Gregory Hainaut
a8a2db8eb1
gsdx mipmap:ogl: extend HW sampler with tri-linear filtering
...
v2:
* use nice enum
* use bilinear info when there is no mipmap (more accurate)
2016-10-13 20:16:38 +02:00
Gregory Hainaut
335d7f3ae5
gsdx: add a nice enum for min filter
2016-10-13 20:16:38 +02:00
Gregory Hainaut
7ea0e90678
gsdx mipmap:ogl: extend shader to support trilinear filtering
2016-10-13 20:16:38 +02:00
Gregory Hainaut
d185a85a07
gsdx ogl: replace simple_sample variable by the opposite shader_emulated_sampler
...
It feels easier to read this way
2016-10-13 20:16:38 +02:00
Gregory Hainaut
ae441e6a2c
gsdx mipmap:HW: Update all valid texture layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut
5d593dd948
gsdx mipmap:HW: save state of both min&max lod values
2016-10-13 20:16:38 +02:00
Gregory Hainaut
15b1d8d3f0
gsdx mipmap:tc: add code to update a single layer of a mipmap
2016-10-13 20:16:38 +02:00
Gregory Hainaut
dbb4bdf59f
gsdx mipmap:ogl: add GL_TEXTURE mipmap support
...
* Allocate more memory for extra layers
* Allow to upload data in any layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut
76bd968c59
gsdx mipmap: extend texture/cache to support a layer parameter
2016-10-13 20:16:38 +02:00
Gregory Hainaut
b695e0065a
gsdx mipmap: use a 3 state option
2016-10-13 20:16:38 +02:00
Jonathan Li
679f3347bb
cdvdgigaherz: Read raw CD sectors one by one ( #1590 )
...
A multi sector raw disk sector read that reads data from two tracks of
different types will not complete successfully. Reading the sectors one
at a time should fix the issue.
2016-10-10 22:33:15 +01:00
Clang Format
039573b133
clang-format spu2x
...
Note: it doesn't play well with define around forceinline (might need to fix the inline btw)
And a single macro in RegTable.cpp
2016-10-10 20:41:24 +02:00
Robert
36631f2270
remove a useless define
...
cosmetics
more cosmetics
some more cosmetics? sure!
whitespaces
whiterspaces
2016-10-09 20:10:53 +02:00
Robert
95fe77a594
bad merge fix
2016-10-09 16:15:19 +02:00
Robert Neumann
19a8ed8b25
psxmode: Spu2x: more native SPU2 reghandlers. first "working" reverb! (everything before was just random data)
2016-10-09 15:52:47 +02:00
Robert Neumann
ee05137415
psxmode: Spu2x: add reverb register handling, fix a problem with the address translation, re-enable "VMIXEL" writing (which should just be named Echo/Effect ON or EON really)
2016-10-09 15:52:47 +02:00
Robert Neumann
1ec70f1df3
psxmode: Spu2x now working correctly. Kudos to pseudonym. Took him 30 minutes to fix this!
2016-10-09 15:52:46 +02:00
Robert Neumann
08b6edae80
psxmode: further spu2x work
2016-10-09 15:52:45 +02:00
Robert
3aabc1adbf
spu2x work 1
2016-10-09 15:52:05 +02:00
Gregory Hainaut
9af34cc611
gsdx tc: miss a set scaling call
...
Likely impact issue #83/#694
2016-10-09 13:07:08 +02:00
Gregory Hainaut
3b733930fe
gsdx: UserHacks_TextureInsideRt must be disabled by default
...
Likely a bad copy/past
2016-10-09 12:13:37 +02:00
Gregory Hainaut
344636d88e
gsdx ogl: attach input texture before copy
...
Help to ensure with copy the good texture in debugger
2016-10-08 23:42:39 +02:00
Gregory Hainaut
22ebdcf1cf
gsdx debug: create a nice dump function for kernel gs registers
...
Add missing register
2016-10-08 23:42:39 +02:00
Andreas
ab228c8484
Added missing CRC for Grand Theft Auto San Andreas.
2016-10-08 18:38:50 +03:00
FlatOutPS2
db853b4462
GSdx: Add Jak 2 US CRC to GSCrc list.
...
Fixes issue: https://github.com/PCSX2/pcsx2/issues/1603
2016-10-07 13:14:15 +03:00
Gregory Hainaut
574a807678
gsdx tc: new hack to extract texture from rt
...
