ZeroGS OpenGL/Linux: Took out the FFX hack, and turned it on by default. Removed a few options that weren't doing anything, and added a few into the Linux list that were missing.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@852 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
arcum42 2009-03-29 04:18:21 +00:00
parent d1ac2a8700
commit de86b1dba7
3 changed files with 25 additions and 16 deletions

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@ -770,11 +770,10 @@ void CALLBACK GSvsync(int interlace)
#ifndef ZEROGS_DEVBUILD
const char* g_pShaders[4] = { "full", "reduced", "accurate", "accurate-reduced" };
sprintf(strtitle, "ZeroGS KOSMOS 0.%d.%d %.1f fps | %s%s%s%s %s (%.1f)", zgsbuild, zgsminor, fFPS,
sprintf(strtitle, "ZeroGS KOSMOS 0.%d.%d %.1f fps | %s%s%s %s (%.1f)", zgsbuild, zgsminor, fFPS,
(conf.interlace < 2) ? "interlace | " : "",
conf.bilinear ? (conf.bilinear==2?"forced bilinear | ":"bilinear | ") : "",
conf.aa ? s_aa[conf.aa] : "",
(g_GameSettings&GAME_FFXHACK) ? "ffxhack | " : "",
g_pShaders[g_nPixelShaderVer], (ppf&0xfffff)/(float)UPDATE_FRAMES);
#else
sprintf(strtitle, "%d | %.1f fps (sk:%d%%) | g: %.1f, t: %.1f, a: %.1f, r: %.1f | p: %.1f | tex: %d %d (%d kbpf)", g_nFrame, fFPS,
@ -967,12 +966,12 @@ void _GSgifTransfer(pathInfo *path, u32 *pMem, u32 size)
if( path == &gs.path1 )
{
// ffx hack
if( g_GameSettings & GAME_FFXHACK )
{
/*if( g_GameSettings & GAME_FFXHACK )
{*/
if( path->tag.eop )
return;
continue;
}
/*}*/
return;
}

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@ -31,6 +31,7 @@ extern "C" {
}
#include "Linux.h"
#include "zerogs.h"
#include <map>
@ -272,9 +273,9 @@ void CALLBACK GSconfigure()
confOpts.value = 0x00000040;
confOpts.desc = "No color clamping - 00000040\nSpeeds up games, but might be too bright or too dim.";
mapConfOpts["00000040"] = confOpts;
confOpts.value = 0x00000080;
confOpts.desc = "FFX hack - 00000080\nShows missing geometry.";
mapConfOpts["00000080"] = confOpts;
// confOpts.value = 0x00000080;
// confOpts.desc = "FFX hack - 00000080\nShows missing geometry.";
// mapConfOpts["00000080"] = confOpts;
confOpts.value = 0x00000200;
confOpts.desc = "Disable depth updates - 00000200";
mapConfOpts["00000200"] = confOpts;
@ -290,9 +291,9 @@ void CALLBACK GSconfigure()
confOpts.value = 0x00002000;
confOpts.desc = "Disable stencil buffer - 00002000\nUsually safe to do for simple scenes.";
mapConfOpts["00002000"] = confOpts;
confOpts.value = 0x00004000;
confOpts.desc = "No vertical stripes - 00004000\nTry when there's a lot of garbage on screen.";
mapConfOpts["00004000"] = confOpts;
// confOpts.value = 0x00004000;
// confOpts.desc = "No vertical stripes - 00004000\nTry when there's a lot of garbage on screen.";
// mapConfOpts["00004000"] = confOpts;
confOpts.value = 0x00008000;
confOpts.desc = "No depth resolve - 00008000\nMight give z buffer artifacts.";
mapConfOpts["00008000"] = confOpts;
@ -314,6 +315,16 @@ void CALLBACK GSconfigure()
confOpts.value = 0x00200000;
confOpts.desc = "32 bit render targets - 00200000";
mapConfOpts["00200000"] = confOpts;
confOpts.value = 0x00400000;
confOpts.desc = "Path 3 Hack - 00400000";
mapConfOpts["00400000"] = confOpts;
confOpts.value = 0x00800000;
confOpts.desc = "Parallelize Contexts - 00800000 (Might speed things up, xenosaga is faster)";
mapConfOpts["00800000"] = confOpts;
confOpts.value = 0x01000000;
confOpts.desc = "Specular Highlights - 01000000\nMakes xenosaga graphics faster by removing highlights";
mapConfOpts["01000000"] = confOpts;
for(map<string, confOptsStruct>::iterator it = mapConfOpts.begin(); it != mapConfOpts.end(); ++it)
{

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@ -54,7 +54,6 @@ inline void* wglGetProcAddress(const char* x) {
#include <vector>
#include <map>
#include <string>
#include <list>
using namespace std;
#ifndef SAFE_DELETE
@ -210,13 +209,13 @@ struct VERTEXSHADER
#define GAME_NOTARGETRESOLVE 0x10
#define GAME_EXACTCOLOR 0x20
#define GAME_NOCOLORCLAMP 0x40
#define GAME_FFXHACK 0x80
//#define GAME_FFXHACK 0x80
#define GAME_NODEPTHUPDATE 0x0200
#define GAME_QUICKRESOLVE1 0x0400
#define GAME_NOQUICKRESOLVE 0x0800
#define GAME_NOTARGETCLUT 0x1000 // full 16 bit resolution
#define GAME_NOSTENCIL 0x2000
#define GAME_VSSHACKOFF 0x4000 // vertical stripe syndrome
//#define GAME_VSSHACKOFF 0x4000 // vertical stripe syndrome
#define GAME_NODEPTHRESOLVE 0x8000
#define GAME_FULL16BITRES 0x00010000
#define GAME_RESOLVEPROMOTED 0x00020000
@ -228,8 +227,8 @@ struct VERTEXSHADER
#define GAME_DOPARALLELCTX 0x00800000 // tries to parallelize both contexts so that render calls are reduced (xenosaga)
// makes the game faster, but can be buggy
#define GAME_XENOSPECHACK 0x01000000 // xenosaga specularity hack (ignore any zmask=1 draws)
#define GAME_PARTIALPOINTERS 0x02000000 // whenver the texture or render target are small, tries to look for bigger ones to read from
#define GAME_PARTIALDEPTH 0x04000000 // tries to save depth targets as much as possible across height changes
//#define GAME_PARTIALPOINTERS 0x02000000 // whenver the texture or render target are small, tries to look for bigger ones to read from
//#define GAME_PARTIALDEPTH 0x04000000 // tries to save depth targets as much as possible across height changes
#define USEALPHATESTING (!(g_GameSettings&GAME_NOALPHATEST))