Commit Graph

3269 Commits

Author SHA1 Message Date
lightningterror ba463ed076 GSdx: Disable Alpha hack gui option on D3D9.
Hack is only used on D3D10/11.
2018-05-31 21:22:12 +02:00
Jonathan Li 61406a4349 cmake: Fix GSdx EGL build libX11-xcb linkage issue
Prevents a XGetXCBConnection undefined symbol error.
2018-05-31 01:02:26 +01:00
lightningterror 6ef793545d GSdx:Port better support of palette from GL to D3D10/11.
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.
2018-05-30 14:47:06 +02:00
lightningterror dc2779b385 GSdx: Adjust Sky Gunner crc hack.
Move hack back to Partial (GL level).
Huge vram usage on both gl and dx - maybe not a channel
effect or channel effect not yet detected.
2018-05-22 20:08:45 +02:00
lightningterror 8c2a79ab54 GSdx: Add some missing crc ids.
Sky Gunner US Regular and Trade Demo.
2018-05-22 20:05:14 +02:00
lightningterror d900917bfa GSdx-OSD: Adjust messages.
Change font size from 32 to 28 default.
Change log speed from 6 to 4 default.
Change max log messages from 3 to 2 default.
2018-05-21 17:56:14 +02:00
lightningterror c5f94fbced GSdx: Adjust Spyro New Beginning crc hack.
The hack should now work on the PAL version as well.
2018-05-21 02:33:46 +02:00
lightningterror c4068e5188 GSdx: Update Spyro Hw fix/hack.
Revert merge of Spyro Eternal Night / New Beginning hw hack.
Update Spyro New Beginning hack - fixes menu/hud flicker in HW mode.

SW mode still has issues with the menu/hud elements.

Improve #1490
2018-05-20 16:30:32 +02:00
lightningterror ff3052935e GSdx: Adjust Sonic Unleashed crc hacks.
Move crc hacks back to Partial (OpenGL) level.
Game experiences improper texture shuffle emulation and half screen
bottom issue.
2018-05-19 08:48:24 +02:00
lightningterror 290397d1af GSdx: Add a missing crc id for CrashNburn EU. 2018-05-16 01:09:56 +02:00
Christian Kenny 8b6751943e GSdx: Remove Hummer Badlands CRC Hack. 2018-05-15 20:52:05 +02:00
lightningterror 3a8857a782 GSdx: Adjust crc hacks for Big Mutha Truckers.
Move crc hacks back to OpenGL(Partial) level.

Game experiences a half screen bottom issue and vertical stripes.
2018-05-09 18:42:49 +02:00
lightningterror fbc0b1849d GSdx: Adjust crc hacks for Heavy Metal Thunder.
Move the hacks to DX Level(Full). OpenGL renders the effects properly
with Depth Emulation.
2018-05-09 00:07:59 +02:00
Jonathan Li 8f6a3d9fe8 gsdx: remove DirectCompute backend
It hasn't been accessible since OpenCL was added, and it was barely
updated since it was introduced.
2018-05-06 02:01:22 +01:00
lightningterror 191219f7d8 GSdx: Purge crc ids/games no longer needed.
The following games in the crc list are not used anywhere so
we can clean this list up. If some are needed in the future then
they can be re added.

List of removed games:
CaptainTsubasa,
Dororo,
HarvestMoon,
Jak1,
JamesBondEverythingOrNothing,
NamcoXCapcom,
SDGundamGGeneration,
SeintoSeiya,
SengokuBasara,
SilentHill2,
SilentHill3,
Siren,
TalesofDestiny,
VF4,
VF4EVO.
2018-05-05 23:21:34 +02:00
lightningterror e606958a43 Gsdx: Remove Captain Tsubasa crc hacks.
The crc hack broke graphics ingame, causing flickering/transparent
textures and other similar issues.

On a side note the game experiences upscaling issues that can be fixed
with Half Pixel offset hack.
2018-05-05 00:10:11 +02:00
lightningterror 34a94990c4 GSdx: Adjust crc ids.
Add a missing crc id for Captain Tsubasa-JP.
Rename WildArms5 to WildArms4 for crc 565B6170 Jap,
it was incorrect.
2018-05-05 00:10:11 +02:00
Jonathan Li ab9bdb009b baseclasses: Move from unfree to 3rdparty
Update it to the version found at
https://github.com/Microsoft/Windows-classic-samples , which is in an
MIT licensed repo, and add the LICENSE file (edited to remove the SIL
Open Font LICENSE part since that doesn't apply).

Some modifications have been made to reduce the diff/stop git
complaining (not including any file that wasn't in the previous version
and removing the related header includes in streams.h, and fixing some
but not all of the whitespace issues).
2018-04-29 02:19:17 +01:00
Jonathan Li b84b2808f4 baseclasses|gsdx: Move code from baseclasses to GSdx
Moved code seems to be from Gabest. Only the code that is currently used
has been kept.
2018-04-29 02:19:17 +01:00
Jonathan Li 7ea0273119 gsdx: Remove code that does nothing 2018-04-29 02:19:17 +01:00
lightningterror 6496e6db11 Gsdx: Adjust Front Mission 5 crc hacks.
Move CRC hacks do DX level.

Hack that fixes shadows:
Shadows/glitchy black ground textures can be fixed with Preload Frame Data.

Hack that removed vertical stripes:
D3D10/11 correctly emulates texture shuffle but also needs depth support.
2018-04-27 17:59:24 +01:00
lightningterror c8c9731262 GSdx: Update D3D fbmask emulation on texture shuffle.
Improves accuracy on Sly series.

Rendering is still bad and needs a lot more work but
it's a little bit better.
2018-04-24 22:42:59 +01:00
lightningterror 0f5d3d2f1b GSdx: Add Sly 3 demos crc ids.
Regular Demo US,
E3 Demo US.
2018-04-22 23:51:56 +01:00
lightningterror 230a497a12 GSdx-TC: Don't skip depth lookup on Jackie Chan Adv and SVC Chaos.
Don't skip draw calls on Jackie Chan Adv and SVC Chaos,
fixes regressions on Jackie Chan Adv and SVC Chaos.

Gregory: The correct fix would be to trace all textures writes to
be sure of the source. But it is a much bigger work.
2018-04-15 00:42:07 +01:00
lightningterror 6073a26f5d GSdx: Add some missing crc ids.
Add SVC Chaos: SNK vs. Capcom EU/JP,
Add Jackie Chan Adventures EU.
2018-04-15 00:42:07 +01:00
lightningterror 0e39caaad3 GSdx: Adjust Naruto series crc hacks
Purge CRC hacks that removed lighting on maps.
Games: Naruto - Narutimate Hero 3,
Naruto Shippuuden: Narutimate Accel.
2018-04-03 16:01:22 +01:00
lightningterror b6a73f6db3 Gsdx: Add some missing crc ids.
Tenchu Fatal Shadows US,
God Hand EU,
The Getaway EU,
The Getaway Black Monday EU.
2018-04-02 11:39:45 +01:00
lightningterror 4cb164b795 GSdx: Adjust CRC hacks.
Purge Sengoku Basara crc hacks. Texture shuffle is emulated correctly on
d3d11/ogl. d3d9 skips the bad draw call.

Move Eternal Poison crc hack to d3d level. Not needed on ogl since
the game is emulated correctly.

Move hack that removes texture shuffle for Demon Stoneback back to ogl level,
half screen bottom issue remains.

Extent CRC hack for The Getaway and The Getaway Black Monday to work on
EU regions.
2018-04-02 11:39:45 +01:00
lightningterror 014e27bc20 GSdx: Add Quak3 Revolution to Automatic mipmapping. 2018-03-27 15:11:08 +02:00
lightningterror 312db7755b GSdx: Adjust CRC hacks.
Move CRC hack that removed shadows to Aggressive, shadows are misaligned
when upscaling - can be fixed with HPO. We can use the hack as a
speedhack for Aggressive state.

Add correct FBP code for Sly 2 E3 Demo. CRC hack should work properly now.

Purge God of War 1/2 CRC hacks that fixed/removed the vertical red lines.
No longer needed since the issue is fixed accross all renders.
Also useless to be kept for speedhacks.
2018-03-27 15:11:08 +02:00
lightningterror 9769f19ebe GSdx: Remove fbmask handle in GSRendererDX.
It's already handled in texture shuffle code.
2018-03-27 15:11:08 +02:00
lightningterror 0e83b89dbd GSdx-D3D: Texture and channel shuffle improvements.
Texture Shuffle changes:
Always Enable Texture shuffle on D3D10/11.
Previously Texture shuffle was enabled if CRC hack
level was below Full, this was kinda not good since
D3D also relies on CRC hacks on Full so you could either
stick with texture shuffle or crc hacks.

Texture shuffle is not supported on D3D9, however we can do a partial
port where instead of vertical lines with the effect we get the effect
on the entire screen. Better than nothing I suppose.

Ported some of the code from OpenGL to D3D
( just a copy - paste job :) ),
part of the code misses a dedicated shader but we can still
use it to fix various issues on many games.

List of affected games tested so far:
The Godfather, Final Fight Streetwise, The Suffering Ties that Bind,
Urban Chaos have their vertical lines issues fixed
(highly possible for other games as well), MGS and Stolen see an improvement
but they are still broken without crc hacks. Other games that suffered
similar issues are probably affected as well.

Channel Shuffle changes:
Update Channel Shuffle detection. A lot of games should see an improvement,
MGS, Urban Chaos, Stolen have their top left corner issues resolved.
Other games should be affected as well that use similar logic.
They still miss a shader so some effects are still broken/show glitches
but it's a nice improvement for D3D users.

Shared changes:
Texture Shuffle and Channel shuffle have been moved to their
own dedicated functions. Should make things a bit cleaner.

Move part of the code for Texture Shuffle to GSRendererHW to be shared
across all HW renderers, should aboid copy paste/duplicate code.
2018-03-23 13:38:34 +01:00
lightningterror 2ad5db2279 GSdx Adjust/Replace crc hack for Final Fight Streetwise.
Replace/remove an old crc hack that was used to fix the red vertical
lines issue, the hack is no longer needed. The new hack removes depth
effects on D3D only.
Note: The game has another vertical lines issue that can be fixed with
texture shuffle on D3D.

Add comments to Simple2000Vol114 explaining what the hacks do.
2018-03-22 14:46:31 +01:00
lightningterror 99350d6caa GSdx: Add some missing crc ids.
Sly 2 E3 Demo US, Sly 2 JP.
2018-03-22 14:46:31 +01:00
Christian Kenny 40f7d6c95b GSdx: Add Shox to Automatic Mipmapping 2018-03-19 01:00:26 +05:30
lightningterror 6aaae6970e GSdx: Cleanup hacks in GSRendererHW.
Merge identical code for Spyro Games in to one to avoid duplicate code.

Rename hacks name for Jak series from OO_Jak to OO_JakGames since there
are multiple games added.
2018-03-13 18:56:30 +05:30
lightningterror f4fa115c82 GSdx: Remove GT3/Concept CRC Hacks.
This follows PR #2304.
The CRC hacks are no longer needed due to the partial port of channel
shuffle on D3D.
They cause higher vram spikes  now.
2018-03-13 18:56:30 +05:30
lightningterror bd0947e7a3 GSdx: Add/adjust CRC ids.
This follows PR #2330.

Add some missing regions: Tomb Raider Legend JP,
StarWars Force Unleashed EU, SuperMan Returns EU, Valkyrie Profile 2 FR.

Rename GT3/Concept titles, they were incorrect.

Adjust Harley Davidson region id from NoRegion to US.

Add some missing regions to automatic mipmapping:
FIFA 03 US, FIFA 04 EU, FIFA 05 EU.

Reformat a few comments.
2018-03-13 18:56:30 +05:30
lightningterror 73f1d7d099 GSdx: Rename HW hacks drop list options.
Add "Default" nametag for default list options for the hacks: Sprite,
Round Sprite, GL Advanced settings, HPO.

Should help users know which options are the default ones with less
confusion.
2018-03-04 20:54:10 +05:30
refractionpcsx2 084530eeca
Merge pull request #2122 from PCSX2/target_load
GSdx-TC: Fix load size calculation in target update Fixes #1972 Fixes #2110 Fixes #2138
2018-03-03 03:31:25 +00:00
Jonathan Li fb4f274882 gsdx: Remove inappropriate comment 2018-03-02 23:41:46 +00:00
lightningterror 38aa4e1745 GSdx: GSCrc.cpp reformat comments and whitespaces. 2018-03-02 10:10:31 +05:30
lightningterror 2be9cf060d GSdx: Add/adjust CRC ids.
Add CRC id for FFXII US, SFEX3 EU,
GT4 CH and GT4 Online Beta US.
Adjust BullyCC region from US to EU.

Add Missing regions for Ratchet & Clank,
Ace Combat, Destroy All Humans and Soul Reaver
series to Automatic Mipmapping.
2018-03-02 10:10:31 +05:30
Christian Kenny 10ebe16653 GSdx (OGL HW): Perform a texture shuffle when the address of the framebuffer and the texture are the same.
Tomb Raider: Angel of Darkness relies on this behavior to produce a distance fog effect.

Closes #2215
2018-02-22 00:20:54 +05:30
FlatOutPS2 c1fd01545a GSdx: Remove GT4/Tourist Trophy CRC hacks
Removes GT4/Tourist Trophy CRC hacks. The hack had already been moved to
aggressive due to VRAM spike issues, but is no longer necessary at all
due to the in-game brightness/contrast setting issue being moved to
behind the frame buffer conversion hack for Direct3D and being resolved for OpenGL.
2018-02-21 17:08:48 +05:30
lightningterror 768a4412d5 Gsdx: Adjust Ikkitousen CRC hacks.
Move hacks that disabled shadows to DX level since OpenGL renders
shadows properly with Depth Emulation.

Some other upscaling issues appear with the disabled hack like a small
black border on the bottom of the screen or some ui elements but those
can be fixed with TC X,Y Offset hack.
2018-02-21 17:06:16 +05:30
Akash b10c357065 GSdx-TC: Fix load size calculation in target update
Previously, the calculation for the size of data to be loaded was done
based on the rendering target buffer size and scaling multiplier, which
was totally wrong. This led to different resolutions having different
load sizes while the size of the real GS memory is common regardless of
the scaling variancies.

Hence use the default rendering target buffer size for the load size
independent of the scaling values. I've also removed a buffer height saturation
code which seemed unreliable.

