Gregory Hainaut
7e662c50d4
Revert "gsdx: always restore the full gs state object (s_gs)"
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This reverts commit 2ea049b5a5
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2015-06-06 00:22:15 +02:00
Gregory Hainaut
4feeaac7d1
Merge branch 'alignment' of git://github.com/xsacha/pcsx2 into xsacha-alignment
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Gregory: Get all changes but keep C11 code path which will be the future
(if someone can find info on Visual Studio support)
* Keep the old posix api to use address sanitizer on gcc 4.9
Conflicts:
common/build/Utilities/utilities.vcxproj.filters
common/build/Utilities/utilities_vs2012.vcxproj.filters
common/build/Utilities/utilities_vs2013.vcxproj.filters
common/include/Utilities/MemcpyFast.h
common/include/Utilities/StringHelpers.h
common/src/Utilities/AlignedMalloc.cpp
common/src/Utilities/vssprintf.cpp
plugins/GSdx/stdafx.cpp
2015-06-05 20:31:14 +02:00
Gregory Hainaut
e774fecb77
gsdx-ogl: enable again geometry shader on Mesa
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Please use a recent Mesa version (10.5 if possible)
2015-06-05 18:59:10 +02:00
Gregory Hainaut
6c8f7a0147
Merge pull request #580 from PCSX2/issue-565-option
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gsdx: always restore the full gs state object (s_gs)
2015-06-05 17:51:02 +02:00
refractionpcsx2
65b83a36a7
GSDX: Removed some printf's I left in.
2015-06-05 00:13:21 +01:00
refractionpcsx2
91f775f3f0
GSDX: Fixed up some of the scaling height settings
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-Last commit broke Snowblind games again
-Width now based on output circuit
-Try to use the smallest possible while being at least the size of the screen
2015-06-05 00:12:15 +01:00
Gregory Hainaut
6f4ec98bc3
gsdx: try to reduce the size of target as much as possible
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I suspect too consume too much memory (issue #576 )
2015-06-04 22:15:52 +02:00
Gregory Hainaut
f8f6117ea9
gsdx-debug: allow to track texture move
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Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut
979ea92754
gsdx: make png++ optional
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Some distributions (Fedora) doesn't have a png++ package...
2015-06-04 20:22:05 +02:00
Gregory Hainaut
bd2c04a0ec
ooups bad copy/past
2015-06-04 19:58:58 +02:00
Gregory Hainaut
2ea049b5a5
gsdx: always restore the full gs state object (s_gs)
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It will force a reload of opengl option
2015-06-04 18:29:31 +02:00
Gregory Hainaut
c2e851b3a5
gsdx-ogl: don't use slow SW blend for nothing
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When A == B, coeff is 0 so <= 1
When C == 2, just check the value of coeff
Barely faster in accurate_blend = 2
2015-06-04 18:18:47 +02:00
Gregory Hainaut
85266abd71
gsdx-ogl: use a 8MB vbo/ibo
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Dirge of Cerberus draw 143,360 vertices in a single draw!
It is likely to emulate a particle effects
Hopefully improve issue #573
2015-06-04 08:28:40 +02:00
bositman
e34477a497
Merge pull request #547 from pgert/master
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GSdx > HW-hacks > Rewording comments on duplicate CRC's and minor cleanup
2015-06-03 15:58:28 +03:00
Gregory Hainaut
0d5d94f56e
Merge pull request #570 from ssakash/patch-3
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Three new Opengl settings for Windows [GUI]
2015-06-03 14:01:39 +02:00
Gregory Hainaut
3dd3bf6e2b
gsdx-ogl: new hidden option accurate_blend = 2
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Debug option to emulate all blending draw call in the shader
Of course it is slow but it is very accurate
2015-06-03 09:56:07 +02:00
Gregory Hainaut
cd6c93cd9e
gsdx: silly mistake
2015-06-03 09:31:52 +02:00
Akash
f2d193edcf
Add three new Opengl options.
2015-06-02 16:02:56 +05:30
Gregory Hainaut
995ae51bf4
gsdx-ogl: disable a log message
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Too verbose and code was fixed anyway
2015-06-02 09:28:35 +02:00
Gregory Hainaut
9fe13f7a6b
gsdx linux: fix a memory leak
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Not important but pollute the valgrind log
2015-06-02 09:28:35 +02:00
refraction
4914620178
GSDX: Fix for 6x Native, fixed GH3 in native mode taking up quarter of the screen after the snowblind changes
2015-06-01 19:04:39 +01:00
Gregory Hainaut
2cbde89084
Merge pull request #555 from PCSX2/real-fb-format
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GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
f81cf360bc
Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
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Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut
9fa473a57d
gsdx-ogl: glDebugMessageCallback is optional
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Not even used in release build
2015-05-31 17:55:34 +02:00
Gregory Hainaut
9d69ff1f91
gsdx-debug: create the savef option
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The idea is to easily extract bad frame from gs dump and to compare them
with the sw renderer.
