Commit Graph

195 Commits

Author SHA1 Message Date
Gregory Hainaut c925b1d135 gsdx-tc: support GS mem to depth buffer transfer
Please test SMT games

(issue #572)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 58ce7d4bb8 gsdx-ogl: emulate texture shuffle
GS doesn't supports texture shuffle/swizzle so it is emulated in a
complex way.

The idea is to read/write the 32 bits color format as a 16 bit format.
This way, RG (16 lsb bits) or BA (16 msb bits) can be read or written with
square texture that targets pixels 1-8 or pixels 8-16.
However shuffle is limited. For example you can copy the green channel
to either the alpha channel or another green channel.

Note: Partial masking of channel is not yet implemented

V2: improve logging
V3: better support of green channel in shader
V4: improve detection of destination (issue due to rounding)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 2d812deb84 gsdx-tc: Depth and Target are interchangeable on the GS !!!
Extend the texture cache to search Color target in Depth target
2015-07-01 09:30:20 +02:00
Gregory Hainaut 76160505f7 gsdx-tc: add an option to avoid blow up dx :p
texture_cache_depth = 1 (default for openGL)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 74d84aafb5 gsdx-tc: allow to search the depth in the old target list
Yes it is possible on PS2 world
2015-07-01 09:30:20 +02:00
Gregory Hainaut b59a347ad7 gsdx-tc: allow to use depth buffer as input texture 2015-07-01 09:30:20 +02:00
Gregory Hainaut 49516cbbca gsdx-tc: allow to invalidate the depth/target if it is used as target/depth
It is requires when game will uses sometimes an address as a RT sometimes as a depth
2015-07-01 09:30:20 +02:00
Gregory Hainaut 8393ba56d6 gsdx-ogl: rework palette texture handling
Redirect the red channel to alpha channel for 8 bits texture.

It avoid special management in the shader
2015-06-24 19:50:09 +02:00
Gregory Hainaut b44bccec6a gsdx: fix previous commit with a scaling factor 2015-06-18 23:02:40 +02:00
Gregory Hainaut 5bc8f046b2 gsdx: fix snow engine issue in native resolution 2015-06-18 21:21:25 +02:00
Gregory Hainaut 7d124e6a83 gsdx-texture-cache: Improve fix for snow engine game
Instead to hardcode the half-buffer size to 0x140, the new code
compute it.

To avoid regression, I limit the code to big target (>= 1024 pixels)
2015-06-05 09:06:12 +02:00
Gregory Hainaut f81cf360bc Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut d301848848 gsdx-ogl: fix paltex on opengl
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 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
* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +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
snow engines uses the RT as 2 half RT.
2015-05-29 12:18:54 +02:00
refraction 8f54da5fd3 GSDX: Removal of Nvidia hack.
- 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
Gregory Hainaut 93c0d5a268 gsdx-ogl: add an error message when a RT is reused with a format cast
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
Gregory Hainaut 580d177951 gsdx: improve commit 11708486d8
This time linear filtering is disabled only for the bad draw call
(RT used as a palette texture).
2015-05-25 09:46:51 +02:00
Gregory Hainaut 11708486d8 gsdx: allow to control the filtering of texture cache
When the RT is used as an input texture, we need to rescale it.

Previous behavior was to always uses a linear filtering (more smooth).
Unfortunately it broke some games that expected an exact value like Star Ocean 3

This commit will disable the linear filtering in normal filtering mode (filter = 0
or filter = 2)

This way, shadow of Star Ocean 3 will appear correctly in upscaling (not
100% perfect but can't do better)

