Commit Graph

238 Commits

Author SHA1 Message Date
Gregory Hainaut 50e6306331 Merge pull request #919 from ssakash/coverity_init
Coverity: Initialize class members
2015-10-25 20:08:46 +01:00
Akash c1f1646dab GSDX: Initialize class members
CID 146973 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)2. uninit_member: Non-static class member overflow is not initialized in this constructor nor in any functions that it calls.
2999}
2015-10-23 01:35:15 +05:30
Gregory Hainaut 87001326f6 gsdx: remove 4Y-old unused code
It was never used.
2015-10-22 19:51:03 +02:00
Gregory Hainaut 00e37224ed gsdx: check the return value of mkdir function
Reported by coverity
2015-09-26 13:51:23 +02:00
Gregory Hainaut 7bec15b99f gsdx: remove useless condition check
Base pointer and format are always positive (unsigned int BTW) so drop
>= 0 comparison
2015-09-23 09:39:08 +02:00
Avi Halachmi (:avih) 3f81fc98dd gsdx: custom resolution - use 0 instead of 9 2015-09-22 01:00:53 +03:00
Jonathan Li 69d27dfb4b Merge pull request #829 from ssakash/rework_internalres
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
2015-09-21 20:12:47 +01:00
Gregory Hainaut b60dd9d1fe Merge pull request #814 from PCSX2/coverity-qa-high
Fix a bunches of coverity warning/errors.
2015-09-20 22:18:03 +02:00
Avi Halachmi (:avih) 54afd377ee GSdx: recording: Progressive: make the recorded clip play at full speed
Before this patch, when recording Progressive (frame) mode, it recorded all
the frames correctly but set the clip's fps property to 25/29.97, so when
played back it played at half the speed (but was fine when played at double speed).

This patch does not affect the number of frames recorded per second, but rather
only sets the resulting clip fps property to the correct one (double than before).

Also fixes a bug that in a non-managed window in progressive mode, the title
displayed "200%" speed when it should have displayed 100% speed.

Fixes #832
2015-09-19 14:44:48 +03:00
Akash b97018932d GSDX: Rework Internal Resolution function
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
2015-09-14 10:26:27 +05:30
Gregory Hainaut 2934a15902 gsdx: remove a duplicated check 2015-09-11 08:54:29 +02:00
gabest11 49b3acea72 gsdx: texture size reduction in sw mode, fixes Stolen, less memory usage in general. 2015-08-05 19:11:41 +02:00
gabest11 42f51591df gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet 2015-08-04 13:27:08 +02:00
gabest11 d631030608 gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd. 2015-08-04 03:36:42 +02:00
gabest11 e010004f1f gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls. 2015-08-03 14:35:47 +02:00
gabest11 85117ecbdd gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine. 2015-08-03 11:27:14 +02:00
gabest11 a1a842b07f gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode 2015-08-02 20:21:49 +02:00
Gregory Hainaut 7ca463bf75 gsdx: NaN is likely not well supported for S & T
Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
Gregory Hainaut 6719fc89a6 gsdx-sw: Nan is not well supported in Vertex
It fixes the bad light on Silent Hill with the SW renderer.

Full story
if Q is NaN, m_vt.m_eq.q becomes wrongly true
/Q will wrongly be optimized in the "Vertex Shader" of the SW

Note: Add an assert for the STQ handler

Code path is quite hot so no need to add extra check for nothing
2015-07-19 16:41:05 +02:00
Gregory Hainaut c660ea858b gsdx: move some CRC hacks to full level 2015-07-11 15:14:11 +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 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
refractionpcsx2 f5e8503fa5 GSdx: Didn't need to change this :P 2015-06-17 22:41:16 +01:00
refractionpcsx2 c31c04d3db GSdx: Fix CRC hacks not re-initialising after option change 2015-06-17 22:25:43 +01:00
Gregory Hainaut b2f8fe3593 gsdx: drop the auto skip depth hack
Just use 1 in skip draw if you want to use it

openGL code will soon be fixed to support depth correctly (and I hope dx in the future)

Conflicts:
	plugins/GSdx/GSState.cpp
	plugins/GSdx/GSState.h
2015-06-17 21:53:08 +02:00
Gregory Hainaut 62beb3aaf4 gsdx: don't do bad stuff if aggressive hack isn't enabled 2015-06-14 10:27:02 +02:00
Gregory Hainaut f765a195e2 gsdx: Don't set CRC function pointer when disabled
Less costly than an extra check for each draw calls
2015-06-14 10:27:02 +02:00
Gregory Hainaut 1699289162 gsdx: move 4 hacks from level2 to level3
remains tons of them :(
2015-06-14 10:27:02 +02:00
Gregory Hainaut 1be8d07f85 gsdx: auto CRC management
Old way various check boxes to configure the plugin

