lightningterror
b34338a500
gsdx-d3d11: Fetch the texture PSM format rather than the context format in texture sampler.
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Match opengl behavior.
2019-10-21 23:23:22 +02:00
lightningterror
70c2778686
gsdx-hw: Adjust GSC_Bully crc hack.
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Previous skip value 6 wasn't enough and caused some visual issues on the
ntsc version. Use value of 8 instead.
Issue reported by ozzie212121 on discord.
2019-10-21 18:55:45 +02:00
lightningterror
7bf920b07c
gsdx-hw: Purge impact screen crc hack for Burnout Revenge.
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Effect is properly rendered with depth emulation, so far only Burnout
Revenge triggered the crc hack from my testing.
Triggering the draw is done when the player car crashes.
2019-10-11 21:04:20 +02:00
lightningterror
f2a9b59aae
gsdx-ogl: Hit unsafe instead of safe path for sw fbmask when there is no alpha blending. ( #3100 )
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So far notable performance improvement show Spiderman 3 and Scarface of 1-2 fps when using basic blending. Full list of known affected games at #3100
2019-10-03 15:50:19 +02:00
lightningterror
6392f79fb6
gsdx-gui: Fix FXAA Shader checkbox not working properly.
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Bonus: Remove unused "ModeRefreshRate" ini setting, leftover from d3d9,
psx option.
2019-09-17 23:05:03 +02:00
KrossX
4db6b287cd
GSdx-d3d11: Make TFX shader more similar to OGL's.
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Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX
ee05d55a51
GSdx-d3d11: Reorganize TFX shader to match OGL's.
2019-09-15 19:02:36 +02:00
Hamish
e2d8992310
GSdx: Enable OpenCL on Linux ( #3099 )
2019-09-11 17:59:33 -07:00
lightningterror
159ce78680
gsdx-gui: Fix Align Sprite checkbox not working properly.
2019-09-06 13:12:49 +02:00
Jonathan Li
aef0f94dcf
gsdx: Use the same ini code on both Windows and Linux
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Partially replace the Linux ini code so that it:
- works on both Windows and Linux
- is backwards compatible with older GSdx inis
- properly handles UTF-8 ini pathnames
Fix an issue with GSdx on Windows not being able to handle non-ASCII
ini pathnames.
2019-09-02 00:06:26 +01:00
lightningterror
b44c0a3fbd
gsdx-hw: Add FFX us/eu demo/prototype discs to crc list.
2019-08-31 23:32:00 +02:00
lightningterror
62d07c8335
gsdx-hw: Add Jak 1 jap, Jak 2 eu, Jak 3 eu/us demo discs to crc list.
2019-08-31 04:10:23 +02:00
lightningterror
99f814d376
gsdx-ogl/d3d11: Add a assert when texture is too small or too big.
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Add an assert for when texture is below 1 on direct3d/ogl.
Add an assert for when texture is above direct3d limit.
2019-08-26 15:55:43 +02:00
lightningterror
de7a3b70c9
gsdx-d3d11: Adjust maximum texture size limit based on available feature level.
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d3d10 = 8192
d3d11 = 16384
Seems it is easier to hit the limit. Champions of Norrath with 8x
upscale for example.
2019-08-26 15:55:43 +02:00
lightningterror
d77d440a04
gsdx-hw: Re enable automatic mipmapping for Jak 1 and 3.
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Issue #2916 has been resolved in #3076
2019-08-19 23:27:58 +02:00
Alessandro Vetere
6feb59fef5
GSdx-hw OGL: log if tex size gt PBO segment size.
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Texture data may be corrupted in this case due to missing
fences synchronization.
2019-08-19 23:13:56 +02:00
Alessandro Vetere
63982bf6b7
GSdx-hw OGL: fix PBO pool map size.
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Round up mapping size for alignment before computing
wrapped pointer.
Avoids memcpy after end of PBO buffer.
2019-08-19 23:13:56 +02:00
KrossX
9b651e44d0
GSdx: Fix mipmap SSE2 code for linear mipmap nearest filter. ( #3064 )
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Fixes a regression introduced in e728a14c19
2019-08-16 09:03:05 +01:00
lightningterror
9830b2dd98
GSdx-hw: Add Jak 1 JP and Jak 3 EU crc ids.
2019-08-14 22:56:03 +02:00
lightningterror
beac776025
GSdx-hw: Add a crc id for Jak 1 US region.
2019-08-14 17:54:55 +02:00
Alessandro Vetere
9e687895e1
GSdx-hw TC: improve search tex in RT
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Fixes eyes rendering in Jak games both ingame and in cutscenes.
Previous method yielded no eyes in Jak 2/3/X cutscenes.
- Generalized offset search logic with caching system (works for BW > 1
and any PSM, limited to PSMCT32 for now)
- CRC Flags mechanism for default behavior enabling in Jak games
2019-08-14 17:09:51 +02:00
Alessandro Vetere
7c42928b57
GSdx-hw TC: invalidate Source with Target TEX0
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Fixes eyes blinking in Jak games with tex in rt search
enabled.
- Target TEX0 in Source is Source TEX0 if the Source is
not build from Target, otherwise it is the Target TEX0,
allowing improved Source invalidation
2019-08-14 17:09:51 +02:00
Alessandro Vetere
68cfc5d953
GSdx-hw TC: fix Target::Inside check
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- inclusion shall not be strict only on start side
2019-08-14 17:09:51 +02:00
Alessandro Vetere
2007894ba6
GSdx-hw TC: fix end block computations
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- compute bottom right texel block as last valid block
2019-08-14 17:09:51 +02:00
Alessandro Vetere
dfa4680547
GSdx-hw: SwSpriteRender, fix drawing region
2019-08-14 16:18:39 +02:00
Alessandro Vetere
1f6b44d556
GSdx-hw: SwSpriteRender, improve no rast. check
2019-08-14 16:18:39 +02:00
lightningterror
51ba799779
GSdx: Use rt for dRect size, update crc level label.
