Commit Graph

234 Commits

Author SHA1 Message Date
shadowladyngemu f039383a1b GSdx HW: CRC hackfix for "Black"
Minor updates to GameDB.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4630 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-07 01:59:18 +00:00
shadowladyngemu eaaa8eef59 GSdx: CRC hackfixes for Silent Hill 2/3 (half screen issue), Castlevania (removes shadows which were broken and caused darkness in different areas) and Bleach Blade Battlers 1/2 (shadows that caused a huge slowdown when casted on the characters).
Few changes to the Simpsons hackfix.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4593 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 13:47:29 +00:00
shadowladyngemu 741b623b97 GSdx: CRC hackfixes for Red Dead Revolver, Heavy Metal Thunder, Spiderman Web of Shadows (if anybody cares about this one :p).
Also a few changes for Tekken 5, "City at sunset" stage, hopefully there's nothing else wrong with this game anymore.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4585 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-21 02:32:59 +00:00
shadowladyngemu 9449b3db5b GSdx: Timesplitters 2 fix works with the NTSC version now too, shows the minimap.
CRC Hackfixes for Rez and Lord of the Rings - Two Towers.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4575 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-15 15:42:28 +00:00
shadowladyngemu f69e165b51 GSdx: CRC hackfix for Gran Turismo 3 and Gran Turismo Concept. Some of the race tracks had garbage all over the screen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4573 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-14 15:12:06 +00:00
shadowladyngemu 46dd600319 GSdx: CRC fix for Time Splitters 2 (PAL), seems the NTSC one is already doing a similar fix by default.
Also, reverting a whoopsie in my last commit :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4570 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-12 14:48:27 +00:00
shadowladyngemu f3ca530043 GSdx: CRC Hackfixes for "Demon Stone" and "Big Mutha Truckers", removes postprocessing and "fixes" the green/purple screens.
Small change to the Crash Bandicoot hackfix.
GameDB: Minimal updates.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4569 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-12 14:11:03 +00:00
shadowladyngemu 158a0c8c9c GSdx: Tekken 5's hackfix wasn't working with the sharp/progressive video modes, should look much better now when using them.
Also removed the effect in the burning temple stage which had thin lines over it when using high res.
GameDB: More updates ~_~

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4562 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-09 10:26:56 +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
shadowladyngemu e30f281894 GSdx: Got the Sly 2/3 hackfixes right.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4502 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-28 06:23:34 +00:00
shadowladyngemu 4b460160cc GSdx: Added CRC hackfix for Tenchu games and Sly Cooper 2/3. Changed Sonic Unleashed's hack so it works for all stages (at least all the ones I tried :p) and added the PAL version to it.
GameDB: Updates...

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4497 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-27 12:53:53 +00:00
gabest11 de3333df6c GSdx: sse2 code path still had a little mipmapping bug, tales of legendia does not crash anymore, added a hack for suikoden tactics (http://code.google.com/p/pcsx2/issues/detail?id=972)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4457 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-19 19:29:30 +00:00
gabest11 b31634df8f GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4419 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-12 22:10:58 +00:00
gabest11 fe88ee4102 GSdx: optimized the triangle setup of the rasterizer a bit, while it isn't the bottle-neck of drawing, it can still add a few percent to the fps.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4404 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-08 01:48:15 +00:00
gabest11 bc6060d318 GSdx: just updating visual studio project files (redundant settings, broken x64 compilation, etc.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4350 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-24 04:55:35 +00:00
gabest11 eeb9757e94 GSdx: GSDeviceSW almost ready, just need an image resizer.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4331 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-20 22:33:22 +00:00
gabest11 d44def8c0b Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4311 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-18 01:56:05 +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
Jake.Stine 645188e0e8 GSdx: Minor optimization and some code simplifications relating to VertexKick/DrawingKick and the Packed register handlers. I also added preliminary work for a switch-based packed register dispatcher (WIP, doesn't support frameskipping yet).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3649 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-17 04:38:49 +00:00
ramapcsx2 cad4158283 GSdx:
Added Haunting Ground to the list of games that get their post processing automatically removed.
The game still shows a badly blended fog but is otherwise nicely playable now.

