Commit Graph

2058 Commits

Author SHA1 Message Date
ramapcsx2.code c374343ae9 GSdx:
Crashfix for a weird GIF_FLG_IMAGE2 situation in Wallace and Gromit Project Zoo. Needs further investigation.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5912 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 20:04:32 +00:00
gregory.hainaut 5af621056a gsdx ogl: new option for free driver
reduce_gl_requirement_for_free_driver => set it to 1 to only required a 3.0 context (you still required the good extensions)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5910 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 16:12:42 +00:00
gigaherz 888f0a27da Remove vs2008 project files, since they have become outdated, and complicated to maintain.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5902 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-15 18:24:06 +00:00
ramapcsx2.code 916537b0f8 These might be needed, dunno.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5899 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-12 12:52:03 +00:00
ramapcsx2.code 65152066ca Just a bit of GSdx debugging.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5898 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-11 21:47:43 +00:00
Asmodean.pcsx2 0651e45460 GSdx: Just some cleaning.
Reformatted fx files that were causing issues on certain text editors. They should now display correctly in those editors.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5897 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-11 04:27:32 +00:00
Asmodean.pcsx2 7d96af950e GSdx: A few small post-processing changes, to accommodate future updates.
Also removed the fallback recovery ps, and replaced the compile fail catch to a simple console print. Which I think is safer, and faster.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5894 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-09 01:01:41 +00:00
refraction 82d5194a4f SPU2-X: Just fixing up a small error i came across while looking into something else. Nothing to see here.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5893 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 17:52:33 +00:00
gregory.hainaut 1922598f0f the "don't let users shoot themself in the foot" commit
UserHacks_AlphaStencil will take precedence on override_GL_ARB_shader_image_load_store


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5891 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 11:22:51 +00:00
gregory.hainaut 3d7b86660a gsdx ogl: Enable by default advance DATE effect on nvidia (GL4 GPU)
Note: DATE is used for shadows (persona 3) and others effect

You can disable it when you disable gl image extension (override_GL_ARB_shader_image_load_store = 0)
You can also enable it on AMD too (set it to 1 this time) but no guarantee.

If you feel the extension is too slow, you can try disable some gl barrier (aka "damn the torpedo full steam ahead!").
It can be done with the option UserHacks_DateGL4 = 1. Otherwise just disable the extension.

Note: don't enable UserHacks_AlphaStencil in the same time. GL_ARB_shader_image_load_store is an alternative implementation.
Enabling both in the same time will lead to undefined (well surely wrong) behavior.




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5890 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 11:05:26 +00:00
gregory.hainaut 384c0c12ea gsdx ogl:
* properly detect gl nv depth extension
* Always show the hack on the gui. Add a new hack option for DATE (gl4.2) only
* Save the scan mode on linux too (f7)
* hopefully fix some crash on some drivers... (ensure aligment 256 bits alignment, and if not use std memcpy)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5888 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-07 19:53:01 +00:00
refraction eafadaf15a GSDX: Fix up the GUI that displays during the First Run Wizard
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5884 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-05 22:42:02 +00:00
Asmodean.pcsx2 ea06e2e403 GSdx: Dialog label fix.
Extra rendering threads label text was getting cut off early.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5882 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-05 00:23:02 +00:00
Asmodean.pcsx2 11a15ca58a GSdx: Just tidying up a few last things, to wrap up the AF changes.
Also disabled the gsdx AF options for the OGL renderer (because it's not implemented for that yet). 