UserHacks_TextureInsideRt = 1 (don't look at Jak)
2016-10-07 01:43:04 +02:00
Gregory Hainaut
8873b27eb8
gsdx: let's keep the new clut option off
...
There are still issue with virtua fighter (albeit my dump is better...)
2016-10-06 22:05:03 +02:00
Gregory Hainaut
79666b26c0
gsdx sw: restore the const reference
...
It was removed for PSX hack which was removed a couple of commits ago
2016-10-06 20:02:22 +02:00
Gregory Hainaut
c66004bbb2
gsdx: hidden option to better support dual context clut
...
Option is on by default. Just a safety net in case of regression
Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
2016-10-06 19:08:21 +02:00
Gregory Hainaut
9cd4984f7c
gsdx debug: more log
2016-10-06 18:56:31 +02:00
Gregory Hainaut
d827497403
gsdx: let's handle illegal 4 bits format too
...
In doubt if some games use them.
2016-10-05 22:07:49 +02:00
Gregory Hainaut
9b93c07339
gsdx: Handle illegal 8 bits format. Found the most silly GS dev trick
...
Fix Berserk #1526 Well done guys but we're more clever than you ;)
So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format
2016-10-05 22:07:43 +02:00
Gregory Hainaut
6fd46eb36a
gsdx: move the validation of the texture format before the draw call
...
Avoid false positive when game write dummy stuff
2016-10-05 22:07:23 +02:00
Pseudonym
a0629587be
gsdx memory: implement read texture of PS GPU24
...
convert the swizzled block as tightly packed 24 bits RGB
Then convert scanline to standard 32 bits RGBA
The HW renderer requires the preload data hack
2016-10-05 21:59:42 +02:00
Gregory Hainaut
1c900e780a
gsdx memory: add a PS GPU 24 bits format
...
Same swizzle as 16 bits. But contains tightly packed RGB pixels.
2016-10-05 21:06:38 +02:00
Gregory Hainaut
1cc696ab31
gsdx hw: update TEST.ATE field after ATE optimization
...
Otherwise DoFirstPass/DoSecondPass will give you result based on pre-ATE optimization
Close #1607
2016-10-05 09:43:24 +02:00
Gregory Hainaut
3653a7746a
gsdx psxmode: small hack to "see" video until we found a better solution
2016-10-05 09:43:24 +02:00
Gregory Hainaut
677f890c5c
gsdx debug: static GSState::s_n
...
This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut
61333ecb40
gsdx debug: trace register access
...
I didn't include high frequency register such as vertex stuff
main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut
1b8d6a38e7
Merge pull request #1586 from PCSX2/gsdx-refresh-gui-options
...
Gsdx refresh gui options
2016-10-04 18:30:48 +02:00
Gregory Hainaut
354aa6831b
gsdx ogl: brain hang in the middle of the line
...
Only impact if bilinear is forced
2016-10-03 18:52:02 +02:00
Gregory Hainaut
5b72fab2e4
gsdx ogl: depth regression from 866173a481
...
Only mask depth if the min value is too big
Issue #1602
2016-10-03 18:32:54 +02:00
Gregory Hainaut
3be055a366
gsdx hw: remove code to detect an effect
...
It was a tentative to emulate GTA radiosity but the new hack is more generic
2016-10-02 18:29:23 +02:00
Gregory Hainaut
49c44db635
gsdx:dx: make filtering right
...
WMS/WMT 2 is the region clamping mode.
Hw unit can't emulate it right so it can give you bad filtering (Fix #1025 )
Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
2016-10-02 18:21:52 +02:00
Gregory Hainaut
7f4791fa85
gsdx hw: improve no_ds detection
...
Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
2016-10-02 18:21:52 +02:00
Gregory Hainaut
c3ac3ecbe7
gsdx hw: move try alpha test at the beginning
...
Will allow to use alpha test optimization to better optimize depth lookup
Require to do clut handling before
2016-10-02 18:21:52 +02:00
Gregory Hainaut
dc365e066d
gsdx tc: remove old plain TEXA hack
...
It must work fine without it now.