Hacks are from an unknown coder. Thanks for figuring it out! ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3642 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-08-15 14:48:07 +00:00
ramapcsx2 1aec04a0b5 GSdx:
Apply hackfix for Wild Arms 4. Thanks Lana and 89CamaroIROCZ :)
We're still missing the PAL and JAP CRCs though. Issue 185 collects them.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3557 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-24 00:04:54 +00:00
Jake.Stine b6af82efa8 GSdx / zzogl-pg / pcsx2:
* Implemented support for legacy GS plugins (considered anything prior to the Reordering merge).
 * Added a lot of 'const' qualifiers to the GSgifTransfer functions in both GSdx and zzogl.

DevNote: GS plugins shouldn't be modifying the data provided to them from PCSX2 -- zzogl wasn't, GSdx was.  I had to do a little bit of juggling to remove the mem modifications from GSdx's TEX0/TEX2 handlers.  With luck, nothing's broken. ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3536 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-19 15:49:30 +00:00
Jake.Stine e85da0dfe1 GSdx: Add support for the new hack-free GSgifTransfer callback, which will supercede the various hacky GSgifTransfer1/2/3 callbacks in use now. This version of GSdx will be *REQUIRED* by PCSX2 soon.
DevNote for zzOgl coders: Implementation of this callback can just double up on m_path[0].  I used a separate instance at m_path[3] mostly because it was easier than trying to fight around the existing PATH1 nloop hack, which is still needed for backward compat with existing and earlier versions of PCSX2.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3454 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-11 04:38:33 +00:00
Jake.Stine 2fda352baf GSdx:
* Fix BIOS graphical errors by re-introducing part of the PATH1 hacks, which is still needed until further notice.
 * Likely fix for DX10+ cards crashing on Configure...  (still can't test directly because MSI sucks, sorry folks)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3370 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-02 14:31:50 +00:00
refraction a9b8160d9e removed path1 hack from gsdx (not needed) and the redundant path3 hack
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3356 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-01 00:40:19 +00:00
sudonim1 c7aa146489 I hate D3D.
32-bit depth buffers for D3D9 users if available.  Lots of code shuffling for reasons I don't even remember.  Stuff.  Pretty much just the 32-bit depth buffers.  That's good though, you don't have to envy D3D10 users half as much now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3002 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-05-14 14:05:39 +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
ramapcsx2 2cba5ebd33 GSdx:
- Disabling all post processing removal hacks for Shadow of the Colossus. Can't see what they fix(ed).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2815 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-05 22:39:16 +00:00
sudonim1 3f45a3b8b1 GSDX: added a couple of macros to cripple gsdx for developer use in diagnosing problems.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2703 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-12 22:47:59 +00:00
ramapcsx2 6c4c4e316d GSdx:
- Hopefully hacked up the "wall of fog" problem in GoW2. Used an adapted patch from ZeroGravity.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2687 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-10 10:10:36 +00:00
ramapcsx2 a9578e53dc GSdx:
- Feal87 found and fixed a problem with shadows in Silent Hill Origins. Might help other games as well.
- Bit better fix for GoW's "wall of fog" problem. Patch originally from ZeroGravity.

