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- diff --git a/plugins/GSdx/GSRendererHW.cpp b/plugins/GSdx/GSRendererHW.cpp
- index fc4e5ef..c0175db 100644
- --- a/plugins/GSdx/GSRendererHW.cpp
- +++ b/plugins/GSdx/GSRendererHW.cpp
- @@ -32,6 +32,8 @@ GSRendererHW::GSRendererHW(GSTextureCache* tc)
- {
- m_upscale_multiplier = theApp.GetConfig("upscale_multiplier", 1);
- m_userhacks_skipdraw = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SkipDraw", 0) : 0;
- + // Yet another hack to avoid black line issue
- + m_userhacks_RemoveHoleBetweenSprite = !!theApp.GetConfig("UserHacks_RemoveHoleBetweenSprite", 0);
- if(!m_nativeres)
- {
- @@ -295,6 +297,44 @@ void GSRendererHW::Draw()
- context->FRAME.FBMSK = fm;
- context->ZBUF.ZMSK = zm != 0;
- + // Hack to avoid black line in some games (ace combat). GS has a precision of 0.5 pixels that mean
- + // a small hole between primitive won't have any impact on native resolution.
- + // However if you try to upscale the rendering, you need a better accuracy.
- + //
- + // The idea of this hack is to detect SPRITE that have only a difference of 8 (0.5). Then you can extend/fuse
- + // primitive to avoid any hole. I think this hack is rather safe.
- + if (m_userhacks_RemoveHoleBetweenSprite) {
- + if (m_vt.m_primclass == GS_SPRITE_CLASS) {
- + size_t count = m_vertex.next;
- + GSVertex* v = &m_vertex.buff[0];
- + for(size_t i = 0; i < count; i += 2) {
- + int x = v[i+1].XYZ.X;
- + int ox = context->XYOFFSET.OFX;
- + v[i+1].XYZ.X = ((x-ox) | 0xF) + ox;
- + }
- + }
- + }
- +
- +
- +
- //
- DrawPrims(rt->m_texture, ds->m_texture, tex);
- diff --git a/plugins/GSdx/GSRendererHW.h b/plugins/GSdx/GSRendererHW.h
- index 405257a..a0b2156 100644
- --- a/plugins/GSdx/GSRendererHW.h
- +++ b/plugins/GSdx/GSRendererHW.h
- @@ -35,6 +35,7 @@ private:
- bool m_reset;
- int m_upscale_multiplier;
- int m_userhacks_skipdraw;
- + bool m_userhacks_RemoveHoleBetweenSprite;
- #pragma region hacks
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