Gregory Hainaut
25bd5f5e85
gsdx-ogl: request texture barrier to emulate accurate date
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Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
2901e94ebc
gsdx-ogl: always bind the RT as input texture
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To avoid code duplication
2015-07-31 09:45:28 +02:00
Gregory Hainaut
1fe3e04ce3
gsdx-ogl: don't alias m_env/m_context variable
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It is cumbersome to move code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8f27a5a92b
gsdx-ogl: only enable fast accurate colclip in level3
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Until we drop the old method
2015-07-31 09:45:05 +02:00
Gregory Hainaut
83dfc6b633
gsdx-ogl: clean a bit selector code
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Use countof macro (avoid to duplicate the size)
Fix the size of array
Remove useless alpha_stencil case
2015-07-30 18:36:05 +02:00
Gregory Hainaut
e026f1bac6
gsdx-ogl: implement a fast accurate colclip algo
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The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo
v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
fps@4x)
2015-07-30 18:34:52 +02:00
Gregory Hainaut
aa8f5848d1
gsdx-ogl: always issue a barrier when requested
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Safer this way
2015-07-30 18:24:36 +02:00
refractionpcsx2
28fbae4791
gsdx-gui: Tidy up GUI options
2015-07-30 18:24:32 +02:00
Gregory Hainaut
88bd0996f5
gsdx-ogl: only print same tex/rt message when prims overlaps
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Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Akash
350e373e3f
gsdx-gui: Remove Aggressive CRC hack.
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The option is pretty much useless, CRC hack level controls the usage of hacks already.
2015-07-30 18:24:28 +02:00
Akash
68833e10d1
gsdx-gui: Accurate blending unit for Windows.
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The following patch merges all the Accurate options related to the blending unit into a single one.
2015-07-30 18:24:19 +02:00
Gregory Hainaut
d191ae4aba
glsl: use rounding in convert 4 shader
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It will avoid texture rouding error with negative number
2015-07-30 18:22:59 +02:00
Gregory Hainaut
7b9fa8fbe5
gsdx-ogl: add an assertion that will save me
2015-07-30 18:22:59 +02:00
Gregory Hainaut
46a1525668
gsdx-ogl: support various texture format creation
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Such as GL_RGBA32F/GL_RGBA16F/GL_RGBA16UI/GL_RGBA16I/GL_RGBA16
Not yet used
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ee9edb0b19
gsdx-ogl: create a copy rect with conversion function
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Previous CopyRect function does a memcopy without conversion.
This function will allow to use different format for input/output. Just a
possibility for the future
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ae8df002af
gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
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Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.
This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function
It is preliminary work to support fast color clipping with HDR
v2: fix assertion compilation failure
v3: fix regression in not accurate mode
v3: Cs * As/Af is not an accumulation
Those cases don't need the Cd addition and were already optimized anyway
Fix a regression on GoW2
2015-07-30 18:22:59 +02:00
Gregory Hainaut
12fdc37599
gsdx-ogl: reorganize blending in the renderer
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Do DATE algo selection before blending. This way we can detect bad
interaction.
Regroup all blending/colclip in a single block. Avoid to check abe &&
rt multiple times.
v2: only enable sw blending when abe is true
2015-07-30 18:21:01 +02:00
Gregory Hainaut
caadc73e1b
gsdx-ogl: add a new level for accurate blending
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The updated medium level will run for all sprites. It helps sotc blooming effect and it remains
fast enough to be enabled by default (at least on 3D games)
The new high level will run for all sprites + color clipping
2015-07-30 18:21:01 +02:00
Gregory Hainaut
95c374bbcc
glsl: Round 0.95+ to 1 for texel colors
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It improves SotC blooming. Suikoden seems to be fine too.
