Frame is always 32 bits but game can reuse it later as a 16 bits RT.
Fix half screen issue with Ricky Ponting Cricket
Unfortunately it triggers texture shuffle wrongly. I hope there is no
regression.
Fix depth issue.
First issue: RT and Depth are located at the same address.
=> solution, just lookup the depth (done for any games)
Second issue: Instead to draw a X,Y rectangle, they draw a 32 pix, 4096 pix
rectangle with a FBW of 1.
=> solution, don't bother just write the depth directly
Please someone add some CRC to enable the code
// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
This prevents a PCSX2 lock up that requires Task Manager to kill. It
seems the messagebox intercepts the GSframe's close event, hides itself
and then leaves you with no way of ending PCSX2 normally. So close the
GS frame before the message box appears.
It is mostly the texture shuffle effect which is now emulated correctly on openGL
They remain in the Dx level as speedhack in particular for
* Castlevania;
* GodOfWar;
* StarOcean3;
* ValkyrieProfile2;
* RadiataStories;
Remove old commented hack: Drakengard2, ArctheLad, ReZ
Separate hacks that are only enabled in aggressive mode
It might save a couple of fps
Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack :( Or find a way to replace all if with a lookup table
Note: it is only supported on OpenGL currently
Code unscale the texture to ease the conversion. Quality is awful (same as before)
but I'm not sure we can support an upscaled texture
Maybe the quality loss is due to the reduction without mipmap
Maybe the best solution will be to add an hack to extract the blue channel
(with texture swizzle), and uses a "full page/screen" spirte instead.
(it would be faster too)
Note: won't be compatible with MSAA (but gl doesn't support it anyway)
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.