Note: The accurate version of the code can be enabled using the macro
provided in config.h (which is more intensive on resources), the current
code goes along with the approach of maintaining a decent performance
level along with a formidable accuracy.
2018-02-06 18:00:22 +05:30
Jonathan Li f64488f818 gsdx:d3d: Fix fbmask conversion on texture shuffle
Port of 6580f4922f.
2018-02-06 00:03:25 +00:00
lightningterror 85c59fdb5e GSdx: Adjust DBZ BT2 CRC hack and id, add R&C3 EU to Automatic Mipmap.
Adjust region id for BT2.
Move the sky texture(depth) hack back to Partial level only for the EU
regions.  Effect is still not rendered correctly and causes a half
screen bottom issue.

Add R&C3 EU to Automatic Mipmapping.
2018-02-05 23:03:19 +00:00
lightningterror 86a8cbf402 GSdx: Change Skipdraw Maximum limit value.
Previously the limit was 1000, now 10000 in the GUI. It should help in
some rare cases where a higher number is needed without the need of ini
editing and value reset issues caused by the GUI.
2018-02-05 23:03:19 +00:00
lightningterror 4aa25c4971 GSdx: Disable Merge Sprite on native resolution.
Previously if HW hacks were enabled Merge Sprite was active(if checked) on
native resolution even if the GUI option was disabled, which in result
caused glitches in games on native resolution.

This should address that issue.
2018-01-13 23:18:57 +05:30
FlatOutPS2 fe27d3b25a GSdx: Add Dark Cloud CRCs to automatic mipmapping 2018-01-12 13:28:43 +05:30
lightningterror 9dc7930ff2 GSdx: Merge CRC hacks of Wild Arms 4 and 5
It's better to avoid duplicate code so let's merge these two together
as well.
2018-01-12 13:25:40 +05:30
lightningterror fbdd0f4394 GSdx: Remove/move/merge CRC hacks.
Remove Aggressive CRC hacks for SSX 3. Was used to remove the red lines
on older versions but no longer needed since the issue has been fixed.
Offered 1fps or less speed bump but it's not worth keeping for such a
minimal increase.

Merge all FFX CRC hacks in to one. They share the same code so it's
better to have one to avoid duplicate code.

Move CRC hack for Bleach Blade Battlers to Aggressive. It removes the
character shading. It can be used as a speed hack since the gains are
quite good from it. Around 15-30%.
2018-01-10 08:10:56 +05:30
lightningterror 29ef586f91 GSdx: Move CRC hacks for Soul Calibur 2&3 to DX level.
Add missing CRC ids for Soul Calibur 2 and 3.
Move CRC hacks to DX level. They are not needed anymore on OpenGL since
Depth Emulation fixes depth issues (shadows).
2018-01-09 20:36:14 +05:30
lightningterror 687c0b45e2 Gsdx: Tekken 5 Channel effect and CRC Hacks
Move CRC hack to Partial that fix the half screen
bottom issue since the effect is not rendered correctly.

Move CRC hack to Aggressive. These hacks are only
needed when running upscaled resolution. They skip the
blur effect which cause ghosting and some other screen issues.
Side effect is they also remove the channel effect on OpenGL
which is emulated correctly so let's put them on Aggressive.

Comment out a hack, it's unknown what the hack does atm.
If there are new issues then it will be added back.

Added comments what the hacks do.

Partial port for channel shuffle effect to Direct3D for Tekken5.
The effect is skipped and not rendered but now the top left
screen glitch has been resolved.
Note: At least Minimum CRC level is required for this to work.
2017-12-13 13:31:49 +01:00
lightningterror 41051f3cfe GSdx: Add hidden option to disable Nvidia hack
Add hidden option "UserHacks_DisableNVhack" to disable
the Nvidia hack on Direct3D which added black lines on the right
and bottom of the screen. Could be useful for Intel and AMD GPUs.

A better solution would be to add Vendor Id detection instead,
but this will do for now.

To disable the Nvidia hack add UserHacks_DisableNVhack=1 in GSdx.ini
2017-12-10 21:37:00 +05:30
lightningterror a74a5d95ab GSdx: Remove/move CRC hacks for Simpsons Game
Remove CRC hacks no longer needed.
Move CRC hacks to Aggressive level. Can be used as a performance hack.
2017-11-28 16:59:13 +05:30
lightningterror 3c74f0f907 GSdx: Extend support of "Preload Frame Data" for Direct3D.
Fixes glitchy water in Rogue Galaxy in Direct3D when the hack is
enabled.
Fixes Test Drive car reflection in Direct3D when the hack is enabled.

OTher games are affected as well.
2017-11-27 11:01:43 +01:00
lightningterror 6d49bf6fc6 GSdx: Automatic HW Mipmapping option
Adds automatic HW mipmapping support.
It relies on CRC ids so if a game does
not have their CRC id but needs mipmapping
it will not work until the id is added.

Add GUI menu and tooltip for Automatic mipmap
"Automatic (Default)"
This option will be default option from now on.

Rename "Very Slow" text option to "Slow" for full mipmap
as it caused the text not to fit properly in the menu.

Credits also go to @RedPanda4552 and @ssakash for helping
with the code.
2017-11-20 09:54:56 +01:00
lightningterror 431b4f6f17 GSdx: Rearrange HW Hacks
Rearrange the two columns of HW hacks, new arrangement
is done in alphabetical order on Windows and Linux.

Rename some hacks on Linux to match the windows version.

Some other minor tweaks as well.
2017-11-20 09:54:32 +01:00
Christian Kenny 5956493684 GSdx: Remove CRC hack for James Bond Everything or Nothing. Thes hack was used to avoid a VRAM spike, but isn't needed anymore. 2017-11-19 12:58:48 +05:30
lightningterror b31c23b37b GSdx: Add/move CRC hacks for Street Fighter EX3
Add missing CRC ids.
Move CRC hacks to OpenGL since the effects aren't emulated properly atm.
2017-11-13 16:04:42 +05:30
Akash 6299d9efa9 GSdx-Capture: Grayout configure button for codecs
The following patch grays out the configure button when there's no
configuration dialog available for the selected codec. What's the use in
clicking it when no dialog pops up? :P (I've been tricked by it lots of
times)
2017-11-11 12:50:22 +05:30
Akash 849c2f36d9 GSdx-Capture: Format event commands in switch-case
Use switch-case over chained if statements for the event commands, makes
the code more readable in my opinion.
2017-11-11 12:50:22 +05:30
lightningterror 1cbd4c5387 GSdx: Add CPU Frame buffer Conversion Hack
Add HW Hack that enables Framebuffer Conversion on the CPU instead of the GPU.
Can fix broken textures on games but at the cost of slower performance.
List of games: Harry Potter games, FIFA Street games.
Games like Call of Duty, Kung fu Panda might also be affected as well as others
especially on Direct3D.
Add HW Hack GUI option on Windows/Linux for 4-bit and 8-bit Framebuffer conversion hack
named "Frame Buffer Conversion".
2017-11-02 10:38:07 +01:00
Jonathan Li fe2dfdb3b9 gsdx: Remove "using namespace std" 2017-09-08 09:56:28 +02:00
Jonathan Li 82d1aba67f gsdx: Prefix std:: to ostringstream, pair, codecvt* 2017-09-08 09:56:28 +02:00
Jonathan Li 7ed360e06b gsdx: Prefix std:: to shared_ptr 2017-09-08 09:56:28 +02:00
Jonathan Li 0cde534e30 gsdx: Prefix std:: to min and max 2017-09-08 09:56:28 +02:00
Jonathan Li 54c320c724 gdsx: Prefix std:: to map
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li 2ff67f3741 gsdx: Prefix std:: to list
Also use auto when appropriate
2017-09-08 09:56:28 +02:00
Jonathan Li 5415b7ad5b gsdx: Prefix std:: to vector
Also use auto when appropriate
2017-09-08 09:56:28 +02:00
Jonathan Li 2aeb406e38 gsdx: Remove hash_{map,set} macros
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li d57b812f36 gsdx: Prefix std:: to string and to_string 2017-09-08 09:56:28 +02:00
lightningterror d158ac5ffe GSdx-ogl:
Comment out driver version detection on amd as it was not working properly.
Rename bools for vendor ids.
2017-09-06 18:08:37 +02:00
lightningterror 481a884d25 GSdx - dx9: Edit Alpha Correction (FBA) tooltip.
Can cause graphical glitches in some games.
2017-09-06 18:05:21 +02:00
lightningterror f14c78cf12 GSdx-ogl: Fix GSdx crashing on Intel igpus
Regression was introduced in #1954
GSdx caused the emulator to crash when the renderer was restarted.

It may have affected older gpus from nvidia/amd
with older OpenGL support as well.
2017-09-06 17:14:21 +02:00
lightningterror 91d8e7c7c6 GSdx-Windows: Grey out OSD and Shader Configuration
Grey out OSD Configuration button for Direct3D
since only OpenGL supports the feature atm.
Grey out Shader Configuration button in Core Benchmark.
2017-08-31 21:11:43 +05:30
Jonathan Li fecf8e3ed2 gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
2017-08-30 21:08:54 +01:00
Alessandro Vetere a0aa585afd GSdx GSTextureCache: Using FastList instead of std::list. Various other improvements.
Using range loops where possible (correctly).
Using auto where possible (minimize code changes whenever it's decided to change back to a std container).
Use more efficient erase pattern (where possible).
Minor code tweaks.
2017-08-30 11:43:18 +02:00
Alessandro Vetere b2508dcb59 GSdx GSDevice: Using FastList instead of std::list. Using range loops (correctly). Using auto instead of declaring iterator type. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 965334350f GSdx GSTextureCacheSW: Ported erase iterator trick. Using FastList instead of std::list. Using range loops. Using more efficient erase pattern. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 676c7b89c7 GSdx GSFastList: Introducing the custom container template class. 2017-08-30 11:43:18 +02:00
Alessandro Vetere b431d172b7 GSdx GSDirtyRect: std::vector instead of std::list, to speedup linear scan. Improved const-ness. Using range loop. 2017-08-30 11:43:18 +02:00
Alessandro Vetere f8e89b694a GSdx GSLocalMemory: Reserve space required in the std::vector before adding elements to it. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 3300470a29 GSdx GSCodeBuffer: std::vector instead of std::list, to speedup linear scan. Using range loop on destruction. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 798d6a9134 GSdx GSDevice11: Fix unsigned warning under VS2015 with DEBUG build enabled. 2017-08-30 11:43:18 +02:00
Akash 8fe8cad8f9 GSdx-D3D11: Avoid undefined behavior in swapchain
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is
specified for Vsync, this mode is exclusive to OpenGL at the moment
and is unimplemented on the D3D11 renderer. Also the present function
of swapchain only accepts values from 0 to 4 as parameter, hence
passing negative values to the function is undefined behavior.

So let's fallback to standard synchronization method on D3D11 when
PCSX2 requests for adaptive mode.
2017-08-25 22:40:42 +01:00
lightningterror 420f111611 GSdx: Add missing CRC for GT3 2017-08-16 17:35:32 +05:30
Gregory Hainaut c4bf09ad32 glsl: extension must be declared first
Mesa follows this rule of the standard.

Issue #2037

Shader compile fines now but SSO interface seems to be broken.
2017-08-12 15:37:29 +02:00
Gregory Hainaut 17d2d9217b gsdx ogl: test adaptive/late vsync driver support
Supported on GLX (but not Linux free driver) and WGL
2017-08-05 11:00:39 +02:00
Gregory Hainaut 2e4643a398 gsdx ogl: factorize SetVSync
Move common logic into base class
Add API to handle late Vsync (only stub)
2017-08-05 10:59:48 +02:00
Gregory Hainaut 2204885fbb gsdx ogl: factorize common context init code 2017-08-05 10:56:54 +02:00
lightningterror 66a87ce4d0 GSdx: Add missing CRC for Tomb Raider Underworld 2017-07-29 20:10:46 +05:30
Akash 31400b29c3 Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
2017-07-27 00:23:25 +05:30
lightningterror f5b4ccf741 GSdx: Adjust CRC for DBZ BT3
Fix CRC hacks on PAL version.
PAL version will no longer experience very high brightness/contrast
issues on stages in hw mode caused by an incorrect CRC hack.
Moved a CRC hack back to OpenGL mode only for the PAL version
because texture shuffling does not work properly on PAL games.
2017-07-26 20:19:44 +02:00
Akash bd5e54e825 GSdx-Windows: Fix Shadeboost text bug
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the
text containing the name of the options was being updated with the
current value of the option instead of updating the text designated for
holding the values.
2017-07-23 22:50:40 +01:00
puzzo888 1d983a6818 Update GSCrc.cpp (#2018)
gsdx crc: add Front Mission 5 CRC
2017-07-22 11:32:15 +02:00
Akash c3ff1074bb GSdx: Rework framebuffer height calculation
DBY isn't an offset to the frame memory but rather an offset to read
output circuit inside the frame memory, hence the top offset should also
be calculated for the total height of the frame memory. Fixes software
mode regression in Beyond Good and Evil.

Also handle cases when GetFrameRect() is called without any paramerer to
avoid an illegal value access violation on the DISP register.
2017-07-13 17:53:29 +02:00
Gregory Hainaut c5d35d434c glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
2017-07-12 22:04:03 +02:00
Gregory Hainaut 38010432ee gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
2017-07-12 22:03:47 +02:00
Jonathan Li 45ac69a1f6 gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.

Fixes #1980
2017-07-02 22:54:36 +01:00
Gregory Hainaut 392816fae3 gsdx: store vsync state into an integer
allow to support late vsync (Adaptive vsync).
2017-07-02 15:14:45 +02:00
Gregory Hainaut 36fd2b6854 gsdx: remove the unused GSsetFrameLimit API 2017-07-02 15:09:47 +02:00
lightningterror 358954d69e GSdx-ogl: Printing console messages v2 (#1954)
GSdx-ogl: Console messages v2

Follow up to
commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b

Add intel broken driver wiki link message in console (OpenGL).
Print intel / amd buggy driver message once in console (OpenGL).
Pring texture barrier and viewpoint array info once in console (OpenGL).
2017-07-02 13:56:45 +02:00
lightningterror f88972013f GSdx: Remove/move DBZ:BT3 CRC
Enables character outlines to partially work on Full CRC.
DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled.
You can either use Aggressive crc or x,y offset to fix the issue.

Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird
motion blur type way when the player moved slightly.
2017-06-29 16:54:11 +02:00
Akash f2de553d63 GSdx: Cleanup warnings on MSVC
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
2017-06-29 16:48:50 +02:00
Gregory Hainaut 7d75a73105 cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase)
GCC bug => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799

Close #1937
2017-06-29 14:51:50 +02:00
Jonathan Li 4a562401dc gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.

Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.

Closes #1921.
2017-06-13 01:11:45 +01:00
Jonathan Li f8787ca6b9 gsdx: Fix variable initialisation issue
Class member variables are initialised in order of declaration in the
class definition. Move native_buffer to the top of the class definition
to avoid initialising m_width and m_height to random values.
2017-06-05 01:12:41 +01:00
Akash 23fa0657a7 GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and
allow future RT buffer resize calls when the buffer size isn't enough.

(Example: when a game's CRTC/Framebuffer size changes. The older code
didn't consider such cases)
2017-06-04 17:10:25 +02:00
Akash a04d9fa388 GSdx-HW: Revamp buffer size calculation
Added a more robust buffer size calculation mechanism for custom
resolutions. Improves performance in higher resolutions for games
which don't need a big buffer. There's a great boost in performance
at GS limited scenarios.

I don't even feel there's a need for the large framebuffer option right
now, For future - I plan on making the large framebuffer enabled version
as the default as the overhead is there only at situations when it's
necessary. Until then keeping the original code just to be on the safe
side in case any issue pops up.
2017-06-04 17:10:25 +02:00
Akash 266c114c1e GSdx-OGL: Extend ICO workaround to PAL videomode 2017-06-03 14:52:42 +02:00
Jonathan Li 11ed4de0aa gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
2017-06-03 14:52:01 +02:00
Jonathan Li 742b0edaa8 gsdx: Fix GS dump readback EOF handling
An EOF only occurs after attempting to read past the end of the file.
Account for this correctly, which fixes a potential infinite loop when
reading back an xz compressed GS dump.
2017-06-03 14:52:01 +02:00
Jonathan Li a6ed698fca unix: Remove LZMA_SUPPORTED define 2017-06-03 14:52:01 +02:00
Jonathan Li 3912f3330f windows: Link GSdx to liblzma (xz) 2017-06-03 14:52:01 +02:00
Jonathan Li 97d99632a6 gsdx: Use std::vector for xz dump output buffer
By default, Windows has a 1MB stack size limit per thread, so array
cannot be used...
2017-06-03 14:52:01 +02:00
Akash 49840bb621 GSdx: Implement SYNCV register bitfields
Add the bitfield structure of the undocumented SYNCV register,
potentially might be useful in proper height determination of the output
circuit for some weird games which still get it wrong but still haven't
figured out how it might be useful. Maybe some sort of black magic
formula with the vertical synchronization values?

The differential phase value seems to closely resemble the display
height value of the video modes (480 for NTSC, 576 for PAL) but after
some investigating into the differential phase, I have no clue on how
they might be even related. Hopefully the mystery will be unveiled in
the near future.
2017-05-24 13:44:52 +02:00
Gregory Hainaut 802f1029e9 gsdx: dump gsdump in xz format directly
Reduce disk space. Easy to share.

It would be nice to port the code to Windows.
libzma code was taken from https://git.tukaani.org/xz.git

Note: only short dumps are supported so far. Big dump will freeze the interface during the compression.
Or will suck all the RAM.
Note2: a multithreaded encoder would badly impact the compression ratio

Thanks to Turtleli for all review comments
2017-05-21 23:45:35 +02:00
Gregory Hainaut 53b2fdf31c linux: requires liblzma (xz) to build GSdx 2017-05-21 23:45:35 +02:00
Gregory Hainaut 5c7d9d08e2 gsdx: defer init of GSUtil global object
Close #1935
2017-05-21 14:39:22 +02:00
Gregory Hainaut 9cb8c70434 gsdx linux: port to latest GTK3 API
* replace gtk_table by gtk_grid
  => it still misses some paddings
* Use 3.22 monitor API to query screen size
  => need to be tested
* directly add scrolled windows into a container without bothering with
  the viewport.

Code compile fine but wasn't tested.

v2: disable the code until I (or someone) get a chance to test and fix it.
2017-05-13 10:39:06 +02:00
Gregory Hainaut b15ab1b1cf gsdx: use = default instead of trivial constructor/destructor
reported by clang-tidy
2017-05-13 10:38:35 +02:00
Gregory Hainaut 595ad99a5b Cmake: what should have been the previous commit 2017-05-12 19:38:51 +02:00
Gregory Hainaut 05763b3669 cmake: better gcc + gsdx integration
Only set fabi-version on older GCC (5.0 and below)
Disable broken optimization for GCC7+ (until we find a better solution)
2017-05-11 23:14:06 +02:00
Gregory Hainaut ec63b04719 gsdx: only print once OpenGL status message
All credits go to @lightningterror

Fix #1882
2017-05-11 22:35:31 +02:00
Akash 984fcfda2e Counters: Update videomode enum with proper prefix
Thanks to @colepcsx2 (https://github.com/PCSX2/pcsx2/pull/1896#commitcomment-21858717) for pointing it out!

I also updated the prefix in the inferior video mode detection of GSdx, I'm not even sure why we need the videomode info on the plugin side, might be useful someday.
2017-05-11 11:23:10 +02:00
Akash 7a3239cba0 GSDX: Remove redundant parenthesis from combobox text
The third parameter of the GSSetting constructor already encloses the
text in parenthesis, so the right bracket here just messed up things.
2017-05-07 19:31:37 +01:00
Akash 5f449151a1 GSDX: Add missing grayouts to Shadeboost options
The shadeboost options text (Contrast, Brightness, Saturation) were not
grayed out when shadeboost was disabled, it was sort of inconsistent
compared to the behavior of external shader, so added grayouts to them
when shadeboost is disabled.

Also changed "OpenGL Very Advanced Custom Settings" to "OpenGL Advanced
Settings", the verbosity didn't help much in my opinion.
2017-05-07 19:31:37 +01:00
Gregory Hainaut dc00af8829 psx|spu2x|gsdx: shift negative value is undefined in C standard
Instead does the negation after the shift

v2: assert shift <= 15 in clamp_mix
2017-04-30 21:20:23 +02:00
Gregory Hainaut d9e43b5d8d gsdx egl: rewrite the EGL implementation
Split code in 2 parts
* Base class (GSWndEGL) that implement the core EGL and GL context
* Derived class (GSWndEGL_X11/GSWndEGL_WL) that implement the backend to handle native resources

Note: Most backend code is only useful for GSopen1/PS1 mode. GSopen2 only requires
the AttachNativeWindow implementation

Code is based around EGL_EXT_platform extension that allow to select the platform at runtime.
Note: I think the extension was integrated in EGL 1.5

The X11 backend was mostly converted to XCB
The wayland backend is only a placeholder for future code

I don't know if MS windows is/could be supported with EGL_EXT_platform API

Code validated on Mesa. Proprietary drivers aren't yet tested.
2017-04-30 14:04:24 +02:00
Jonathan Li a3b3b4f657 gsdx: Fix uptr size on Windows x64 build 2017-04-29 23:22:02 +01:00
Gregory Hainaut 413d1828eb gsdx: call XInitThread on Linux dump replay 2017-04-29 13:05:28 +02:00
Gregory Hainaut 41990a6402 cmake: create the macro add_custom_glib_res to handle resources 2017-04-28 11:27:19 +02:00
lightningterror 303564fd70 GSdx: Move/add GT4 CRC
Moved a CRC hack to Aggressive that can cause or fix VRAM and RAM spikes.
This way people can switch between each config if they experience problems with either.
Varies on userconfig , game version and maybe hardware.

Added missing CRC game version for GT4 pal.

Note: The issue might be the same on GT3 and GTConcept , the code might
need to be removed for those games as well.
2017-04-27 17:46:58 +02:00
Gregory Hainaut bb35261aca gsdx: don't request a depth buffer on the window
Code directly uses depth buffer attached to a frame buffer
2017-04-23 10:59:33 +02:00
Gregory Hainaut 2155f65478 gsdx: fix EGL build 2017-04-23 10:59:33 +02:00
FlatOutPS2 47c2f0a289 GSdx: Remove Dirge Of Cerberus CRC hack
Hack was used to remove garbage data rectangles from popping up on screen when objects and characters were added to or removed from the world.
This issue is now being handled by OI_DoubleHalfClear in GSRendererHW.cpp, so the hack is no longe necessary and has been removed.
2017-04-21 11:13:27 +02:00
FlatOutPS2 7392f52184 GSdx: Move Resident Evil 4 and The Getaway series CRC hacks
Moves Resident Evil 4 hack to Aggressive level as it is no longer
required to fix any issues, but does offer a decent speed boost.

Moves The Getaway & The Getaway Black Monday CRC hack to Full level, as the issue can be resolved
when using the OpenGL Hardware renderer.
2017-04-21 11:13:27 +02:00
Gregory Hainaut 688f05ff26 gsdx sw: always enable the gs memory wrapping emulation 2017-04-21 10:53:05 +02:00
Gregory Hainaut 24eb1627e5 gsdx: add GStempdir wrapper to get a tempory directory
Allow to use Linux compatible code for OpenCL
2017-04-12 18:39:11 +02:00
Gregory Hainaut 2b30e7880e gsdx: add GSmkdir for windows based on CreateDirectory
v2: use nullptr
2017-04-12 18:39:11 +02:00
Gregory Hainaut 2d0a61fc8d gsdx ogl: use load resource to load shader
* Windows behavior must be checked
* remove glsl_source.h

v2: fix missing include
Big thanks to Turtleli

v3:
fix indentation in gsdx-res.xml
add dependency in cmake
remove old res/glsl/fxaa.fx symlink
add tfx.cl for OpenCL support on Linux

v4, v5
fix cmake indentation
2017-04-12 18:09:06 +02:00
Gregory Hainaut 38c4f5b6e7 gsdx: always NULL terminate resources on Windows
It is done automatically on Linux. Strings are much
better with this NULL char ;)

All credits go to turtleli

v2: increase resize instead of push_back NULL char
2017-04-12 18:09:06 +02:00
Gregory Hainaut ebae8b65f8 gsdx linux: implement GSdxApp::LoadResource based on g_resource
v2: use early return to reduce code/branch complexity
v3: use nullptr
2017-04-12 18:09:06 +02:00
Gregory Hainaut 1cbade511d gsdx: use vector of char as shader container
It will avoid various char cast on Linux.

v2:
remove cast on windows file and std prefix shader vector
v3:
forget to remove some char cast
2017-04-12 18:09:06 +02:00
Gregory Hainaut e91194994f gsdx ogl: remove useless glx/egl context print 2017-04-09 12:59:08 +02:00
Gregory Hainaut dad4ab1980 gsdx ogl: Deleted objects are automatically unbound/unmapped 2017-04-08 14:40:54 +02:00
Gregory Hainaut 12d2c6be56 gsdx linux gui: align gui with wndows (tooltip + checkbox)
add checkboxes for the 2 "new" hacks
    Wrap gs memory & merge postprocessing sprite

add tooltip for OpenGL options

v2: based on turtleli feedback
use gtk_scrolled_window_set_propagate_natural_height on GTK 3.22+
use the nicer GTK_CHECK_VERSION macro
2017-04-07 23:06:29 +02:00
Gregory Hainaut 83d83b9add gsdx linux gui: reduce height on/for small screen
* Remove the logo
* add a scroll on the osd panel
2017-04-07 23:06:29 +02:00
lightningterror 820919c0a9 GSdx ogl sw: Move GL_ARB_copy_image to optional
Move GL_ARB_copy_image to optional for OpenGL SW render.
It will allow Ivy Bridge to work with OpenGL SW as it's not required.

Sandy Bridge is not yet tested , would be nice if someone could test.
2017-04-06 18:14:59 +02:00
Gregory Hainaut ad63c13cd1 gsdx sw: Update comment on the GCC bug
Add link to bugzilla. Bug will be fixed in GCC7

Close #1881
2017-04-04 19:04:21 +02:00
Gregory Hainaut 5b91dc45e0 gsdx ogl: reduce requirement for SW renderer
Clip Control is only used for the HW renderer.

It will help Nvidia DX10 GPU on Windows. Potentially old AMD GPU too.
Unfortunately Ivy bridge still misses texture copy

Note on Linux, you can use the free Mesa driver.

Otherwise, it is time to save money for a future upgrade :)
2017-04-04 18:37:26 +02:00
Gregory Hainaut df32564bef gsdx: workaround AVX2 generated code by GCC
See commit for the full details.

v2: use a direct access to the union field instead of extract32
It gives us both optimal and working code.
2017-04-01 14:05:40 +02:00
FlatOutPS2 82405982f7 GSdx: Add merge sprite hack to GSdx hacks dialog
Adds merge sprite hack to GSDx hacks dialog

And ports merge sprite hack to Direct3D renderers.
Special thanks to my keyboards Ctrl, c and v buttons for all their hard
work in porting this hack.
2017-04-01 11:16:25 +02:00
FlatOutPS2 557b672232 GSdx: Unscale Point and Line Direct3D11 port
Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.

And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
2017-04-01 11:16:25 +02:00
FlatOutPS2 117c249595 GSdx: Add Windows GUI for split texture filtering option
Adds Windows GUI elements of the split texture filtering options.

Bilinear Texture Filtering is moved to the top section of the main GSdx window,
and Trilinear Filtering is moved to Hacks.
2017-04-01 11:16:25 +02:00
FlatOutPS2 cb0a430aa4 GSdx: Shader & OSD window update
Adds Texture Filtering Of Display option to the Shader dialog window Windows UI.

Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
2017-04-01 11:16:25 +02:00
FlatOutPS2 df5278df72 GSdx: Main & Hacks window update
Reorganizes Hacks dialog window.

Adds UI elements for the Memory Wrapping and HPO v2/Special commits

Adds advanced OpenGL functions "Geometry Shader" and "Image Load Store" to the Windows UI.

Renames "Configure Hacks" to "Advanced Settings and Hacks", to more closely resemble the Linux GUI.
2017-04-01 11:16:25 +02:00
FlatOutPS2 975441dfe9 GSdx: Direct3D port of HPO special/V2
Adds a port of the new Half-pixel Offset options for the Direct3D
Hardware renderers.
2017-04-01 11:16:25 +02:00
FlatOutPS2 2d591182c4 GSdx: Memory Wrapping Windows port
Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
2017-04-01 11:16:25 +02:00
Gregory Hainaut 41fb11d846 gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu
Recent GCC uses SSE4/AVX code to optimize the 64 bits operation.
It is bad idea as it would generate an illegal instruction on
older CPU.
2017-04-01 11:14:18 +02:00
FlatOutPS2 82ad1392ef GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues
Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds.
Removes blur from player airplane.
This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether.
The CRC hack has been moved to the aggressive level.