From the google code comments:
It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)
v2: update Dx code to use the good format
2016-10-02 18:21:52 +02:00
Gregory Hainaut
cf13cccb1e
gsdx: avoid useless spamming of INVALID PSM in release build
2016-10-02 18:21:41 +02:00
Gregory Hainaut
955a69b16e
gsdx ogl: fix GT4 regression (wrong texture on timing)
2016-10-02 12:16:48 +02:00
Gregory Hainaut
c7c6566bca
gsdx hw: of course the full Jak series will kill me
2016-10-02 11:57:09 +02:00
Gregory Hainaut
b6638d4eec
gsdx hw: forgot to comment an unused variable
...
Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Gregory Hainaut
3996fbe365
gsdx hw: reduce conplexity around TryAlphaTest
...
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut
c5f086b385
gsdx ate: separate the code that depends on TEST.AFAIL
...
Easier to read and allow a switch optimization
Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut
4612b79575
gsdx: add a warning on vertex trace
...
Due to a division by 2, depth lsb bit is always 0
I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00
Gregory Hainaut
d1e07295e7
gsdx linux: add the missing gui option for unscale point/line primitive
2016-10-01 19:16:44 +02:00
Gregory Hainaut
5e1064da55
gsdx: remove the safe accurate blending hack
...
V2: Integrate Flatout patch to do the Window side
2016-10-01 19:15:52 +02:00
Gregory Hainaut
f77c1900fa
gsdx tc: always clear a new depth buffer
...
Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)
Hopefully it won't impact too much the speed.
2016-10-01 19:00:17 +02:00
Gregory Hainaut
9c84712640
gsdx hw: enable palette read back on Jak2
2016-10-01 18:47:21 +02:00
Gregory Hainaut
5d93a392e4
gsdx hw: xman half screen correction
2016-09-30 22:25:24 +02:00
Gregory Hainaut
29c25bc375
gsdx clut: disable some assertions often fired
2016-09-30 22:24:38 +02:00
Gregory Hainaut
34686394a6
gsdx hw: add an hack for Jak3
...
I'm disappointed...
Read back palette written by the GPU. Avoid strange color on the skin.
2016-09-30 19:22:16 +02:00
Gregory Hainaut
df2f8684d6
gsdx: improve TC cache log
2016-09-30 19:18:58 +02:00
Gregory Hainaut
8d24aa2b39
gsdx: GoW2 half screen bug
...
... Seriously ...
2016-09-30 19:15:25 +02:00
Gregory Hainaut
fc32b749dd
onepad: fix a pad regression on odin sphere
2016-09-30 10:25:14 +02:00
Gregory Hainaut
8d4fadb3c8
Revert "gsdx state: TEX0 write behavior might depends on the context"
...
This reverts commit b34243fa7b
.
Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut
90ad9cf668
gsdx hw mipmap: tune the rounding + remove previous hack
...
GS really uses an invalid texture located at 0.
Improve the rounding for R&C. The idea is to avoid the corner case were only
the corner of the triangle touch the 7/16 edge.
2016-09-28 19:41:12 +02:00
Gregory Hainaut
adb8be3287
gsdx: add/update comment
...
Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut
749037346c
gsdx: report an error if PSM is invalid
2016-09-28 19:41:12 +02:00
Gregory Hainaut
fea31f7422
gsdx: don't use virtual when it is useless
2016-09-28 19:41:11 +02:00
Gregory Hainaut
97172f5e51
gsdx debug: count draw call in a different way
...
* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB
Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Gregory Hainaut
b34243fa7b
gsdx state: TEX0 write behavior might depends on the context
...
Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw ctx 0
Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.
To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.
Next draw will use the ctx1 clut so I apply TEX0 when the context is switched
Please test harley davidson :)
v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut
e0961d81a0
gsdx HW: use after free crash
...
Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022
Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509
Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.
This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset") and the base layer (which wrongly keep an old "offset")
Conclusion, pray for my soul as it is very hard to reproduce
2016-09-26 20:34:38 +02:00
Gregory Hainaut
04d82d8127
gsdx: size doesn't count but 0.625 might change your life :p
2016-09-26 19:42:07 +02:00
Gregory Hainaut
be9995bd1e
gsdx mipmap: improve robustness to avoid potential crash
2016-09-26 09:27:03 +02:00
Gregory Hainaut
ebb2a8ad5a
gsdx debug: Add DISABLE_WIP_ASSERTION
...
