refractionpcsx2
95c2622b7f
Gsdx: Typo'd!
2015-06-07 18:31:51 +01:00
refractionpcsx2
b5171dfe5d
Gsdx: De-crapify Native resolution, potential fix for custom resolutions.
2015-06-07 16:57:55 +01:00
refractionpcsx2
0946958acf
Gsdx: Height change on Gregory's recommendation :)
2015-06-07 16:12:14 +01:00
Gregory Hainaut
c3c29945b2
gsdx-ogl: only set a cst blend factor when Ad is used
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Fix GT4 and potentially FFX
2015-06-07 16:10:59 +02:00
Gregory Hainaut
5daf7aa98f
gsdx-debug: keep s_n/pop in sync
2015-06-07 12:39:48 +02:00
Gregory Hainaut
5bf5b5bca4
gsdx-ogl: extend StretchRect to write in depth texture
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It will allow to convert color texture to depth texture
2015-06-07 12:39:23 +02:00
Gregory Hainaut
0518aaedc9
gsdx-ogl: unattach palette to avoid noise in debug
2015-06-07 12:39:15 +02:00
Gregory Hainaut
23f8203a22
gsdx-ogl: add some shaders to convert depth <-> color
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I'm afraid of rounding error
2015-06-07 12:39:00 +02:00
Gregory Hainaut
a5fe8478ae
Merge pull request #575 from PCSX2/gsdx-half-screen-snow-engine-v2
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gsdx-texture-cache: Improve fix for snow engine game
2015-06-07 10:18:56 +02:00
refractionpcsx2
0a467291f9
Gsdx: Height thing didn't work so well, using old buffer width test again
2015-06-07 03:50:34 +01:00
Gregory Hainaut
0e3349f953
Merge pull request #590 from PCSX2/OpenGL-printf-corrections-removed-shadow-hearts-crc
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OpenGL printf wording corrections, removed Shadow Hearts CRC
2015-06-06 21:56:07 +02:00
bositman
1de58349c5
Bleh
2015-06-06 22:39:34 +03:00
bositman
8d61ab2af2
OpenGL printf wording corrections, removed Shadow Hearts CRC (not used anymore in GSstate)
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Some minor grammar fixes to OpenGL prints and removed Shadow Hearts CRC
which has been left behind
2015-06-06 22:28:59 +03:00
refractionpcsx2
1fa13163e4
GSDX: Fix for games which change height but keep the same buffer width
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- Fix for games that specify a double height, like Pool Paradise
2015-06-06 20:24:10 +01:00
Gregory Hainaut
97467f9e30
Merge pull request #579 from PCSX2/drop-vs2010-support
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Drop vs2010 support
2015-06-06 10:47:16 +02:00
Gregory Hainaut
68e44fd354
gsdx: reload the state when GSconfigure is called
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It fixes the reloading of openGL option and it avoids
issue during pause/resume.
Fix issue #584
2015-06-06 08:51:53 +02:00
Gregory Hainaut
7e662c50d4
Revert "gsdx: always restore the full gs state object (s_gs)"
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This reverts commit 2ea049b5a5
.
2015-06-06 00:22:15 +02:00
Gregory Hainaut
4feeaac7d1
Merge branch 'alignment' of git://github.com/xsacha/pcsx2 into xsacha-alignment
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Gregory: Get all changes but keep C11 code path which will be the future
(if someone can find info on Visual Studio support)
* Keep the old posix api to use address sanitizer on gcc 4.9
Conflicts:
common/build/Utilities/utilities.vcxproj.filters
common/build/Utilities/utilities_vs2012.vcxproj.filters
common/build/Utilities/utilities_vs2013.vcxproj.filters
common/include/Utilities/MemcpyFast.h
common/include/Utilities/StringHelpers.h
common/src/Utilities/AlignedMalloc.cpp
common/src/Utilities/vssprintf.cpp
plugins/GSdx/stdafx.cpp
2015-06-05 20:31:14 +02:00
Gregory Hainaut
e774fecb77
gsdx-ogl: enable again geometry shader on Mesa
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Please use a recent Mesa version (10.5 if possible)
2015-06-05 18:59:10 +02:00
Gregory Hainaut
6c8f7a0147
Merge pull request #580 from PCSX2/issue-565-option
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gsdx: always restore the full gs state object (s_gs)
2015-06-05 17:51:02 +02:00
Gregory Hainaut
7d124e6a83
gsdx-texture-cache: Improve fix for snow engine game
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Instead to hardcode the half-buffer size to 0x140, the new code
compute it.
To avoid regression, I limit the code to big target (>= 1024 pixels)
2015-06-05 09:06:12 +02:00
refractionpcsx2
65b83a36a7
GSDX: Removed some printf's I left in.
