Mesa AMD was updated :)
all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture
[1] Intel driver misses others extensions to run GSdx
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)
Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.
To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.
I didn't fix all the warnings (purpose was to realign code with "recent" update)
Linux note: only miss 2 major items
* res/tfx.cl loading
* device descriptor
* And various bug fixes ;)
Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image.
The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
This reverts commit
d6383e6c21
It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
The code is now a mirror of the ::add. So 1 insert == 1 erase
This way it won't crash on future update. And it will support future GS
memory wrapping improvement.
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !
However insertion is a bit slower. Due to the begin() after the push_front
v2: use std:: for lists and arrays
Removes Alpine Racer 3 hack. Issue has been resolved.
Moves NanoBreaker hack. Issue has been resolved for OpenGL and hack has
been moved to DX only.
Moves Tri-Ace games hacks. Hacks are also necessary for OpenGL with "Partial" CRC Hack Level to prevent massive slowdown.
Move Tales Of Legendia hack back as it's also necessary for OpenGL with "Partial" CRC Hack Level to prevent graphical issues.
Close: https://github.com/PCSX2/pcsx2/issues/1698
Added PAL and NTSC-U CRC's for Ar tonelico II.
Unfortunately it requires at least GCC6. If a nice guy can check the generated code on GCC6.
I don't know clang status.
Here the only example, I have found on the web
https://developers.redhat.com/blog/2016/02/25/new-asm-flags-feature-for-x86-in-gcc-6/
Current generated code in GSTextureCache::SourceMap::Add
38b3: bsf eax,esi
38b6: add esp,0x10
38b9: test esi,esi
38bb: jne 387e <GSTextureCache::SourceMap::Add(GSTextureCache::Source*, GIFRegTEX0 const&, GSOffset*)+0x6e>
BSF already set the Z flag when input (esi) is 0. So it would be better
to not put a silly add before the jump and to skip the test operation.
OMG, Zone of Ender got a speed boost from 11 fps to 45 fps
Seriously, the goal is to allow benchmarking GSdx without too much overhead of the main renderer draw call
Note: unlike the null renderer, texture/vertex uploading, 2D draw, texture conversions are still done.
* move the post-processing frame into the OSD tab
* Rename Global Settings to Renderer Settings
* put monitor and indicator check box on the same line
At least we have a similar number of options by tab