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Implemented sceMpegAvcConvertToYuv420 and sceJpegCsc,finally Monster Hunter 3rd'video works #3821

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merged 6 commits into from
Sep 18, 2013

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shenweip
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Srceenshot:
qq20130918134129

imageBuffer += width;
imageBuffer += skipEndOfLine;
}
DEBUG_LOG_REPORT(ME, "UNIMPL sceJpegCsc(%i, %i, %i, %i, %i)", imageAddr, yCbCrAddr, widthHeight, bufferWidth, colourInfo);
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Hmm, I think it can just be DEBUG_LOG if you think it works.

By the way, the convention we've been using is __JpegSomething for internal funcs (maybe this is a bad convention), and using hleXyz for HLE-specific stuff like hleDelayThread(). I know JPCSP uses a different convention. Anyway, not a big deal, just mentioning.

-[Unknown]

@shenweip
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@unknownbrackets Done,thanks for mention.

@hdd60311
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Do this also fix any video of other game or MH3HD only?

@shenweip
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@hdd60311 I think also fix MHP3,I don't know what any other game will be fixed since I have no more games about this to test,It is grateful if you can post your findings here.

@LunaMoo
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LunaMoo commented Sep 18, 2013

The problem @hdd60311 mentioned(unless he says about something which doesn't happen for me) is related to buffered rendering and the movies can easily be viewed correctly by using nonbuffered one.

Basically in buffered rendering it looks like some frames are draw using internal resolution while others using window size(I guess they all should use window size?) which causes nasty blinking offset issue whenever those resolutions doesn't match, saying so MH movies doesn't need any other fixes:), ~ thanks for that @shenweip, it's buffered rendering that's doing something strange.
Not sure if this has an issue opened already, since I registered to github only to type that, but maybe it's somehow linked to #3771 since half of those blinking frames does look like zoom with high internal res.
I think renderWidth and renderHeight are wrong now, I can fix the issue by changing them in Framebuffer.cpp from:
vfb->renderWidth = (u16)(drawing_width * renderWidthFactor);
vfb->renderHeight = (u16)(drawing_height * renderHeightFactor);
to:
vfb->renderWidth = PSP_CoreParameter().pixelWidth;
vfb->renderHeight = PSP_CoreParameter().pixelHeight;
(dunno how to add patch to git yet, blah my nobishness;p)

And it looks perfectly as far as I tested even in buffered rendering with x10 upscale:), but I dunno if I have any other game that actually had this problem.

@LunaMoo
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LunaMoo commented Sep 18, 2013

Then again althrough I might found the culprit, the code I replaced it with just disabled internal res I guess(?), blindly replacing stuff without being involved in the project isn't best idea. ;x

@Ritori
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Ritori commented Sep 18, 2013

@LunaMoo is right*
When change to full screen it kinda broken (shake a bit) but with 2x it back to normal.

@shenweip
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@LunaMoo Yes,I think so.Could not change res when replace code as you say.

@LunaMoo
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LunaMoo commented Sep 18, 2013

I'm pretty sure it just set internal res to window size which is just bad~_~, but since it worked it seems to confirm that with buffered rendering some frames just aren't scaled to fit display res. Any ideas? @_@

@sum2012
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sum2012 commented Sep 18, 2013

MH3 non HD also work for video
1
But black screen after play finish video

hrydgard added a commit that referenced this pull request Sep 18, 2013
Implemented sceMpegAvcConvertToYuv420 and sceJpegCsc,finally Monster Hunter 3rd'video works
@hrydgard hrydgard merged commit 4773557 into hrydgard:master Sep 18, 2013
@shenweip shenweip deleted the patch-1 branch September 18, 2013 13:07
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7 participants