Commit Graph

6882 Commits

Author SHA1 Message Date
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
// 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
Gregory Hainaut 705c88f193 gsdx-ogl: disable blending when cleaning integer texture
Avoid a warning message on Nvidia
2015-07-03 20:26:56 +02:00
Gregory Hainaut c6f026ee68 gsdx-tc: keep 32 bits status when converting from/to depth
Partially fix conan effect
2015-07-03 19:02:44 +02:00
Jonathan Li bb4a155c73 configure wxWidgets 3.0, update .gitignore
Configures the settings in include/wx/msw/setup.h.
Removes icons from include/wx/msw/wx.rc.
Deletes include/wx/msw/rcdefs.h (autogenerated by build process).

Updates .gitignore by including wxWidgets3.0 build files and adds a
missing '/' to build.
2015-07-03 10:05:59 +01:00
Jonathan Li c3755b82a4 wxWidgets3.0: setup VS2012 project files
Same as previous commit, but with VS2012 and no extra property sheet.
2015-07-03 10:05:59 +01:00
Jonathan Li 1bada25a79 wxWidgets3.0: setup VS2013 project files
This configure the VS2013 files so that the now external libpng and
libjpeg libraries are used, and to place some of the common stuff into a
property sheet.

For deleted files, I've chosen to exclude from build instead of removing
them from the project file. It's less work to re-add them if they're
required at a later stage.
2015-07-03 10:05:58 +01:00
Jonathan Li 253f635f56 libpng: setup Visual Studio project files
This also moves scripts/pnglibconf.h.prebuilt to pnglibconf.h
2015-07-03 10:05:58 +01:00
Jonathan Li 2ab97aaa49 libpng: upgrade from 1.6.2 to 1.6.17
This upgrades the customised 1.6.2 wxWidgets3.0 version to 1.6.17 from
the zip version. CMakeLists.txt and the contrib directory have been
removed.
2015-07-03 10:05:57 +01:00
Jonathan Li f1547c14e0 wxWidgets3.0: rename Visual Studio project files
This renames the project files for consistency with the names of the
other project files.
2015-07-03 10:05:56 +01:00
Jonathan Li 9a9e93da83 wxWidgets3.0: upgrade from 3.0.1 to 3.0.2 2015-07-03 10:05:56 +01:00
Jonathan Li 24d5e59c32 wxWidgets3.0: trim files and rename directory
Delete files and directories that won't be used, and rename the
wxWidgets 3.0 directory to reduce confusion when doing maintenance
version upgrades.
2015-07-03 10:05:55 +01:00
Jonathan Li 2e791c762b wxWidgets3.0: move libpng out, delete libjpeg
Move libpng out of wxWidgets 3.0 so it's available to other projects.
Delete libjpeg since there's a newer copy already available in 3rdparty
(still outdated though).
2015-07-03 10:05:43 +01:00
Jonathan Li 29ccbfe140 Fix plugin error handling for wx3.0 on Windows
This prevents a PCSX2 lock up that requires Task Manager to kill. It
seems the messagebox intercepts the GSframe's close event, hides itself
and then leaves you with no way of ending PCSX2 normally. So close the
GS frame before the message box appears.
2015-07-02 23:01:43 +01:00
Gregory Hainaut 0c12f232ca gsdx-ogl: don't write depth in first step of DATE 42
Fix shadows in Fifa
2015-07-02 21:08:47 +02:00
refractionpcsx2 193f47ebb1 Merge pull request #616 from ssakash/patch-22
swap value functions for Round sprite hack.
2015-07-02 19:33:03 +01:00
Gregory Hainaut 28815db7cc gsdx: fix depth option 2015-07-02 19:13:38 +02:00
Akash 6f515b220e update the description text 2015-07-02 01:39:55 +05:30
Gregory Hainaut de644c5437 Merge pull request #628 from PCSX2/gsdx-depth-and-16-bits-support
Gsdx 1.0
2015-07-01 20:50:09 +02:00
Gregory Hainaut cd8e31d85f gsdx-ogl: always copy date to offset 0,0
Fix snow engine game on driver that don't support yet GL_ARB_copy_image
(Mesa drivers)
2015-07-01 18:27:20 +02:00
Gregory Hainaut 831c24de51 gsdx-dx: only enable new code when CRC is below FULL level
Code is not ready. It allow to test the new code without a massive
regression
2015-07-01 09:36:54 +02:00
Gregory Hainaut 074881228d gsdx:comment: small explanation of the half offset hack 2015-07-01 09:36:54 +02:00
Gregory Hainaut 76f96ddbb6 gsdx-tooltip: MSAA is not implemented on OpenGL 2015-07-01 09:36:54 +02:00
Gregory Hainaut 50c9988018 gsdx-ogl: disable all accurate options when not supported + No Intel support on windows 2015-07-01 09:36:54 +02:00
Gregory Hainaut a9f49ab9ab glsl: fix rounding error for shadow computation
Better shadow on Castlevania/Nemo (others :) )
2015-07-01 09:36:54 +02:00
Gregory Hainaut d46e41533d gsdx: remove various CRC of the openGL level
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
2015-07-01 09:36:54 +02:00
Gregory Hainaut be1403cdc2 gsdx-ogl: support texture shuffling on !FST
Mostly fix "Finding Nemo"

It remains a shadows issue when you enable accurate_fbmask and depth
2015-07-01 09:36:54 +02:00
Gregory Hainaut beafbd9768 gsdx: add a warning for the future 2015-07-01 09:36:54 +02:00
Gregory Hainaut 6121677aa1 gsdx-tc: use a single shader pass to convert texture in 8 bits format
It might save a couple of fps

Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack :( Or find a way to replace all if with a lookup table

