Commit Graph

264 Commits

Author SHA1 Message Date
Gregory Hainaut 37c7fa7663 gsdx: add draw exception (OOM and Recoverable)
The exception will free the unused (but allocated) texture aka the emergency break ;)

Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Gregory Hainaut c8dddfed06 gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut 21d1bd48ec gsdx hack: move the CRC setup into a separate function
In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut 60267790a1 gsdx: move (most) of the hw hack into a separate file
GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut e195e67a48 gsdx: move Metal Gear Solid CRC to DX level
OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Gregory Hainaut df70b8bb0e gsdx: fix Q NaN value
Avoid potential undefined results
2016-04-26 19:09:32 +02:00
Gregory Hainaut cb8088216b Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut 59ef668fd2 Merge pull request #1222 from PCSX2/gsdx-black-fmv
Gsdx black fmv
2016-04-21 09:25:36 +02:00
Gregory Hainaut 4611264ce3 gsdx: add CRC hack for Nocturne PAL
Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
Akash a1b0ae467e GSDX: Remove dubious/unnecessary hacks
* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
2016-04-07 15:15:39 +05:30
Akash 69c9a3d793 GSDX: Add an option to disable NTSC saturation
v2: convert it into a member variable.
2016-04-07 15:15:17 +05:30
Gregory Hainaut d922225e69 gsdx tc:invalidate RT when a texture is written inside it
It often happens the game try to upload the FMV directly which typically
gave a black screen.

Commit fix rules of roses and I hope various black screen FMV

Performance impact must be tested, and I'm afraid of strange texture cache behavior.

V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
2016-04-04 21:29:31 +02:00
Gregory Hainaut 261ef9ab6a gsdx: move some DBZGT hacks to Dx level
Based on this thread:

http://forums.pcsx2.net/Thread-Dragon-Ball-Z-Budokai-Tenkaichi-3-Graphical-Issue-Emulator-does-not-render-outlines
2016-03-25 08:23:50 +01:00
Gregory Hainaut 8ae7f60b04 Merge pull request #1175 from PCSX2-Alpha/GSDX_stuffs
GSDX: Vertical frequency corrections and extra stuffs
2016-02-13 18:15:49 +01:00
Akash e810428c86 GSDX: Remove some old comments
Disgaea 2 intro FMV now works fine with/without upscaling. (confirmed
with rama)
2016-02-12 12:05:42 +05:30
Akash 67a7a63a36 GSDX: Add vertical frequency for all video modes 2016-02-12 05:28:30 +05:30
Akash 1445bf7fb1 GSDX: Extend macros for all video modes.
The following patch detects the other video modes based on Phased lock loop divider (LC)
2016-02-12 04:43:57 +05:30
Gregory Hainaut 51b40c6b18 gsdx: move black CRC hack from openGL to DX level
Rendering is much nicer this way
2016-02-06 17:32:12 +01:00
Gregory Hainaut 85f64b8c08 Merge pull request #1137 from PCSX2-Alpha/CRTC_Scaling
PCRTC: Proper handling for 720P/1080P video modes.
2016-02-01 10:11:58 +01:00
Akash 7407162dfe GSDX: Add some nice macros 2016-01-30 05:19:53 +05:30
Gregory Hainaut 2ff611137e pcsx2|lilypad|gsdx: use portable printf format
(portable: let's see VS compilation...)
2016-01-22 19:46:03 +01:00
Akash 22fccd5143 GSDX: Add a nice debug message 2016-01-20 04:29:23 +05:30
Akash ebb6e34196 PCRTC: Fix video modes higher than 480P 2016-01-20 04:23:45 +05:30
Akash aade5278d8 PCRTC: Better handling of CRTC height saturation 2016-01-10 21:47:59 +05:30
ramapcsx2 4c765a04f7 Change an outdated GSdx comment. It may confuse people nowadays. 2015-12-01 21:36:23 +01:00
Akash d5ba546d2e GSDX: Improve CRTC output size handling 2015-11-09 05:52:42 +05:30
Gregory Hainaut 50e6306331 Merge pull request #919 from ssakash/coverity_init
Coverity: Initialize class members
2015-10-25 20:08:46 +01:00
Akash c1f1646dab GSDX: Initialize class members
CID 146973 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)2. uninit_member: Non-static class member overflow is not initialized in this constructor nor in any functions that it calls.
2999}
2015-10-23 01:35:15 +05:30
Gregory Hainaut 87001326f6 gsdx: remove 4Y-old unused code
It was never used.
2015-10-22 19:51:03 +02:00
Gregory Hainaut 00e37224ed gsdx: check the return value of mkdir function
Reported by coverity
2015-09-26 13:51:23 +02:00
Gregory Hainaut 7bec15b99f gsdx: remove useless condition check
Base pointer and format are always positive (unsigned int BTW) so drop
>= 0 comparison
2015-09-23 09:39:08 +02:00
Avi Halachmi (:avih) 3f81fc98dd gsdx: custom resolution - use 0 instead of 9 2015-09-22 01:00:53 +03:00
Jonathan Li 69d27dfb4b Merge pull request #829 from ssakash/rework_internalres
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
2015-09-21 20:12:47 +01:00
Gregory Hainaut b60dd9d1fe Merge pull request #814 from PCSX2/coverity-qa-high
Fix a bunches of coverity warning/errors.
2015-09-20 22:18:03 +02:00
Avi Halachmi (:avih) 54afd377ee GSdx: recording: Progressive: make the recorded clip play at full speed
Before this patch, when recording Progressive (frame) mode, it recorded all
the frames correctly but set the clip's fps property to 25/29.97, so when
played back it played at half the speed (but was fine when played at double speed).