Aggressive is misspeled several times in the file, this has been adressed.
2017-03-31 23:36:35 +02:00
Jonathan Li 815ac8be04 gsdx:cmake: Fix logo dependency issue
Changes to the dependencies of the generated logo files did not trigger
a rebuild of the files. Use add_custom_command instead of
execute_process so build dependencies can be specified.

Also prevent the generated files from polluting the source directory.
2017-03-30 22:55:34 +01:00
Jonathan Li ba94643f0f gsdx:linux: Fix missing logo on some Linux distros
The pixdata format loader has been removed from recent versions of
gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and
leave the logo as an embedded bitmap file.
2017-03-30 17:45:49 +01:00
Jonathan Li ae73356ecf gsdx: Avoid const strings in header file
This prevents each .cpp file that included stdafx.h (IOW everything)
from having its own copy of the strings.
2017-03-30 01:10:48 +01:00
Akash 38c2de3ae3 GSdx-PCRTC: Minor modification to NTSC saturation
Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering.

Fixes a regression in Devil May Cry 3 and Sky Gunner.
2017-03-29 19:37:44 +02:00
willkuer a18d624bcb gsdx: Add an automatic CRC hack level
If a user switches renderer they also have to remember to change the CRC
hack level for the best user experience with the selected renderer.

This commit adds a new automatic CRC level that autoselects the
recommended CRC level for the selected renderer, so that a user doesn't
have to make the change manually.

coauthor: turtleli
2017-03-28 23:05:24 +02:00
willkuer 439472d4f8 gsdx: Add template version of GetConfig
It allows static_casts to be avoided for enum classes
2017-03-28 23:05:24 +02:00
Jonathan Li 85ddf69042 gsdx: Improve OpenGL HW renderer checks
If OpenGL software is the saved ini renderer and F9 is pressed to toggle
to the hardware renderer, depth emulation will be disabled. This fixes
that issue.
2017-03-28 23:05:24 +02:00
Jonathan Li a5282daf91 gsdx: Store the current renderer in GSdxApp 2017-03-28 23:05:24 +02:00
Jonathan Li 94f2ad9263 gsdx: Move renderer config loading from GSOpen2 to _GSOpen
Some duplicate logic is avoided this way.
2017-03-28 23:05:24 +02:00
lightningterror 6977658443 GSdx ogl: SSO Workaround for AMD buggy drivers (#1858)
GSdx ogl: SSO Workaround for AMD buggy drivers

All 2017 drivers are now blacklisted.
The BSOD/crash issue is still there so don't set Blending Accuracy to None!
Shortened the message in the console making it more appealing.
2017-03-28 23:02:19 +02:00
orbea 2aa33e2875 Add crc hack for project metafalica
Closes https://github.com/PCSX2/pcsx2/issues/1762
2017-03-27 12:51:43 +02:00
Jonathan Li f1eff358da gsdx:windows: Fix console output when replaying dumps 2017-03-23 01:33:35 +00:00
Jonathan Li f174d71ac7 gsdx: Fix vsnprintf usage in format function
-1 is only returned when there is an encoding error, and the va_list
argument is indeterminate after being passed to vsnprintf.

Use the return value to determine the buffer length, and call va_end and
then va_start before vsnprintf is called again.
2017-03-21 23:21:26 +00:00
Jonathan Li ae2e8469b4 gsdx: Remove ancient codeblocks file 2017-03-21 23:21:26 +00:00
Jonathan Li 67d9436f22 gsdx: Remove unused and incomplete GSDeviceSW 2017-03-21 23:21:26 +00:00
Jonathan Li 448ca97d93 gsdx: Avoid "using namespace std" in spsc queue 2017-03-21 00:10:35 +00:00
Gregory Hainaut 9865270e68 gsdx: split GSVector.h into smaller files 2017-03-19 13:50:13 +01:00
Gregory Hainaut a3efc77255 gsdx ogl: use an HLE shader to avoid upscaling line in ICO
ICO uses a depth of field effect for the fog. Depth is extracted
into the alpha channel of a texture. And then used as blending factor.
You need a 1:1 texture/pixel mapping otherwise you will line at boundaries.

In order to extract the DoF, ICO moves the depth buffer around the GS
memory. Memory moves are implemented in the not-scaled world. It means
that we can't have the above 1:1 ratio. And we don't know anymore that
data are coming from the current depth buffer.

The solution: I reused an HLE channel shader to read the depth buffer directly.
This way I have the guarantee that pixel/depth are aligned.

Close #1816
2017-03-16 08:27:12 +01:00
Gregory Hainaut 1a768ca438 gsdx sw: sync thread if current target pages are already used by input texture
Otherwise you have a write before read typical race condition. It works
most of the time because textures are stored in temporary buffers (aka
texture cache). So the race condition requires texture invalidation in the mix.

I hope the perf impact will be small enough.

Fix #1691
Blood Will Tell: gray scale effect description

Frame is renderer in 0x700
Sync 0x700 (RT will be used as input)

Foreach page of frame
    // The missing Sync was this one. You can't copy new data to 0x2800
    // until you finish the rendering that use 0x2800 as input texture
    // (AKA end of this foreach loop)
    Sync 0x2800 (not the first iteration, texture will be used as a RT)
    Copy page from 0x700+offset to 0x2800

    Sync 0x2800 (RT will be used as input)
    Render Effect line1 from 0x2800 to 0x700
2017-03-15 18:30:46 +01:00
Jonathan Li c498833c27 gsdx: Remove VS2013 stuff 2017-03-13 23:57:15 +00:00
Gregory Hainaut 0af80b7c86 gsdx: restore the order of the texture filtering option
It was modified by mistake with previous filtering refactoring
2017-03-13 22:55:47 +01:00
Akash f423cf73c4 GSdx: Fix Alpha test value initialization
Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
2017-03-11 17:40:28 +01:00
Gregory Hainaut 7d3c850813 gsdx ogl: improve ST/Q precision
When a float overflow is detected, geometry shader is disabled. And ST/Q is done on the CPU

It will help
Issue 551
Issue 1684
2017-03-11 00:24:38 +01:00
Gregory Hainaut 6d6ed1a205 gsdx sw: do const q division in ConvertVertexBuffer
It allow to do the division before the size multiplication
It avoid a float overflow if T is too big.
Old behavior: (T * size) / Q
New behavior: (T / Q) * size

Performance Note:
* Rcp was replaced by a slow division (more accurate)
* At least we avoid a 2nd loop on the vertex buffer

It helps on Pro Soccer Club and Galerians Ash rendering

Tric Note:
SPRITE must be handled differently because the 'q' of first vertex could
be invalid
2017-03-10 20:45:14 +01:00
Gregory Hainaut 611239db5c gsdx: handle float overflow on Q in vertex trace
Replace the fast reciprocal with a slower division when we detect a too big Q value.

Improve #551, #1684
2017-03-10 20:45:14 +01:00
Gregory Hainaut f862f5be03 gsdx sw: use accurate division for the C reference implementation
Speed isn't important here. It would allow to compare the rendering with
the JIT implementation. If it is necessary we could an option for the JIT.
2017-03-10 20:45:14 +01:00
Gregory Hainaut b54a824abd gsdx: split texture filtering option
Bilinear applies to all renderer
* Common code done in GSVertexTrace
* Extend it with forced but sprite (trade-off between linear/upscale glitches)
* Linux GUI option was moved at the top with the renderer selection

Trilinear is moved to OGL hack

close #1837

Thanks to Flatout for the review and feedback.
It will take care to update the Window GUI :)
2017-03-10 18:05:34 +01:00
Gregory Hainaut 91f805675b gsdx: dump xyoffset register 2017-03-05 22:16:01 +01:00
Gregory Hainaut 0a5f796c33 gsdx sw: missing texture due to wrong optimization fix
Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer

Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted

Bug description:
GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same.
Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
2017-03-05 20:27:19 +01:00
Gregory Hainaut 438fbf31cf gsdx sw: rcp introduce bad rounding on the grandient
Division is slower but more accurate. Fix rendering issue on Xenosaga (batte slot)/Jak3 (skin color)

Coauthor:pseudonym

Fix issue #1769
2017-03-05 10:53:07 +01:00
Gregory Hainaut ae8aa358e4 gsdx: move window creation before renderer/device setup 2017-02-26 19:09:16 +01:00
Gregory Hainaut da2bf4e366 gsdx: reduce the complexity on window creation
Improve code sharing between OS
Use vector to handle priority
Throw in GSWndDX create in case of error
2017-02-26 19:09:16 +01:00
Gregory Hainaut 9ff385f6f3 gsdx: use shared_ptr instead of raw GSWnd* 2017-02-26 19:09:16 +01:00
Gregory Hainaut 714fcaaadd gsdx ogl: move the validation of the gl context in the window 2017-02-26 19:09:16 +01:00
Gregory Hainaut b3836c58d2 gsdx ogl: properly plug the new HPO option 2017-02-26 19:04:00 +01:00
Gregory Hainaut 646c02a5e2 gsdx linux: update GUI based on previous commit 2017-02-26 19:04:00 +01:00
woj1993 4a6a3af418 gsdx windows: update gui to add a HPO v2 checkbox
Squash done by greg

v2: update tooltip
2017-02-26 19:04:00 +01:00
Akash 500d2e076d GSdx-PCRTC: Apply saturation only for field mode
Previously, the NTSC saturation was also applied for double scan mode (Interlaced and Frame) where the developers send double the height to the DISP registers, saturation shouldn't be performed at such cases as the developers could send a value of 780 while the real size of the output would be 390 due to double scan mode. Doing the saturation later after identifying the real size also seems a bit counter-intuitive as we haven't discovered any cases where double scan games require the NTSC saturation hack. So let's just apply the saturation only for Interlaced (Field) Mode and omit the saturation step for other modes.
2017-02-21 10:54:28 +01:00
Akash 17b33afd64 GSdx-PCRTC: Move hacks away from GetDisplayRect()
Isolate all the hacks into a separate subroutine and properly document about them, should make it easier for people to understand the display rectangle setup code, the hacks were totally messing up the readability of the function earlier.
2017-02-21 10:54:28 +01:00
Akash 319b3dabdf GSdx-Windows: Automatic CRC hack level selection
Default to "Partial" CRC hack level when the GPU's best renderer is determined as the OpenGL hardware renderer.
2017-02-21 10:54:03 +01:00
Akash ff89619b09 GSdx: Add an Enumeration for CRC Hack level 2017-02-21 10:54:03 +01:00
Gregory Hainaut 726f9d5312 gsdx ogl: improve error message on windows
* Common function
* Print an error id
* Don't exit on bad setpixelformat (it is illegal to call it twice)
2017-02-18 22:25:27 +01:00
Gregory Hainaut f3adf4bf57 gsdx ogl: texture barrier is optional too 2017-02-18 20:11:56 +01:00
Gregory Hainaut 193d9f838b gsdx ogl: mark 2 DSA functions as optional 2017-02-18 19:44:17 +01:00
Gregory Hainaut 674d22321a gsdx wgl: drop GL2.0 context and avoid a context leak
Namely detach/delete context before throwing
2017-02-17 19:20:42 +01:00
Gregory Hainaut cdb71101a1 gsdx ogl: As Intel is too cheap to provide GL_ARB_direct_state_access on theirs expensive iGPUs
Add a "slower" emulation of the extension...

Hopefully it will allow to start openGL on haswell (maybe broadwell) and later.
2017-02-17 17:44:26 +01:00
Gregory Hainaut 26993380b1 gsdx-ogl: black list 2016/2017.1 AMD driver
Based on AMD feedback, I'm might blacklist all 2017 drivers too.
2017-02-17 17:32:53 +01:00
Gregory Hainaut da1bb43618 cmake: Add various missing file in CMakeLists.txt
Add some windows code path. It would reduce the burden to port Cmake to windows.
(sill miss 3rdparty/some plugins/...)
2017-02-16 20:11:57 +01:00
Gregory Hainaut de962d3e7e gsdx wgl: retry to create a context without advance flag
Hopefully it will support more drivers #1813
2017-02-10 22:26:41 +01:00
Gregory Hainaut 213fa1c148 gsdx sw: init completely m_scanline buffer
The buffer contains extra room to avoid a segmentation fault due to an overflow.
Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior.

Based on issue #1806 it could impact Guilty Gear X2
2017-02-08 19:42:54 +01:00
Gregory Hainaut 2a2a022792 gsdx ogl: add a texture barrier when target is read back
Fix graphical corruption in Nouveau/BUA/devil may cry

Issue #1805
2017-02-08 19:42:54 +01:00
Gregory Hainaut ba91c8f0c2 gsdx opencl: warning+compilation fixes 2017-02-08 19:42:54 +01:00
Gregory Hainaut c232f90d6e cmake: add an option to enable openCL
Note: nothing work
2017-02-08 19:42:54 +01:00
Gregory Hainaut d0b1162b15 gsdx ogl: drop fallback of GL_ARB_clear_texture
Mesa AMD was updated :)

all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture

[1] Intel driver misses others extensions to run GSdx
2017-02-03 21:56:24 +01:00
Gregory Hainaut 63944e8c43 gsdx ogl: allow to start without GL_ARB_texture_barrier
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)

Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
2017-02-03 21:56:24 +01:00
Gregory Hainaut dc42c65dfb gsdx: requires/allow BMI instruction in AVX2 build
So far BMI is inclusive in AVX2 CPU. Help compiler to generate better code
2017-02-01 18:24:51 +01:00
Akash eda22c241d GSdx: Improve robustness of ComboBoxInit()
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.

