- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)
Thanks for the help, sudonim :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4635 96395faa-99c1-11dd-bbfe-3dabce05a288
Also a few changes for Tekken 5, "City at sunset" stage, hopefully there's nothing else wrong with this game anymore.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4585 96395faa-99c1-11dd-bbfe-3dabce05a288
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
GSDx: Reset device on save state load.
GSDx: Made GSRenderer::ResetDevice() actually do the main function in its name and implemented InvalidateTextureCache(). If anything breaks, it's because of this change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3067 96395faa-99c1-11dd-bbfe-3dabce05a288
- Finally made some user hacks available in the configuration dialog.
There are no warnings yet, and I don't like the placement either, but that'll have to wait.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2606 96395faa-99c1-11dd-bbfe-3dabce05a288
Gave up on the smart m_width / m_height adjustments for now. This just won't work the way I imagined it :/
Using a "common" size of 640*512 instead. This means some odd games might use a wrong output surface again (they always did this on the normal upscaler).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2190 96395faa-99c1-11dd-bbfe-3dabce05a288
- Reduced the overhead of the new scaler. Instead of just using 1024*1024 blindly, it tries to adapt to games native resolutions.
- Yet another change to IncAge(), since it seems to be (mis)used to do texture invalidation. (Fixes Disgaea 2 when booting through the BIOS)
- Added some comments
Note:
Before working on the texture cache GetDisplayRect(),GetFrameRect() and GetDeviceSize() really need fixing. It's useless to try and find surfaces when not knowing the real size of things.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2174 96395faa-99c1-11dd-bbfe-3dabce05a288
- Bring back IncAge() for textures to avoid excessive memory usage by some games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2140 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed many flickering scene change transitions (FF12, Gust games, etc).
- Found more info on how games do some special effects. Preliminary code included, but disabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2101 96395faa-99c1-11dd-bbfe-3dabce05a288
- More work on the configuration, preparing for some reorganization.
- 8 Bit textures default to off again, since there are issue reports (mainly from ATI users).
- Add a gamefix that allows users to set an amount of "bad" frames to be skipped.
Add gamefix_skipdraw = x to the GSdx.ini to enable. (More work on this soon)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2085 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a somewhat more accurate upscale option via GSdx.ini. Not tested much! :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2055 96395faa-99c1-11dd-bbfe-3dabce05a288
* Removed GSTextureFX classes
* Built shaders right into GSState classes, using GSStateDX as an interface, so that all shader caches get auto-destroyed along with GSState.
In addition to being a bit of a code cleanup, it should be a bit more efficient too since all of the extra dereferences to GSState from GSTextureFX have been removed. :)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1849 96395faa-99c1-11dd-bbfe-3dabce05a288
* Software mode seems to work fine. Suspend and resume emulation work nicely, without flaws.
* Hardware DX9 mode suspends but displays only black after resuming.
* Hardware DX10 status is unknown.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1842 96395faa-99c1-11dd-bbfe-3dabce05a288
- Automatic texture filtering should be ok now, occasionally point filtering was used. Tested it on the ps2 and figured with no mip levels LoD and minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference rasterizer and found a fatal flaw with it. It returns the four samples for bilinear sampling (in a funny order, which isn't documented of course, x = bl, y = br, z = tr, w = tl), but there is no way to guess which four were selected exactly. Due to some hidden rounding error it might grab different texels than I would when calculating the position of the upper-left texel, of which the fractional part is be used for the interpolation. When the texel positions do not match it leaves annoying discontinuity errors. Oh well...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1571 96395faa-99c1-11dd-bbfe-3dabce05a288
- 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