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Special case depal lookups for Test Drive's strange usage.
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This implements the hack I suggested in #13355, where instead of first
reducing the color to RGB565 as the real game does, we just take each
channel at full precision and do the lookup according to the mask,
linearly filtering the palette.

This makes the game look a lot nicer and is also a small optimization,
but the hack is very specific so kinda ugly in a way.
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hrydgard committed Aug 22, 2022
1 parent 39cb2f1 commit 870b8f8
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Showing 6 changed files with 37 additions and 3 deletions.
1 change: 1 addition & 0 deletions Core/Compatibility.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -98,6 +98,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "AllowLargeFBTextureOffsets", &flags_.AllowLargeFBTextureOffsets);
CheckSetting(iniFile, gameID, "AtracLoopHack", &flags_.AtracLoopHack);
CheckSetting(iniFile, gameID, "DeswizzleDepth", &flags_.DeswizzleDepth);
CheckSetting(iniFile, gameID, "SmoothedDepal", &flags_.SmoothedDepal);
}

void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool *flag) {
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1 change: 1 addition & 0 deletions Core/Compatibility.h
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Expand Up @@ -88,6 +88,7 @@ struct CompatFlags {
bool AllowLargeFBTextureOffsets;
bool AtracLoopHack;
bool DeswizzleDepth;
bool SmoothedDepal;
};

class IniFile;
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25 changes: 25 additions & 0 deletions GPU/Common/FragmentShaderGenerator.cpp
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Expand Up @@ -23,8 +23,10 @@
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/GPU/ShaderWriter.h"
#include "Common/GPU/thin3d.h"
#include "Core/Compatibility.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/ShaderUniforms.h"
Expand Down Expand Up @@ -88,6 +90,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu

bool doFlatShading = id.Bit(FS_BIT_FLATSHADE) && !flatBug;
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL) && !texture3D; // combination with texture3D not supported. Enforced elsewhere too.
bool smoothedDepal = PSP_CoreParameter().compat.flags().SmoothedDepal;
bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE);
bool colorWriteMask = id.Bit(FS_BIT_COLOR_WRITEMASK) && compat.bitwiseOps;

Expand Down Expand Up @@ -590,6 +593,28 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
}
}
}
} else if (shaderDepal && smoothedDepal) {
// Specific mode for Test Drive. Fixes the banding.
if (doTextureProjection) {
// We don't use textureProj because we need better control and it's probably not much of a savings anyway.
// However it is good for precision on older hardware like PowerVR.
WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord, texcoord);
} else {
WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord);
}
WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord);
WRITE(p, " uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFFU;\n");
WRITE(p, " uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3U;\n");
WRITE(p, " float index0 = t.r;\n");
WRITE(p, " float mul = 32.0 / 256.0;\n");
WRITE(p, " if (depalFmt == 0) {\n"); // yes, different versions of Test Drive use different formats. Could do compile time by adding more compat flags but meh.
WRITE(p, " if (depalShift == 5) { index0 = t.g; mul = 64.0 / 256.0; }\n");
WRITE(p, " else if (depalShift == 11) { index0 = t.b; }\n");
WRITE(p, " } else {\n");
WRITE(p, " if (depalShift == 5) { index0 = t.g; }\n");
WRITE(p, " else if (depalShift == 10) { index0 = t.b; }\n");
WRITE(p, " }\n");
WRITE(p, " t = %s(pal, vec2(index0 * mul, 0.0));\n", compat.texture);
} else {
if (doTextureProjection) {
// We don't use textureProj because we need better control and it's probably not much of a savings anyway.
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4 changes: 2 additions & 2 deletions GPU/Vulkan/DrawEngineVulkan.cpp
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Expand Up @@ -185,8 +185,8 @@ void DrawEngineVulkan::InitDeviceObjects() {
samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
samp.flags = 0;
samp.magFilter = VK_FILTER_NEAREST;
samp.minFilter = VK_FILTER_NEAREST;
samp.magFilter = VK_FILTER_LINEAR;
samp.minFilter = VK_FILTER_LINEAR;
res = vkCreateSampler(device, &samp, nullptr, &samplerSecondary_);
_dbg_assert_(VK_SUCCESS == res);
res = vkCreateSampler(device, &samp, nullptr, &nullSampler_);
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2 changes: 1 addition & 1 deletion GPU/Vulkan/DrawEngineVulkan.h
Original file line number Diff line number Diff line change
Expand Up @@ -218,7 +218,7 @@ class DrawEngineVulkan : public DrawEngineCommon {
// Secondary texture for shader blending
VkImageView boundSecondary_ = VK_NULL_HANDLE;
VkImageView boundDepal_ = VK_NULL_HANDLE;
VkSampler samplerSecondary_ = VK_NULL_HANDLE; // This one is actually never used since we use fetch.
VkSampler samplerSecondary_ = VK_NULL_HANDLE; // This one is actually never used since we use fetch (except in SmoothedDepal mode for Test Drive).

PrehashMap<VertexArrayInfoVulkan *, nullptr> vai_;
VulkanPushBuffer *vertexCache_;
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7 changes: 7 additions & 0 deletions assets/compat.ini
Original file line number Diff line number Diff line change
Expand Up @@ -1276,3 +1276,10 @@ UCKS45048 = true
UCJS18030 = true
UCJS18047 = true
NPJG00015 = true

[SmoothedDepal]
# Test Drive Unlimited smoothed CLUT lookups. See comments in #13355
ULET00386 = true
ULES00637 = true
ULKS46126 = true
ULUS10249 = true

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