This patch does not affect the number of frames recorded per second, but rather
only sets the resulting clip fps property to the correct one (double than before).

Also fixes a bug that in a non-managed window in progressive mode, the title
displayed "200%" speed when it should have displayed 100% speed.

Fixes #832
2015-09-19 14:44:48 +03:00
Akash b97018932d GSDX: Rework Internal Resolution function
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
2015-09-14 10:26:27 +05:30
Gregory Hainaut 2934a15902 gsdx: remove a duplicated check 2015-09-11 08:54:29 +02:00
gabest11 49b3acea72 gsdx: texture size reduction in sw mode, fixes Stolen, less memory usage in general. 2015-08-05 19:11:41 +02:00
gabest11 42f51591df gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet 2015-08-04 13:27:08 +02:00
gabest11 d631030608 gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd. 2015-08-04 03:36:42 +02:00
gabest11 e010004f1f gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls. 2015-08-03 14:35:47 +02:00
gabest11 85117ecbdd gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine. 2015-08-03 11:27:14 +02:00
gabest11 a1a842b07f gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode 2015-08-02 20:21:49 +02:00
Gregory Hainaut 7ca463bf75 gsdx: NaN is likely not well supported for S & T
Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
Gregory Hainaut 6719fc89a6 gsdx-sw: Nan is not well supported in Vertex
It fixes the bad light on Silent Hill with the SW renderer.

Full story
if Q is NaN, m_vt.m_eq.q becomes wrongly true
/Q will wrongly be optimized in the "Vertex Shader" of the SW

Note: Add an assert for the STQ handler

Code path is quite hot so no need to add extra check for nothing
2015-07-19 16:41:05 +02:00
Gregory Hainaut c660ea858b gsdx: move some CRC hacks to full level 2015-07-11 15:14:11 +02:00
Gregory Hainaut d46e41533d gsdx: remove various CRC of the openGL level
It is mostly the texture shuffle effect which is now emulated correctly on openGL

They remain in the Dx level as speedhack in particular for
    * Castlevania;
    * GodOfWar;
    * StarOcean3;
    * ValkyrieProfile2;
    * RadiataStories;

Remove old commented hack: Drakengard2, ArctheLad, ReZ

Separate hacks that are only enabled in aggressive mode
2015-07-01 09:36:54 +02:00
Gregory Hainaut 99b03b4632 gsdx-debug: log all write (texture) from the EE
It is verbose but it might help to understand the invalidation of texture
2015-07-01 09:36:53 +02:00
refractionpcsx2 f5e8503fa5 GSdx: Didn't need to change this :P 2015-06-17 22:41:16 +01:00
refractionpcsx2 c31c04d3db GSdx: Fix CRC hacks not re-initialising after option change 2015-06-17 22:25:43 +01:00