This follows PR #2330.
Add some missing regions: Tomb Raider Legend JP,
StarWars Force Unleashed EU, SuperMan Returns EU, Valkyrie Profile 2 FR.
Rename GT3/Concept titles, they were incorrect.
Adjust Harley Davidson region id from NoRegion to US.
Add some missing regions to automatic mipmapping:
FIFA 03 US, FIFA 04 EU, FIFA 05 EU.
Reformat a few comments.
Add "Default" nametag for default list options for the hacks: Sprite,
Round Sprite, GL Advanced settings, HPO.
Should help users know which options are the default ones with less
confusion.
Add CRC id for FFXII US, SFEX3 EU,
GT4 CH and GT4 Online Beta US.
Adjust BullyCC region from US to EU.
Add Missing regions for Ratchet & Clank,
Ace Combat, Destroy All Humans and Soul Reaver
series to Automatic Mipmapping.
Removes GT4/Tourist Trophy CRC hacks. The hack had already been moved to
aggressive due to VRAM spike issues, but is no longer necessary at all
due to the in-game brightness/contrast setting issue being moved to
behind the frame buffer conversion hack for Direct3D and being resolved for OpenGL.
Move hacks that disabled shadows to DX level since OpenGL renders
shadows properly with Depth Emulation.
Some other upscaling issues appear with the disabled hack like a small
black border on the bottom of the screen or some ui elements but those
can be fixed with TC X,Y Offset hack.
Previously, the calculation for the size of data to be loaded was done
based on the rendering target buffer size and scaling multiplier, which
was totally wrong. This led to different resolutions having different
load sizes while the size of the real GS memory is common regardless of
the scaling variancies.
Hence use the default rendering target buffer size for the load size
independent of the scaling values. I've also removed a buffer height saturation
code which seemed unreliable.
Note: The accurate version of the code can be enabled using the macro
provided in config.h (which is more intensive on resources), the current
code goes along with the approach of maintaining a decent performance
level along with a formidable accuracy.
Avoid using the IOCTL_DVD_START_SESSION and IOCTL_DVD_END_SESSION ioctls
- it's not necessary to obtain an Authentication Grant ID (AGID) before
requesting the DVD physical format layer descriptor.
Adjust region id for BT2.
Move the sky texture(depth) hack back to Partial level only for the EU
regions. Effect is still not rendered correctly and causes a half
screen bottom issue.
Add R&C3 EU to Automatic Mipmapping.
Previously the limit was 1000, now 10000 in the GUI. It should help in
some rare cases where a higher number is needed without the need of ini
editing and value reset issues caused by the GUI.
Previously if HW hacks were enabled Merge Sprite was active(if checked) on
native resolution even if the GUI option was disabled, which in result
caused glitches in games on native resolution.
This should address that issue.
Remove Aggressive CRC hacks for SSX 3. Was used to remove the red lines
on older versions but no longer needed since the issue has been fixed.
Offered 1fps or less speed bump but it's not worth keeping for such a
minimal increase.
Merge all FFX CRC hacks in to one. They share the same code so it's
better to have one to avoid duplicate code.
Move CRC hack for Bleach Blade Battlers to Aggressive. It removes the
character shading. It can be used as a speed hack since the gains are
quite good from it. Around 15-30%.
Add missing CRC ids for Soul Calibur 2 and 3.
Move CRC hacks to DX level. They are not needed anymore on OpenGL since
Depth Emulation fixes depth issues (shadows).
Move CRC hack to Partial that fix the half screen
bottom issue since the effect is not rendered correctly.
Move CRC hack to Aggressive. These hacks are only
needed when running upscaled resolution. They skip the
blur effect which cause ghosting and some other screen issues.
Side effect is they also remove the channel effect on OpenGL
which is emulated correctly so let's put them on Aggressive.
Comment out a hack, it's unknown what the hack does atm.
If there are new issues then it will be added back.
Added comments what the hacks do.
Partial port for channel shuffle effect to Direct3D for Tekken5.
The effect is skipped and not rendered but now the top left
screen glitch has been resolved.
Note: At least Minimum CRC level is required for this to work.
Add hidden option "UserHacks_DisableNVhack" to disable
the Nvidia hack on Direct3D which added black lines on the right
and bottom of the screen. Could be useful for Intel and AMD GPUs.
A better solution would be to add Vendor Id detection instead,
but this will do for now.
To disable the Nvidia hack add UserHacks_DisableNVhack=1 in GSdx.ini
Fixes glitchy water in Rogue Galaxy in Direct3D when the hack is
enabled.
Fixes Test Drive car reflection in Direct3D when the hack is enabled.
OTher games are affected as well.
For some CDs (i.e. Suikoden), trying to read a 2048 byte "cooked" sector
does not work. However, reading the raw sector and then extracting the
required 2048 bytes works fine, so let's do that.
This also makes it easier to port CD/DVD disk reading to operating
systems that don't provide CD/DVD interface conveniences.
Adds automatic HW mipmapping support.
It relies on CRC ids so if a game does
not have their CRC id but needs mipmapping
it will not work until the id is added.
