Robert Neumann
08b6edae80
psxmode: further spu2x work
2016-10-09 15:52:45 +02:00
Robert
3aabc1adbf
spu2x work 1
2016-10-09 15:52:05 +02:00
Gregory Hainaut
9af34cc611
gsdx tc: miss a set scaling call
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Likely impact issue #83/#694
2016-10-09 13:07:08 +02:00
Gregory Hainaut
3b733930fe
gsdx: UserHacks_TextureInsideRt must be disabled by default
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Likely a bad copy/past
2016-10-09 12:13:37 +02:00
Gregory Hainaut
344636d88e
gsdx ogl: attach input texture before copy
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Help to ensure with copy the good texture in debugger
2016-10-08 23:42:39 +02:00
Gregory Hainaut
22ebdcf1cf
gsdx debug: create a nice dump function for kernel gs registers
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Add missing register
2016-10-08 23:42:39 +02:00
Andreas
ab228c8484
Added missing CRC for Grand Theft Auto San Andreas.
2016-10-08 18:38:50 +03:00
Robert Neumann
ca59ce45c0
psxmode: Make cd read delays longer to avoid mdec glitches and possibly some other data corruption. Proper read timings can be added later using cdvd.cpp as an example.
2016-10-07 21:36:06 +02:00
Robert Neumann
f45527468f
psxmode: silence "vsync timeout" spam
2016-10-07 18:22:37 +02:00
FlatOutPS2
db853b4462
GSdx: Add Jak 2 US CRC to GSCrc list.
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Fixes issue: https://github.com/PCSX2/pcsx2/issues/1603
2016-10-07 13:14:15 +03:00
FlatOutPS2
5ca63a4e89
GameDB: Add Tiger Woods PGA Tour series VU Clamping Mode fixes
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Fixes black textures on characters in Tiger Woods PGA Tour 2004, 2005,
and 06 through 10.
Known to fix the issue for the following serials: SLES-51887, SLUS-21877, SLES-52509, SLES-54253, SLUS-21483, SLUS-21002
Presumed to also fix the issue for serials(known to suffer from the exact same issue and use the same engine as the other games, so the fix should be the same): SLUS-20757, SLES-53541, SLUS-21264, SLUS-21646, SLUS-21772, SLPM-66191, SLES-54253, SLPM-66674
2016-10-07 13:14:15 +03:00
Gregory Hainaut
574a807678
gsdx tc: new hack to extract texture from rt
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UserHacks_TextureInsideRt = 1 (don't look at Jak)
2016-10-07 01:43:04 +02:00
Gregory Hainaut
8873b27eb8
gsdx: let's keep the new clut option off
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There are still issue with virtua fighter (albeit my dump is better...)
2016-10-06 22:05:03 +02:00
Gregory Hainaut
79666b26c0
gsdx sw: restore the const reference
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It was removed for PSX hack which was removed a couple of commits ago
2016-10-06 20:02:22 +02:00
Gregory Hainaut
c66004bbb2
gsdx: hidden option to better support dual context clut
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Option is on by default. Just a safety net in case of regression
Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
2016-10-06 19:08:21 +02:00
Gregory Hainaut
9cd4984f7c
gsdx debug: more log
2016-10-06 18:56:31 +02:00
Akash
b36dfb356e
PCSX2-Git: Add an issue template file ( #1567 )
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Merge issue template
[skip ci]
2016-10-06 00:04:16 +02:00
Gregory Hainaut
d827497403
gsdx: let's handle illegal 4 bits format too
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In doubt if some games use them.
2016-10-05 22:07:49 +02:00
Gregory Hainaut
9b93c07339
gsdx: Handle illegal 8 bits format. Found the most silly GS dev trick
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Fix Berserk #1526 Well done guys but we're more clever than you ;)
So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format
2016-10-05 22:07:43 +02:00
Gregory Hainaut
6fd46eb36a
gsdx: move the validation of the texture format before the draw call
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Avoid false positive when game write dummy stuff
2016-10-05 22:07:23 +02:00
Pseudonym
a0629587be
gsdx memory: implement read texture of PS GPU24
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convert the swizzled block as tightly packed 24 bits RGB
Then convert scanline to standard 32 bits RGBA
The HW renderer requires the preload data hack
2016-10-05 21:59:42 +02:00
Gregory Hainaut
1c900e780a
gsdx memory: add a PS GPU 24 bits format
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Same swizzle as 16 bits. But contains tightly packed RGB pixels.