Here the summary of the options:
savet => dump all input textures
save => dump the render target
savez => dump the depth buffer
savef => dump the frame
2015-05-31 17:38:52 +02:00
Gregory Hainaut
d301848848
gsdx-ogl: fix paltex on opengl
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RT uses as palette must use the alpha channel
Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
Gregory Hainaut
2f2ae2bc89
gsdx-ogl: enable gl tracing on windows
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Trace info is enabled in dbg/dev build for the opengl renderer
Info is stored in GSdx_opengl_debug.txt when debug_opengl option is 1
2015-05-30 09:58:47 +02:00
Gregory Hainaut
009dd103ae
gsdx-ogl: protect the trace with if statement
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And mark the function as optional
2015-05-30 09:58:46 +02:00
Gregory Hainaut
a639634769
gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
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It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB
The 3.0 function could work too. It just need to be added
2015-05-30 09:58:46 +02:00
Gregory Hainaut
92d68b70d3
gsdx-ogl: add a performance note for later
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The idea will be to replace StretchRect for standard case with a framebuffer
blit. Potentially it toggles less gl state.
Worth a test on Star Ocean 3 that uses a lots this function for stencil emulation
2015-05-30 09:58:46 +02:00
Gregory Hainaut
01e4a5148d
gsdx-ogl: avoid crash in debug/dev build
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Don't be silly, don't put gl trace in EE thread.
2015-05-29 16:50:27 +02:00
Gregory Hainaut
0cb6c37f14
gsdx-tc: add an explanation of the magic number 0x140
2015-05-29 12:27:05 +02:00
refraction
97b237712c
gsdx: detect RT size based on fb size and gs output configuration
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* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +02:00
Gregory Hainaut
02274601b3
gsdx-ogl: always copy texture into 0,0
2015-05-29 12:18:54 +02:00
Gregory Hainaut
e5326d1bd2
gsdx-tc: allow to reuse the right part of large RT as source
2015-05-29 12:18:54 +02:00
Gregory Hainaut
7ac533a4d1
gsdx-tc: invalidate half-RT src
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snow engines uses the RT as 2 half RT.
2015-05-29 12:18:54 +02:00
Gregory Hainaut
da0b77e09b
gsdx-ogl: new logo
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Thanks bmate for the logo.
Close issue #192
2015-05-29 11:05:52 +02:00
refraction
8f54da5fd3
GSDX: Removal of Nvidia hack.
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- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
refraction
5d00c00826
GSDX: Fixed UserHacks_AutoSkipDrawDepth dialog creation on windows.
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- CheckDlgButton was just wrong
- Changed tag to say "Auto-skip depth" as you could only see "Auto-skip draw" which was highly ambiguous on GSDX!
2015-05-28 21:21:19 +01:00
Gregory Hainaut
31ffdd8c53
Merge pull request #559 from ssakash/patch-5
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Auto depth skip hack initialization.[GUI]
2015-05-28 19:21:45 +02:00
Gregory Hainaut
8e32d71c07
Merge branch 'patch-3' of git://github.com/ssakash/pcsx2 into ssakash-patch-3
2015-05-28 18:30:49 +02:00
Akash
5f7e09268c
change "D3D Internal Resolution" to "Internal Resolution"
2015-05-28 16:33:16 +05:30
Akash
bf743fec17
add logo for Opengl renderer.
2015-05-28 01:34:51 +05:30
Gregory Hainaut
c43ddaec4f
gsdx: add Castlevania hack explanation
2015-05-26 17:03:13 +02:00
Gregory Hainaut
419dfe0544
glsl: redo color/alpha management correction
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Please test it!
GS supports 3 formats for the output:
32 bits: normal case
=> no change
24 bits: like 32 bits but without alpha channel
=> mask alpha channel (ie don't write it anymore)
=> Always uses 1.0f as blending coefficient
16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use
a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions.
Anyway as a current solution
=> apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow)
unfortunately normal blending mode still uses the full range of colors!
This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2
Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^
(issue #380 ).
Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated
2015-05-26 16:49:43 +02:00
Akash
ef3247c233
Update copyright license
2015-05-26 19:15:30 +05:30
Akash
99f9407c24
Auto depth skip hack initialization.
2015-05-26 19:13:56 +05:30
Gregory Hainaut
9ee3a173d0
gsdx-ogl: use a local ALPHA register
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It would allow to easy tune the parameter to support 24 bits format
2015-05-26 15:36:48 +02:00
Gregory Hainaut
d31bd97d59
gsdx-ogl: add a variable to select FB output
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Either 32bits/24bits/16bits
2015-05-26 14:59:07 +02:00
Gregory Hainaut
93c0d5a268
gsdx-ogl: add an error message when a RT is reused with a format cast
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For example a 32 bits RT could be used as a 16 bits RT.
It is likely the source of various bug in HW renderer
2015-05-26 11:16:49 +02:00