Add GUI menu and tooltip for Automatic mipmap
"Automatic (Default)"
This option will be default option from now on.
Rename "Very Slow" text option to "Slow" for full mipmap
as it caused the text not to fit properly in the menu.
Credits also go to @RedPanda4552 and @ssakash for helping
with the code.
Rearrange the two columns of HW hacks, new arrangement
is done in alphabetical order on Windows and Linux.
Rename some hacks on Linux to match the windows version.
Some other minor tweaks as well.
The following patch grays out the configure button when there's no
configuration dialog available for the selected codec. What's the use in
clicking it when no dialog pops up? :P (I've been tricked by it lots of
times)
Add HW Hack that enables Framebuffer Conversion on the CPU instead of the GPU.
Can fix broken textures on games but at the cost of slower performance.
List of games: Harry Potter games, FIFA Street games.
Games like Call of Duty, Kung fu Panda might also be affected as well as others
especially on Direct3D.
Add HW Hack GUI option on Windows/Linux for 4-bit and 8-bit Framebuffer conversion hack
named "Frame Buffer Conversion".
It's not really used, and the OSD uses a different API.
The specified calling convention (stdcall) is also incorrect since
variadic functions are caller-clean, not callee-clean. The compilers
ignore the stdcall and just use cdecl (I think), though it does trigger
a -Wcast-calling-convention on clang.
The wrong comparison was used, so all the relative offsets were
completely wrong. Fixes the wrong track issue in the CD player.
Regression introduced in f314c2a4d9.
Regression was introduced in #1954
GSdx caused the emulator to crash when the renderer was restarted.
It may have affected older gpus from nvidia/amd
with older OpenGL support as well.
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
Using range loops where possible (correctly).
Using auto where possible (minimize code changes whenever it's decided to change back to a std container).
Use more efficient erase pattern (where possible).
Minor code tweaks.
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is
specified for Vsync, this mode is exclusive to OpenGL at the moment
and is unimplemented on the D3D11 renderer. Also the present function
of swapchain only accepts values from 0 to 4 as parameter, hence
passing negative values to the function is undefined behavior.
So let's fallback to standard synchronization method on D3D11 when
PCSX2 requests for adaptive mode.
Fix CRC hacks on PAL version.
PAL version will no longer experience very high brightness/contrast
issues on stages in hw mode caused by an incorrect CRC hack.
Moved a CRC hack back to OpenGL mode only for the PAL version
because texture shuffling does not work properly on PAL games.
Kung Fu Panda becomes stuck at an autosave warning screen since it
cannot detect button presses correctly. This fixes the issue, though
potentially it may negatively affect some other games (see #1831,
unfortunately no game titles weren't mentioned).
The issue was introduced in commit 3075ec2203Closes#1965.
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the
text containing the name of the options was being updated with the
current value of the option instead of updating the text designated for
holding the values.
DBY isn't an offset to the frame memory but rather an offset to read
output circuit inside the frame memory, hence the top offset should also
be calculated for the total height of the frame memory. Fixes software
mode regression in Beyond Good and Evil.
Also handle cases when GetFrameRect() is called without any paramerer to
avoid an illegal value access violation on the DISP register.
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.
Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
SDL doc:
"Mappings not belonging to the current platform or with no platform
field specified will be ignored (i.e. mappings for Linux will be ignored
in Windows, etc)."
Issue #1978
GSdx-ogl: Console messages v2
Follow up to
commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b
Add intel broken driver wiki link message in console (OpenGL).
Print intel / amd buggy driver message once in console (OpenGL).
Pring texture barrier and viewpoint array info once in console (OpenGL).
Enables character outlines to partially work on Full CRC.
DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled.
You can either use Aggressive crc or x,y offset to fix the issue.
Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird
motion blur type way when the player moved slightly.
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.
Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.
Closes#1921.
Class member variables are initialised in order of declaration in the
class definition. Move native_buffer to the top of the class definition
to avoid initialising m_width and m_height to random values.
Move the custom resolution scaling code to a separate subroutine and
allow future RT buffer resize calls when the buffer size isn't enough.
(Example: when a game's CRTC/Framebuffer size changes. The older code
didn't consider such cases)
Added a more robust buffer size calculation mechanism for custom
resolutions. Improves performance in higher resolutions for games
which don't need a big buffer. There's a great boost in performance
at GS limited scenarios.
I don't even feel there's a need for the large framebuffer option right
now, For future - I plan on making the large framebuffer enabled version
as the default as the overhead is there only at situations when it's
necessary. Until then keeping the original code just to be on the safe
side in case any issue pops up.
An EOF only occurs after attempting to read past the end of the file.
Account for this correctly, which fixes a potential infinite loop when
reading back an xz compressed GS dump.
Add the bitfield structure of the undocumented SYNCV register,
potentially might be useful in proper height determination of the output
circuit for some weird games which still get it wrong but still haven't
figured out how it might be useful. Maybe some sort of black magic
formula with the vertical synchronization values?
The differential phase value seems to closely resemble the display
height value of the video modes (480 for NTSC, 576 for PAL) but after
some investigating into the differential phase, I have no clue on how
they might be even related. Hopefully the mystery will be unveiled in
the near future.