Gregory Hainaut
ecbcc566fe
gsdx ogl: use GT shader for Tourist Trophy
2016-05-07 22:46:41 +02:00
Gregory Hainaut
fc86620327
gsdx ogl: disable channel effect when signature is a bit different
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Hack to avoid regression on Blood Will Tell
2016-05-07 22:46:41 +02:00
Gregory Hainaut
30b452543a
gsdx ogl: tekken5 uses similar effect as Gran Turismo
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So just reuse GT hle shader :) Acid stage is now correct. However it might need
some tuning for others stages.
Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d41613c46a
gsdx ogl: add a Tales of Abyss HLE shader
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Again fast and efficient but it relies on CRC
v2: forget to update the precompiled shader...
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d5681ba01c
glsl: fix a bug in urban chaos hle shader
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Bug only impact the lsb bits of the depth conversion, so impact is likely small
2016-05-07 22:46:41 +02:00
Gregory Hainaut
70ee8c5bc4
gsdx ogl: add an HLE brightness/contrast shader for GT series.
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It works and it is very fast. But it relies on CRC
Others effect need to be tested as well
2016-05-07 22:46:41 +02:00
Gregory Hainaut
91c164ecca
gsdx tc: avoid potential division by 0
2016-05-07 18:36:28 +02:00
Gregory Hainaut
265ea82780
gsdx tc: avoid to load data outside of the GS memory
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Avoid crash in Kungfu panda
2016-05-06 21:46:29 +02:00
Jonathan Li
c540840cd4
pcsx2: Apply auto gamefix/widescreen/cheat changes immediately
2016-05-06 20:32:31 +01:00
Gregory Hainaut
f34e77f08c
gsdx: fix regression on 24 bit format (gust game)
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bpp is the size of the container format but not the size of the format itself.
For PSM24, bpp is 32, trbpp is 24
2016-05-06 13:49:24 +02:00
Gregory Hainaut
c94fecdadb
Merge pull request #1346 from PCSX2/gsdx-cleanup
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Gsdx cleanup
2016-05-06 12:23:54 +02:00
Jonathan Li
f97b556e23
pcsx2: Use incoming settings when applying settings
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The old config settings were wrongly used when determining whether to
load patches, cheats and widescreen hacks. These settings needed to be
applied twice to actually take effect if they were changed while a game
is running.
Use the incoming settings so the settings only need to be applied once.
2016-05-06 01:03:51 +01:00
Gregory Hainaut
e890ce989c
gsdx: throw oom exception + error
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Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
Gregory Hainaut
d58b71688b
gsdx debug: auto GL_POP
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Nicer and exception safe
V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut
37c7fa7663
gsdx: add draw exception (OOM and Recoverable)
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The exception will free the unused (but allocated) texture aka the emergency break ;)
Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Gregory Hainaut
c8dddfed06
gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
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Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut
21d1bd48ec
gsdx hack: move the CRC setup into a separate function
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In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut
7b0427e86e
gsdx hack: use psm lookup + remove now useless log
2016-05-05 15:46:54 +02:00
Gregory Hainaut
8424eeb4ee
gsdx tc: small hint for the compiler
2016-05-05 15:32:21 +02:00
Gregory Hainaut
055b9c57e7
gsdx tc: use unscaled size as clamping in Target::Update
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Might avoid/reduce crash like #1340
2016-05-05 12:59:49 +02:00
Gregory Hainaut
5948c2d8cd
gsdx AMD: broken for broken
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Until AMD release the driver with a fix, I can't use 2nd blending source with SSO.
So let's use the first source. Blending/Alpha will be wrong. But it is likely better
than an uninitialized alpha value.
2016-05-05 12:24:55 +02:00
Gregory Hainaut
f712c5c6d0
gsdx tc: use GSLocalMemory::m_psm instead of hardcoded value
2016-05-05 12:19:25 +02:00
Gregory Hainaut
642cc50ac4
gsdx hw: reduce verbosity of channel skip log
2016-05-05 12:19:19 +02:00
Gregory Hainaut
7c430c9d3c
glsl: fix coordinate in channel depth effect
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UV can't be used directly in channel effect
Properly fix Urban Chaos smoke
2016-05-04 18:08:40 +02:00
Gregory Hainaut
b8b0a0d662
gsdx hw: remove dead code
2016-05-04 18:08:34 +02:00
Jonathan Li
f4566acfa5
Merge pull request #1338 from turtleli/breakpoint-windows-fix
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debugger:windows: Fix vanishing breakpoints when scrollbar disappears
2016-05-04 11:17:20 +01:00
FlatOutPS2
6defe6e07d
Automatic aspect ratio switch during FMV playback
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Updated to bypass ini setting for automatic aspect ratio switch.