2015-07-30 18:21:01 +02:00
Gregory Hainaut
01a1b1a5e6
gsdx-ogl: add the code to handle point and line in SW blending
2015-07-30 18:21:01 +02:00
Gregory Hainaut
a85894e159
gsdx-ogl: move texture shuffle and fbmask into a dedicated function
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DrawPrims is really too big now
2015-07-30 18:21:01 +02:00
Gregory Hainaut
b632b2a478
gsdx-linux: add a new combo box to select the blend accuracy level
2015-07-30 18:21:00 +02:00
Gregory Hainaut
5c1b8986c6
gsdx-ogl: use SW blending when no barrier is required
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Speed penality is small (only GPU) but it is more accurate
2015-07-30 18:21:00 +02:00
Gregory Hainaut
8c8fe633a5
gsdx-ogl: merge 3 accurate* option into a nice combobox
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It is much easier to configure this way
2015-07-30 18:21:00 +02:00
Gregory Hainaut
8da63cf95a
gsdx-ogl: try to enable sw blending for sprite rendering
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The idea is that sprites are often use for post-processing effect (ofc except 2D games)
Most of the time post-processing supports SW blending with a small speed penality. SW
blending is more accurate so it is better to use it.
2015-07-30 18:21:00 +02:00
Gregory Hainaut
f4e881ad30
gsdx: always set texture shuffle flag
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Avoid bad effects in 16 bits RT games
2015-07-30 09:15:04 +02:00
Gregory Hainaut
7aa36133de
Merge pull request #657 from turtleli/wxwidgets3_switch
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Windows: switch to wxWidgets 3.0
2015-07-29 14:16:02 +02:00
Gregory Hainaut
5c58bd2092
Merge pull request #682 from micove/Add_disable-build-date
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Linux: Add DISABLE_BUILD_DATE and misc fixes
2015-07-29 11:45:32 +02:00
Pistachioman
c6c7d99fd2
Add default extension to lilypad's save/load config dialog
2015-07-27 20:30:50 +02:00
Miguel A. Colón Vélez
e4ab71abf3
Add authors comment that suggest public-domain license.
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Sourceforge was dead for more than a week therefore add the license
information. I could not find the original TGM source (dead link) so I'm not
even sure if this still applies or if the glsl was totally rewritten. None
of the glsl files have a copyright header so it's hard to tell.
2015-07-27 14:21:29 -04:00
Gregory Hainaut
f2c77ffa08
gsdx:tc: detect texture shuffle in previous frame
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GoW2 uses the effect at the start of a new frame and therefore need the
state of the previous frame. (Note 1 issue remains)
Ricky need to be tested.
2015-07-26 10:14:07 +02:00
Jonathan Li
25b9b24f77
spu2-x: windows: Fix incorrect use of scanf
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Half width specifiers were not used, so scanf was writing ints into
bytes.
Note: Visual Studio 2013 doesn't support the hh format specifier.
2015-07-23 19:01:15 +01:00
Jonathan Li
150c53af0f
spu2-x: windows: Remove Unicode to Ascii conversion
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Use swscanf instead of sscanf to read wide characters directly
2015-07-23 18:58:24 +01:00
Gregory Hainaut
cb4af8fe83
gsdx-ogl: small optimization for the GPU
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Gain: 1% at 4x on SotC (it partially compensates recent additions)
When the color is constant and equal to 128, the MODULATE mode is
equivalent to the DECAL mode. It saves 5 instructions on the FS.
2015-07-21 08:19:36 +02:00
Gregory Hainaut
7ca463bf75
gsdx: NaN is likely not well supported for S & T
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Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
Gregory Hainaut
223b7daa1d
gsdx-ogl: fix fbmask regression
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I forget to remove an useless 255.0f factor
2015-07-19 23:55:27 +02:00
Gregory Hainaut
a54e636364
gsdx-linux: add a tooltip for the filtering option
2015-07-19 23:27:45 +02:00
Gregory Hainaut
5c740ff41e
gsdx-ogl: wipeout AlphaStencil & Alpha hack
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Accurate options do a better jobs. Technically it can still
be useful for old gpu/driver that doesn't support the GL4.5 extension.