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Use rt for dRect size for OI_SonicUnleashed fix.
Make CRC level label name and position match between windows and linux.
2019-08-04 13:16:47 +02:00
lightningterror
0814690534
GSdx: Remove useless logo_ogl.bmp include from VS project files.
2019-07-31 17:36:28 +02:00
lightningterror
c8c1429493
gsdx-hw: Add some logs for OI fixes, add JakX beta eu crc id.
2019-07-30 01:01:23 +02:00
lightningterror
e79ea75ae2
gsdx-hw: Add OI rendering fix for Big Mutha Truckers.
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It will allow to render the shadows properly, also update the crc
hack to skip less effects.
2019-07-30 00:29:07 +02:00
lightningterror
55d469e7f2
gsdx-hw/gamedb: Add gamefix for Dog of Bay as well as some game crc ids.
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Add XgKickHack gamefix for Dog of Bay., fixes corrupt textures. Issue
#3041
Add some crc ids. Big Mutha JP version(Bakusou Convoy Densetsu - Otoko
Hanamichi America Roman),
Jak X Public Beta v.1 US, Sly 3 EU Prototype.
2019-07-28 06:54:58 +02:00
lightningterror
41baf1de14
gsdx-gui: A few more adjustments to the osd/shade boost sliders.
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Finally fix overlapping? I hope.
2019-07-17 05:12:56 +02:00
lightningterror
91570a9e0f
gsdx-ogl/d3d11: Also ensure that we set proper ini values for Shade Boost sliders.
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Should avoid any potential issues if ini values are wrong for shade
boost.
Bonus: Fix gui overlapping issues when sliders are on maximum (100).
2019-07-17 01:16:46 +02:00
lightningterror
888897ed48
gsdx-osd: Ensure we set proper data for osd options.
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Should avoid any potential issues if ini values are wrong for osd.
2019-07-16 23:42:34 +02:00
lightningterror
56b8612502
gsdx-d3d11: Set maximum allowed texture size to d3d10 limits which is 8192.
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Should prevent any issues if we ever go over the limit.
2019-07-15 22:32:45 +02:00
lightningterror
557f50fb4e
gsdx-gui: Allow only digit inputs in osd edit boxes for font size, timeout, and max logs.
2019-07-15 21:41:30 +02:00
lightningterror
6ccc4911c5
gsdx-gui: Fix some overlapping text on osd gui.
2019-07-15 19:30:26 +02:00
lightningterror
ee9c31317e
gsdx-gui: Put/move hw adv. & hacks option after blending option.
2019-07-15 01:49:10 +02:00
iMineLink
f409079864
GSdx-hw: New SW sprite renderer, used in Jak games only for now. ( #3001 )
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Developed a new SW sprite render function, which is used to fix
Jak and Daxter colors in Jak games and to remove the old Jak games hack
which yielded wrong colors and clashed with TC search texture in RT function.
- Remove OO_JakGames hack for palette readback from framebuffer (slow,
clashes with texture in RT TC function, clashes with Target readback logic)
- Developed new method SwSpriteRender with CPU rendering logic
- Add OI_JakGames method using SwSpriteRender for CPU palette rendering (fast,
does not clash with texture in RT TC function, no readback required)
Bonus: fps also sees an improvement in Jak games 3-5 increase.
2019-07-13 01:05:27 +02:00
lightningterror
8e3b34bce6
gsdx-ogl: Comment out pabe bit, not yet used.
2019-07-11 20:11:34 +02:00
lightningterror
6f09cd9b81
gsdx: Fix unknown pragma clang warnings.
2019-07-11 20:11:27 +02:00
lightningterror
96b02be1d1
gsdx-hw: Add Harry Potter and the Goblet of Fire,
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Project Snowblind to automatic mipmapping.
Add some extra missing crc ids too for GT4 and Ape Escape 2.
2019-07-11 13:12:06 +02:00
lightningterror
d0cb0f59d9
gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
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GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +02:00
lightningterror
2cd9aff867
gsdx-d3d11: Extend sw blending to BLEND_NO_BAR which is also free and doesn't require rt sample nor any barriers.
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It helps light rendering in SW Battlefront 2, VP2 also triggers it but needs to be further tested what it does.
2019-07-08 00:40:54 +02:00
arcum42
441e786d3d
Take care of a few clang warnings.
2019-07-06 14:16:04 -07:00
lightningterror
132332f9b8
Gamedb/GSdx-hw: Add gamefix patches for Ace Combat Zero JP/KO versions. Add KO version to crc id list.
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Fixes collision/missle hit issues.
Issue and patch sources (provided by arapapa) from thread:
https://forums.pcsx2.net/Thread-Ace-Combat-Zero-Collision-Issues
2019-07-06 22:11:47 +02:00
lightningterror
b19804190e
gsdx-hw: Add an OI hack for Sonic Unleashed.
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It will allow to render the shadows properly.
Rendering pattern is:
Save RG channel with a kind of a TS (replaced by a copy in this hack),
compute shadow in RG,
save result in alpha with a TS,
Restore RG channel that we previously copied to render shadows.
2019-06-23 23:34:25 +02:00
lightningterror
40929a4728
gsdx-d3d11: Add rgba channel selection/support to StretchRect.
2019-06-23 23:34:25 +02:00
lightningterror
e9825dccc0
gsdx-ogl: Add rgba channel selection/support to StretchRect.
2019-06-23 23:34:25 +02:00
lightningterror
066a9aaf71
gsdx-hw: Purge Sonic unleashed crc hack.
2019-06-23 23:34:25 +02:00