To easily disable assertion on codes that only require investigation
2016-09-25 20:00:51 +02:00
Gregory Hainaut
ca4f265ce6
gsdx debug: dump mipmap register could be useful now :)
2016-09-25 20:00:51 +02:00
Gregory Hainaut
ef9a144437
gsdx hw: extra trick for the mipmap
...
Ratchet & Clank (the third) uses an address of 0 for invalid mipmap.
It would be very awkward to put the middle layer of texture in start of
memory. So let's use this information to correct the lod.
It make the game more robust on the lod rounding
2016-09-25 11:54:00 +02:00
Gregory Hainaut
78b2848622
gsdx: factorize the TEX0 generation for mipmap
2016-09-25 11:51:48 +02:00
Gregory Hainaut
ccd9ce1728
gsdx hack: move tales of legendia hack to full move
...
Also remove the OI hack which is handled by the generic double half clear
2016-09-25 10:17:08 +02:00
Gregory Hainaut
e229dc1549
gsdx hack: move Resident Evil 4 to full level
...
The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.
2016-09-25 10:13:21 +02:00
Gregory Hainaut
ad8a84a532
gsdx hw: reduce hack of Spyro series
...
Based on the comment, it ought to be fixed with previous commit.
2016-09-25 10:08:55 +02:00
Gregory Hainaut
7f871b0cc6
gsdx hw: remove various CRC hack that ought to be fixed with previous commit
...
* SpidermanWoS
* TyTasmanianTiger
* TyTasmanianTiger2
* DigimonRumbleArena2
* XmenOriginsWolverine
* CallofDutyFinalFronts
* GoW2 (only in openGL)
2016-09-25 10:08:54 +02:00
Gregory Hainaut
1e343084e2
gsdx hw: group the double half clear with gs mem clear hack
...
It avoid redundant check of the GS context
You can disable the extra clear with UserHacks_DisableGsMemClear = 1
2016-09-25 10:08:54 +02:00
Gregory Hainaut
6c6ed5f443
gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written ( #1588 )
...
* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written
It will work for both Jak and Ratchet&Clank and without CRC
2016-09-25 10:05:44 +02:00
Gregory Hainaut
6e2bf98d5f
gsdx hw: round mipmap lod value
...
Will avoid some corruption based on distance/angle
2016-09-24 20:05:39 +02:00
Gregory Hainaut
719982e4a3
gsdx hw: forget to update a parameter
...
OMG, fixes various mipmap issues
2016-09-24 18:57:47 +02:00
Gregory Hainaut
76494e5f9c
gsdx hw: add an userhack for hw mipmap
2016-09-24 12:39:31 +02:00
Gregory Hainaut
e38aba0dff
gsdx: rename SW texture dump filename
...
* Use texraw for the unconverted texture (keep index fmt)
=> avoid bad filename order with the multiple texture layers
* add the real mipmap address
* Use a nice string format
2016-09-24 09:15:40 +02:00
Gregory Hainaut
d89b09427f
gsdx: gl logging is only available in MTGS thread
...
Fix crash in debug build
2016-09-22 17:54:44 +02:00
Gregory Hainaut
b00ae974d2
gsdx ogl: fix bad interaction between accurate blending and geometry shader
...
Recent optimization allow to use triangle to render sprite even when gs is supported
close #1574
2016-09-20 09:30:24 +02:00
Jonathan Li
c64e8f944e
cdvdgigaherz: Fix printf sign mismatch warnings
...
Fixes warning C6340: printf sign mismatch
Only remaining warnings for cdvdGigaherz (using level 4 warning
settings) are:
C6258: TerminateThread does not allow proper thread clean up
C4201: nonstandard extension used: nameless struct/union (from the
lo/hi u128 struct in common/include/Pcsx2Types.h)
2016-09-20 01:24:23 +01:00
Jonathan Li
57d029f34a
cdvdgigaherz: Use INT_PTR for dialog handler return type
...
BOOL is not the correct return type (though it works for 32-bit).
2016-09-20 01:23:47 +01:00
Jonathan Li
0ca36e8943
cdvdgigaherz: Fix value truncation warnings
...
Fixes warning C4244: conversion to smaller data type, possible loss of
data.
2016-09-20 00:47:15 +01:00
Jonathan Li
a61aa8ff0b
cdvdgigaherz: Remove unreachable return
...