Thanks guys :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2647 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-26 14:38:13 +00:00
ramapcsx2 a7507d6e4a Mimic old GSdx behavior (skipping all depth textures with a skip value of 1), to avoid floods of bug reports that games are broken, when the user hasn't found the skiphack yet. (God of War, sigh..)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2621 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-21 19:50:21 +00:00
ramapcsx2 f874d0d1a3 GSdx:
- Added multi sample anti aliasing options to the gui. Remember those aren't tested much, and we have reports of memory leaking with it enabled. Those could be outdated by now though.
- Removed the "enable output merger blur effect option", since I can't imagine anyone wanting to enable it anyway. :p
- Cropped one more pixel on the final output image, should fix some issues with msaa enabled.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2607 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-19 15:45:23 +00:00
ramapcsx2 e50fb6ec9f GSdx:
- Finally made some user hacks available in the configuration dialog.
There are no warnings yet, and I don't like the placement either, but that'll have to wait.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2606 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-19 10:37:31 +00:00
ramapcsx2 adde9249f0 GSdx:
- Depth texture removal hack can now be configured via gamefix_skipdraw = x. (Front Mission 5)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2423 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-01-10 18:04:12 +00:00
ramapcsx2 f03cdbcdb3 GSdx:
- Fix the Dark Cloud 2 crash when inventing stuff.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2332 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-12-09 19:05:28 +00:00
ramapcsx2 b7a5c067ba GSdx:
- Detect more games that blur (Dragon Quest 8)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2175 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-10 13:05:56 +00:00
ramapcsx2 efdeabd865 GSdx:
- Reduced the overhead of the new scaler. Instead of just using 1024*1024 blindly, it tries to adapt to games native resolutions.
- Yet another change to IncAge(), since it seems to be (mis)used to do texture invalidation. (Fixes Disgaea 2 when booting through the BIOS)
- Added some comments

Note: 
Before working on the texture cache GetDisplayRect(),GetFrameRect() and GetDeviceSize() really need fixing. It's useless to try and find surfaces when not knowing the real size of things.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2174 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-10 11:38:32 +00:00
Jake.Stine c274d4e43c GSdx: Cleanups to the vsync framelimiter linkage. Ensures that the vsync settings are preserved across plugin shutdown/init, and removes a lot of function parameter mess trying to pass a single parameter across some 6-8 classes and 4 nested function calls.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2099 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-31 01:06:23 +00:00
ramapcsx2 62d2532a1e GSdx:
- More work on the configuration, preparing for some reorganization.
- 8 Bit textures default to off again, since there are issue reports (mainly from ATI users).
- Add a gamefix that allows users to set an amount of "bad" frames to be skipped.
Add gamefix_skipdraw = x to the GSdx.ini to enable. (More work on this soon)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2085 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-26 15:52:45 +00:00
ramapcsx2 2ede953125 GSdx:
- Worked on the configuration dialog, bringing in the scaler option
- Changed the DeviceSize code to use Jake's kinda better method. Fixes some odd resolution games :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2061 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-23 14:32:01 +00:00
Jake.Stine 788489f517 GSopen2: Fixed legacy mode compat and STGS operation.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1862 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 22:13:40 +00:00
Jake.Stine 27af8d80ca GSopen2: Simplified the multithreaded and irq callback parameter passing scheme, and made them more "robust" so that they can be changed dynamically without the GS exploding (important with the new correct GSState preservation across open/close).
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1860 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 19:54:56 +00:00
Jake.Stine 73a39b012c GSopen2: Fixed a bug in gsdx where it didn't properly handle changes to the GS base register memory pointer.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1858 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 18:45:37 +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 af643a38b2 GSdx: 4 bit local-local transfer crash fixed (shadow hearts)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1476 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-07 13:04:56 +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 f24be5c352 GSdx: a few games fixes (one piece grand battle, xenosaga 1, chikyuu boueigun 2)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1469 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-05 12:58:59 +00:00
gabest11 6eed14ae75 GSdx: fixing the (texture) memory leak
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1464 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-04 17:37:06 +00:00
gabest11 4c76909afe GSdx: small optimizations and tried to fix that dx9 fullscreen alt+tab crash
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-04 15:14:04 +00:00
gabest11 ba5823b144 GSdx: added a few CRCs
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1451 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-02 16:05:03 +00:00
gabest11 7ddbaa6cb0 GSdx: the valkyrie profile 2 fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1450 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-02 00:47:50 +00:00
gabest11 5a292d202d GSdx: couple of fixes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1447 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-01 21:14:12 +00:00