2016-05-03 16:50:42 +02:00
Jonathan Li
ad652706d6
debugger:windows: Fix vanishing breakpoints when scrollbar disappears
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On Windows, it seems that if you resize the columns in the size event
handler when the scrollbar disappears, the listview contents may decide
to disappear as well. So let's avoid the resize for this case.
2016-05-03 00:42:45 +01:00
Gregory Hainaut
90af611fdb
gsdx ogl: Fix channel effect interaction with accurate blending
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* Vertex info must be updated before PrimitiveOverlap
* Fix the vertex number (2 not 4)
* add an uint16 cast to shut up Visual Studio
2016-05-02 19:48:11 +02:00
Gregory Hainaut
e190841d67
gsdx ogl: improve blending logging
2016-05-02 18:14:02 +02:00
Gregory Hainaut
3077cc82cc
gsdx hack: Ghost in the Shell still broken in openGL
2016-05-02 18:14:02 +02:00
Jonathan Li
7435e6e7b3
Console: Add AutoDock option to menu
2016-05-02 17:02:16 +01:00
Jonathan Li
6430e41fb5
gsdx:windows: Update GUI to reflect recent changes
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"Enable Hardware Depth" removed from main dialog.
"Disable Depth Emulation" and "Fast Texture Invalidation" added to Hacks
dialog.
And fix lots of whitespace issues.
2016-05-02 00:28:10 +01:00
Jonathan Li
9b58b3fb6e
Console: Do not scroll to bottom unless text is updated
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Also remove the size event handler and use Bind instead of Connect
2016-05-01 18:38:59 +01:00
Akash
21e6a344a2
GSDX: Improvements to the GSDX dialog ( #1284 )
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GSDX: Improvements to the config interface.
- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
2016-05-01 17:33:53 +01:00
Gregory Hainaut
826b38c47a
gsdx tc: use array in GSOffset to store texture coverage
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GSOffset is already based on a lookup of PSM/BP/BW. Coverage only adds
the size parameters (so only 256 possibilities)
It replaces the hash lookup with a free array access.
2016-05-01 15:02:36 +02:00
Gregory Hainaut
9cacfee8c7
Merge pull request #1322 from PCSX2/gsdx-8b-subrt
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gsdx: improve detection of channel shuffle
2016-05-01 14:28:22 +02:00
Gregory Hainaut
7add3d1018
gsdx hack: add a lengthy comment to explain man hunt2 hack
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An HLE shader replacement could be done for this game but it is
low priority
2016-05-01 13:37:54 +02:00
Gregory Hainaut
4bf484c881
gsdx: move various games crc to dx level
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* GT3
* GT4
* GTConcept
* JamesBondEverythingOrNothing
* SkyGunner
* StarWarsBattlefront2
* StarWarsBattlefront
* TouristTrophy
* ICO
* DeathByDegreesTekkenNinaWilliams
2016-05-01 13:22:12 +02:00
Jonathan Li
6b5761dfa4
gui: Avoid out-of-bound access when sVU is disabled
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The radio buttons are ifdef'd out so they don't exist.
2016-05-01 09:52:36 +00:00
FlatOutPS2
424e7d65e5
Add several XGKick hacks ( #1332 )
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Add XGKicks for Formula One 2001-2003, World Of Outlaws and Sprint Cars
2016-04-30 21:27:22 +01:00
Gregory Hainaut
5676acaef9
glsl: support channel effect on depth texture too
2016-04-30 16:07:45 +02:00
Gregory Hainaut
e0581ee771
gsdx ogl: Finalize the urban chaos workaround
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Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut
14e1ed06df
glsl: add an HLE shader for Urban Chaos
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Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut
7d191ebf8e
gsdx tc: load palette for pseudo 8 bits depth
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Rendering is still broken but I'm afraid it will need a dedicated shader
2016-04-30 14:52:43 +02:00
Gregory Hainaut
12b8704502
gsdx dx: disable channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b4c7d32741
gsdx ogl: avoid to wrongly detect a channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
1011a757a8
gsdx hw: factorize redundant code
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b78c772a14
gsdx: improve detection of channel shuffle
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Improve rendering on Prince Of Persia (requires preload data hack)
Worth to re-test: MTGS2/3
Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut
2160d7da81
Merge pull request #1330 from PCSX2/gsdx-move-crc-separate-file
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Gsdx move crc separate file
2016-04-30 14:33:44 +02:00