Fixes warning C4702: unreachable code
2016-09-20 00:46:33 +01:00
Clang Format
2967d5d3f1
cdvdgigaherz: Reformat with clang-format
2016-09-19 19:53:00 +01:00
Jonathan Li
60da39712c
cdvdgigaherz: Remove unused code/macros/variables/etc
...
The SPTI code is unused, and it's simpler to just use the Windows
ioctls/API if they work (only raw disk sector reading is an issue and
the SPTI workaround is already in place).
2016-09-19 19:50:55 +01:00
Gregory Hainaut
b91bd3ea01
gsdx dx/gl: fix potential bug in alpha test handling
...
Depth test must remain disabled if write were masked.
Bug was detected on ICO (sea/sky) but the previous commit removes
the wrong ATE draw call.
2016-09-19 08:56:49 +02:00
Gregory Hainaut
6966e08306
gsdx: move alpha test optimization in base class
...
One code for all renderers :)
2016-09-19 08:48:32 +02:00
Gregory Hainaut
38b77397e0
gsdx hw: remove custom Ty Tasmanian Tiger / Simposons OI hack
...
Replaced by the generic OI_DoubleHalfClear. If OI_DoubleHalfClear is fast/safe enough, it
will enabled by default in the future.
2016-09-18 18:50:16 +02:00
Gregory Hainaut
6558317a7e
gsdx: s/m_eq.xzyf & 4/m_eq.z/
...
Much better this way
2016-09-18 18:50:15 +02:00
Gregory Hainaut
7a40b27931
gsdx CRC: move GTA hack to full level
...
You can now emulate the radiosity effect with the UserHacks_AutoFlush hack.
2016-09-18 18:50:15 +02:00
Gregory Hainaut
0f387a8e3c
Merge pull request #1535 from PCSX2/clang-tidy-macro-parenthesis
...
clang-tidy: use parenthesis around macro parameters
2016-09-18 18:48:04 +02:00
Jonathan Li
15fbd6fbf4
cdvdgigaherz: Remove ISO file reader ( #1569 )
...
It doesn't support dual layer ISO images, and the ini has to be edited
manually so it loads an ISO image ("$" has to be prepended to the ISO
path as well). The PCSX2 internal ISO file reader is probably better in
most/all aspects and I don't think it's worth copying the logic from
PCSX2 into the plugin.
2016-09-18 18:38:21 +02:00
Gregory Hainaut
310f13a2f7
gsdx ogl: only use geometry shader to convert big enough draw call ( #1554 )
...
gsdx ogl: only use geometry shader to convert big enough draw call
The purpose of geometry shader is to reduce bandwidth (72 bytes by sprite)
and CPU load.
Unfortunately it increases CPU load due to extra shader validations.
So geometry shader will only be enabled for draw call with more than
16 sprites (arbitrarily, smallest number before shadow hearts plummet)
v2: don't disable geometry shader in replayer.
It is easier to spot sprite rendering and to manually read vertex info.
2016-09-18 16:58:02 +02:00
Gregory Hainaut
2a60264e40
gsdx replayer: improve error message when file is corrupted
2016-09-18 16:52:35 +02:00
Gregory Hainaut
6e6eae7844
pcsx2:gsdx:spu2x: use parenthesis around macro parameters
...
For safety reasons.
2016-09-18 16:13:55 +02:00
Gregory Hainaut
64d499af6e
pcsx2|spu2x: remove unused macro
2016-09-18 16:13:29 +02:00
Gregory Hainaut
b1d446895b
GSdx: replace IsTopLeftAligned macro with a function
2016-09-18 16:13:28 +02:00
Gregory Hainaut
f0a54bf6e3
spu2x: replace EMITC macro with a function
2016-09-18 16:13:28 +02:00
Gregory Hainaut
5ef2d538a0
gsdx hw: only keep a single half clear implementation
2016-09-18 13:16:59 +02:00
Gregory Hainaut
a0c1719695
gsdx hw: DoC takes 3
...
Add support for 16 bits format too. Fix shadows.
2016-09-17 12:06:43 +02:00
Gregory Hainaut
ebdf54a60b
gsdx sw: don't enable auto flush hack in replayer
...