On Windows, you can still rely on Dx
On linux, free driver support it (except Intel)
2015-07-19 22:43:48 +02:00
Gregory Hainaut
759e75091a
gsdx-gui: yes openGL support correctly 8 bits texture
2015-07-19 17:29:25 +02:00
Gregory Hainaut
6719fc89a6
gsdx-sw: Nan is not well supported in Vertex
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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
7f76883b98
Merge pull request #658 from ssakash/patch-34
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Add Accurate Frame Buffer mask for Windows [GUI] and remove some old options.
2015-07-19 09:07:13 +02:00
Gregory Hainaut
38c086008d
glsl: round blending as SW renderer
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Better tone on God of War with ultra accurate mode
2015-07-18 17:16:46 +02:00
Gregory Hainaut
88cd333839
gsdx-ogl: don't enable both HW&SW blending
2015-07-18 16:15:52 +02:00
Gregory Hainaut
c4e165067d
glsl: use signed integer when working with substraction...
...
It mostly fixes rendering of GoW with ultra blending
Color is still a bit wrong but rounding is likely incorrect
2015-07-18 14:41:03 +02:00
Gregory Hainaut
c701ab4368
glsl: don't use normalized value for color range
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Globally shader uses less intruction (except blending part)
It would also allow to improve the rounding of color
2015-07-18 14:41:03 +02:00
Gregory Hainaut
57394a03e0
partially revert: glsl: disable computing of extra alpha coeff in SW blending
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It generates undefined data in screen. Maybe blending isn't switch off properly.
I need to investigate it.
2015-07-18 14:41:03 +02:00
Gregory Hainaut
5f5266ba45
gsdx-ogl-debug: don't optimize alpha channel in dump
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Allow to dump AEM part of the shader
2015-07-18 14:40:57 +02:00
Gregory Hainaut
036cb229a3
glsl: add various comment for future idea
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For example GL4 GPU supports special bit operation
2015-07-18 14:40:57 +02:00
Gregory Hainaut
6c1c857024
gsdx-ogl-debug: properly detect start of instruction in dump
2015-07-18 14:40:46 +02:00
Akash
37897eb922
add accurate framebuffer mask for windows.
2015-07-18 11:24:00 +05:30
Akash
7c4f3d28ce
remove is_gsopen stuffs since old GUI is deprecated.
2015-07-18 10:50:34 +05:30
Gregory Hainaut
698dda2310
gsdx-ogl: remove subroutine from the gui too
2015-07-17 22:28:59 +02:00
Gregory Hainaut
36e83b42ce
glsl: round texture and fragment color as the SW renderer
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GS uses integer value and does integer operation too.
This commit trunc the sampled texture, the interpoled fragment color
and the product of the 2.
It impacts negatively the perf of about 3/4% (GPU) but it fixes rendering on
suikoden and potentially some others games too.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
5f247a6e16
glsl: rewrite tfx function to ease future update
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No need to put lots of ifdef, compiler will optimize everything
It increases a bit the readability
2015-07-17 21:08:49 +02:00
Gregory Hainaut
ea9e608288
gsdx-ogl: fix texture palette mask
2015-07-17 21:08:49 +02:00
Gregory Hainaut
b4c04ed00a
gsdx-ogl: wipeout subroutine code
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Code was completey bitrotten
Code was a partial test (and yet 500 lines already)
Shader is more and more complex and multithreading support greatly
reduce the cost of shader switch
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e3751f6cd9
glsl: disable computing of extra alpha coeff in SW blending
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Hum, I'm curious of the impact to enable only this code when it is actually used.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
784822a5c2
glsl: redo blending management to use A/B/C/D directly
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1/ Code is much more readable
2/ It will allow to round differently the operation in the future
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e245b27c97
gsdx-ogl-debug: allow to dump various ps shader
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Nvidia allows to get the ASM of the shader of the compiled shader. It is useful
to check the performance.
It also allow me to compile most of shader code path for QA
Dump is enabled in linux replayer + debug_glsl_shader = 2
2015-07-17 21:08:48 +02:00
Jonathan Li
6c300288f9
gsdx: windows: Make GSReplay work for OpenGL
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On Windows, GSReplay does not work with the OpenGL hardware and software
renderer. Make it work.