Note: it is only supported on OpenGL currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut 2ecca529d1 gsdx-tc: log dirty target 2015-07-01 09:36:54 +02:00
Gregory Hainaut e2727f10ba glsl: fix for AMD
I hope :)
2015-07-01 09:36:54 +02:00
Gregory Hainaut 2af7dcbda2 gsdx-tc: GPU accelerate 8 bits texture when upscaling is enabled
Code unscale the texture to ease the conversion. Quality is awful (same as before)
but I'm not sure we can support an upscaled texture

Maybe the quality loss is due to the reduction without mipmap

Maybe the best solution will be to add an hack to extract the blue channel
(with texture swizzle), and uses a "full page/screen" spirte instead.
(it would be faster too)

Note: won't be compatible with MSAA (but gl doesn't support it anyway)
2015-07-01 09:36:54 +02:00
Gregory Hainaut 6ca7a802bf gsdx-tc: add a big comment to explain the scaling of src in TC 2015-07-01 09:36:54 +02:00
Gregory Hainaut d29e375f72 gsdx-tc: GPU accelerate 8 bits texture conversion
Only native is supported currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut a8bcc760b4 gsdx-tc: only clean RT in openGL
It is a debug feature for myself
2015-07-01 09:36:54 +02:00
Gregory Hainaut 3f6edc39cf gsdx-linux-gui: update option
Add mipmap for SW
Add tc depth for HW

Remove nvidia MT, always on
2015-07-01 09:36:54 +02:00
Gregory Hainaut db5468afcf glsl: fix shadow on Shin Megami Tensei Nocturne 2015-07-01 09:36:54 +02:00
Gregory Hainaut 61a717db14 gsdx-tc: clean the RT in debug build
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.
2015-07-01 09:36:53 +02:00
Gregory Hainaut 99b03b4632 gsdx-debug: log all write (texture) from the EE
It is verbose but it might help to understand the invalidation of texture
2015-07-01 09:36:53 +02:00
Gregory Hainaut e66aac8ab7 gsdx-hw: add an hidden option to preload the final frame with GS mem data
Game can directly uploads a background or the full image in
"CTRC" buffer. Previous code was a full black screen.

It will also avoid various black screen issue in gs dump.

hidden option: preload_frame_with_gs_data

Note: impact on upscaling was not tested and it's likely broken
2015-07-01 09:36:53 +02:00
Gregory Hainaut a751db5f2b gsdx-ogl: merge 2 log (too verbose otherwise) 2015-07-01 09:36:53 +02:00
Gregory Hainaut 85543db094 gsdx-tc: trace the alpha channel update in TC
Improve the rendering in MGS3 (even if the game is still broken
due to others TC issues)

// Typical bug (MGS3 blue cloud):
// 1/ RT used as 32 bits => alpha channel written
// 2/ RT used as 24 bits => no update of alpha channel
// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
//    because of the previous draw call format
//
// Solution: consider the RT as 32 bits if the alpha was used in the past
2015-07-01 09:36:53 +02:00
Gregory Hainaut 4a65e5e723 gsdx-tc: don't try to read a 0 pixels texture
"Regression" introduced in 8 bits RT support

The case appears when
1/ address of RT is the same as input texture
2/ input format is 8 bits
3/ previous lookup of RT was miss
2015-07-01 09:36:53 +02:00
Gregory Hainaut a588f61a8a gsdx: add an assert for unsupported case 2015-07-01 09:36:53 +02:00
Gregory Hainaut 9802ba6621 gsdx-tc: add support of pseudo 8 bits RT conversion
Code is obviously slow but at least it works.

It fixes the blur effect of VP2
2015-07-01 09:36:53 +02:00
Gregory Hainaut 77e718c61f gsdx: disable linear interpolation when converting texture in texture cache
It avoid various upscaling glitches on GS post-processing effect

// 1/ Palette is used to interpret the alpha channel of the RT as an index.
// Star Ocean 3 uses it to emulate a stencil buffer.
// 2/ Z formats are a bad idea to interpolate (discontinuties).
// 3/ 16 bits buffer is used to move data from a channel to another.
//
// I keep linear filtering for standard color even if I'm not sure that it is
// working correctly.
// Indeed, texture is reduced so you need to read all covered pixels (9 in 3x)
// to correctly interpolate the value. Linear interpolation is likely acceptable
// only in 2x scaling
//
// Src texture will still be bilinear interpolated so I'm really not sure
// that we need to do it here too.
//
// Future note: instead to do
// RT 2048x2048 -> T 1024x1024 -> RT 2048x2048
// We can maybe sample directly a bigger texture
// RT 2048x2048 -> T 2048x2048 -> RT 2048x2048
// Pro: better quality. Copy instead of StretchRect (must be faster)
// Cons: consume more memory
//
// In distant future: investigate to reuse the RT directly without any
// copy. Likely a speed boost and memory usage reduction.
2015-07-01 09:36:53 +02:00
Gregory Hainaut ae3b768de9 bump gsdx version to 1.0.0 2015-07-01 09:36:53 +02:00
Gregory Hainaut 839003467e gsdx-ogl: add support of partial frame buffer masking
It might help to fix a bit the color on a couple of games

accurate_fbmask = 1

Code uses GL4.5 extensions. So far it seems the effect is ony used a couple
of time and often in non-overlapping primitive. Speed impact will likely remain small
2015-07-01 09:36:53 +02:00
Gregory Hainaut 87f54ae0ff gsdx: report error on unsupported case in texture cache
It seems to impacts lots of games that still have issue (VP2, MTG3, PoP)

The PSMT32 format is read a PSMT8. I think we need to convert it as PSMT8H (i.e.
unpack it to have only an alpha channel)
2015-07-01 09:36:53 +02:00