To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
2017-02-01 11:29:38 +00:00
Gregory Hainaut 5751e38180 gsdx: use range loop instead of for_each 2017-01-30 17:58:39 +01:00
Gregory Hainaut cf71049bd4 gsdx tc: use unsigned constant
Help the compiler to generate better code

C code:
uint32 addr = (i >> 3u) % MAX_BLOCKS;
uint32 row = addr >> 5u;
uint32 col = 1 << (addr & 31u);

ASM Before
     f48:	mov    eax,esi
     f4a:	mov    ecx,esi
     f4c:	mov    edx,DWORD PTR [ebp+0x8]
     f4f:	sar    eax,0x1f
     f52:	sar    ecx,0x3
     f55:	shr    eax,0x12
     f58:	add    ecx,eax
     f5a:	and    ecx,0x3fff
     f60:	sub    ecx,eax
     f62:	mov    eax,0x1
     f67:	shl    eax,cl
     f69:	shr    ecx,0x5
     f6c:	lea    edx,[edx+ecx*4]

ASM After
     f48:	mov    ecx,edi
     f4a:	mov    eax,0x1
     f4f:	sar    ecx,0x3
     f52:	shl    eax,cl
     f54:	shr    ecx,0x3
     f57:	and    ecx,0x7fc
     f5d:	add    ecx,DWORD PTR [ebp+0x8]
2017-01-30 17:54:29 +01:00
Gregory Hainaut da054a2aab gsdx: remove useless debug log 2017-01-30 17:54:21 +01:00
Gregory Hainaut 09b8aaed71 gsdx tc: extend the wrap option to the texture cache 2017-01-30 17:54:07 +01:00
Akash bf10873405 GSdx: Remove useless check and add debug messages
IsEnabled() check is already done in GetDisplayRect, so it's pointless to do it here. Also updated a debug message in the GetFrameRect() function.
2017-01-30 15:29:28 +01:00
Akash a2cdcb4e4d GSdx-PCRTC: Improve output circuit selection
Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.
2017-01-30 15:29:28 +01:00
Gregory Hainaut bccc3ef253 Merge pull request #1770 from np511/gcc-cleanup
Cleanup GCC warnings - still needs some work
2017-01-30 15:28:33 +01:00
np511 e5e601eb75 Use GResources API instead of deprecated inline 2017-01-29 09:06:22 -05:00
Jonathan Li 754045b6f7 gsdx:windows: Remove SSSE3 and AVX configurations 2017-01-27 11:06:30 +01:00
lightningterror f0393e50c2 GSdx: Windows gui updates (#1768)
* Rename CRC Hack Level "Full (Safest)" to "Full (Direct3D Recommended)"
* add link/info of AMD driver epic fail status
2017-01-27 11:00:23 +01:00
lightningterror 1cf30584f0 CP update
Replace Gregory's name with PCSX2 Dev Team
2017-01-26 17:12:13 +01:00
lightningterror 1ecb5aed0f Update Copyright v2
Revernt changes , update Gregory's name
2017-01-26 17:12:13 +01:00
lightningterror 0b93aa5d12 Revert "Update Copyright notices/disclaimers 2017"
This reverts commit fc5bdb771f.
2017-01-26 17:12:13 +01:00
lightningterror 3d4e1c1246 Update Copyright notices/disclaimers 2017
Update all Copyright notices/disclaimers in scripts to 2017
2017-01-26 17:12:13 +01:00
Gregory Hainaut 096c9316b8 gsdx cl: fix various compilation issues and a couple of warnings
I didn't fix all the warnings (purpose was to realign code with "recent" update)

Linux note: only miss 2 major items
* res/tfx.cl loading
* device descriptor
* And various bug fixes ;)
2017-01-24 19:38:31 +01:00
Gregory Hainaut d67b9cba14 gsdx tc: merge page coverage code
A function was already done for openCL. Use the same for others renderers
2017-01-24 19:38:16 +01:00
Gregory Hainaut 5c7c9452d6 onepad|gsdx: remove useless debug messages 2017-01-22 21:47:05 +01:00
Gregory Hainaut 1e7fd83ac5 gsdx|spu2x: fix %d/%u in printf (cppcheck) 2017-01-22 21:10:40 +01:00
Gregory Hainaut 077ae2e6a0 gsdx: use (void)(0) for empty statement
Reduce warning in cppcheck
2017-01-22 21:10:40 +01:00
Gregory Hainaut 1d2ce62b2c gsdx tc: comment dead code 2017-01-22 16:52:14 +01:00
Gregory Hainaut 701743a4ec gsdx boost queue: init all states 2017-01-22 16:43:35 +01:00
Gregory Hainaut 9183d1d2c6 gsdx osd: set m_face to null in case of error 2017-01-22 16:42:01 +01:00
Gregory Hainaut 81adc3ef4d gsdx ogl: don't use per buffer blending
It increases the number of state that driver must handle.
2017-01-20 18:22:52 +01:00
Akash 0d659a1b46 GSdx: Improve captured screenshots naming
Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image.

The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
2017-01-19 23:47:34 +00:00
Gregory Hainaut 21612cafc1 Merge branch 'greg/mtvu-mtgs-lockless' 2017-01-18 19:12:26 +01:00
Gregory Hainaut e4f4350bb4 boost ring queue: dedicate cache line for atomic variable
Bad for data cache ! But it might be better for atomic operation.
2017-01-18 19:07:01 +01:00
Gregory Hainaut 8779583bdb boost ring queue: use % to wrap the index
For power of 2, it is replaced with a single and instruction. If it potentially faster
than branch. But it worths a benchmark
2017-01-18 19:07:01 +01:00
Gregory Hainaut 725aaccf5c boost ring queue: extend the interface to ease replacement of dequeue class in core 2017-01-18 19:07:00 +01:00
FlatOutPS2 fffd829f88 Revert "gsdx tc: partial support of pseudo depth for Dx"
This reverts commit
d6383e6c21

It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
2017-01-16 19:15:46 +01:00
Gregory Hainaut f9c2025149 gsdx tc: avoid any pitfall with 1 << 31
Based on Turtleli feedback
"1 << 31 is undefined in C++11, but defined in C++14"
2017-01-15 20:11:34 +01:00
Gregory Hainaut 87cf7b6d30 gsdx tc: implement a safe RemoveAt
The code is now a mirror of the ::add. So 1 insert == 1 erase

This way it won't crash on future update. And it will support future GS
memory wrapping improvement.
2017-01-15 20:11:34 +01:00
Gregory Hainaut d1315b6187 gsdx tc: save list iterator to allow fast removal
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !

However insertion is a bit slower. Due to the begin() after the push_front

v2: use std:: for lists and arrays
2017-01-15 20:11:34 +01:00
Gregory Hainaut 87fc4c1e44 gsdx tc: skip draw call when input texture can't be fetched
Avoid garbage on Full Spectrum Warrior
2017-01-15 20:09:39 +01:00
Gregory Hainaut 2f972b91a3 gsdx tc: allow a hit on older depth buffer
Avoid an issue when rendering take some shortcut (Full Spectrum Warrior)

Close #1757
2017-01-15 20:09:39 +01:00
FlatOutPS2 3acac3203b GSdx: Remove/move CRC hacks
Removes Alpine Racer 3 hack. Issue has been resolved.

Moves NanoBreaker hack. Issue has been resolved for OpenGL and hack has
been moved to DX only.

Moves Tri-Ace games hacks. Hacks are also necessary for OpenGL with "Partial" CRC Hack Level to prevent massive slowdown.

Move Tales Of Legendia hack back as it's also necessary for OpenGL with "Partial" CRC Hack Level to prevent graphical issues.
Close: https://github.com/PCSX2/pcsx2/issues/1698

Added PAL and NTSC-U CRC's for Ar tonelico II.
2017-01-15 20:07:10 +01:00
Jonathan Li 52ec143a92 gsdx:windows: Fix deprecated ATL attributes warning 2017-01-13 23:52:25 +00:00
Jonathan Li fe1947ea48 gsdx: Fix minor user visible typos
Well. it should be better; but my grammar is questionable at times,
2017-01-13 23:52:02 +00:00
Gregory Hainaut 8cf3a83dd7 gsdx: try to ask GCC to generate not dumb code
Unfortunately it requires at least GCC6. If a nice guy can check the generated code on GCC6.
I don't know clang status.

Here the only example, I have found on the web
https://developers.redhat.com/blog/2016/02/25/new-asm-flags-feature-for-x86-in-gcc-6/

Current generated code in GSTextureCache::SourceMap::Add

    38b3:	bsf    eax,esi
    38b6:	add    esp,0x10
    38b9:	test   esi,esi
    38bb:	jne    387e <GSTextureCache::SourceMap::Add(GSTextureCache::Source*, GIFRegTEX0 const&, GSOffset*)+0x6e>

BSF already set the Z flag when input (esi) is 0. So it would be better
to not put a silly add before the jump and to skip the test operation.
2017-01-11 21:36:05 +01:00
Gregory Hainaut 1fbee92044 gsdx tc: add a comment for a potential "ASM" optimization
I'm not sure it worth it yet. But a generic function would be nice for
future.
2017-01-11 20:13:53 +01:00
Gregory Hainaut ced2dd9200 gsdx: hidden option disable_hw_gl_draw
OMG, Zone of Ender got a speed boost from 11 fps to 45 fps

Seriously, the goal is to allow benchmarking GSdx without too much overhead of the main renderer draw call

Note: unlike the null renderer, texture/vertex uploading, 2D draw, texture conversions are still done.
2017-01-11 18:54:36 +01:00
Gregory Hainaut 6dabc68c16 gsdx linux gui: compact the GUI for Nx768 display (seriously guy it is time to upgrade !)
* move the post-processing frame into the OSD tab
* Rename Global Settings to Renderer Settings
* put monitor and indicator check box on the same line

At least we have a similar number of options by tab
2017-01-11 18:32:02 +01:00
Gregory Hainaut f5fbfe98bd gsdx: fix warning: variable ‘success’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered] 2017-01-11 18:23:34 +01:00
Jonathan Li 791dc84d49 gsdx:gtk: Update GUI
Set slider ranges to 0-100, which matches what Windows uses.
Add OSD maximum log messages option and tooltips.
2017-01-10 20:47:33 +00:00
FlatOutPS2 6a7c38f30d GSdx: Minor update to GS Settings Dialog
Update a few parts of the GS Shader dialog to reflect the improvements
from the OSD dialog code.
2017-01-10 20:07:29 +00:00
FlatOutPS2 da57014eb8 GSdx OSD: Add Windows UI and new option
Adds Windows UI and option to limit the amount of log messages on the
screen at the same time/in the buffer.
2017-01-10 20:07:29 +00:00
refractionpcsx2 b02cc6ecbe Whoops, over zealous with removing things. 2017-01-09 22:37:15 +00:00
refractionpcsx2 b0baa8d8f9 Revert CLUT change, seems it causes more problems than it solves. Leaving the comment for future investigation 2017-01-09 22:30:54 +00:00
Gregory Hainaut 7c4a952ee0 Revert "gsdx tc: always clear a new depth buffer"
This reverts commit f77c1900fa.

Conflicts:
	plugins/GSdx/GSTextureCache.cpp

Another fix was done later for Jak cut scene (or FMV). One game got a regression (don't remember which)
2017-01-09 10:21:23 +01:00
Jonathan Li c2e21fa30e gsdx: Don't use atomic for exit variable
All accesses are protected by locks, so there's no need for it to be
atomic.
2017-01-07 13:54:45 +01:00
Jonathan Li cb2c9ce4e6 gsdx: Don't use separate count variable
It's only ever updated after the queue is updated, so its state will
always lag slightly behind it. It's sufficient to just use empty().

This seems to fix some caching issues that were noticeable on Skylake
CPUs (#998).
2017-01-07 13:54:45 +01:00
Jonathan Li a583fafa37 gsdx: Use lock instead of loop to terminate threads 2017-01-07 13:54:45 +01:00
Jonathan Li b244de73ca gsdx: Use separate mutex for waiting
In the previous code, the worker thread would notify the MTGS thread
while the mutex is still locked, which could cause the MTGS thread to
wake up and immediately go back to sleep again since it can't lock the
mutex.

Use a separate mutex for waiting, which avoids the issue.
2017-01-07 13:54:45 +01:00
Akash 09c72375ab GSDX: Pass total height of framebuffer on GetOutput()
Some PSX games seem to store image data of the drawing results in an undeterminate area out of range from the current context buffer. At such cases, calculate the height of both the frame memory rectangles combined.

What happens on "Crash bash" -

* At first draw, scissoring is limited to SCAY0- 0 & SCAY1- 255
* At second draw, scissoring is limited to SCAY0- 255 & SCAY0-511

Previously, we limited the height to the value of one single output texture, so instead of that let's calculate the total height of both the two buffers combined to prevent such issues.
2017-01-04 22:17:26 +05:30
refractionpcsx2 98e8d93fa3 Merge pull request #1728 from ssakash/custom_regression
GSDX-TextureCache: Fix corner cases on custom resolution scaling
2017-01-04 16:21:18 +00:00
Jason Brown fce2814735 Added callbacks for OSD Log and Monitor. Added wrappers in PCSX2 main for callbacks. Added some basic info calls (e.g. Saving loading FPS) 2017-01-03 10:43:56 +01:00
Jason Brown 248ad0ddde Added config page to linux setting dialog 2017-01-03 10:43:56 +01:00
Jason Brown b8a84d170a Added OSD Manager which depends on FreeType2. Added functions into GSDeviceOGL to render OSD and a point shader. 2017-01-03 10:43:56 +01:00
Jason Brown 4c084391fc Changed the GSBufferOGL interface from map and upload to map and unmap. This allows rendering directly into the OGL buffer instead of having to do copy at some point. 2017-01-03 10:43:56 +01:00
FlatOutPS2 048b657c8f GSdx: Prevent FMV crash
Fixes FMV crashing PCSX2 in The Simpsons: Road Rage.
2017-01-03 00:46:38 +01:00
Akash 6c521c36dd GSdx-TC: Remove some old hacks
Previously, we only calculated the width of a single output circuit which lead to missing a single pixel from the other output circuit which in turn causes offset issues in Persona games, I have customized GetDisplayRect() to now also calculate the dimensions of the merged rectangle when both the output circuits are enabled through the PMODE register, so this hack is no longer needed. :)

TL;DR - The above commit of mine accurately handles the offset issues by calculating union of the rects, removing this stupid hack. (not insulting any other developers, this stupid hack was mine :)
2017-01-02 14:43:17 +05:30
Akash b56ff3fce7 GSDX-TC: Pass merged output size for scaling
Passes the merged output circuit as the base size for texture cache scaling code. Helps fixing scaling issues where games use both of the output circuits for rendering.