2015-07-15 20:40:47 +01:00
Jonathan Li
db6a32ac33
windows: switch to wxWidgets 3.0
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This replaces wxWidgets 2.8 with wxWidgets 3.0 plus all the necessary
include/referencing to get PCSX2 to compile.
VS2012 change is untested.
2015-07-13 21:19:12 +01:00
Gregory Hainaut
6ed137dc9c
gsdx-ogl: log openGL driver version
2015-07-13 12:35:55 +02:00
refractionpcsx2
854403af81
Merge pull request #654 from TheLastRar/empty-ethernet-setting-crash
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Dev9ghz: Fix crash when ethernet adapter is not selected
2015-07-12 22:34:04 +01:00
TheLastRar
ebafb24099
dev9ghz: proper casing
2015-07-12 18:38:23 +01:00
TheLastRar
820323bc1e
dev9ghz: Check if user has selected an adapter
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Avoid copying from an invalid pointer
2015-07-12 18:37:38 +01:00
Gregory Hainaut
c9d6ce3b63
Merge pull request #653 from PCSX2/texture-shuffle-again
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gsdx: texture shuffle detection
2015-07-12 18:48:00 +02:00
Gregory Hainaut
8be32e4661
gsdx-tc: fix a memory leak when depth isn't fully supported
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Fix issue #642
2015-07-12 17:57:42 +02:00
Gregory Hainaut
f6f28042bd
gsdx: texture shuffle detection
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Don't check rt 32 bits state, it give false positive on suikoden
2015-07-12 15:21:04 +02:00
Gregory Hainaut
c660ea858b
gsdx: move some CRC hacks to full level
2015-07-11 15:14:11 +02:00
Gregory Hainaut
5f8d3b9e4b
gsdx-tc: remains in the memory
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avoid a crash with kungfu panda
2015-07-11 14:35:35 +02:00
Gregory Hainaut
a4bad8fdbc
gsdx-ogl: avoid a bad conflict between accurate option
2015-07-11 14:35:35 +02:00
Gregory Hainaut
15b934eb2a
gsdx-ogl: remove useless colclip message
2015-07-11 14:35:35 +02:00
Gregory Hainaut
91fbe6f108
gsdx-ogl: add some code to fix black netting on some renderings
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Code is not yet enabled because it requires extensive test
The idea is to replace point by a 1 pixels sprite with the help of
a geometry shader. In 4x, point will be replaced by a 4x4 sprite.
2015-07-11 14:35:35 +02:00
Gregory Hainaut
5e7ce63ed1
glsl: add a geometry shader to upscale GS_POINT
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The purpose is to avoid upscaling issue on POINT rendering (black netting on some FMVs)
2015-07-11 14:35:34 +02:00
Gregory Hainaut
2ccf108534
gsdx-ogl: add back a selector for the Geometry Shader
2015-07-11 14:35:34 +02:00
Gregory Hainaut
7f7f6c3b51
Merge pull request #640 from turtleli/gs-frame-title-fixes
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GS frame title fixes
2015-07-11 09:47:27 +02:00
Gregory Hainaut
5ed45b6806
Merge pull request #644 from PCSX2/improve-texshuffle-detection
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Improve texshuffle detection
2015-07-11 09:34:33 +02:00
Gregory Hainaut
ec61ad3667
gsdx-tc: Add some code for the future
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Partially invalidate RT when there is a write in the middle of it (actually 2 pages below)
Code is not yet enabled because
1/ I want to stabilize latest update
2/ not sure of the impact of the code
3/ maybe it need a more generic version
2015-07-10 22:35:26 +02:00
Gregory Hainaut
5888913052
gsdx-debug: don't print any "notify" message
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Too verbose
2015-07-10 22:35:26 +02:00
Gregory Hainaut
6f9a89dcf2
gsdx-debug: print memory usage of all textures pools
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It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut
350db223d3
gsdx: only propagate texture shuffle detection if tex shuffle is detected
2015-07-10 14:06:39 +02:00
Gregory Hainaut
22f11958e9
gsdx: better detection of texture shuffle
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Some effects were missed on Wallace & Gromit
2015-07-09 23:05:07 +02:00
Gregory Hainaut
ad86bb5faa
gsdx-tc: clear 32 bits state after vsync
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Avoid issue on game that uses only 16 bits RT
2015-07-09 23:03:55 +02:00
Jonathan Li
bff1b2a3bf
GSdx: Show plugin info in title bar when paused
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When GSdx is paused by opening the config panel, GSdx does not pass any
info back to PCSX2. Pass the plugin name and renderer even when paused.