Note: SO3 only requires a nearest sampling of the alpha channel but
I don't know the behavior for others games.
2015-05-24 18:59:27 +02:00
Gregory Hainaut 818412ba26 gsdx-debug: fix a crash in trace 2015-05-17 13:05:08 +02:00
Gregory Hainaut b1ea081fc3 gsdx-debug: improve tracing interface
Basically move the format and c_str() in the macro
2015-05-17 13:05:08 +02:00
Gregory Hainaut b8aa5f8f80 gsdx-debug: more trace for the texture cache 2015-05-17 13:05:08 +02:00
Gregory Hainaut 28bb64aae8 gsdx: sed/dr/dRect/ 2015-05-15 20:49:32 +02:00
Gregory Hainaut 445c28fe97 gsdx: sed/sr/sRect/ 2015-05-15 20:47:14 +02:00
Gregory Hainaut d566bb2a23 gsdx: sed /st/sTex/ 2015-05-15 20:45:31 +02:00
Gregory Hainaut 6a9e425308 gsdx: sed /dt/dTex/ 2015-05-15 20:44:15 +02:00
Gregory Hainaut d870188d21 gsdx: sed/o/off/ 2015-05-15 20:40:09 +02:00
Gregory Hainaut 84c3592fbe gsdx-debug: more debug message/group 2015-05-15 16:00:45 +02:00
Gregory Hainaut bd96a73580 gsdx-debug: trace texture cache hit/miss/removal
Actually only a small part but I think it is enough to help debugging
tc issue.
Only enable it on debug because it is quite verbose
2015-05-13 09:01:04 +02:00
Gregory Hainaut 45930ecbf3 gsdx: value was wrongly overwritten
Need a lots of tests to ensure at least no regression on cache behavior

Issue #332
2015-03-17 09:39:50 +01:00
Gregory Hainaut 84f844767c gsdx-ogl: micro optimize PSConstantBuffer cache
Might help to save a cache line on the CPU :)
2014-11-08 21:39:17 +01:00
Gregory Hainaut bd9df9a6ec gsdx: Add some comment on GSTextureCache + schematics
Note: docs/TextureCache.odg was created with libreoffice. Not perfect but give a nice overview
2014-11-08 21:30:14 +01:00
Gregory Hainaut 3a46634f4a gcc: fix a couple of gcc warning (sign compare)
My gosh, they're like rabbit :p
2014-05-06 09:25:00 +02:00
Gregory Hainaut 5087d13de8 gsdx: remove/comment unused variable 2014-05-03 10:18:27 +02:00
refraction 76583f5fe5 GSDX: Fix/Hack for NVIDIA stretch issue on drivers > 320.18 with DirectX 11 when using a custom resolution. You can enable it in the HW Hacks section, let me know if there is a game it doesn't fix.
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 23:31:26 +00:00
gregory.hainaut fb684df32b pcsx2: fix 4 arrays out of bond
Gsdx: fix a memcpy src/dst overlap + a clang compilation fix



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5726 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-05 20:01:47 +00:00
gregory.hainaut 58cacc3b1c gsdx: use size_t for loop index when it used countof macro
* fix override_GL_ARB_copy_image typo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5687 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-29 12:02:03 +00:00
gregory.hainaut 40e26648c6 all: gcc warning clean (round 2)
* reorder static initialization list
* Add missing virtual desctrutor to virtual object
* int -> uint/u32/uint32 cast of for loop index
* add a missing return in pxTrySetFocus
* fix size parameter of memset m_clut
* disable missing-field-initializers warning
* disable unused-local-typedefs warning


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5685 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-28 17:32:37 +00:00
gregory.hainaut 3c7167be50 clean (some) gdb warning: round 1
* use svnrev.h on linux too
* replace sprintf_s with snprintf (hope it still compile on Windows)
* init integer with 0 instead of NULL
* various int -> u32/uint32/uint on for loop index
* remove a couple of unused variable
* init few variable
* disable unused warning results