2015-06-05 00:13:21 +01:00
refractionpcsx2
91f775f3f0
GSDX: Fixed up some of the scaling height settings
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-Last commit broke Snowblind games again
-Width now based on output circuit
-Try to use the smallest possible while being at least the size of the screen
2015-06-05 00:12:15 +01:00
Gregory Hainaut
6f4ec98bc3
gsdx: try to reduce the size of target as much as possible
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I suspect too consume too much memory (issue #576 )
2015-06-04 22:15:52 +02:00
Gregory Hainaut
f8f6117ea9
gsdx-debug: allow to track texture move
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Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut
979ea92754
gsdx: make png++ optional
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Some distributions (Fedora) doesn't have a png++ package...
2015-06-04 20:22:05 +02:00
Gregory Hainaut
bd2c04a0ec
ooups bad copy/past
2015-06-04 19:58:58 +02:00
Gregory Hainaut
2ea049b5a5
gsdx: always restore the full gs state object (s_gs)
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It will force a reload of opengl option
2015-06-04 18:29:31 +02:00
Gregory Hainaut
c2e851b3a5
gsdx-ogl: don't use slow SW blend for nothing
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When A == B, coeff is 0 so <= 1
When C == 2, just check the value of coeff
Barely faster in accurate_blend = 2
2015-06-04 18:18:47 +02:00
Gregory Hainaut
ba5b367ae8
drop support of Visual Studio 2010
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* Severals PR uses C++11 features
* 2015 will soon be released
* Win 10 will soon be released
Time to upgrade
2015-06-04 08:55:22 +02:00
Gregory Hainaut
85266abd71
gsdx-ogl: use a 8MB vbo/ibo
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Dirge of Cerberus draw 143,360 vertices in a single draw!
It is likely to emulate a particle effects
Hopefully improve issue #573
2015-06-04 08:28:40 +02:00
bositman
e34477a497
Merge pull request #547 from pgert/master
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GSdx > HW-hacks > Rewording comments on duplicate CRC's and minor cleanup
2015-06-03 15:58:28 +03:00
Gregory Hainaut
0d5d94f56e
Merge pull request #570 from ssakash/patch-3
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Three new Opengl settings for Windows [GUI]
2015-06-03 14:01:39 +02:00
Gregory Hainaut
3dd3bf6e2b
gsdx-ogl: new hidden option accurate_blend = 2
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Debug option to emulate all blending draw call in the shader
Of course it is slow but it is very accurate
2015-06-03 09:56:07 +02:00
Gregory Hainaut
cd6c93cd9e
gsdx: silly mistake
2015-06-03 09:31:52 +02:00
Akash
f2d193edcf
Add three new Opengl options.
2015-06-02 16:02:56 +05:30
Gregory Hainaut
995ae51bf4
gsdx-ogl: disable a log message
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Too verbose and code was fixed anyway
2015-06-02 09:28:35 +02:00
Gregory Hainaut
9fe13f7a6b
gsdx linux: fix a memory leak
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Not important but pollute the valgrind log
2015-06-02 09:28:35 +02:00
refraction
4914620178
GSDX: Fix for 6x Native, fixed GH3 in native mode taking up quarter of the screen after the snowblind changes
2015-06-01 19:04:39 +01:00
Gregory Hainaut
2cbde89084
Merge pull request #555 from PCSX2/real-fb-format
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GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
f81cf360bc
Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
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Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut
9fa473a57d
gsdx-ogl: glDebugMessageCallback is optional
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Not even used in release build
2015-05-31 17:55:34 +02:00
Gregory Hainaut
9d69ff1f91
gsdx-debug: create the savef option
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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
d301848848
gsdx-ogl: fix paltex on opengl
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RT uses as palette must use the alpha channel
Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
Gregory Hainaut
2f2ae2bc89
gsdx-ogl: enable gl tracing on windows
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Trace info is enabled in dbg/dev build for the opengl renderer
Info is stored in GSdx_opengl_debug.txt when debug_opengl option is 1
2015-05-30 09:58:47 +02:00
Gregory Hainaut
009dd103ae
gsdx-ogl: protect the trace with if statement
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And mark the function as optional
2015-05-30 09:58:46 +02:00
Gregory Hainaut
a639634769
gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
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It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB
The 3.0 function could work too. It just need to be added
2015-05-30 09:58:46 +02:00
Gregory Hainaut
92d68b70d3
gsdx-ogl: add a performance note for later
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The idea will be to replace StretchRect for standard case with a framebuffer
blit. Potentially it toggles less gl state.
Worth a test on Star Ocean 3 that uses a lots this function for stencil emulation
2015-05-30 09:58:46 +02:00
Gregory Hainaut
01e4a5148d
gsdx-ogl: avoid crash in debug/dev build
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Don't be silly, don't put gl trace in EE thread.
2015-05-29 16:50:27 +02:00
Gregory Hainaut
0cb6c37f14
gsdx-tc: add an explanation of the magic number 0x140
2015-05-29 12:27:05 +02:00