Gregory Hainaut
|
7add3d1018
|
gsdx hack: add a lengthy comment to explain man hunt2 hack
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
* 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
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)
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
Rendering must be nice now
|
2016-04-30 14:52:53 +02:00 |
Gregory Hainaut
|
14e1ed06df
|
glsl: add an HLE shader for Urban Chaos
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
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
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
Gsdx move crc separate file
|
2016-04-30 14:33:44 +02:00 |
Gregory Hainaut
|
02dff2653a
|
gsdx hack: sort the file
* separate Dx only/aggresive hack
* add GSC_CrashNburn and GSC_BullyCC to Dx only section
|
2016-04-30 12:45:06 +02:00 |
Gregory Hainaut
|
60267790a1
|
gsdx: move (most) of the hw hack into a separate file
GSState.cpp was really too big
|
2016-04-30 12:24:08 +02:00 |
Gregory Hainaut
|
7a5e1d4154
|
gsdx ogl: allow to use a separate texture for the channel effect
|
2016-04-29 17:34:17 +02:00 |
Gregory Hainaut
|
a9d25efcde
|
gsdx ogl: extend state to support up to 8 textures
|
2016-04-29 17:34:17 +02:00 |
Gregory Hainaut
|
e45f90fac3
|
gsdx: fix a gcc warning
|
2016-04-29 17:34:17 +02:00 |
Gregory Hainaut
|
e195e67a48
|
gsdx: move Metal Gear Solid CRC to DX level
OpenGL is near perfect :)
|
2016-04-29 17:34:17 +02:00 |
Jonathan Li
|
35e17127af
|
debugger: Use Bind instead of Connect for events
|
2016-04-29 00:16:16 +01:00 |
Jonathan Li
|
4227477fc4
|
ConsoleLogger: Use wxTE_NOHIDESEL style for pxLogTextCtrl
It prevents the console logger text from disappearing on Windows and we
can remove a Windows specific fix.
|
2016-04-29 00:15:44 +01:00 |
Jonathan Li
|
f78d1a4018
|
utilities: Remove wx2.8 code and uses of wxMAJOR_VERSION
|
2016-04-29 00:09:47 +01:00 |
Jonathan Li
|
d89043d8ac
|
pcsx2: Remove wx2.8 code and uses of wxMAJOR_VERSION
Technically wxMAJOR_VERSION wasn't the right thing to use, but it was
good enough.
|
2016-04-29 00:09:47 +01:00 |
Gregory Hainaut
|
5e5069423b
|
Merge pull request #1321 from PCSX2/gsdx-preloadcrash
GSDX: Avoid crash when TBW == 0 - Preload data frame
|
2016-04-28 23:06:29 +02:00 |
Gregory Hainaut
|
cb19451418
|
gsdx ogl: implement RT channel fetch
Fix blending of Metal Gear Solid/KillZone (and potentially other games)
Potentially impact issue #905, #594, #914, #896
|
2016-04-28 22:56:38 +02:00 |
Gregory Hainaut
|
c445a14c46
|
gsdx ogl: extend shader to lookup a single channel
|
2016-04-28 22:56:38 +02:00 |
Gregory Hainaut
|
eaa4fd41e2
|
gsdx ogl: improve logging of special effect
|
2016-04-28 22:56:38 +02:00 |
refractionpcsx2
|
0aa8fe0f20
|
GSDX: Avoid crash when TBW == 0
|
2016-04-28 21:36:21 +01:00 |
Gregory Hainaut
|
f946f38f26
|
gsdx hw: keep the debug counter in sync
Otherwise I'm screwed :p
|
2016-04-28 20:03:53 +02:00 |
Gregory Hainaut
|
04a578495f
|
gsdx hw: disable channel shuffle effect
Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB
Remove a couple of (slow) draw calls
|
2016-04-28 19:46:26 +02:00 |
Gregory Hainaut
|
f63e38a59e
|
gsdx ogl: as always some games do bad stuff
Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
|
2016-04-28 19:42:00 +02:00 |
Gregory Hainaut
|
45bfe2ad58
|
gsdx hw: trace some special post processing effect
* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue
So far nothing is emulated
|
2016-04-28 19:39:57 +02:00 |
Gregory Hainaut
|
5b04f4dab9
|
gsdx: add optimization note for the future
|
2016-04-28 18:01:21 +02:00 |
Gregory Hainaut
|
4808d89449
|
gsdx ogl: use enum pretty name
|
2016-04-28 18:01:20 +02:00 |
Jonathan Li
|
f7495c6867
|
ConsoleLogger: Use Bind instead of Connect
|
2016-04-27 23:24:17 +01:00 |
Jonathan Li
|
de6b7752d4
|
ConsoleLogger: Define events in a Bind compatible way
Also remove the pxEvt_LogWrite event, since that isn't used.
|
2016-04-27 23:24:17 +01:00 |
Jonathan Li
|
a6ba7a19b9
|
ConsoleLogger: Removed DockedMove
It's unused.
|
2016-04-27 23:24:17 +01:00 |
Jonathan Li
|
5d81fa70ff
|
windows: Remove USBqemu from old_plugins solution
USBqemu is included in the main PCSX2_suite solution, so it doesn't need
to be in old_plugins as well.
|
2016-04-27 20:38:37 +01:00 |
Jonathan Li
|
91161b37dd
|
pcsx2: Remove duplicate license blurb in BreakpointWindow.cpp
|
2016-04-27 20:38:08 +01:00 |
Jonathan Li
|
0de8f4a3a6
|
onepad: Use Bind instead of Connect
It's the recommended dynamic event binding method since wx2.9.
|
2016-04-27 08:59:11 +01:00 |
Jonathan Li
|
0d43de516c
|
onepad: Remove wx2.8 compatibility code
|
2016-04-27 08:59:11 +01:00 |
Gregory Hainaut
|
ab31915ce9
|
gsdx: glsl: fix silly typo
And regression on various games
|
2016-04-27 09:52:35 +02:00 |
Gregory Hainaut
|
aeb92592e7
|
gsdx ogl: use GSUtil::GetClassVertexCount
|
2016-04-26 19:29:04 +02:00 |
Gregory Hainaut
|
df70b8bb0e
|
gsdx: fix Q NaN value
Avoid potential undefined results
|
2016-04-26 19:09:32 +02:00 |
Gregory Hainaut
|
726b901dc5
|
Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
gsdx tc: reduce texture cache overhead
|
2016-04-26 16:46:44 +02:00 |
Gregory Hainaut
|
c7f0a85d41
|
Merge pull request #1306 from PCSX2/gsdx-direct-depth-sample
Gsdx direct depth sample
|
2016-04-26 16:46:22 +02:00 |
Gregory Hainaut
|
49d175b677
|
gsdx tc: allow to create a dummy Source without tons of memory allocation
It makes shared texture virtually free from the CPU PoV.
|
2016-04-24 22:30:56 +02:00 |
Gregory Hainaut
|
ad08701cb1
|
gsdx tc: trick the texture cache to use a depth format for depth texture
This way we avoid the rescaling of the depth buffer and texture allocation.
|
2016-04-24 22:18:26 +02:00 |
Gregory Hainaut
|
1960d51e60
|
gsdx tc: properly support 16 bits depth conversion
|
2016-04-24 22:18:26 +02:00 |
Gregory Hainaut
|
de38963904
|
gsdx ogl: plug the new depth sampling in the renderer
Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
|
2016-04-24 22:18:26 +02:00 |