- Always enable sw colclip for BLEND_NO_BAR.
Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.
- Enable sw colclip for Safe FBMASK SW emulated.
instead of hdr mode with accumulation blend so we don't use a mix of sw
and hw blending. It is more accurate.
Test case: Superman Shadows of Apokolips, fixes shadows when blending is enabled.
- Use const to get rid of some warnings.
- Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.
- Add assert when disabling hw blending, hw blending should only be disabled
on free/no barrier blending. D3D11 lacks other types of blending.
- Use const to get rid of some warnings.
Fast floating point behaviour can optimise out handling for special
floating point values e.g. NaNs. As GSdx needs to handle NaNs in a few
places, precise floating point behaviour should be used instead.
Fixes a flashlight regression in Silent Hill 2/3 that was caused by
VS2019 optimising out NaN handling.
ePSXe for example.
There is little to no benefit in keeping it, especially when nobody was
maintaining the code. If we ever want to reintroduce it we can do so
from older branches like 1.6.
Plus if we want to integrate plugins into pcsx2 itself this is a required step.
PS1 games can ofc still be played within pcsx2.
Leave it as an ini option only.
People should never use custom resolution as it causes many issues and
many features aren't supported with it.
On linux option was removed a long time ago.
This reverts commit 99f814d376.
The assert gets triggered on Linux and so debug build can't be used properly.
Would be nice to investigate why in the first place but until then revert the
entire commit. We have checks for texture limits anyway so it shouldn't be an issue.
Previous behaviour:
Anisotropic filtering was continuing to run even with Nearest filtering.
On opengl it doesn't run on nearest filtering. The gui for both
renderers also greys out aniso when nearest is selected.
Anisotropic filtering being able to run on palette texture. This caused
to break the rendering on palette textures for games that use it.
PR behavior:
The PR corrects both of these behaviors, Aniso won't run on palette
textures as well as nearest filtering.
Test cases for observing the issues were used: Star Ocean 3, Fifa
Street.
Automatic, Force Disabled, Force Enabled.
Automatic - automatically determinate if a game needs the half screen
fix.
Force Disabled - fully disables the half bottom fix. It will help
Xenosaga games.
Force Enabled - fully enables the half bottom fix. Will help Lord of the
Rings Two Towers, Superman Shadows of Apokolips, Midnight Club 3.
Automatic, same as before, automatically enable based on height delta.
Force Disabled, fully disables the half bottom detection.
Force Enabled: Fully enables the half bottom detection.
Separate and group hack types in to Rendering and Upscaling hacks. This
should help users identify better what some hacks do and make it a
little bit easier to use.
Rename Automatic CRC Level label back to CRC Hack Level.
Rename Accurate Date label to DATE Accuracy.
Rename Accurate Blending label to Blending Accuracy.
Remove 10x and 12x upscaling options, we don't want to hit the maximum
texture size limit and cause issues so better play it safe and allow
only up until 8x upscaling.
Reword the tooltip to make it a bit more fitting with it's current
behavior.
Add all games in the list that have some sort of aggressive state.
Update anisotropic filtering, autoflush sw, sparse texture, gl blending tooltips.
Xenosaga handles the half bottom as an vertex offset instead of a buffer
offset which does the effect twice.
Half bottom won't trigger a cache miss that skip the draw because it is
still the normal buffer but with a vertices offset.
Issue #3147
Previous skip value 6 wasn't enough and caused some visual issues on the
ntsc version. Use value of 8 instead.
Issue reported by ozzie212121 on discord.
Effect is properly rendered with depth emulation, so far only Burnout
Revenge triggered the crc hack from my testing.
Triggering the draw is done when the player car crashes.
Partially replace the Linux ini code so that it:
- works on both Windows and Linux
- is backwards compatible with older GSdx inis
- properly handles UTF-8 ini pathnames
Fix an issue with GSdx on Windows not being able to handle non-ASCII
ini pathnames.