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5881 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-04 21:42:43 +00:00
Asmodean.pcsx2 42b879e6b8 GSdx: Anisotropic Filtering.
Fixes a small oversight on my part. Which was setting the maximum anisotropy to (0,1,2,3,4) respectively, instead of (1,2,4,8,16). So when you selected x16 for example, you were actually only getting x4 >.>

Corrected now, and you will be getting the full x16 when selected :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5879 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-03 20:06:00 +00:00
Asmodean.pcsx2 b8f8459275 GSdx: Anisotropic Filtering.
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
2014-02-03 16:58:11 +00:00
refraction 3bc5779f68 GSDX: Just correcting some typo's
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5875 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 22:46:06 +00:00
Asmodean.pcsx2 644f0e61ba GSdx: Store the user selected F7 shader to the ini, as TVShader.
As before: use the hotkey(f7) to switch between them. It will now save the chosen scanline effect, instead of always defaulting to disabled, on load.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5874 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 20:40:28 +00:00
Asmodean.pcsx2 02afca3bb6 GSdx: Just some small post processing cleanup changes, should lower the FXAA compiling time on pause/resumes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5872 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 17:50:32 +00:00
gregory.hainaut 6cf75e086b gsdx ogl: Only enable advance DATE when user request it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5864 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 18:46:18 +00:00
gregory.hainaut c0558c00e7 gsdx ogl:
* gui refresh
  + Use some tab to reduce heigth for small screen
  + Add logz option
  + remove broken/experimental keyword. GSdx ogl is not too bad ;)
* autodetect GL_NV_depth_buffer_float

Linux tester you are welcome!



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5862 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 11:11:14 +00:00
gregory.hainaut 6f3326a9a4 gsdx ogl: Fog hide this typo :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5861 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 10:14:01 +00:00
gregory.hainaut 84895eadd9 gsdx ogl: correct most of Z-depth issue
Best setting if you driver support GL_NV_depth_buffer_float => GL_NV_Depth = 1 & logz = 0
Otherwise => GL_NV_Depth = 0 & logz = 1

Explanation of the bug:
Dx z position ranges from 0.0f to 1.0f (FS ranges 0.0f to 1.0f)
GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)

Why it sucks:
GS small depth value will be "mapped" to -1.0f. In others all small values will be 1.0f! Terrible lost
of accuraccy.

The GL_NV_depth_buffer_float extension allow to set the near plane as -1.0f.
So
"GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)"
will become
"GL z Position ranges from -1.0f to 1.0f (FS ranges -1.0f to 1.0f)"
and therefore
"z posision [0.0f;1.0f] will map to FS [0.0f;1.0f]" as DX

Yes we just get back all precision lost previously :)
However you need hardware (intel?) and driver support (free driver?/gles?) :(





git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5860 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-31 21:30:54 +00:00
gregory.hainaut 48356e31b8 linux:
* use same path as game index db for cheats and cheats_ws
* install the new cheat zip file on cmake and debian installer 


