode, strlen(fsCode), info.tag);
_assert_(fs);
_assert_msg_(fs, "Failed to create shader module!\n%s", fsCode);
// verts have positions in 2D clip coordinates.
static const InputLayoutDesc desc = {

View file

@ -1028,18 +1028,28 @@ bool TextureCacheCommon::MatchFramebuffer(
}
// Check works for D16 too.
// These are combinations that we have special-cased handling for. There are more
// ones possible, but rare - we'll add them as we find them used.
const bool matchingClutFormat =
(fb_format == GE_FORMAT_DEPTH16 && entry.format == GE_TFMT_CLUT16) ||
(fb_format == GE_FORMAT_DEPTH16 && entry.format == GE_TFMT_5650) ||
(fb_format == GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT32) ||
(fb_format != GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT16) ||
(fb_format == GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT8);
(fb_format == GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT8) ||
(fb_format == GE_FORMAT_5551 && entry.format == GE_TFMT_CLUT8 && PSP_CoreParameter().compat.flags().SOCOMClut8Replacement);
const int texBitsPerPixel = std::max(1U, (u32)textureBitsPerPixel[entry.format]);
const int texBitsPerPixel = TextureFormatBitsPerPixel(entry.format);
const int byteOffset = texaddr - addr;
if (byteOffset > 0) {
int texbpp = texBitsPerPixel;
if (fb_format == GE_FORMAT_5551 && entry.format == GE_TFMT_CLUT8) {
// In this case we treat CLUT8 as if it were CLUT16, see issue #16210. So we need
// to compute the x offset appropriately.
texbpp = 16;
}
matchInfo->yOffset = byteOffset / fb_stride_in_bytes;
matchInfo->xOffset = 8 * (byteOffset % fb_stride_in_bytes) / texBitsPerPixel;
matchInfo->xOffset = 8 * (byteOffset % fb_stride_in_bytes) / texbpp;
} else if (byteOffset < 0) {
int texelOffset = 8 * byteOffset / texBitsPerPixel;
// We don't support negative Y offsets, and negative X offsets are only for the Killzone workaround.
@ -1066,7 +1076,7 @@ bool TextureCacheCommon::MatchFramebuffer(
// Trying to play it safe. Below 0x04110000 is almost always framebuffers.
// TODO: Maybe we can reduce this check and find a better way above 0x04110000?
if (matchInfo->yOffset > MAX_SUBAREA_Y_OFFSET_SAFE && addr > 0x04110000 && !PSP_CoreParameter().compat.flags().AllowLargeFBTextureOffsets) {
WARN_LOG_REPORT_ONCE(subareaIgnored, G3D, "Ignoring possible texturing from framebuffer at %08x +%dx%d / %dx%d", fb_address, matchInfo->xOffset, matchInfo->yOffset, framebuffer->width, framebuffer->height);
WARN_LOG_ONCE(subareaIgnored, G3D, "Ignoring possible texturing from framebuffer at %08x +%dx%d / %dx%d", fb_address, matchInfo->xOffset, matchInfo->yOffset, framebuffer->width, framebuffer->height);
return false;
}
@ -1133,6 +1143,11 @@ void TextureCacheCommon::SetTextureFramebuffer(const AttachCandidate &candidate)
gstate_c.curTextureWidth = framebuffer->bufferWidth;
gstate_c.curTextureHeight = framebuffer->bufferHeight;
if (candidate.channel == RASTER_COLOR && gstate.getTextureFormat() == GE_TFMT_CLUT8 && framebuffer->fb_format == GE_FORMAT_5551 && PSP_CoreParameter().compat.flags().SOCOMClut8Replacement) {
// See #16210. UV must be adjusted as if the texture was twice the width.
gstate_c.curTextureWidth *= 2.0f;
}
if (needsDepthXSwizzle) {
gstate_c.curTextureWidth = RoundUpToPowerOf2(gstate_c.curTextureWidth);
}
@ -2145,6 +2160,7 @@ void TextureCacheCommon::ApplyTexture() {
}
}
// Can we depalettize at all? This refers to both in-fragment-shader depal and "traditional" depal through a separate pass.
static bool CanDepalettize(GETextureFormat texFormat, GEBufferFormat bufferFormat) {
if (IsClutFormat(texFormat)) {
switch (bufferFormat) {
@ -2155,6 +2171,10 @@ static bool CanDepalettize(GETextureFormat texFormat, GEBufferFormat bufferForma
if (texFormat == GE_TFMT_CLUT16) {
return true;
}
if (texFormat == GE_TFMT_CLUT8 && bufferFormat == GE_FORMAT_5551 && PSP_CoreParameter().compat.flags().SOCOMClut8Replacement) {
// Wacky case from issue #16210 (SOCOM etc).
return true;
}
break;
case GE_FORMAT_8888:
if (texFormat == GE_TFMT_CLUT32 || texFormat == GE_TFMT_CLUT8) { // clut8 takes a special depal mode.
@ -2214,7 +2234,8 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer &&
!depth && clutRenderAddress_ == 0xFFFFFFFF &&
!gstate_c.curTextureIs3D &&
draw_->GetShaderLanguageDesc().bitwiseOps;
draw_->GetShaderLanguageDesc().bitwiseOps &&
!(texFormat == GE_TFMT_CLUT8 && framebuffer->fb_format == GE_FORMAT_5551); // socom
switch (draw_->GetShaderLanguageDesc().shaderLanguage) {
case ShaderLanguage::HLSL_D3D9:

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@ -48,6 +48,25 @@
#define DO_NOT_VECTORIZE_LOOP
#endif
const u8 textureBitsPerPixel[16] = {
16, //GE_TFMT_5650,
16, //GE_TFMT_5551,
16, //GE_TFMT_4444,
32, //GE_TFMT_8888,
4, //GE_TFMT_CLUT4,
8, //GE_TFMT_CLUT8,
16, //GE_TFMT_CLUT16,
32, //GE_TFMT_CLUT32,
4, //GE_TFMT_DXT1,
8, //GE_TFMT_DXT3,
8, //GE_TFMT_DXT5,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
};
#ifdef _M_SSE
static u32 QuickTexHashSSE2(const void *checkp, u32 size) {

View file

@ -73,27 +73,16 @@ uint32_t GetDXT1Texel(const DXT1Block *src, int x, int y);
uint32_t GetDXT3Texel(const DXT3Block *src, int x, int y);
uint32_t GetDXT5Texel(const DXT5Block *src, int x, int y);
static const u8 textureBitsPerPixel[16] = {
16, //GE_TFMT_5650,
16, //GE_TFMT_5551,
16, //GE_TFMT_4444,
32, //GE_TFMT_8888,
4, //GE_TFMT_CLUT4,
8, //GE_TFMT_CLUT8,
16, //GE_TFMT_CLUT16,
32, //GE_TFMT_CLUT32,
4, //GE_TFMT_DXT1,
8, //GE_TFMT_DXT3,
8, //GE_TFMT_DXT5,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
0, // INVALID,
};
extern const u8 textureBitsPerPixel[16];
u32 GetTextureBufw(int level, u32 texaddr, GETextureFormat format);
// WARNING: Bits not bytes, this is needed due to the presence of 4 - bit formats.
inline u32 TextureFormatBitsPerPixel(GETextureFormat format) {
u32 bits = textureBitsPerPixel[(int)format];
return bits != 0 ? bits : 1; // Best to return 1 here to survive divisions in case of invalid data.
}
inline bool AlphaSumIsFull(u32 alphaSum, u32 fullAlphaMask) {
return fullAlphaMask != 0 && (alphaSum & fullAlphaMask) == fullAlphaMask;
}

View file

@ -209,7 +209,7 @@ private:
GLRenderManager *render_;
LinkedShaderCache linkedShaderCache_;
bool lastVShaderSame_;
bool lastVShaderSame_ = false;
FShaderID lastFSID_;
VShaderID lastVSID_;

View file

@ -1555,3 +1555,16 @@ UCET00844 = true
UCUS98705 = true
UCED00971 = true
UCUS98713 = true
[SOCOMClut8Replacement]
# SOCOM and other games use CLUT8 with crafty sampling as if it was CLUT16. Issue #16210
UCES00855 = true
UCUS98649 = true
NPUG70003 = true # demo
UCUS98714 = true # demo
# SOCOM Fireteam Bravo 3
UCES01242 = true
NPHG00032 = true
UCUS98716 = true
NPEG90024 = true # demo