Commit Graph

29 Commits

Author SHA1 Message Date
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
gabest11 67ef781116 GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5096 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-12 17:56:06 +00:00
gabest11 da4ea83134 GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5068 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-13 18:10:05 +00:00
gabest11 f68f007f00 GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gabest11 5325f9b490 GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5036 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-31 15:41:07 +00:00
gabest11 6f97ca35e2 GSdx: GSOffset::GetPages was caching a ridiculous amount of data, it isn't that much slower without it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5028 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 20:21:32 +00:00
gabest11 eaf06e8b1d GSdx: bit less idle time by refcouting used texture pages.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5026 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 14:10:20 +00:00
gabest11 2628d5bb7d GSdx: a little refinement to the fix for the issue that come up with Bully.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5016 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-25 07:26:42 +00:00
gabest11 963a6a653a GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5010 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 15:53:53 +00:00
gabest11 b86e3ebd19 GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4993 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 21:57:48 +00:00
gabest11 f318e84aca GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4992 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 08:13:20 +00:00
gabest11 4b77052d21 GSdx: just saving minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4991 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-16 19:13:58 +00:00
gabest11 fd0245d365 GSdx: implemented the caching of the new page/tile map, dq8 should be fast again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4597 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 00:56:54 +00:00
gabest11 e59670ff97 GSdx: trying another approach for r4589
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4596 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 18:18:21 +00:00
gabest11 cc8d14511b GSdx: the texture cache fix discussed under r4589.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4592 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 01:44:00 +00:00
gabest11 243a0f4ad1 GSdx: (almost) complete mipmapping support, if the min/mag filter differs then bilinear is used.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4440 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-17 02:55:20 +00:00
gabest11 b31634df8f GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4419 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-12 22:10:58 +00:00
sudonim1 4457fe40fc Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-25 00:31:27 +00:00
gabest11 83b15dbac0 GSdx:
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 03:55:28 +00:00
gabest11 e58776e095 GSdx: just squeezing a few more fps.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1534 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-16 21:36:07 +00:00
gabest11 aa438a6b73 GSdx: game fixes and small optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1495 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-12 13:46:05 +00:00
gabest11 c68802a334 GSdx: dq8 fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1448 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-01 22:29:24 +00:00
gabest11 7bb9a3cc25 GSdx: changed a lot of things, expect new bugs :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1439 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-27 03:32:33 +00:00
gabest11 09ee76d9ed GSdx: optimized local-local transfer a bit, it boosts fps in games like ffxii or ico, which do a lot of moves in local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1226 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-20 15:35:31 +00:00
gabest11 5648d07b96 GSdx: more refactoring (aka search and replace)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1179 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-14 16:41:52 +00:00
gabest11 d3547e0662 GSdx: trying to get rid of windows dependencies, still many classes to replace :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1168 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-11 08:18:00 +00:00
gabest11 3202a42578 GSdx: Reworked the sw renderer texture cache a bit, at page level its correctness was questionable if the base address was not page aligned, so now keeping track of blocks (32x more), may be slower or faster by a few percent (number of blocks vs. finer resolution).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1142 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-07 06:32:10 +00:00
Jake.Stine 6ebfae8ef1 Re-Added eol-style:native properties to the repository. The settings got lost when we merged from Playground to Official.
Added interface.cpp (plugin/pcsx2 interface) and savestate.cpp to SPU2ghz, to help clean up SPU2.cpp.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-02-09 21:15:56 +00:00
refraction 93da10abbb git-svn-id: http://pcsx2.googlecode.com/svn/trunk@411 96395faa-99c1-11dd-bbfe-3dabce05a288 2009-02-06 19:15:15 +00:00