Otherwise we don't have same number of draw call in HW/SW which is
awful to compare
2016-09-17 12:05:05 +02:00
Gregory Hainaut
3546d54e3b
gsdx hw: improve the vertical half clear for DoC
...
Previous assumption that crazyness was used to clear the buffer is wrong.
It was also used to write a constant color to the buffer.
2016-09-17 10:34:35 +02:00
Jonathan Li
4d5e051387
gsdx: Fix missing "\n" in rc file
...
It stops Visual Studio from asking to normalise the line endings
everytime the resource editor is used.
2016-09-16 23:42:54 +01:00
Jonathan Li
91b2e5bdbb
Merge pull request #1564 from FlatOutPS2/master
...
GSdx: Add Windows UI options for HW hacks
2016-09-16 23:35:45 +01:00
Gregory Hainaut
7b9654f164
gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
...
The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
FlatOutPS2
55b0be36cd
GSdx: Add cancel button to Hacks dialog
...
Add a cancel button to the Hacks dialog to make it easier for the user
to exit the window without making changes.
2016-09-16 23:22:13 +02:00
FlatOutPS2
5420fcaf3a
GSdx: Add Windows UI options for HW hacks
...
Add UI options for Auto Flush and Unscale Point Line HW hacks.
2016-09-16 23:19:05 +02:00
Gregory Hainaut
3994141d40
gsdx sw: always enable the auto flush hack on the SW renderer
...
There are enough option. Will remove it if too slow.
Positively impact Jak, GTA, Battlefield 2
2016-09-15 17:24:40 +02:00
Gregory Hainaut
1a1d6ab478
gsdx: handle the invalid format 0x3
...
International Super Star Soccer seems to use it.
It could be a core bug, in doubt uses the likely expected standard 0x13
2016-09-14 19:22:45 +02:00
Gregory Hainaut
4796803c33
pcsx2: Remove == true/false for boolean logic ( #1556 )
...
As discussed in #1553
Clang Tidy reports goes from 156 to 9.
Remain some macro in spu2x + a deadcode line
2016-09-10 20:08:14 +02:00
Jonathan Li
77e128aa11
Merge pull request #1557 from turtleli/freetype
...
3rdparty: Add Freetype and link to GSdx
2016-09-10 14:04:26 +01:00
Jonathan Li
72d3e4e03f
windows: Add freetype to solution and link to GSdx
2016-09-10 12:36:56 +01:00
Gregory Hainaut
4ebe739b44
pcsx2: remove various unused variable
...
Warning can be reenabled on GCC
A warning isn't fixed as potentially the code is wrong
../pcsx2/gui/MemoryCardFolder.cpp: In member function ‘void FolderMemoryCard::FlushFileEntries(u32, u32, const wxString&, MemoryCardFileMetadataReference*)’:
../pcsx2/gui/MemoryCardFolder.cpp:1027:10: warning: unused variable ‘filenameCleaned’ [-Wunused-variable]
bool filenameCleaned = FileAccessHelper::CleanMemcardFilename( cleanName );
2016-09-10 00:09:05 +02:00
Gregory Hainaut
ccf198a80b
gsdx ogl: fix a regression on Okami
...
Strangely the game uses large texture to handle texture buffer.
I think it plays with WMS/WMT. I'm not sure texture shuffling is 100%
correct here. But without it, it's completely broken.
2016-09-09 21:51:23 +02:00
Gregory Hainaut
8c1722faa2
gsdx: add a note that Jak shadows can be handled with HW GL without auto flush hack
2016-09-09 21:08:15 +02:00
Gregory Hainaut
64a97483fb
gsdx: add Jak3 US too
2016-09-09 21:05:00 +02:00
Gregory Hainaut
de480ec0f5
gsdx: add crc hack for Jak
...
* 0x9C712FF0, Jak1, EU
* 0x472E7699, Jak1, US
* 0x2479F4A9, Jak2, EU
* 0x12804727, Jak3, EU
* 0xDF659E77, JakX, EU
Please report me the CRC of the US version too so I can add them.
Please test the shadows rendering (openGL HW + accurate blending at least basic)
2016-09-09 19:44:04 +02:00
Jonathan Li
d540dbec79
cdvdgigaherz: Fix event handle memory leak
...
Also bump the version to 0.10.0.
