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
It is mostly the texture shuffle effect which is now emulated correctly on openGL
They remain in the Dx level as speedhack in particular for
* Castlevania;
* GodOfWar;
* StarOcean3;
* ValkyrieProfile2;
* RadiataStories;
Remove old commented hack: Drakengard2, ArctheLad, ReZ
Separate hacks that are only enabled in aggressive mode
Just use 1 in skip draw if you want to use it
openGL code will soon be fixed to support depth correctly (and I hope dx in the future)
Conflicts:
plugins/GSdx/GSState.cpp
plugins/GSdx/GSState.h
Old way various check boxes to configure the plugin
New way an unified drop down list
* Level 0 (dev only) => disable (mostly) all hacks and auto skip depth.
* Level 1 (dev only ) => enable oi/oo/cu hacks, others remains disabled
* Level 2 (GL) => enable most hacks except a couple of one that were fixed on openGL (speed impact)
* Level 3 (DX) => enable all hacks
* Level 4 => enable also aggresive CRC
Note: windows gui must be updated, and it will be nice to create a global tooltip
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
0: don't dump input texture
1: dump input texture
Now, you can do a first pass with only RT. When you find the wrong call, you can redump the input texture of the bad draw.
1/ initReadFifo will be first called on the GS thread
(openGL can only be done on the GS thread)
2/ readFifo will be called on the EE thread. It is not safe too access eeMem from GS
because of memory is virtual
Fix "recent" regression (crash) on Kingdom heart and others game too.
v2: add a len check on GSState::InitReadFIFO
This hack was used because GSReadFifo was called from the EE thread.
Previous commit move the call to the GSThread.
Hopefully avoid flushing the full GPU contex would improve openGL
performance (at least avoid some hiccups ;) )
Note: newer GSdx ogl won't be compatible with older PCSX2
Crashfix for a weird GIF_FLG_IMAGE2 situation in Wallace and Gromit Project Zoo. Needs further investigation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5912 96395faa-99c1-11dd-bbfe-3dabce05a288
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288