Commit Graph

10348 Commits

Author SHA1 Message Date
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
Pseudonym a415d59e2f Remove use of integer constants for iop events that I missed in the
previous commit (thank you @turtleli, I was mentally filtering this line
of code).
Fixes #1618
2016-10-13 16:30:05 +01:00
Pseudonym 733fd79f46 Removed internal iop event enum assignments which just confuse readers and
traces of an old hack.
2016-10-11 18:53:23 +01:00
Jonathan Li 679f3347bb cdvdgigaherz: Read raw CD sectors one by one (#1590)
A multi sector raw disk sector read that reads data from two tracks of
different types will not complete successfully. Reading the sectors one
at a time should fix the issue.
2016-10-10 22:33:15 +01:00
Gregory Hainaut 4d52c55784 QA: add a git hook script to validate the format & check spu2x format
Note: pre-commit hook is for linux, need to be manually installed in .git/hooks/

A windows solution is welcome
2016-10-10 20:43:30 +02:00
Clang Format 039573b133 clang-format spu2x
Note: it doesn't play well with define around forceinline (might need to fix the inline btw)
And a single macro in RegTable.cpp
2016-10-10 20:41:24 +02:00
ramapcsx2 0f022da98c Merge pull request #1615 from ramapcsx2/psxmode-rebase-spu2x
psxmode: SPU2-X backwards compatibility with the original SPU
2016-10-10 15:36:50 +02:00
Robert Neumann 9a832c7bcd Issue template now mentions psxmode is unstable and reports for broken PSX games are too early. 2016-10-10 00:01:15 +02:00
Robert 36631f2270 remove a useless define
cosmetics

more cosmetics

some more cosmetics? sure!

whitespaces

whiterspaces
2016-10-09 20:10:53 +02:00
Robert Neumann 3bc847a9f0 bad merge fix 2 2016-10-09 16:21:48 +02:00
Robert 95fe77a594 bad merge fix 2016-10-09 16:15:19 +02:00
Robert Neumann 19a8ed8b25 psxmode: Spu2x: more native SPU2 reghandlers. first "working" reverb! (everything before was just random data) 2016-10-09 15:52:47 +02:00
Robert Neumann ee05137415 psxmode: Spu2x: add reverb register handling, fix a problem with the address translation, re-enable "VMIXEL" writing (which should just be named Echo/Effect ON or EON really) 2016-10-09 15:52:47 +02:00
Robert Neumann 1ec70f1df3 psxmode: Spu2x now working correctly. Kudos to pseudonym. Took him 30 minutes to fix this! 2016-10-09 15:52:46 +02:00
Robert Neumann 08b6edae80 psxmode: further spu2x work 2016-10-09 15:52:45 +02:00
Robert 3aabc1adbf spu2x work 1 2016-10-09 15:52:05 +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
Robert Neumann ca59ce45c0 psxmode: Make cd read delays longer to avoid mdec glitches and possibly some other data corruption. Proper read timings can be added later using cdvd.cpp as an example. 2016-10-07 21:36:06 +02:00
Robert Neumann f45527468f psxmode: silence "vsync timeout" spam 2016-10-07 18:22:37 +02:00
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
FlatOutPS2 5ca63a4e89 GameDB: Add Tiger Woods PGA Tour series VU Clamping Mode fixes
Fixes black textures on characters in Tiger Woods PGA Tour 2004, 2005,
and 06 through 10.

Known to fix the issue for the following serials: SLES-51887, SLUS-21877, SLES-52509, SLES-54253, SLUS-21483, SLUS-21002

Presumed to also fix the issue for serials(known to suffer from the exact same issue and use the same engine as the other games, so the fix should be the same): SLUS-20757, SLES-53541, SLUS-21264, SLUS-21646, SLUS-21772, SLPM-66191, SLES-54253, SLPM-66674
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
Akash b36dfb356e PCSX2-Git: Add an issue template file (#1567)
Merge issue template

[skip ci]
2016-10-06 00:04:16 +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