Future Note: Alter the behavior of IsEnabled() check always preferring the second output circuit for some weird reason. I plan on changing it to a better auto-output circuit selection mechanism but that could probably be done some time in the future.
2017-01-02 14:42:32 +05:30
Gregory Hainaut 9d1b27cde8 miss a ;
I don't know what I compiled for my previous push !
2016-12-31 17:42:38 +01:00
Gregory Hainaut 1be3f48017 gsdx sw: minor fix on the thread management
* Upgrade the counter to signed 32 bits. 16 bits is too small to contains the 64K value.
* Read ThreadProc/m_count when the mutex is locked
* Use old value of the fetch instead to read back the new value
2016-12-31 16:59:38 +01:00
Gregory Hainaut 14a76a8499 cmake: don't use SSE2 suffix on libgsdx.so file
In debug build, SIMD is disabled, so it is dangerous (use wrong binary) to debug
2016-12-31 13:37:43 +01:00
refractionpcsx2 7a61dc2c88 GSDX: CLUT temp old regression fix for the Romance of the Three Kingdoms games, until somebody who knows what they are doing fixes it properly :P 2016-12-30 22:00:54 +00:00
refractionpcsx2 8fecd3512c refractionpcsx2
GSdx Merge Circuit: Fix regression and issue
2016-12-27 12:08:18 +00:00
Akash 8038ce1aa9 GSDX: Cleanup warnings on MSVC (#1694)
Explicitly cast some bitfields/local loop variables to uint8 as these functions have uint8 as the parameter datatype.
2016-12-21 23:21:07 +00:00
FlatOutPS2 9b6c3bd106 GSdx Merge Circuit: Fix regression and issue
Avoids graphical issues in EA NASCAR games and a regression in Time Crisis 2/3 split screen mode.
2016-12-21 01:28:43 +01:00
Jonathan Li 61669d1f3f gsdx:png: Fix accidental resource leak
Oops.

Unfortunately it'll reintroduce the clobbering warning on gcc 4.9.
2016-12-12 23:08:30 +00:00
Jonathan Li b178423166 gsdx-replayer:cmake: Reduce build time/filesize
Avoid building GSdx twice if the replayer is being built.
2016-12-12 18:54:54 +00:00
Jonathan Li 2c3fd160c3 gsdx-replayer:linux: Fix strict-aliasing warnings
Use a reinterpret_cast instead of casting the function pointer address
to a void** and dereferencing it.

Also remove an unnecessary (void) and avoid including stdafx.h.
2016-12-12 18:14:38 +00:00
Jonathan Li d4a6e18c01 gsdx:png: Fix gcc clobber warnings
Don't adjust 'image' and just use an additional offset.
'success' was kinda unnecessary when true or false could just be
directly returned.
Move 'compression' clamping out to GSPng::Save instead.

And throw in a whole bunch of const for good measure.
2016-12-12 17:39:05 +00:00
Akash 61a6fe9cd9 GSDX: Apply saturation only to interlaced video mode
JMMT uses a bigger display height on NTSC progressive scan mode, which is not really unusual hence adjust the saturation hack to only take effect on interlaced NTSC mode.

However, the whole double screen issue on FMV still exists. As a bit of information, this game has the second output disabled but seems to have some valid data inside of it, maybe the second output data is leaked into the first one? most likely a bug in the frambuffer data management rather than a CRTC issue (needs to be investigated)
2016-12-10 11:29:10 +01:00
Gregory Hainaut 0453e5cad8 cmake: improve vtune integration
Year is included in the path so search in order 2018/2017/2016

Not ideal but at least all logic is inside the FindVtune module
2016-12-09 09:28:19 +01:00
Akash 07d7905896 GSDX: Fix output texture height calculation
Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.
2016-12-08 22:14:05 +01:00
Jonathan Li ac78688a32 gsdx: Make GSJobQueue non-inheritable
In the previous code, the threads were created and destroyed in the base
class constructor and destructor, so the threads could potentially be
active while the object is in a partially constructed or destroyed state.
The thread however, relies on a virtual function to process the queue
items, and the vtable might not be in the desired state when the object
is partially constructed or destroyed.

This probably only matters during object destruction - no items are in
the queue during object construction so the virtual function won't be
called, but items may still be queued up when the destructor is called,
so the virtual function can be called. It wasn't an issue because all
uses of the thread explicitly waited for the queues to be empty before
invoking the destructor.

Adjust the constructor to take a std::function parameter, which the
thread will use instead to process queue items, and avoid inheriting
from the GSJobQueue class. This will also eliminate the need to
explicitly wait for all jobs to finish (unless there are other external
factors, of course), which would probably make future code safer.
2016-12-08 01:18:17 +00:00
Jonathan Li cdeed349e3 gsdx: Replace platform-specific threads with std::thread
GSThread now doesn't seem to have a purpose, so it's been removed.
2016-12-08 00:36:32 +00:00
Gregory Hainaut 704776027b gsdx linux: update gui to add a HPO v2 checkbox
Sort std hack & upscaling hack
2016-11-29 17:22:02 +01:00
Gregory Hainaut a95adcb999 gsdx-ogl: correct texture coordinate by 0.5 when vertex position is -0.5
Avoid ghosting in Captain tsubasa
2016-11-29 17:22:02 +01:00
Gregory Hainaut 61a7c747e1 gsdx-ogl: alternate implementation of half pixel offset
The previous implementation of HPO adds an offset on vertex position. It
doesn't always work beside it moves the rendering window.

The new implementation will add a texture offset so that instead to sample
the middle of the GS texel, we will sample the middle of the real texture texel.

It must be manually enabled with
* UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect)
* UserHacks_HalfPixelOffset_New = 2 (no offset)

v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss)
Might break other games but few of them uses float coordinates to read
back the target
2016-11-29 17:22:02 +01:00
Gregory Hainaut c2229e3c0b gsdx-ogl: add a texture offset uniform parameter to vertex shader
It would be used for a new implementation of the half pixel offset hack

Hopefully it doesn't badly impact the perf on low end iGPU
2016-11-29 17:22:02 +01:00
Gregory Hainaut f6cad2235b gsdx: defer GSScanlineConstantData init
Avoid AVX instruction in the middle

Issue #1677
2016-11-28 19:40:25 +01:00
Gregory Hainaut c9db1c6c4b vtune: plug PCSX2 core + add missing profiling (VU/VIF/TLB)
Doesn't fully work yet
* Unknown stack frame
* Outside any known module

Potential root cause:
* Nvidia driver
* VU code as ebp is required for emulation so likely no frame
2016-11-28 19:07:04 +01:00
Gregory Hainaut e4516ac9b8 cmake: add extra SSE4 and AVX2 build of GSdx when DISABLE_ADVANCE_SIMD is enabled
It will provide a speed boost on distribution that only enable SSE2
2016-11-25 16:35:40 +01:00
Gregory Hainaut 8431299b92 gsdx sw: port code to the new constant object 2016-11-24 23:03:26 +01:00
Gregory Hainaut 3b5bc9c38d gsdx sw: create a constant buffer
* Use POD type to avoid SSE/AVX compilation dependency
* global object to reduce cache miss
* dynamically object so give a chance to allocate below 2GB (allow x64
  optimization)
2016-11-24 23:03:26 +01:00
Gregory Hainaut 0f5529be18 gsdx sw: s/g_cpu/m_cpu/ 2016-11-24 23:03:25 +01:00
Gregory Hainaut c3e38e46c7 gsdx sw x64: disable mipmap support on AVX
Until it is implemented (might never happen)
2016-11-24 23:03:25 +01:00
Gregory Hainaut 608bb5ccb2 gsdx sw x64: add AVX2 implementation for VS
FS was copied from 32 bits (require massive update)
2016-11-24 23:03:25 +01:00
Gregory Hainaut 15220c386a gsdx sw x64: setup prim miss some optimizations 2016-11-24 23:03:25 +01:00
Gregory Hainaut e3bfa2be88 gsdx sw: factorize common draw scanline code
Ymm inherite from Xmm so it is useless to duplicate the code

Add a parameter to alltrue to test the good register
2016-11-24 23:03:25 +01:00
Gregory Hainaut 211c7745de gsdx: don't try to correct depth in primitive trace
Avoid to go above the maximum size allowed by the format

Issue #1674
2016-11-24 22:24:00 +01:00
FlatOutPS2 417d0a3606 GSdx Merge Circuit: Fix regressions
Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in
NASCAR 09.
2016-11-23 22:14:44 +01:00
Gregory Hainaut 0d275868a5 gsdx x64: quick fix for windows
Until we got a full implementation
2016-11-21 18:18:09 +01:00
Gregory Hainaut 37379d5d1d gsdx sw x64: shuffle memory allocation
tex address is a3
vm address is a1

Could help to avoid REX prefix
Reduce prologue/epilogue register copy

Byte code size 41893 => 38912 (on my testcase)
2016-11-20 20:19:13 +01:00
Gregory Hainaut b76305a0d2 gsdx sw x64: keep the copy of top in the stack for dthe
An extra stack access by pixel won't impact perf (only 16 bits game with dithering)
Allow to save 2 registers (a1/a3)
2016-11-20 20:19:13 +01:00
Gregory Hainaut 994274623b gsdx sw x64: use rip addressing on draw scan line
byte code 41997 => 41893

However it will allow to save 2 registers as future optimization
2016-11-20 20:19:12 +01:00
Gregory Hainaut 7c06e87d59 gsdx sw x64: use rip addressing on setup prim
byte code: 9017 => 8736

Save a register
2016-11-20 20:19:12 +01:00
Gregory Hainaut 923c297dfc gsdx sw: vinsert128 opcode require an XMM register
Reported as an error on lastest Xbyak
2016-11-20 20:19:12 +01:00
Gregory Hainaut e674518c4e Update from xbyak 4.84 to 5.11
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)

Local change: add BSD3 clause
2016-11-20 13:21:11 +01:00
Gregory Hainaut 681c09f25c gsdx sw: catch xbyak exception 2016-11-20 12:58:07 +01:00
Gregory Hainaut 0fd5346860 gsdx x64 linux: only mmap in lower 2GB code segment
Allow to use rip addressing
2016-11-20 10:38:15 +01:00
Gregory Hainaut 2252ba1bb7 gsdx: add the detected ISA on the name
As a SSE build could potentially uses AVX operations.
2016-11-20 10:38:15 +01:00
Jonathan Li ef25502491 gsdx build: don't exclude AVX files.
Thanks for the patch :)
2016-11-19 17:01:36 +01:00
Gregory Hainaut cc6d193e1d gsdx: Relax SSE/AVX constraint on 64 bits
The JIT will automatically select the best ISA (only AVX1 so far)
2016-11-19 17:01:29 +01:00
Gregory Hainaut 8fd46e96aa gsdx sw JIT: dynamically select ISA for SetupPrim 2016-11-19 17:00:33 +01:00
Gregory Hainaut 574a2c774e gsdx sw JIT: dynamically select between AVX1 and SSE code path (scanline) 2016-11-19 17:00:33 +01:00
Gregory Hainaut 6b78b8f9ce gsdx sw JIT: dynamically select SSE41 at runtime even on SSE2 build (scanline)
It won't give the full SSE41 speed boost but it is better than nothing
2016-11-19 17:00:33 +01:00
Gregory Hainaut 322473c295 gsdx sw: add a code example for gather instruction
It will requires a generic (register naming) linear interpolation to use it properly
Gather instruction requires an extra mask register therefore all registers name will be shuffled

Perf wise, initial haswell implementation seems to be microcode emulated.
2016-11-19 17:00:33 +01:00
Gregory Hainaut 2e20693583 gsdx sw x64: restore read texel optimization 2016-11-19 17:00:33 +01:00
Gregory Hainaut e728a14c19 gsdx sw: factorize color split in split16_2x8 2016-11-19 17:00:33 +01:00
Gregory Hainaut d58e43edbf gsdx linux: plug vtune as Windows 2016-11-19 17:00:32 +01:00
Gregory Hainaut 8abf242e2c gsdx: small x64 printf warning fixes 2016-11-19 17:00:32 +01:00
Gregory Hainaut 051c5c4bf7 gsdx sw x64: small stack optimization on linux
mov with the stack pointer require less bytecode
2016-11-19 17:00:32 +01:00
Gregory Hainaut 141c9e9c86 gsdx sw x64: prefer faster 32 bits operation when possible 2016-11-19 17:00:32 +01:00
Gregory Hainaut a281bda9a6 gsdx sw x64: port the scanline generator on AVX
Based on Gabest's work.

* Miss mipmap

Note: dithering info
It is a bit tricky as a2 on linux was rdx register which overlap with fzm (dh/dl)
It might require dedicated windows code
2016-11-19 17:00:32 +01:00
Gregory Hainaut 8e29e09943 gsdx sw x64: update setup prim generator x64 SSE&AVX 2016-11-19 17:00:32 +01:00
Gregory Hainaut 4a47224ac1 gsdx: define the linux x64 ABI 2016-11-19 17:00:32 +01:00
Gregory Hainaut e31ce87bb3 gsdx: SW JIT debug helper
Allow to compare 32/64 bits (and all ISAs too)
Allow to breakpoint (int3)
Print selector info
Print size of buffer and start (disabled by default)
2016-11-19 17:00:32 +01:00
Gregory Hainaut 633f7a1db9 xbyak: add int3 instruction
Very useful to stop the JIT
2016-11-19 17:00:32 +01:00
Gregory Hainaut 43b4cfc215 gsdx: separate dump directory for 32/64 bits 2016-11-19 17:00:32 +01:00
Gregory Hainaut 82d12691e1 gsdx: properly check SSE support
1/ Check all "levels"
2/ requires AVX for 64 bits
2016-11-19 17:00:32 +01:00
Gregory Hainaut 49d5c4260f gsdx state: post fix depth tracing
The main FindMinMax methods is perf critical so instead I created a separate function
to ensure the constness of the depth

