gabest11
42f51591df
gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet
2015-08-04 13:27:08 +02:00
gabest11
d631030608
gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd.
2015-08-04 03:36:42 +02:00
Gregory Hainaut
762930516a
Merge branch 'JasonBrownDeveloper-master'
2015-08-03 19:37:12 +02:00
Maxxus
c0f85de17f
onepad: Minimum code needed to get Dualshock 3 working on recent linux and evdev releases.
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Commit message edited by Gregory.
Comment below from Jonathan Li
On my system, /dev/input/event13 (evdev interface) and /dev/input/js0 (joystick interface) correspond to the DS3 on my system. User/group ownership are both root.
With /dev/input/event13 at 0640 and /dev/input/js0 at 0644 - SDL2 detects no pad, SDL1 detects a 19 button, 27 axis pad
With /dev/input/event13 at 0666 and /dev/input/js0 at 0644 - Both SDL1 and SDL2 report a 19 button, 4 axis pad.
SDL2 only uses the evdev interface, SDL1 uses the evdev interface but if that fails, it uses the joystick interface.
2015-08-03 19:34:08 +02:00
gabest11
e010004f1f
gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls.
2015-08-03 14:35:47 +02:00
gabest11
85117ecbdd
gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine.
2015-08-03 11:27:14 +02:00
Gregory Hainaut
6e1cd077a9
gsdx-debug: push ubo in a group
2015-08-03 08:46:25 +02:00
Gregory Hainaut
e972f4f4dd
gsdx-ogl: extend device to support an offset for normal draw
2015-08-02 21:30:19 +02:00
Gregory Hainaut
cabd7409e5
gsdx-ogl: don't validate the pipeline
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Too noisy in debugger trace. Never catch any errors anyway.
2015-08-02 21:30:19 +02:00
Gregory Hainaut
59cdf77784
gsdx-ogl: create a new function to set the blending state
2015-08-02 21:30:19 +02:00
Gregory Hainaut
1da611fb75
gsdx-ogl: clean PS selector
2015-08-02 21:30:19 +02:00
gabest11
542dd33169
Merge branch 'master' of https://github.com/pcsx2/pcsx2
2015-08-02 20:27:33 +02:00
gabest11
a1a842b07f
gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode
2015-08-02 20:21:49 +02:00
Gregory Hainaut
8424c18e9f
Merge pull request #688 from PCSX2/hdr-colclip
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Hdr colclip
2015-08-02 18:13:28 +02:00
Gregory Hainaut
1f402b1b56
gsdx-ogl: fix bad detection of overlapping
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avoid rendering corruption with SW blending
2015-08-01 13:29:25 +02:00
Gregory Hainaut
ec007ac8d0
gsdx-ogl: support accurate blending without geometry shader
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For the Mesa driver
2015-08-01 13:26:15 +02:00
Gregory Hainaut
4a3c145c72
gsdx-ogl: depth support: better support of 16 bits z buffer
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Fix issue in socom2
2015-08-01 01:28:41 +02:00
Gregory Hainaut
eb0fa8c7dc
gsdx-ogl: fix bad detection of overlapping
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avoid rendering corruption with SW blending
2015-08-01 01:27:22 +02:00
Gregory Hainaut
8452d2ccfe
gsdx-ogl: fbmask regression! don't use bit operation with integer
2015-07-31 21:10:58 +02:00
Gregory Hainaut
fff59f547d
gsdx-ogl: fbmask regression! don't use bit operation with integer
2015-07-31 19:43:06 +02:00
refractionpcsx2
0c86dd5763
Merge pull request #687 from AdmiralCurtiss/memcard-type-detection-fix
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Auto-detect memory card types instead of trusting the config ini.