2016-09-08 23:46:05 +01:00
Jonathan Li
303996818c
cdvdgigaherz: Delete duplicate PlainIso file
2016-09-08 23:14:26 +01:00
Gregory Hainaut
d27d2dd520
fix compilation issue
2016-09-09 00:11:02 +02:00
Gregory Hainaut
c2b67ccb78
gsdx ogl: implement an alternate shader for Jak Shadows
...
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
pixels.
For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.
Note: it requires at least accurate blending set on basic
Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
2016-09-08 23:58:13 +02:00
Gregory Hainaut
c03b388786
Merge pull request #1551 from PCSX2/clang-format-v2
...
Clang format v2
2016-09-08 22:53:21 +02:00
Clang Format
e503534ff4
reformat CDVDiso
2016-09-08 21:54:50 +02:00
Clang Format
d6ae5bfafa
reformat lilypad
...
Note: I'm worried on the EXPORT/CALLBACK behavior on multiple OS
2016-09-08 21:54:49 +02:00
Clang Format
f06f44c30a
reformat onepad
2016-09-08 21:52:49 +02:00
Clang Format
0abf686406
pre-fomat onepad
...
Clang doesn't move back the '{' if there is a comment on the if line
2016-09-08 21:52:49 +02:00
Clang Format
1f8a0db290
reformat null plugin with pointer symbol on the right
2016-09-08 21:52:49 +02:00
Gregory Hainaut
f9d8cb97c0
Merge pull request #1508 from PCSX2/gsdx-allow-sso-amd
...
Finally AMD delivered the fix to support separate shader object !!!
2016-09-08 21:47:32 +02:00
Gregory Hainaut
6ee841319f
gsdx: help stupid compiler to allow 32 byte move
...
Default copy-constructor is eight 32 bits move
GSRendererOGL::Lines2Sprites code shrinks from 510B to 398B
(loop of the function 296B => 181B). Hopefully it will reduce the cost
to convert line to sprite on the CPU (i.e. when geometry shader is disabled)
2016-09-08 20:01:05 +02:00
Gregory Hainaut
aba0c733cd
gsdx linux: add a gui check box to control previous hack
2016-09-08 17:34:28 +02:00
Gregory Hainaut
029d74f855
gsdx: add an auto flush hack to implement a Read Write GS effect.
...
It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)
Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
easily.
Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect
Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
2016-09-08 17:25:59 +02:00
Gregory Hainaut
bcb951077d
gsdx: c_str() is useless when parameter is a string
...
Reported by clang tidy
2016-09-07 22:10:50 +02:00
Gregory Hainaut
145d6e29c2
gsdx: increase the allocation of the GS memory
...
GS memory is only 4MB but rendering is allowed to be 2048x2048
with 32 bits format (so 16MB). Technically the frame/depth buffer can start
at the end of the GS memory. Let's not waste too much memory.
Fix crash with BASARAX
(game draws a 2048x1664 32 bits area)
2016-09-07 08:34:24 +02:00
Gregory Hainaut
c638e5ec87
gsdx debug: use a pretty format name when dumping texture
...
Much faster to read the format on the file name :)
+ remove a couple of useless ifdef
2016-09-07 08:34:24 +02:00
Gregory Hainaut
6abd806539
gsdx perf: print frame time distribution
2016-09-07 08:34:24 +02:00
Gregory Hainaut
244bb555f9
Merge pull request #1532 from ssakash/Coverity
...
PCSX2: Fix a bunch of coverity defects
2016-09-05 20:16:13 +02:00
Gregory Hainaut
cedc4f241d
gsdx hw: add a crc hack for Dragon Quest & Final Fantasy in Itadaki Street
...
The hack only fix the HW renderer but not the SW renderer. However I'm not sure
the issue is from GSdx.
The hack will disable alpha test that used to generate empty draw call.
2016-09-04 19:41:31 +02:00
Gregory Hainaut
bb50b3419e
Merge pull request #1542 from PCSX2/gsdx-texture-transfer-motocross
...
gsdx: save the blit buffer register when a transfer is started
2016-09-04 16:55:08 +02:00
Akash
dc874a99cd
LilyPad: Remove useless self assignment
...
CID 146888 (#1 of 1): Self assignment (NO_EFFECT)self_assign: Assignment
operation (this->devices[i]->virtualControls + j).uid =
(this->devices[i]->virtualControls + j).uid has no effect.
2016-09-03 20:29:46 +05:30