gabest11 bd229032c0 GSdx: fix for genji
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1355 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-11 00:08:23 +00:00
gabest11 4e20305fe2 GSdx: dx10 hw mode sharper again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1354 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-10 17:03:23 +00:00
gabest11 01d1573fdc GSdx: cleaned up some obsolete code
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1331 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-05 15:15:02 +00:00
gabest11 ffda8ead30 GSdx: mfc-free
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1310 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-03 12:09:04 +00:00
gabest11 65b90bce83 GSdx: there was a bug in unaligned 4/8 bit transfer, small texture glitches may be fixed (simpson game, car logos in gt4).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1285 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-29 06:26:46 +00:00
gabest11 6c58f3039a GSdx: bit more work on the vertex buffer, and broken ffxii fmv fixed again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1266 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-26 03:40:31 +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 441aee367e GSdx: fixed a few more typos in GSVector4i, the black screen bug should be gone
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1192 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-15 11:11:26 +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 29d11c8137 GSdx: small fixes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1171 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-11 21:10:08 +00:00
gabest11 d3547e0662 GSdx: trying to get rid of windows dependencies, still many classes to replace :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1168 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-11 08:18:00 +00:00
gabest11 6ea395be4b GSdx: optimizations here and there
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1161 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-09 08:37:02 +00:00
gabest11 c64691811a GSdx: 3.4.9. Texture Function => Decal/TCC=RGB: Av = At (gs_user v3 and v5) or Av = Af (v6)? Seems it was Af... Sonic unleashed was one of the games relying on this setting, could not find any other yet. Also removed the green stripes, shadow sw-mode only.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1145 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-07 12:34:58 +00:00
gabest11 94e2bd9409 GSdx: adapted to ref's changes to the image transfer, it was a bug in GSdx but not triggered by the old way, also the data overflow is now ignored, no idea what it may cause, look out for missing or fixed textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1005 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-18 09:34:25 +00:00
gabest11 8865ee398b GSdx: reworked the gs transfer function a bit, and removed the nloop hack, which does not seem to be necessary anymore.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@997 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-17 01:06:27 +00:00
gabest11 6830f07f27 GSdx: GoW2, try #3
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@962 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-12 19:46:42 +00:00
gabest11 9c8a9712a9 GSdx: GoW2 fix #2, pal version this time
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@952 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-11 08:54:48 +00:00
gabest11 cf995d0716 GSdx: GoW2 fix, 16 bit drawing that caused the green overlay is skipped (character shadow)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@950 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-10 19:55:05 +00:00
gabest11 35655edb47 GSdx: the BoF5 speed fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@887 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-02 21:22:37 +00:00
gabest11 8b3c30d2ce GSdx: just increasing the revision number of gsdx to test something...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@868 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-03-31 03:19:21 +00:00
gabest11 95c7ce1dbc GSdx:
- more thorough blur detection
- makesnapshot delayed until the next vsync (so shift+f8 won't crash randomly)

xpad:
- fixed "Issue 38: Bad performance with Xpad"

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@834 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-03-22 13:10:31 +00:00
gabest11 2baace0895 GSdx: a few games should be sharper (example: persona 4, guitar hero), blurring effect done inside the output merger is overridden when detectable, hope nothing got broken by it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@826 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-03-20 09:10:37 +00:00
gabest11 d2ef4099fc LilyPad: fix0red the save state reload crash (memset overflow randomly null'ed the global dm variable and other things).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@799 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-03-16 22:17:50 +00:00
gabest11 620ba58085 pcsx2: -highpriority switch, other processes generate too much noise and I cannot trust my performance counters without it :P
GSdx: nothing new just committing a few cleanups and my findings on AA1 before doing it, tested a few things with ps2dev on a real machine, got really strange results when not using the standard 0 1 0 1 blending mode, but it doesn't seem harder to implement than a line drawing (which it is), and only adds a few extra pixels here and there, should be fast at least.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@694 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-03-06 00:53:59 +00:00
gabest11 9ee9d817c4 GSdx software renderer speed-up, using xbyak to JIT compile a few things, more to follow.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@469 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-02-11 07:05:44 +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