It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)
Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
easily.
Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect
Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
Fix motocross mania missing texture. Close#1319
As far as I understand, transfer is initialized in DIR. But the real
write only occured later so the blit buffer could have been overwritten
by a new value.
BLIT 0 13700
TREG 40 40
DIR 0 0
BLIT 0 13f00 <=== the bad guy
Write! ... => 0x3f00 W:1 F:C_32 (DIR 00), dPos(0 0) size(64 64)
v2: set a value in m_tr.m_blit for load state
Extend GSVector to support float move
Initial code likely used integer move for performance reason. However due to
the nan correction, register is now in float domain.
* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
It often happens the game try to upload the FMV directly which typically
gave a black screen.
Commit fix rules of roses and I hope various black screen FMV
Performance impact must be tested, and I'm afraid of strange texture cache behavior.
V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
CID 146973 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)2. uninit_member: Non-static class member overflow is not initialized in this constructor nor in any functions that it calls.
2999}
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
Before this patch, when recording Progressive (frame) mode, it recorded all
the frames correctly but set the clip's fps property to 25/29.97, so when
played back it played at half the speed (but was fine when played at double speed).
This patch does not affect the number of frames recorded per second, but rather
only sets the resulting clip fps property to the correct one (double than before).
Also fixes a bug that in a non-managed window in progressive mode, the title
displayed "200%" speed when it should have displayed 100% speed.
Fixes#832