2016-10-05 21:06:38 +02:00
Gregory Hainaut
1cc696ab31
gsdx hw: update TEST.ATE field after ATE optimization
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Otherwise DoFirstPass/DoSecondPass will give you result based on pre-ATE optimization
Close #1607
2016-10-05 09:43:24 +02:00
Gregory Hainaut
3653a7746a
gsdx psxmode: small hack to "see" video until we found a better solution
2016-10-05 09:43:24 +02:00
Gregory Hainaut
677f890c5c
gsdx debug: static GSState::s_n
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This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut
61333ecb40
gsdx debug: trace register access
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I didn't include high frequency register such as vertex stuff
main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut
1b8d6a38e7
Merge pull request #1586 from PCSX2/gsdx-refresh-gui-options
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Gsdx refresh gui options
2016-10-04 18:30:48 +02:00
Gregory Hainaut
7d165da105
pcsx2: update credit box
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Put turtleli in dev section
Add FlatOut in special thanks section
Thanks you very much for your hard work.
2016-10-03 22:25:59 +02:00
Gregory Hainaut
354aa6831b
gsdx ogl: brain hang in the middle of the line
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Only impact if bilinear is forced
2016-10-03 18:52:02 +02:00
Gregory Hainaut
5b72fab2e4
gsdx ogl: depth regression from 866173a481
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Only mask depth if the min value is too big
Issue #1602
2016-10-03 18:32:54 +02:00
Gregory Hainaut
3be055a366
gsdx hw: remove code to detect an effect
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It was a tentative to emulate GTA radiosity but the new hack is more generic
2016-10-02 18:29:23 +02:00
Gregory Hainaut
7dcf1cbf90
Merge pull request #1593 from PCSX2/greg/gsdx-hw-ate
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gsdx hw ate
2016-10-02 18:22:02 +02:00
Gregory Hainaut
49c44db635
gsdx:dx: make filtering right
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WMS/WMT 2 is the region clamping mode.
Hw unit can't emulate it right so it can give you bad filtering (Fix #1025 )
Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
2016-10-02 18:21:52 +02:00
Gregory Hainaut
7f4791fa85
gsdx hw: improve no_ds detection
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Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
2016-10-02 18:21:52 +02:00
Gregory Hainaut
c3ac3ecbe7
gsdx hw: move try alpha test at the beginning
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Will allow to use alpha test optimization to better optimize depth lookup
Require to do clut handling before
2016-10-02 18:21:52 +02:00
Gregory Hainaut
dc365e066d
gsdx tc: remove old plain TEXA hack
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It must work fine without it now.
From the google code comments:
It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)
v2: update Dx code to use the good format
2016-10-02 18:21:52 +02:00
Gregory Hainaut
cf13cccb1e
gsdx: avoid useless spamming of INVALID PSM in release build
2016-10-02 18:21:41 +02:00
refractionpcsx2
471f33ceef
Vif Unpack: initialise UnpkNoOfIterations before use.
2016-10-02 17:18:49 +01:00
refractionpcsx2
744d07b8a1
Vif: Fix MSCNT for MK: Shaolin Monks.
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-Tested Baldurs Gate, Twisted Metal, Warship Gunner 2 and Downhill Domination, all seem to be fine still.
2016-10-02 15:35:06 +01:00
refractionpcsx2
59be0818e2
Gif: Fix MFIFO logic so it doesn't get caught in a loop (Tekken Tag)
2016-10-02 14:35:36 +01:00
Gregory Hainaut
955a69b16e
gsdx ogl: fix GT4 regression (wrong texture on timing)
2016-10-02 12:16:48 +02:00
Gregory Hainaut
c7c6566bca
gsdx hw: of course the full Jak series will kill me
2016-10-02 11:57:09 +02:00
Gregory Hainaut
b6638d4eec
gsdx hw: forgot to comment an unused variable
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Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Jonathan Li
fd1cc2fdcb
ci:appveyor: Don't use branch name to name directory
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Fixes issues with using a / in the branch name, which causes the rename
command to fail because the parent directory isn't present.
2016-10-02 00:04:56 +01:00
Gregory Hainaut
3996fbe365
gsdx hw: reduce conplexity around TryAlphaTest
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* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut
c5f086b385
gsdx ate: separate the code that depends on TEST.AFAIL
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Easier to read and allow a switch optimization
Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut
4612b79575
gsdx: add a warning on vertex trace
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Due to a division by 2, depth lsb bit is always 0
I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00
Gregory Hainaut
d1e07295e7
gsdx linux: add the missing gui option for unscale point/line primitive
2016-10-01 19:16:44 +02:00
Gregory Hainaut
5e1064da55
gsdx: remove the safe accurate blending hack
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V2: Integrate Flatout patch to do the Window side
2016-10-01 19:15:52 +02:00
Gregory Hainaut
f77c1900fa
gsdx tc: always clear a new depth buffer
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Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)
Hopefully it won't impact too much the speed.
2016-10-01 19:00:17 +02:00