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5683 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-28 10:43:50 +00:00
ramapcsx2 8f9e04dc9d GSdx, SPU2-X: Remove old code and disable a now useless warning.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5559 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 18:41:33 +00:00
sudonim1@gmail.com b1536a755f GSDX: Nothing is fixed, the last two revisions did not happen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5549 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:36:54 +00:00
sudonim1@gmail.com 23cd8fd641 GSDX: Committing pointless extra work for the record before reverting. Everything is terrible.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5548 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:35:28 +00:00
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
sudonim1@gmail.com 80ba8ff16a GSDX: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think?
So, in the end I only properly understood the old code after finding all the problems with my version.  I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind.  This effort might've been a big waste of time.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-27 00:57:44 +00:00
sudonim1@gmail.com f5f5074172 GSDX: Put the sprite hack back in because apparently it wasn't fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5312 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:12:01 +00:00
sudonim1@gmail.com 0d9eca8668 88GSDX: Removed the "sprite hack" as it should be obsolete, fixed the vertex shader selector key function (the pixel shader was broken in the same way but with the "sprite hack" removed it doesn't matter now).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5310 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:35:42 +00:00
sudonim1@gmail.com c755435eeb GSDX: Do not interpret TEXA while filling the gsdx internal temporary CLUT buffer used in texture creation and updating (I didn't realise this was happening and it's incompatible with my approach). Probably generally fixes stuff in combination with the other changes in palette handling, at the very least I know it fixes lines in sprites in Ar Tonelico 2 (currently needs the "sprite hack"), a bug which I spent a long time trying to fix after it was pointed out to me before.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5309 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:12:35 +00:00
sudonim1@gmail.com e13c58812d GSDX: Add a comment explaining something which doesn't matter.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5304 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 18:39:18 +00:00
sudonim1@gmail.com 323ac81a7d GSDX: use a GPU side palette for high byte indexed format copies from framebuffers again (including all the buggy cases because of the revert). I think this is how it used to be but I've lost track a little.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5303 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 18:26:42 +00:00
sudonim1@gmail.com c9194b185a GSDX: Ignore this commit, just deleting lines of code.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5302 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 17:54:09 +00:00
sudonim1@gmail.com a617a6c983 GSDX: partially revert texture cache changes for now. Compat probably back to normal, some glitchy textures are probably differently glitchy, the other changes might improve some games, performance probably much the same as ever.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5300 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 14:33:34 +00:00
sudonim1@gmail.com 14acb81553 GSDX: CT32 -> T8H, need to use a 32 bit D3D format for the texture so that they have compatible D3D types for the copy (don't have to if using StretchRect but might as well).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5299 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 14:07:03 +00:00
sudonim1@gmail.com 1ed80f320e GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5293 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 18:14:58 +00:00
sudonim1@gmail.com 6bb9339223 GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.
GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5292 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 17:44:24 +00:00
sudonim1@gmail.com b722dfd013 GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback. Compat should be back to normal?
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5288 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 10:57:32 +00:00
sudonim1@gmail.com e8257df98d GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5287 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 03:27:16 +00:00
sudonim1@gmail.com 17f28b24b3 GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5283 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 00:00:18 +00:00
ramapcsx2 f9e4ba405c Gsdx:
Change a texture cache hack to fix half the flickering FMV games. 
It could have issues though, or randomly fix other stuff. Please test :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5130 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-15 16:16:51 +00:00
ramapcsx2 1595136a9d GSdx:
Another refinement to the Wild Arms hack by KrossX.
The hack now only applies to one kind of geometry (sent using  the unpacked UV handler).
This works nicer in Wild Arms as it fixes "jumpy" characters.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5124 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-08 17:18:22 +00:00
ramapcsx2 b25aec19c1 GSdx:
Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling. 
It should be generalized and renamed later.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5120 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-06 21:36:59 +00:00
ramapcsx2 d2665e9bc4 GSdx: The "enable hacks" checkbox works to toggle all hacks.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5118 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-06 20:01:27 +00:00
ramapcsx2 538bc76686 GSdx: KrossX updated the sprite hack to also work on other games with a similar problem. It works with a 3 state checkbox now. Try to use full when half checked doesn't fix your game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5104 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-25 20:06:39 +00:00
ramapcsx2 7e435329ca GSdx:
Committing a hack KrossX prepared (thanks) ;)
It can be used to fix bad character sprites in Gust games.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5101 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-22 19:53:59 +00:00
gabest11 9aabcc1701 GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5072 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-18 11:47:31 +00:00
gabest11 651196f665 GSdx: vtune tells me GSOffset::GetPages is too slow without the cache and its slowest part is new uint32[], lets use pre-allocated buffers then. In d3d9 mode, locking the vertex buffer is the most painful thing, there is a terrible delay until it returns, the same Map call in d3d10/11 does not behave like that.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5049 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 01:20:01 +00:00
gabest11 f68f007f00 GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gabest11 5325f9b490 GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5036 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-31 15:41:07 +00:00
gabest11 6f97ca35e2 GSdx: GSOffset::GetPages was caching a ridiculous amount of data, it isn't that much slower without it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5028 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 20:21:32 +00:00
ramapcsx2 7dfff148b8 GSdx: Hack around a problem with the texture cache finding depth stencils when there can't be any.
This makes the Arc the Lad fog issue go away.

