"Enable Hardware Depth" removed from main dialog.
"Disable Depth Emulation" and "Fast Texture Invalidation" added to Hacks
dialog.
And fix lots of whitespace issues.
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.
It would be on by default. Unsafe & fast path.
The hack is a security if someone encounters any issue
v2: update Windows gui file
v3: fix typo in tooltip and linux gui
The following patch adds Mipmap option (software mode exclusive) and Preload Data Frame (Hardware mode exclusive) to the GSDX plugin settings for debug purposes.
All combobox text can now be seen in full without having to click on the
combobox.
The internal and custom resolution stuff has been moved into the Hardware
Mode Settings groupbox since it doesn't affect software mode.
The dialog has also been rearranged a bit.
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
This moves the hardware, non-renderer dependent options to the top and
makes the renderer options visible only when it affects the current
renderer.
The texture filtering checkbox has been changed to a combobox and now
uses the same description as Linux does.
Also changes the Title to GSdx Settings.
Removes the checkbox of Anisotropic filtering from the GSDX plugin settings, the checkbox was usually used to enable & disable the AF which is not necessary since there is an option in the drop down list for disabling AF.
the internal function value of "AnisotropicFiltering" has been replaced with "MaxAnisotropy" for detection.
the detection uses the function getconfig("MaxAnisotropy", value) where value 0 means disabled and value is the default value when no value is set in the INI file.
initialization of IDC_ROUND_SPRITE
set&get config for round offset.
three state checkbox for the hack.
define IDC for round offset.
Linux (GUI) refresh.
typo
Adds anisotropic texture filtering (1x-16x) to the hardware settings. Enhances the visual quality of textures that are at oblique viewing angles.
Anisotropic filtering is automatically disabled if: 8-bit textures are enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5878 96395faa-99c1-11dd-bbfe-3dabce05a288
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a check box and config code for the fxaa shader.
It's not currently hooked up since the shader setup might get replaced in a day or two.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5777 96395faa-99c1-11dd-bbfe-3dabce05a288
Probably only of interest to testers (and me). Absolutely do NOT select the reference device even out of extreme morbid curiosity. It's not even very good at being a reference despite being slower than you can probably believe.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5358 96395faa-99c1-11dd-bbfe-3dabce05a288
Now, a note about the actual issue. Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils. If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test. This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update. I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know).
Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%). I'll be getting a new graphics card and looking into that.
And before some idiot says it, the answer is no. OpenGL does not help.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5346 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added "Aggressive-CRC" checkbox at the HW hacks section of the config dialog.
- The following hacks are now activated only in aggressive mode:
- God of War 2: disable water effect/lines, disable global haze.
- FFX, FFX2, SSX3 (the full crc hack from r5214).
- Shadow of the Colossus: disable (over)bloom.
- Reverted the Valkyrie Profile 2 hack to pre- r5214.
- Some CRC fixes by comments on r5214.
- Regression fix of dynamic crc hack (INITIAL_MODE = 0 didn't compile)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5221 96395faa-99c1-11dd-bbfe-3dabce05a288