Commit Graph

31 Commits

Author SHA1 Message Date
Gregory Hainaut d870188d21 gsdx: sed/o/off/ 2015-05-15 20:40:09 +02:00
Gregory Hainaut 18405e2598 gsdx: add goemon comment on some assertion
If someone want to trigger them
2014-12-12 22:31:31 +01:00
gabest11 ddaa892726 Removed ATL/MFC dependencies from every project, the free version of visual studio does not have those. It compiles with vs2012 express now, will fix others later, in case they are broken.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5692 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-01 21:28:58 +00:00
gabest11@gmail.com d27b606e5c GSdx:
- changed the KH2 fix in GetTextureMinMax to my taste, should give the same results, when the used texture rect is to the left/above the clamped area, it returns [min, min+1], and [max-1, max] for right/below
- m_mem.m_clut.Read32 was returned to its original place from GetAlphaMinMax
- UserHacks_WildHack was moved up to GSState, special UV handlers are only used when this setting is active
- updated xbyak to the latest available (avx2 seems incomplete, the 256-bit promoted old instructions are missing)
- changed vtune's include path to the 2013 edition

Some other not yet commited changes from a year ago:
- WriteImageX overflow crash-fix
- moved colclamp after dithering (sw mode), it makes more sense, no visible changes noticed
- Gif_Tag::analyzeTag(), there was a conditional I didn't like, split the loop into two parts

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5649 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-06 11:36:01 +00:00
sudonim1@gmail.com 2fbcafc85e GSDX: Implemented CLUT temporary buffer wrapping by mirroring writes and hopefully fixed all CSA related bugs. There are fewer asserts on register values in the code now.
I'm only about 75% confident in this code.  Games might be broken.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5613 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-10 17:55:02 +00:00
ramapcsx2.code c4d9ce2e05 GSdx: Fixed a missing clut offset which broke Disney's Golf.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5611 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-10 11:48:27 +00:00
sudonim1@gmail.com b1536a755f GSDX: Nothing is fixed, the last two revisions did not happen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5549 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:36:54 +00:00
sudonim1@gmail.com 23cd8fd641 GSDX: Committing pointless extra work for the record before reverting. Everything is terrible.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5548 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:35:28 +00:00
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
sudonim1@gmail.com f2ca45ad46 GSDX: Put palette checking for alpha min/max calculation back in because of gabest's concerns about the software renderer's performance. Added a one line fix instead (m_clut.Read32(TEX0, TEXA))
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5313 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:57:13 +00:00
sudonim1@gmail.com 21522e71b2 GSDX: Skip checking each palette entry's expanded alpha when deciding whether a texture is fully opaque. Textures are probably almost never determined to be opaque by this and doing it is problematic. (Skipping the check might even be a performance gain for hardware, you never know.)
Also remove some (probably mangled) chinese comments from the cutie merge.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5311 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:02:52 +00:00
gabest11 915a57d9f3 GSdx: more fun with shaders but nothing works yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5083 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-27 11:56:49 +00:00
gabest11 67b12b3f92 GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4956 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 21:15:44 +00:00
gabest11 b158f98fc7 GSdx: Bogus MSB bits of TEX0.CSA should be ignored as it looks. Only corrected where the palette is read (this fixes "Idol Janshi Suchie-Pai IV"), writes to the CLUT may be handled the same way, but so far no game has been found broken because of this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4955 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 17:41:22 +00:00
gabest11 732b038571 GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4529 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-04 11:05:54 +00:00
gabest11 5860de1cce Implemented virtual alloc functions and changed the event class to use semaphores.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4318 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 10:27:10 +00:00
gabest11 3030166596 The core of GSdx is now compatible with intel's compiler on linux.
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 03:36:30 +00:00
gabest11 ca7abd983a Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4287 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-07 01:59:05 +00:00
sudonim1 4457fe40fc Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-25 00:31:27 +00:00
gabest11 83b15dbac0 GSdx:
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 03:55:28 +00:00
gabest11 4a7304d6f7 GSdx: added ltrapper's modifications.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1538 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-17 23:45:32 +00:00
gabest11 e58776e095 GSdx: just squeezing a few more fps.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1534 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-16 21:36:07 +00:00
gabest11 f9f056d581 GSdx: fixing/breaking things again... palletized texture lookup can be done by pixel shader now (selectable, off by default), if you have a fast card it may help with texture heavy games, otherwise it is only going to be slower.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1472 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-06 16:35:06 +00:00
gabest11 5f45219eb9 GSdx: fixes for ffx2 menu
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1412 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-20 20:28:36 +00:00
gabest11 081006bcbe GSdx: dx9 hw mode got a vertex buffer too (as dx10), it was an old TODO...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1250 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-23 23:52:53 +00:00
gabest11 3b22adc4b3 GSdx: converted a few template classes to pointers and virtual functions, the dll got more than 100k smaller, since there were many changes, backup your old version first :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1236 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-22 01:22:52 +00:00
gabest11 09ee76d9ed GSdx: optimized local-local transfer a bit, it boosts fps in games like ffxii or ico, which do a lot of moves in local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1226 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-20 15:35:31 +00:00
gabest11 5648d07b96 GSdx: more refactoring (aka search and replace)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1179 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-14 16:41:52 +00:00
gabest11 3202a42578 GSdx: Reworked the sw renderer texture cache a bit, at page level its correctness was questionable if the base address was not page aligned, so now keeping track of blocks (32x more), may be slower or faster by a few percent (number of blocks vs. finer resolution).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1142 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-07 06:32:10 +00:00
Jake.Stine 6ebfae8ef1 Re-Added eol-style:native properties to the repository. The settings got lost when we merged from Playground to Official.
Added interface.cpp (plugin/pcsx2 interface) and savestate.cpp to SPU2ghz, to help clean up SPU2.cpp.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-02-09 21:15:56 +00:00
refraction 93da10abbb git-svn-id: http://pcsx2.googlecode.com/svn/trunk@411 96395faa-99c1-11dd-bbfe-3dabce05a288 2009-02-06 19:15:15 +00:00