Fix letter regression on Xenosaga3
2016-11-11 23:39:34 +01:00
Jonathan Li 1530effb29 gsdx: Catch bad_alloc exceptions 2016-11-09 22:41:02 +00:00
Jonathan Li ae6f26f3ef gsdx: Skip texture cache read if any dimension is 0
Fixes a crash at the PSX logo if either the DX9 or DX11 hardware
renderer is used.
2016-11-09 22:39:53 +00:00
Gregory Hainaut 31b32d3b11 gsdx linux: don't require to hit enter for Texture Offset text entry
close #1292
2016-11-08 20:28:42 +01:00
Gregory Hainaut ed3052dea5 gsdx: remove various assertion
Useless or wrong assertion
2016-11-08 18:58:10 +01:00
Gregory Hainaut 5ff9e94a2e gsdx linux: align mipmapping gui option on Windows 2016-11-06 16:39:40 +01:00
Gregory Hainaut 107251e099 gsdx: sort crc game list 2016-11-06 16:30:51 +01:00
Akash 1547dd4215 GSDX-UI: Add Mipmap combobox
Mipmapping is now supported on hardware renderers thanks to Gregory. Please report any observed hardware mipmapping issues on the forums (http://forums.pcsx2.net/Thread-New-feature-Needs-testing-GSdx-HW-mode-Experimental-mipmap-support) as potentially the HW mipmap code might still have some bugs.
2016-11-05 22:19:32 +05:30
Akash 58ed49f3c9 GSDX: Clean up warnings on MSVC
* Explicitly cast w_pages and h_pages into uint32.
* Prevent signed/unsigned comparison by converting lod into unsigned integer, honestly how coud a mipmapping level be negative?
2016-11-05 10:28:04 +01:00
Gregory Hainaut 758cf25888 gsdx: wrap bp for block ptr
Fix massive flickering of Beyond Good&Evil on SW renderer (HW happily overflow)
2016-11-04 23:03:12 +01:00
Gregory Hainaut 3d65312999 gsdx hw: remove old assert
Code is working fine with all formats
2016-11-04 23:02:49 +01:00
Akash 437afbbbf3 GSDX-PCRTC: Move Saturation hack to displayrect()
Fixes custom resolution scaling on Tribes aerial assault.
2016-11-01 17:54:46 +01:00
Akash b871c6b46f GSDX-TextureCache: Generalize scaling equation
Previously the dedicated custom resolution scaling equation was ignored for the second SetScale() call, generalizing the equations will also fix the DMC scaling issue on custom resolution. Also remove unnecessary checks for null on scale factors. The possibility for having a null scale factor value only exists on custom resolution and it will only happen on cases where the output circuit isn't ready yet. So the ideal way would be to handle all the required conditions of output circuit on "m_renderer->CanUpscale()" itself.
2016-11-01 17:54:46 +01:00
Akash 055f236aa5 GSVector: Add constructor to dispatch same values 2016-11-01 17:54:46 +01:00
Gregory Hainaut aa4b2d9f3a gsdx sw: wrap GS memory
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer

I think PixelAddressN functions are mostly call in the init.
2016-11-01 13:33:11 +01:00
Jonathan Li ba557e20a4 gsdx:recorder:unix: Fix thread leaking 2016-10-28 18:33:50 +01:00
Jonathan Li 7ab5cb20c8 gsdx: Don't close threads twice
CloseThread is called in the GSJobQueue destructor, so don't call it
again in the GSThread destructor.

Fixes #392, which was caused by a use after free.

Also prevents pthread_join() from being called twice for each thread
on non-Windows operating systems, which is undefined behaviour.
2016-10-28 18:33:35 +01:00
Gregory Hainaut 5dfb7d63dc gsdx: wrap gs page/block instead to skip them
Fix FMV of Thrillville when coupled with wrap_gs_mem = 1
2016-10-25 22:49:05 +02:00
Gregory Hainaut db4b4fb166 gsdx ogl: keep a separate log for sw 2016-10-25 22:00:41 +02:00
Gregory Hainaut cedc8aae44 gsdx: implement a shared memory to emulate the wrapping of the gs memory
Code can be enabled with "wrap_gs_mem = 1". Code only allow a single shared memory but
I don't think we need more anyway.

Linux only, Kernel panic expected with the HW renderer.

Fix FMV on Silent Hill 3 with the SW renderer
2016-10-25 20:29:38 +02:00
Gregory Hainaut 42b51611af gsdx: don't dump debug file if not requested 2016-10-25 17:10:57 +02:00
Gregory Hainaut e80ca0fa92 gsdx ogl: of course some driver don't work with GL_ARB_enhanced_layouts
Windows and (AMD or Intel)
2016-10-23 12:48:23 +02:00
Gregory Hainaut 885ef7a46f gsdx ogl: reduce complexity of driver detection 2016-10-23 12:43:50 +02:00
Gregory Hainaut 565cb70875 gsdx ogl: don't request arb_texture_barrier for the SW renderer
Allow[1] to use the mesa software emulated driver to test EGL.

[1] also need export MESA_EXTENSION_OVERRIDE="GL_ARB_buffer_storage"
2016-10-23 12:13:57 +02:00
Gregory Hainaut 01f0f436ac gsdx linux replayer: allow to repack gs dump
linux_replay = -N will save N first frames to a new gs dump

Save disk space & debug time
2016-10-22 13:22:28 +02:00
Gregory Hainaut 99c43881df gsdx egl: report an error if we fail to bind the openGL API
It seems Nvidia added openGL support in 355 (whereas I have 352 on debian).

I don't know the status on AMD.
2016-10-22 13:22:28 +02:00
Gregory Hainaut 8fdf973e66 gsdx glsl: add basic support of GL_ARB_enhanced_layouts (GL4.4)
Hardcode location of interface to the location 0. If I understand the
spec correctly (unlikely), variable in interface will get successive
location.

Goal is to reduce driver work. Instead to compute some location based on
name matching approach (and silly validation), the driver can now use
static allocation.

Tests on future Mesa 13 are welcome
2016-10-19 23:03:39 +02:00
Gregory Hainaut b1f2d27ddf gsdx: move Haunting Ground CRC to dx level 2016-10-19 21:10:44 +02:00
Gregory Hainaut 264b764d6e gsdx tc: improve haunting ground hack to remove the bloom effect
Just clear the buffer. The generic solution will be a copy from buffer A
to buffer B But it requires
1/ a big buffer A (otherwise it would overflow)
2/ a line width rescaling (+ the upscaling mess support)
2016-10-19 19:31:32 +02:00
Gregory Hainaut c2cf8e528c gsdx ogl: tekken5: only trigger channel effect shader when frame buffer is a single page
Fix missing model regression.
2016-10-17 19:34:55 +02:00
Akash 8945ace3f7 GSDX-UI: Remove Trilinear options at some cases
Currently the Trilinear option only works on OpenGL. Remove it from combobox when other renderers are used.
2016-10-16 17:36:30 +01:00
Akash 45be4626f6 GSDX: Add an enum for texture filtering
Also re-order the combobox to make it look consistent with the tooltip description.
2016-10-16 17:36:30 +01:00
Gregory Hainaut cc4cc342c2 gsdx hw: add a special sub target invalidation for haunting ground
Fix a wrong blending/blooming

Based on CRC to reduce impact on others games (speed)
2016-10-16 17:32:57 +02:00
Gregory Hainaut 31248da3d1 gsdx sw: Fix 16 bits date test on SSE build
AVX Builds were fixed in this commit a1a842b07f
2016-10-16 16:48:23 +02:00
Gregory Hainaut defdd27987 gsdx: set m_nativeres to true in replayer
Otherwise you can't compare draw call between native and upscaled
2016-10-16 16:48:23 +02:00
Gregory Hainaut c284459382 gsdx tc: allow to search old depth/color in texture cache
But give higher priority to recent buffer.

Fix cut scene issue in Jak II (and potentially various game when EE/VU hacks are used)
2016-10-15 18:08:00 +02:00
Gregory Hainaut 7bb201a1d2 gsdx tc: move code to allow to lookup an older target if none was found
Next step is to enable it by uncommenting line 452
2016-10-14 22:03:29 +02:00
Gregory Hainaut 24684033ca gsdx: enable clut_load_before_draw option on Harley Davidson (CRC hack)
At least the game is good until we find how the HW really behave
2016-10-14 20:47:18 +02:00
Gregory Hainaut 2c0a4ac906 gsdx ogl: add an extra debug log level
Avoid too much log
2016-10-14 20:46:58 +02:00
Gregory Hainaut 3c30db965d gsdx gui: add a combo box on linux (below Interlace)
3 states are off/half/full. I'm too lazy to create a better combo box.

The hack option will be removed when Windows GUI is ready
2016-10-14 19:26:58 +02:00
Gregory Hainaut 37a1230c01 gsdx: reduce code duplication for key event 2016-10-14 19:26:58 +02:00
Gregory Hainaut a4658eac24 gsdx hw: allow overlapping of texture (alpha) and framebuffer (RGB)
Fix HUD on Berserk

v2: use fbmask instead of hacking the target format to 24 bits.
2016-10-14 19:26:27 +02:00
Gregory Hainaut 25e76d0564 gsdx ogl: use an invalid value for stencil state
Fix shadow in WWE Smackdown Vs Raw 2006
2016-10-14 19:01:18 +02:00
Gregory Hainaut 51c64fcbe6 gsdx sw: trick GetFeedbackOutput to handle basic merge loopback
It is enough for Xenosaga.
2016-10-14 18:13:20 +02:00
Gregory Hainaut deb2ed3d09 gsdx ogl: reimplement merge circuit to support feedback write 2016-10-14 18:13:20 +02:00
Gregory Hainaut 06055add5c gsdx merge: get a new buffer for the feedback write 2016-10-14 18:13:20 +02:00
Gregory Hainaut 317a464278 gsdx shader: RGB => YUV conversion
Required for write feedback emulation
2016-10-14 18:13:20 +02:00
Jason Brown 6ef5607d99 gsdx shader: add a shader to render text for OSD
Gregory: code extracted from the OSD PR to reduce conflict
2016-10-14 18:13:20 +02:00
Jason Brown d84d30fe87 gsdx: Add color component to OGL shaders 2016-10-14 18:13:20 +02:00
Gregory Hainaut 7ca9ca9465 gsdx: new parameter for merge virtual function
* Add full PMODE register to replace slbg/mmod
* Add full EXTBUF register (will allow to emulate write feedback)
* Add a third source (which will actually be the destination of the
  write feedback)
2016-10-14 18:13:20 +02:00
FlatOutPS2 357dcdb55e GSdx: Move alpha stencil hack back to original location
Avoids skipping the alpha stencil hack.
2016-10-14 16:36:17 +02:00
Gregory Hainaut fbf7ccbdda gsdx: by default new will throw std::bad_alloc
So catch/use it and don't bother with GSDXErrorOOM
2016-10-13 20:44:59 +02:00
Gregory Hainaut c440c7c93a gsdx gui: update the filter combox box with new trilinear options
OpenGL only

v2: update setting tooltip based on turtleli feedback
2016-10-13 20:16:38 +02:00
Gregory Hainaut 5ced9c1f19 gsdx mipmap:ogl: plug trilinear/mipmap2 option
mipmap option 3. Actually maybe a separate tri-linear option will be better

m_mipmap == 2 => use manual PS2 trilinear/mipmap
Otherwise
m_filter == 3 => always use full automatic trilinear interpolation
m_filter == 4 => use automatic trilinear interpolation when PS2 uses mipmap
m_filter == 5 => like 4 but force bilinear interpolation inside layer
2016-10-13 20:16:38 +02:00
Gregory Hainaut c2777ff989 gsdx state: split IsMipmapActive in 2 pieces
This way we can test if a draw call requires a triliner filtering.
It will be used in next commit to implement automatic trilinear
2016-10-13 20:16:38 +02:00
Gregory Hainaut 1b9b47dd6a gsdx mipmap:ogl: add capabilities to automatically generate mipmap layer 2016-10-13 20:16:38 +02:00
Gregory Hainaut 510eccd471 gsdx mipmap: enable fully tri-linear filtering
(when mipmap > 1)
2016-10-13 20:16:38 +02:00
Gregory Hainaut a8a2db8eb1 gsdx mipmap:ogl: extend HW sampler with tri-linear filtering
v2:
* use nice enum
* use bilinear info when there is no mipmap (more accurate)
2016-10-13 20:16:38 +02:00
Gregory Hainaut 335d7f3ae5 gsdx: add a nice enum for min filter 2016-10-13 20:16:38 +02:00
Gregory Hainaut 7ea0e90678 gsdx mipmap:ogl: extend shader to support trilinear filtering 2016-10-13 20:16:38 +02:00
Gregory Hainaut d185a85a07 gsdx ogl: replace simple_sample variable by the opposite shader_emulated_sampler
It feels easier to read this way
2016-10-13 20:16:38 +02:00
Gregory Hainaut ae441e6a2c gsdx mipmap:HW: Update all valid texture layers 2016-10-13 20:16:38 +02:00
Gregory Hainaut 5d593dd948 gsdx mipmap:HW: save state of both min&max lod values 2016-10-13 20:16:38 +02:00
Gregory Hainaut 15b1d8d3f0 gsdx mipmap:tc: add code to update a single layer of a mipmap 2016-10-13 20:16:38 +02:00
Gregory Hainaut dbb4bdf59f gsdx mipmap:ogl: add GL_TEXTURE mipmap support
* Allocate more memory for extra layers
* Allow to upload data in any layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut 76bd968c59 gsdx mipmap: extend texture/cache to support a layer parameter 2016-10-13 20:16:38 +02:00
Gregory Hainaut b695e0065a gsdx mipmap: use a 3 state option 2016-10-13 20:16:38 +02:00
Gregory Hainaut 9af34cc611 gsdx tc: miss a set scaling call
Likely impact issue #83/#694
2016-10-09 13:07:08 +02:00
Gregory Hainaut 3b733930fe gsdx: UserHacks_TextureInsideRt must be disabled by default
Likely a bad copy/past
2016-10-09 12:13:37 +02:00
Gregory Hainaut 344636d88e gsdx ogl: attach input texture before copy
Help to ensure with copy the good texture in debugger
2016-10-08 23:42:39 +02:00
Gregory Hainaut 22ebdcf1cf gsdx debug: create a nice dump function for kernel gs registers
Add missing register
2016-10-08 23:42:39 +02:00
Andreas ab228c8484 Added missing CRC for Grand Theft Auto San Andreas. 2016-10-08 18:38:50 +03:00
FlatOutPS2 db853b4462 GSdx: Add Jak 2 US CRC to GSCrc list.
Fixes issue: https://github.com/PCSX2/pcsx2/issues/1603
2016-10-07 13:14:15 +03:00
Gregory Hainaut 574a807678 gsdx tc: new hack to extract texture from rt
UserHacks_TextureInsideRt = 1 (don't look at Jak)
2016-10-07 01:43:04 +02:00
Gregory Hainaut 8873b27eb8 gsdx: let's keep the new clut option off
There are still issue with virtua fighter (albeit my dump is better...)
2016-10-06 22:05:03 +02:00
Gregory Hainaut 79666b26c0 gsdx sw: restore the const reference
It was removed for PSX hack which was removed a couple of commits ago
2016-10-06 20:02:22 +02:00
Gregory Hainaut c66004bbb2 gsdx: hidden option to better support dual context clut
Option is on by default. Just a safety net in case of regression

Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
2016-10-06 19:08:21 +02:00
Gregory Hainaut 9cd4984f7c gsdx debug: more log 2016-10-06 18:56:31 +02:00
Gregory Hainaut d827497403 gsdx: let's handle illegal 4 bits format too
In doubt if some games use them.
2016-10-05 22:07:49 +02:00
Gregory Hainaut 9b93c07339 gsdx: Handle illegal 8 bits format. Found the most silly GS dev trick
Fix Berserk #1526 Well done guys but we're more clever than you ;)

So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format
2016-10-05 22:07:43 +02:00
Gregory Hainaut 6fd46eb36a gsdx: move the validation of the texture format before the draw call
Avoid false positive when game write dummy stuff
2016-10-05 22:07:23 +02:00
Pseudonym a0629587be gsdx memory: implement read texture of PS GPU24
convert the swizzled block as tightly packed 24 bits RGB

Then convert scanline to standard 32 bits RGBA

The HW renderer requires the preload data hack
2016-10-05 21:59:42 +02:00
Gregory Hainaut 1c900e780a gsdx memory: add a PS GPU 24 bits format
Same swizzle as 16 bits. But contains tightly packed RGB pixels.
2016-10-05 21:06:38 +02:00
Gregory Hainaut 1cc696ab31 gsdx hw: update TEST.ATE field after ATE optimization
Otherwise DoFirstPass/DoSecondPass will give you result based on pre-ATE optimization

Close #1607
2016-10-05 09:43:24 +02:00
Gregory Hainaut 3653a7746a gsdx psxmode: small hack to "see" video until we found a better solution 2016-10-05 09:43:24 +02:00
Gregory Hainaut 677f890c5c gsdx debug: static GSState::s_n
This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut 61333ecb40 gsdx debug: trace register access
I didn't include high frequency register such as vertex stuff

main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut 1b8d6a38e7 Merge pull request #1586 from PCSX2/gsdx-refresh-gui-options
Gsdx refresh gui options
2016-10-04 18:30:48 +02:00
Gregory Hainaut 354aa6831b gsdx ogl: brain hang in the middle of the line
Only impact if bilinear is forced
2016-10-03 18:52:02 +02:00
Gregory Hainaut 5b72fab2e4 gsdx ogl: depth regression from 866173a481
Only mask depth if the min value is too big

Issue #1602
2016-10-03 18:32:54 +02:00
Gregory Hainaut 3be055a366 gsdx hw: remove code to detect an effect
It was a tentative to emulate GTA radiosity but the new hack is more generic
2016-10-02 18:29:23 +02:00
Gregory Hainaut 49c44db635 gsdx:dx: make filtering right
WMS/WMT 2 is the region clamping mode.

Hw unit can't emulate it right so it can give you bad filtering (Fix #1025)

Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
2016-10-02 18:21:52 +02:00
Gregory Hainaut 7f4791fa85 gsdx hw: improve no_ds detection
Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
2016-10-02 18:21:52 +02:00
Gregory Hainaut c3ac3ecbe7 gsdx hw: move try alpha test at the beginning
Will allow to use alpha test optimization to better optimize depth lookup

Require to do clut handling before
2016-10-02 18:21:52 +02:00
Gregory Hainaut dc365e066d gsdx tc: remove old plain TEXA hack
It must work fine without it now.

From the google code comments:

It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)

v2: update Dx code to use the good format
2016-10-02 18:21:52 +02:00
Gregory Hainaut cf13cccb1e gsdx: avoid useless spamming of INVALID PSM in release build 2016-10-02 18:21:41 +02:00
Gregory Hainaut 955a69b16e gsdx ogl: fix GT4 regression (wrong texture on timing) 2016-10-02 12:16:48 +02:00
Gregory Hainaut c7c6566bca gsdx hw: of course the full Jak series will kill me 2016-10-02 11:57:09 +02:00
Gregory Hainaut b6638d4eec gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Gregory Hainaut 3996fbe365 gsdx hw: reduce conplexity around TryAlphaTest
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut c5f086b385 gsdx ate: separate the code that depends on TEST.AFAIL
Easier to read and allow a switch optimization

Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut 4612b79575 gsdx: add a warning on vertex trace
Due to a division by 2, depth lsb bit is always 0

I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00
Gregory Hainaut d1e07295e7 gsdx linux: add the missing gui option for unscale point/line primitive 2016-10-01 19:16:44 +02:00
Gregory Hainaut 5e1064da55 gsdx: remove the safe accurate blending hack
V2: Integrate Flatout patch to do the Window side
2016-10-01 19:15:52 +02:00
Gregory Hainaut f77c1900fa gsdx tc: always clear a new depth buffer
Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)

Hopefully it won't impact too much the speed.
2016-10-01 19:00:17 +02:00
Gregory Hainaut 9c84712640 gsdx hw: enable palette read back on Jak2 2016-10-01 18:47:21 +02:00
Gregory Hainaut 5d93a392e4 gsdx hw: xman half screen correction 2016-09-30 22:25:24 +02:00
Gregory Hainaut 29c25bc375 gsdx clut: disable some assertions often fired 2016-09-30 22:24:38 +02:00
Gregory Hainaut 34686394a6 gsdx hw: add an hack for Jak3
I'm disappointed...

Read back palette written by the GPU. Avoid strange color on the skin.
2016-09-30 19:22:16 +02:00
Gregory Hainaut df2f8684d6 gsdx: improve TC cache log 2016-09-30 19:18:58 +02:00
Gregory Hainaut 8d24aa2b39 gsdx: GoW2 half screen bug
... Seriously ...
2016-09-30 19:15:25 +02:00
Gregory Hainaut 8d4fadb3c8 Revert "gsdx state: TEX0 write behavior might depends on the context"
This reverts commit b34243fa7b.

Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut 90ad9cf668 gsdx hw mipmap: tune the rounding + remove previous hack
GS really uses an invalid texture located at 0.

Improve the rounding for R&C. The idea is to avoid the corner case were only
the corner of the triangle touch the 7/16 edge.
2016-09-28 19:41:12 +02:00
Gregory Hainaut adb8be3287 gsdx: add/update comment
Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut 749037346c gsdx: report an error if PSM is invalid 2016-09-28 19:41:12 +02:00
Gregory Hainaut fea31f7422 gsdx: don't use virtual when it is useless 2016-09-28 19:41:11 +02:00
Gregory Hainaut 97172f5e51 gsdx debug: count draw call in a different way
* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB

Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Gregory Hainaut b34243fa7b gsdx state: TEX0 write behavior might depends on the context
Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw  ctx 0

Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.

To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.

Next draw will use the ctx1 clut so I apply TEX0 when the context is switched

Please test harley davidson :)

v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut e0961d81a0 gsdx HW: use after free crash
Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022

Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509

Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.

This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset") and the base layer (which wrongly keep an old "offset")

Conclusion, pray for my soul as it is very hard to reproduce
2016-09-26 20:34:38 +02:00
Gregory Hainaut 04d82d8127 gsdx: size doesn't count but 0.625 might change your life :p 2016-09-26 19:42:07 +02:00
Gregory Hainaut be9995bd1e gsdx mipmap: improve robustness to avoid potential crash 2016-09-26 09:27:03 +02:00
Gregory Hainaut ebb2a8ad5a gsdx debug: Add DISABLE_WIP_ASSERTION
To easily disable assertion on codes that only require investigation
2016-09-25 20:00:51 +02:00
Gregory Hainaut ca4f265ce6 gsdx debug: dump mipmap register could be useful now :) 2016-09-25 20:00:51 +02:00
Gregory Hainaut ef9a144437 gsdx hw: extra trick for the mipmap
Ratchet & Clank (the third) uses an address of 0 for invalid mipmap.

It would be very awkward to put the middle layer of texture in start of
memory. So let's use this information to correct the lod.

It make the game more robust on the lod rounding
2016-09-25 11:54:00 +02:00
Gregory Hainaut 78b2848622 gsdx: factorize the TEX0 generation for mipmap 2016-09-25 11:51:48 +02:00
Gregory Hainaut ccd9ce1728 gsdx hack: move tales of legendia hack to full move
Also remove the OI hack which is handled by the generic double half clear
2016-09-25 10:17:08 +02:00
Gregory Hainaut e229dc1549 gsdx hack: move Resident Evil 4 to full level
The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.
2016-09-25 10:13:21 +02:00
Gregory Hainaut ad8a84a532 gsdx hw: reduce hack of Spyro series
Based on the comment, it ought to be fixed with previous commit.
2016-09-25 10:08:55 +02:00
Gregory Hainaut 7f871b0cc6 gsdx hw: remove various CRC hack that ought to be fixed with previous commit
* SpidermanWoS
* TyTasmanianTiger
* TyTasmanianTiger2
* DigimonRumbleArena2
* XmenOriginsWolverine
* CallofDutyFinalFronts
* GoW2 (only in openGL)
2016-09-25 10:08:54 +02:00
Gregory Hainaut 1e343084e2 gsdx hw: group the double half clear with gs mem clear hack
It avoid redundant check of the GS context

You can disable the extra clear with UserHacks_DisableGsMemClear = 1
2016-09-25 10:08:54 +02:00
Gregory Hainaut 6c6ed5f443 gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written (#1588)
* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written

It will work for both Jak and Ratchet&Clank and without CRC
2016-09-25 10:05:44 +02:00
Gregory Hainaut 6e2bf98d5f gsdx hw: round mipmap lod value
Will avoid some corruption based on distance/angle
2016-09-24 20:05:39 +02:00
Gregory Hainaut 719982e4a3 gsdx hw: forget to update a parameter
OMG, fixes various mipmap issues
2016-09-24 18:57:47 +02:00
Gregory Hainaut 76494e5f9c gsdx hw: add an userhack for hw mipmap 2016-09-24 12:39:31 +02:00
Gregory Hainaut e38aba0dff gsdx: rename SW texture dump filename
* Use texraw for the unconverted texture (keep index fmt)
  => avoid bad filename order with the multiple texture layers
* add the real mipmap address
* Use a nice string format
2016-09-24 09:15:40 +02:00
Gregory Hainaut d89b09427f gsdx: gl logging is only available in MTGS thread
Fix crash in debug build
2016-09-22 17:54:44 +02:00
Gregory Hainaut b00ae974d2 gsdx ogl: fix bad interaction between accurate blending and geometry shader
Recent optimization allow to use triangle to render sprite even when gs is supported

close #1574
2016-09-20 09:30:24 +02:00
Gregory Hainaut b91bd3ea01 gsdx dx/gl: fix potential bug in alpha test handling
Depth test must remain disabled if write were masked.

Bug was detected on ICO (sea/sky) but the previous commit removes
the wrong ATE draw call.
2016-09-19 08:56:49 +02:00
Gregory Hainaut 6966e08306 gsdx: move alpha test optimization in base class
One code for all renderers :)
2016-09-19 08:48:32 +02:00
Gregory Hainaut 38b77397e0 gsdx hw: remove custom Ty Tasmanian Tiger / Simposons OI hack
Replaced by the generic OI_DoubleHalfClear. If OI_DoubleHalfClear is fast/safe enough, it
will enabled by default in the future.
2016-09-18 18:50:16 +02:00
Gregory Hainaut 6558317a7e gsdx: s/m_eq.xzyf & 4/m_eq.z/
Much better this way
2016-09-18 18:50:15 +02:00
Gregory Hainaut 7a40b27931 gsdx CRC: move GTA hack to full level
You can now emulate the radiosity effect with the UserHacks_AutoFlush hack.
2016-09-18 18:50:15 +02:00
Gregory Hainaut 0f387a8e3c Merge pull request #1535 from PCSX2/clang-tidy-macro-parenthesis
clang-tidy: use parenthesis around macro parameters
2016-09-18 18:48:04 +02:00
Gregory Hainaut 310f13a2f7 gsdx ogl: only use geometry shader to convert big enough draw call (#1554)
gsdx ogl: only use geometry shader to convert big enough draw call

The purpose of geometry shader is to reduce bandwidth (72 bytes by sprite)
and CPU load.

Unfortunately it increases CPU load due to extra shader validations.

So geometry shader will only be enabled for draw call with more than
16 sprites (arbitrarily, smallest number before shadow hearts plummet)

v2: don't disable geometry shader in replayer.
It is easier to spot sprite rendering and to manually read vertex info.
2016-09-18 16:58:02 +02:00
Gregory Hainaut 2a60264e40 gsdx replayer: improve error message when file is corrupted 2016-09-18 16:52:35 +02:00
Gregory Hainaut 6e6eae7844 pcsx2:gsdx:spu2x: use parenthesis around macro parameters
For safety reasons.
2016-09-18 16:13:55 +02:00
Gregory Hainaut b1d446895b GSdx: replace IsTopLeftAligned macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut 5ef2d538a0 gsdx hw: only keep a single half clear implementation 2016-09-18 13:16:59 +02:00
Gregory Hainaut a0c1719695 gsdx hw: DoC takes 3
Add support for 16 bits format too. Fix shadows.
2016-09-17 12:06:43 +02:00
Gregory Hainaut ebdf54a60b gsdx sw: don't enable auto flush hack in replayer
Otherwise we don't have same number of draw call in HW/SW which is
awful to compare
2016-09-17 12:05:05 +02:00
Gregory Hainaut 3546d54e3b gsdx hw: improve the vertical half clear for DoC
Previous assumption that crazyness was used to clear the buffer is wrong.

It was also used to write a constant color to the buffer.
2016-09-17 10:34:35 +02:00
Jonathan Li 4d5e051387 gsdx: Fix missing "\n" in rc file
It stops Visual Studio from asking to normalise the line endings
everytime the resource editor is used.
2016-09-16 23:42:54 +01:00
Jonathan Li 91b2e5bdbb Merge pull request #1564 from FlatOutPS2/master
GSdx: Add Windows UI options for HW hacks
2016-09-16 23:35:45 +01:00
Gregory Hainaut 7b9654f164 gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
FlatOutPS2 55b0be36cd GSdx: Add cancel button to Hacks dialog
Add a cancel button to the Hacks dialog to make it easier for the user
to exit the window without making changes.
2016-09-16 23:22:13 +02:00
FlatOutPS2 5420fcaf3a GSdx: Add Windows UI options for HW hacks
Add UI options for Auto Flush and Unscale Point Line HW hacks.
2016-09-16 23:19:05 +02:00