Review would be nice though :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5011 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 20:58:10 +00:00
gabest11 963a6a653a GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5010 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 15:53:53 +00:00
gabest11 0b62c17d9c GSdx: Renamed the sw thread setting to "extra threads".
- 0: no multi-threading
- 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook
- 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads
- 3: small fps increase
- 4+: even smaller. 

If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks.

Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-20 14:33:28 +00:00
gabest11 4b77052d21 GSdx: just saving minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4991 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-16 19:13:58 +00:00
avihal 9314c5fed7 GSdx: bypass (prevent) some crashes.
Important: this is not a fix of the cause of the crashes, it just bypasses cases of sure crash. Once that spot is bypassed, things can go wrong elsewhere. Generally, however, things just continue normally. E.g. GT4 (camera changes), Tourist Trophy (camera changes), MGS3 (codec screen when CRC hacks are disabled) and probably more - now don't crash anymore, even at high resolution (but might still get some slowdowns).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4895 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-01 13:25:08 +00:00
ramapcsx2 159f4a691f Lilypad: Disable a confusing control for now.
Also a small comment on GSdx's texture cache lookup.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4793 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-05 23:01:16 +00:00
ramapcsx2 47aeca4c75 GSdx:
Fallback to the old render target read for games that do block level reads (Gust titles).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4643 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-10 16:02:52 +00:00
ramapcsx2 e821070676 GSdx:
Fixed Busin 0: Wizardry and Chaos Legion in hardware rendering, possibly others (that read back the output) as well.
The fix could use a review though, as I'm not sure it's safe :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4639 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-09 22:14:35 +00:00
ramapcsx2 5785ba7914 GSdx:
- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)

Thanks for the help, sudonim :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4635 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-09 01:36:57 +00:00
gabest11 fd0245d365 GSdx: implemented the caching of the new page/tile map, dq8 should be fast again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4597 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 00:56:54 +00:00
gabest11 e59670ff97 GSdx: trying another approach for r4589
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4596 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 18:18:21 +00:00
gabest11 cc8d14511b GSdx: the texture cache fix discussed under r4589.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4592 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 01:44:00 +00:00
ramapcsx2 0783f31f84 GSdx: Small mistake :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4576 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-15 17:12:22 +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
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 a2b7176cab GSdx: memory leak fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4332 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-20 23:53:00 +00:00
gabest11 6743959a3c GSdx fix0red for GCC
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4316 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 09:05:15 +00:00
gabest11 3030166596 The core of GSdx is now compatible with intel's compiler on linux.
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 03:36:30 +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
ramapcsx2 58697dbe8f GSdx:
Get the offset hack working normally again.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3011 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-05-15 04:51:15 +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
sudonim1 81c2318fea GSDx: made some nonsense code more obviously nonsense so that it might get fixed some day
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2817 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-06 21:14:15 +00:00
ramapcsx2 7f6f27b9d9 One of these days I'll get it right. Sigh :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2715 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 21:34:16 +00:00
ramapcsx2 d29b968e51 GSdx:
- Moved the offset hack to CreateSource(), it can work a bit more selectively there.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2714 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 19:35:10 +00:00
ramapcsx2 ad62866bcb GSdx:
- The earlier FFX fix killed fmv in Xenosaga 2. Hacked up a bit more now! :p
- Few more CRC (Note: I will look at GoW 2 once I have time and dumps, not before!)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2660 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-02 17:30:03 +00:00
ramapcsx2 ef313a579d GSdx:
- Scene menu and pause screen transitions in FFX, FFX-2 and Grandia3 get invalidated (fixed) again.
No idea why Gabest ever turned that fix off. Coded by Feal87.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2648 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-26 17:03:58 +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 c509869535 GSdx:
- Disabling the "pitch conversion" again. Don't ask. :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2611 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-20 02:50:58 +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