Let's keep the file clean and use 1 type of formatting and not a bunch.
It's easier to read this way and looks tidy.
Also correct some commented out code in Texture Sampler.
Hack will no longer be active on Intel or AMD gpus.
Also remove UserHacks_disable_NV_hack. sprite hack
basically does the same thing so it's kinda useless.
Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.
Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
dfmt is not supported but we can use the variable to select the
frame buffer format and later disable writting to the alpha channel.
MGS3 sees an improvement, and possibly other games as well.
So far didn't spot any regressions.
Commit:
d29e375f72
Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1
Credits to KrossX for porting the shader.
Add a missing crc id for the US version,
, move the crc to DX level - effect is emulated correctly on OpenGL with
depth,
merge the two Yakuza hacks together and reformat it making it easier to
be read.
Skip 3 also seems to work on Yakuza 2.
Related commit:
7f0f19ee02
Reformat the code a bit, ocd satisfaction.
This prevents the dialog from preserving state after it is closed, which
simplifies the logic slightly for reopening the dialog.
Also remove an unused variable.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture
Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.
Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
Enhance the skipdraw hack by allowing skipdraw to skip a range of draw
calls.
For example: When the broken effects are at frames 90-100, the default
skipdraw always skips 0-100, possibly skipping several functioning
effects as well. By enhancing the skipdraw feature, it is now possible
to skip just frames 90-100.
For the example given above set the first box to 90 and the second box
to 100 to skip frames 90-100.
coauthor:turtleli (Linux GUI + tidy/simplify Windows GUI code)
Decrease spacing between Hardware Settings and Texture Filtering
slightly. It was a bit too much before,
Adjusted spacing to be equal between options, some had incorrect
spacing.
Maybe Accurate Date and Blending Unit Accuracy can be swapped.
Makes all the tabs scrollable, which makes the dialog more usable (the
OK button should always be present unless the screen is absurdly small).
Only checked on GTK3.
Use hexpand instead of expand, and use margin-start instead of
margin-left (margin-left is deprecated in GTK+ 3.12). IMO it looks
better this way.
Also, set the properties using gtk_widget_set_* instead of g_object_set.
Add God of War Demo ntsc,
Add Burnout Takedown E3 Demo ntsc,
Adjust regions for Harry Potter ATCOS/ATPOA,
Add comment for crc 0x7ACF7E03 - multiloader.
Automatic mipmapping: Harry Potter (Chamber Of Secrets,
Prisoner of Azkaban, Order Of The Phoenix), The Incredible Hulk:
Ultimate Destruction.
Add some missing crc ids for GT4 demo discs.
Adjust Spartan crc hack: Combine/ease the hacks in to one.
Only remove the glow/yellow bloom effect and don't skip any other effects that shouldn't be skipped. UI and some other post processing effects work properly now.
Add crc id CrashBandicootWoC RU.
Add some missing RU crc ids: Onimusha3, ICO, TombRaiderUnderworld, SoulReaver2, LegacyOfKainDefiance.
Removed crc id 7ACF7E03 and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
Add FinalFightStreetwise RU, SoulCalibur3 RU. Correcting the wrong id TenchuFS RU (the elf was modified widescreen cheat, sorry). Delite Kunoichi RU (the elf was modified widescreen cheat, the original coincides with the EU).
Move a hack that removed burning/hot air effect. The effect is rendered properly but causes slowdowns so it's best to move it to aggressive for now.
Add comments explaining what the crc hacks do.
Ease the crc hack and skip less effects, makes shadows and some other effects work properly.
The game experiences a bit more upscaling issues which can be resolved with Merge Sprite and Wild Arms offset HW hacks.
Purge Hw hack fixes for Spyro New Beginning and Eternal Night that fixed
HUD and menu display.
They will be replaced with EE patches in GameDB that work for both
software and hardware mode. A much better alternative and less GSdx
hacks.
Port from commit b0af54d3
Fixes shadows in Star Ocean 3.
Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.
Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.