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5850 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 18:00:14 +00:00
refraction 5b14ca0fb9 GSDX: Clear up all compiler warnings. No changes to emulation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5840 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 00:58:21 +00:00
ramapcsx2.code d89d02a59f Refinement of the last patch.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5835 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:53:12 +00:00
ramapcsx2.code 2ba52ebf3e GSdx:
This fixes the crashes on F9 for me. We don't want to call GSgetTitleInfo2() when GSOpen() isn't finished yet.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5834 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:36:45 +00:00
sudonim1@gmail.com 7fce5709d4 GSDX: Forgot to remove a bit of cruft in the last rev.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5833 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:17:00 +00:00
sudonim1@gmail.com d6457e9983 GSDX: Fixed the allocation checks in the previous couple of revs.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5832 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:14:28 +00:00
ramapcsx2.code ab1f4f99af Small round of patches for various issues, #2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5831 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 15:53:31 +00:00
ramapcsx2.code b99aa05cbf Small round of patches for various issues.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5830 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 14:25:48 +00:00
ramapcsx2.code 72f7b70f7b SPU2-X:
WinXP should be exempted from Portaudio as the default for now. 
It has a large latency with DirectSound compared to direct use and XA2 isn't available at all.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5823 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 17:03:50 +00:00
gigaherz 01daa0b6fd Change the vs2012 project files to use the v110_xp platform toolset, and the vs2013 project files to use the v120_xp platform toolset, so that the resulting executables can be run in Windows XP/2003.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5822 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 15:30:34 +00:00
ramapcsx2.code 992a453a68 SPU2-X:
The preferred audio output module is PortAudio, so making it the default under Windows now (it is already on Linux).
It will use wasapi mode with the default sound device by default, both are configurable though.
This setup gives us better latency and a higher time stretch polling frequency, resulting in better quality overall.
With this we can also lower the main latency default from 150ms to now 100ms.
There is no error checking for the wasapi mode selection yet, as I don't know how this should be done. 
Help would be appreciated (gigaherz!) :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5821 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-23 15:19:43 +00:00
ramapcsx2.code 55eea6317b GSdx:
HTB123 on our forums came up with a hack that removes the broken main character shadow in hardware rendering
in SMT Nocturne.
This should work for all GSdx recognized versions / regions of the game (tested EU and NTSC-U).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5819 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-21 15:27:05 +00:00
gregory.hainaut c2aa4ff3fd gsdx ogl:
* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-18 14:46:13 +00:00
ramapcsx2.code f8264bce2c GSdx:
Last patch regarding FXAA and external shader loading, I hope :)
Changes are here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=343285#pid343285
I've included bin\shader.fx and the settings file bin\GSdx_FX_Settings.ini.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5817 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-17 10:17:24 +00:00
ramapcsx2.code 4015db8403 GSdx: Newest scanlines shader looks much nicer this way :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5814 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 18:23:53 +00:00
ramapcsx2.code bdf5e650a6 GSdx: Quick workaround for DX9 until the shader is adapted.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5813 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 17:48:43 +00:00
ramapcsx2.code 1155dd6e21 GSdx:
Add another scanline algorithm, made by pseudonym. This one is pretty fancy, using a cosinus function for generating the dark lines.
It only works on unscaled output, so use software rendering or native resolution for hardware.
It's an effect that works best on 240p converted games (like the SNES titles in Mega Man Collection).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5812 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 19:47:49 +00:00
gregory.hainaut 23ae6f0641 the regular copy/past mistake
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5811 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 12:35:15 +00:00
gregory.hainaut 2238095a82 gsdx ogl: do the same as previous commit but for ogl ;)
* fix the missing auto interlace opt when cycling with hotkey on linux


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5810 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 11:38:50 +00:00
ramapcsx2.code 2ac3c47c42 GSdx:
Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 23:17:07 +00:00
gregory.hainaut f5257b2c3c gsdx ogl: don't rely on GL_ES builtin (3 differents implementations...). Hopefully fix Linux Intel GPU.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5808 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 15:01:13 +00:00
gregory.hainaut b5cad8bd6a gsdx ogl linux: use OGL renderer by default otherwise it fallback to unsupported GSDeviceNull which badly crash
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5807 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-10 21:04:04 +00:00
gregory.hainaut 5309dd0e59 zzogl: fix wrong type access
cmake: don't strip by default the binary in release mode
gsdx: disable the regeneration of ogl shader


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5806 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-10 20:25:03 +00:00
refraction cf8912eb2c Dev9ghzdrk: Take the first 3 bytes of the host MAC for the virtual one, should make it unique for people using xlink or multiple people playing the same game.
Hopefully this works anyway ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5805 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 22:39:23 +00:00
sudonim1@gmail.com 53c76b3780 GSDX: Nonsense workaround for VS2010 crash issue. We suspect that memory is getting corrupted but we've failed to find the code responsible. Many different changes result in code that doesn't crash for no obvious reason, this one at least looks vaguely like sane code though.
Reverted optimisation flag for VS2010 release target.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5804 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 21:51:42 +00:00
sudonim1@gmail.com a1f50d4306 GSDX: (FXAA) Treat shader model 4.1 as 4.0 and future shader models as 5 rather than failing to compile.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5803 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 18:32:26 +00:00
refraction 515e268bf5 GSDX: As the Optimization option in VS2010 causes GSDX to crash now, i've disabled it. Whole program optimization is still on and the release will use both (compiled with vs2013). So the SVN can like it or lump it ;p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5802 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 00:31:46 +00:00