Commit Graph

1391 Commits

Author SHA1 Message Date
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
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
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
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
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
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)
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
- 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
Drop vs2010 support
2015-06-06 10:47:16 +02:00
Gregory Hainaut 68e44fd354 gsdx: reload the state when GSconfigure is called
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)"
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
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
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
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
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
-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
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
Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut 979ea92754 gsdx: make png++ optional
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)
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
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
* 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
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
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
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
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
Too verbose and code was fixed anyway
2015-06-02 09:28:35 +02:00
Gregory Hainaut 9fe13f7a6b gsdx linux: fix a memory leak
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
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
Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut 9fa473a57d gsdx-ogl: glDebugMessageCallback is optional
Not even used in release build
2015-05-31 17:55:34 +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 d301848848 gsdx-ogl: fix paltex on opengl
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
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
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
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
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
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