New way an unified drop down list

* Level 0 (dev only) => disable (mostly) all hacks and auto skip depth.
* Level 1 (dev only ) => enable oi/oo/cu hacks, others remains disabled
* Level 2 (GL) => enable most hacks except a couple of one that were fixed on openGL (speed impact)
* Level 3 (DX) => enable all hacks
* Level 4 => enable also aggresive CRC

Note: windows gui must be updated, and it will be nice to create a global tooltip
2015-06-14 10:27:02 +02:00
i30817 4e7e7f2dd5 Nocturne, DDS1 and DDS2 CRC hacks to remove motion blur and smudge filter
Signed-off-by: i30817 <i30817@gmail.com>
2015-06-09 00:25:33 +02:00
refractionpcsx2 1fa13163e4 GSDX: Fix for games which change height but keep the same buffer width
- Fix for games that specify a double height, like Pool Paradise
2015-06-06 20:24:10 +01:00
Gregory Hainaut f8f6117ea9 gsdx-debug: allow to track texture move
Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut cd6c93cd9e gsdx: silly mistake 2015-06-03 09:31:52 +02:00
Gregory Hainaut 2cbde89084 Merge pull request #555 from PCSX2/real-fb-format
GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut 9d69ff1f91 gsdx-debug: create the savef option
The idea is to easily extract bad frame from gs dump and to compare them
with the sw renderer.

Here the summary of the options:
savet => dump all input textures
save  => dump the render target
savez => dump the depth buffer
savef => dump the frame
2015-05-31 17:38:52 +02:00
Gregory Hainaut c43ddaec4f gsdx: add Castlevania hack explanation 2015-05-26 17:03:13 +02:00
Gregory Hainaut 3be5a6036b gsdx-ogl: remove assertion + debug message
opengl use a different object to compute the vertex count
2015-05-26 11:03:59 +02:00
Gregory Hainaut 2704a65f57 gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories
Feel free to test those games with CRC disabled on the openGL renderer (native resolution)
2015-05-25 12:37:48 +02:00
Gregory Hainaut 951a1fed94 gsdx-hack: enable auto skip of depth texture for God of War
Rendering is quite complex to emulate on the GPU due to several limitation.
Until we find a solution let's enable the old solution

You could find a description of the rendering here:
http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
2015-05-24 13:43:36 +02:00
Gregory Hainaut d566bb2a23 gsdx: sed /st/sTex/ 2015-05-15 20:45:31 +02:00
Gregory Hainaut d870188d21 gsdx: sed/o/off/ 2015-05-15 20:40:09 +02:00
Gregory Hainaut 8e1db43431 gsdx-debug: debug stuff 2015-05-08 19:28:17 +02:00
Gregory Hainaut 544a923e32 gsdx: Add an option to control auto skip of depth texture
Default is 1 if the user enable hack.

It fixes GTA sun effect and likely others bugs.

Please someone add a windows GUI option.
2015-05-07 23:54:22 +02:00
pgert 9a083d5506 gsdx: crc hacks: few new crcs, few crcs region changes
Signed-off-by: Avi Halachmi (:avih) <avihpit@yahoo.com>
2015-05-07 15:57:50 +03:00
Gregory Hainaut 7bfee7e377 gsdx-debug: stop the dump after a limited number of draw call
Otherwise it fills your disk in a short time with useless data.
2015-05-03 16:46:48 +02:00
Gregory Hainaut c8a3db114c gsdx debug: create savet option
0: don't dump input texture
1: dump input texture

Now, you can do a first pass with only RT. When you find the wrong call, you can redump the input texture of the bad draw.
2015-05-01 13:35:21 +02:00
Gregory Hainaut 330d14941f gsdx-linux: support dump mode on linux
It could be useful to analyze GS dump. Warning it consumes a lot of
disk space.
2015-02-21 13:51:06 +01:00
Gregory Hainaut 18405e2598 gsdx: add goemon comment on some assertion
If someone want to trigger them
2014-12-12 22:31:31 +01:00
gabest11 ba1e522bbb Less opencl bugs, some games are actually playable now, there are still texture errors. 2014-12-02 00:16:34 +01:00
gabest11 db7c26cde7 - Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00