2015-07-31 09:56:31 +01:00
Gregory Hainaut
a0edcb58af
gsdx-ogl: extend cclip blending level with destination alpha blending
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The purpose is to emulate correctly destination alpha factor
An alpha channel of 128 is 1.0 in the GS but only ~0.5 in the GPU
I think few draw call use destination alpha so impact on perf must remains small.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
97b38d9e1b
gsdx-ogl: directly set impossible mode in the blending table
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Avoid to hack it in the creation
Allow in the future to reuse the table directly instead of converting
in a blend object
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8554f32086
gsdx-ogl: clean the blend table
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Remove old shader define
Prefix macro with BLEND_
Add some notes to explain the special symbol
2015-07-31 09:45:28 +02:00
Gregory Hainaut
cfd0fd6cc8
gsdx-ogl: remove old colclip algo
2015-07-31 09:45:28 +02:00
Gregory Hainaut
93c47feb7c
gsdx-ogl: replace old colclip algo with the HDR algo
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Similar speed but more accurate
Allow to clean the code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
83f874db93
gsdx-ogl: remove bsel.ps
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Just clear bsel.abe to disable blending
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25298c70f7
gsdx-ogl: move blending management into a separate function
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25bd5f5e85
gsdx-ogl: request texture barrier to emulate accurate date
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Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
2901e94ebc
gsdx-ogl: always bind the RT as input texture
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To avoid code duplication
2015-07-31 09:45:28 +02:00
Gregory Hainaut
1fe3e04ce3
gsdx-ogl: don't alias m_env/m_context variable
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It is cumbersome to move code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8f27a5a92b
gsdx-ogl: only enable fast accurate colclip in level3
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Until we drop the old method
2015-07-31 09:45:05 +02:00
refractionpcsx2
a346ce7640
Vif: Assume weird numbers with interrupts in NOPs are okay in when transferring the DMA tag. Stops Tarzan hanging without killing Onimuisha Blade Warriors
2015-07-31 01:09:11 +01:00
Admiral H. Curtiss
1f6a1241f4
Remove memory card type from config ini.
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No longer necessary with the auto-detect.
2015-07-31 01:12:46 +02:00
Admiral H. Curtiss
9efb8a341d
MemoryCard: Auto-detect memory card type.
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Should fix the issue discussed here:
http://forums.pcsx2.net/Thread-Memory-cards-not-showing
2015-07-31 01:06:31 +02:00
refractionpcsx2
71180504e9
GameDB: Add XGKick hack to gamedb for World Rally Championship 3
2015-07-30 19:42:09 +01:00
refractionpcsx2
def2d3f19b
GameDB: Added more gamefix patches by Prafull
2015-07-30 19:40:06 +01:00
Gregory Hainaut
83dfc6b633
gsdx-ogl: clean a bit selector code
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Use countof macro (avoid to duplicate the size)
Fix the size of array
Remove useless alpha_stencil case
2015-07-30 18:36:05 +02:00
Gregory Hainaut
e026f1bac6
gsdx-ogl: implement a fast accurate colclip algo
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The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo
v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
fps@4x)
2015-07-30 18:34:52 +02:00
Gregory Hainaut
aa8f5848d1
gsdx-ogl: always issue a barrier when requested
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Safer this way
2015-07-30 18:24:36 +02:00
refractionpcsx2
28fbae4791
gsdx-gui: Tidy up GUI options
2015-07-30 18:24:32 +02:00
Gregory Hainaut
88bd0996f5
gsdx-ogl: only print same tex/rt message when prims overlaps
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Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Akash
350e373e3f
gsdx-gui: Remove Aggressive CRC hack.
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The option is pretty much useless, CRC hack level controls the usage of hacks already.
2015-07-30 18:24:28 +02:00
Akash
68833e10d1
gsdx-gui: Accurate blending unit for Windows.
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The following patch merges all the Accurate options related to the blending unit into a single one.
2015-07-30 18:24:19 +02:00
Gregory Hainaut
d191ae4aba
glsl: use rounding in convert 4 shader
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It will avoid texture rouding error with negative number
2015-07-30 18:22:59 +02:00
Gregory Hainaut
7b9fa8fbe5
gsdx-ogl: add an assertion that will save me
2015-07-30 18:22:59 +02:00
Gregory Hainaut
46a1525668
gsdx-ogl: support various texture format creation
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Such as GL_RGBA32F/GL_RGBA16F/GL_RGBA16UI/GL_RGBA16I/GL_RGBA16
Not yet used
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ee9edb0b19
gsdx-ogl: create a copy rect with conversion function
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Previous CopyRect function does a memcopy without conversion.
This function will allow to use different format for input/output. Just a
possibility for the future
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ae8df002af
gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
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Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.
This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function
It is preliminary work to support fast color clipping with HDR
v2: fix assertion compilation failure
v3: fix regression in not accurate mode
v3: Cs * As/Af is not an accumulation
Those cases don't need the Cd addition and were already optimized anyway
Fix a regression on GoW2
2015-07-30 18:22:59 +02:00
Gregory Hainaut
12fdc37599
gsdx-ogl: reorganize blending in the renderer
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Do DATE algo selection before blending. This way we can detect bad
interaction.
Regroup all blending/colclip in a single block. Avoid to check abe &&
rt multiple times.
v2: only enable sw blending when abe is true
2015-07-30 18:21:01 +02:00