2015-07-09 16:11:26 +01:00
Gregory Hainaut
4fcf460447
gsdx: fix DoC black screen video
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The game also set both depth and rt buffer at the same location
but disable the depth test (ZTE is 0)
2015-07-09 16:20:43 +02:00
Akash
a02a9aac8f
Fix a Function name typo.
2015-07-07 21:26:04 +05:30
Gregory Hainaut
345efed473
Merge pull request #633 from ssakash/patch-22
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Update the variable name and region of the CRC hack used for Superman
2015-07-07 15:27:08 +02:00
Akash
f39aa181cc
Update the variable name to suit the game's original name and change to accurate region of the game.
2015-07-06 00:59:35 +05:30
Gregory Hainaut
986754bde7
glsl: don't declare gl_FragDepth
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Fix compilation issue on Mesa driver
(hope it doesn't break Catalyst)
2015-07-05 18:12:36 +02:00
Gregory Hainaut
edc9d23566
gsdx: fix a crash with UserHacks_ColorDepthClearOverlap
2015-07-05 14:13:24 +02:00
Gregory Hainaut
e1144d7a18
gsdx:hack: add a CRC for SuperMan
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Extracted from the GS dump
2015-07-05 14:11:35 +02:00
Gregory Hainaut
95e1cd9ea8
gsdx-tc: don't considerer frame as a 32 bits RT
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Frame is always 32 bits but game can reuse it later as a 16 bits RT.
Fix half screen issue with Ricky Ponting Cricket
Unfortunately it triggers texture shuffle wrongly. I hope there is no
regression.
2015-07-04 11:00:32 +02:00
Gregory Hainaut
8640b44e02
gsdx-hack: implement a hack for SuperMan (need CRC to enable it)
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Fix depth issue.
First issue: RT and Depth are located at the same address.
=> solution, just lookup the depth (done for any games)
Second issue: Instead to draw a X,Y rectangle, they draw a 32 pix, 4096 pix
rectangle with a FBW of 1.
=> solution, don't bother just write the depth directly
Please someone add some CRC to enable the code
2015-07-04 10:59:21 +02:00
Gregory Hainaut
0a07762f6b
gsdx-tc: only track 32 bits fmt if the texture is not a palette fmt
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Fix a regression on ricky ponting cricket (texture shuffle was triggered without any valid reason)
2015-07-03 23:04:48 +02:00
Gregory Hainaut
b9bc5b5c60
gsdx: add UserHacks_ColorDepthClearOverlap to test some new code
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debug only
2015-07-03 22:13:35 +02:00
Gregory Hainaut
621d1d93db
gsdx-linux: drop the logz option
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logz will only enabled if GL_ARB_clip_control is not found.
Note: logz will likely break depth support. Be sure to use a recent driver
2015-07-03 21:29:49 +02:00
Gregory Hainaut
82ed6eac13
gsdx-linux: remove alpha hack from the GUI
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Normally you don't need it anymore on OpenGL :)
You can still use this option from the ini file for debug purpose
2015-07-03 21:24:17 +02:00
Gregory Hainaut
abec4bd760
gsdx-ogl: don't enable aout when using accurate fbmask
2015-07-03 21:21:56 +02:00
Gregory Hainaut
d71b2c1ded
gsdx: update accurate fbmask tooltip
2015-07-03 21:21:08 +02:00
Gregory Hainaut
4dbe71cba8
gsdx-ogl: disable SW blending when running DATE GL42
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// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
2015-07-03 20:34:52 +02:00