Gregory Hainaut
317a464278
gsdx shader: RGB => YUV conversion
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Required for write feedback emulation
2016-10-14 18:13:20 +02:00
Jason Brown
6ef5607d99
gsdx shader: add a shader to render text for OSD
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Gregory: code extracted from the OSD PR to reduce conflict
2016-10-14 18:13:20 +02:00
Jason Brown
d84d30fe87
gsdx: Add color component to OGL shaders
2016-10-14 18:13:20 +02:00
Gregory Hainaut
7ca9ca9465
gsdx: new parameter for merge virtual function
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* Add full PMODE register to replace slbg/mmod
* Add full EXTBUF register (will allow to emulate write feedback)
* Add a third source (which will actually be the destination of the
write feedback)
2016-10-14 18:13:20 +02:00
FlatOutPS2
357dcdb55e
GSdx: Move alpha stencil hack back to original location
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Avoids skipping the alpha stencil hack.
2016-10-14 16:36:17 +02:00
Gregory Hainaut
fbf7ccbdda
gsdx: by default new will throw std::bad_alloc
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So catch/use it and don't bother with GSDXErrorOOM
2016-10-13 20:44:59 +02:00
Gregory Hainaut
c440c7c93a
gsdx gui: update the filter combox box with new trilinear options
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OpenGL only
v2: update setting tooltip based on turtleli feedback
2016-10-13 20:16:38 +02:00
Gregory Hainaut
5ced9c1f19
gsdx mipmap:ogl: plug trilinear/mipmap2 option
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mipmap option 3. Actually maybe a separate tri-linear option will be better
m_mipmap == 2 => use manual PS2 trilinear/mipmap
Otherwise
m_filter == 3 => always use full automatic trilinear interpolation
m_filter == 4 => use automatic trilinear interpolation when PS2 uses mipmap
m_filter == 5 => like 4 but force bilinear interpolation inside layer
2016-10-13 20:16:38 +02:00
Gregory Hainaut
c2777ff989
gsdx state: split IsMipmapActive in 2 pieces
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This way we can test if a draw call requires a triliner filtering.
It will be used in next commit to implement automatic trilinear
2016-10-13 20:16:38 +02:00
Gregory Hainaut
1b9b47dd6a
gsdx mipmap:ogl: add capabilities to automatically generate mipmap layer
2016-10-13 20:16:38 +02:00
Gregory Hainaut
510eccd471
gsdx mipmap: enable fully tri-linear filtering
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(when mipmap > 1)
2016-10-13 20:16:38 +02:00
Gregory Hainaut
a8a2db8eb1
gsdx mipmap:ogl: extend HW sampler with tri-linear filtering
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v2:
* use nice enum
* use bilinear info when there is no mipmap (more accurate)
2016-10-13 20:16:38 +02:00
Gregory Hainaut
335d7f3ae5
gsdx: add a nice enum for min filter
2016-10-13 20:16:38 +02:00
Gregory Hainaut
7ea0e90678
gsdx mipmap:ogl: extend shader to support trilinear filtering
2016-10-13 20:16:38 +02:00
Gregory Hainaut
d185a85a07
gsdx ogl: replace simple_sample variable by the opposite shader_emulated_sampler
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It feels easier to read this way
2016-10-13 20:16:38 +02:00
Gregory Hainaut
ae441e6a2c
gsdx mipmap:HW: Update all valid texture layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut
5d593dd948
gsdx mipmap:HW: save state of both min&max lod values
2016-10-13 20:16:38 +02:00
Gregory Hainaut
15b1d8d3f0
gsdx mipmap:tc: add code to update a single layer of a mipmap
2016-10-13 20:16:38 +02:00
Gregory Hainaut
dbb4bdf59f
gsdx mipmap:ogl: add GL_TEXTURE mipmap support
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* Allocate more memory for extra layers
* Allow to upload data in any layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut
76bd968c59
gsdx mipmap: extend texture/cache to support a layer parameter
2016-10-13 20:16:38 +02:00
Gregory Hainaut
b695e0065a
gsdx mipmap: use a 3 state option
2016-10-13 20:16:38 +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
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
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
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
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
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