lightningterror
2ec35f4493
gsdx-gui: Adjust some gui options.
...
Rename Automatic CRC Level label back to CRC Hack Level.
Rename Accurate Date label to DATE Accuracy.
Rename Accurate Blending label to Blending Accuracy.
Remove 10x and 12x upscaling options, we don't want to hit the maximum
texture size limit and cause issues so better play it safe and allow
only up until 8x upscaling.
Reword the tooltip to make it a bit more fitting with it's current
behavior.
Add all games in the list that have some sort of aggressive state.
Update anisotropic filtering, autoflush sw, sparse texture, gl blending tooltips.
2019-12-19 19:53:40 +01:00
lightningterror
92473c2ef6
gsdx-hw: Add missing crc id for Star Wars: The Force Unleashed PAL region.
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Issue #3175
2019-12-19 19:17:10 +01:00
lightningterror
2827394f3c
gsdx-hw: Disable half screen TS fix for Xenosaga 3.
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Xenosaga handles the half bottom as an vertex offset instead of a buffer
offset which does the effect twice.
Half bottom won't trigger a cache miss that skip the draw because it is
still the normal buffer but with a vertices offset.
Issue #3147
2019-11-28 00:04:15 +01:00
lightningterror
cc62165e36
gsdx-hw: Remove GSC_ResidentEvil4 crc hack.
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Game is properly rendered on all renderers, any upscaling issues can be
resolved with Half Pixel Offset Normal.
2019-11-25 08:17:25 +01:00
lightningterror
50dda75c0d
gsdx-hw: Add missing crc id for CrashBandicootWoC, pal region.
2019-11-25 05:34:09 +01:00
lightningterror
89848346ae
gsdx-hw: Add comments explaining what GSC_MidnightClub3 crc hack does.
2019-11-17 17:14:27 +01:00
lightningterror
24be7785db
gsdx-hw: Add Persona 3 to automatic mipmapping (basic level).
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Fixes flashing / strobing windows.
Issue #1342
2019-10-27 02:03:56 +01:00
lightningterror
b34338a500
gsdx-d3d11: Fetch the texture PSM format rather than the context format in texture sampler.
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Match opengl behavior.
2019-10-21 23:23:22 +02:00
lightningterror
70c2778686
gsdx-hw: Adjust GSC_Bully crc hack.
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Previous skip value 6 wasn't enough and caused some visual issues on the
ntsc version. Use value of 8 instead.
Issue reported by ozzie212121 on discord.
2019-10-21 18:55:45 +02:00
lightningterror
7bf920b07c
gsdx-hw: Purge impact screen crc hack for Burnout Revenge.
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Effect is properly rendered with depth emulation, so far only Burnout
Revenge triggered the crc hack from my testing.
Triggering the draw is done when the player car crashes.
2019-10-11 21:04:20 +02:00
lightningterror
f2a9b59aae
gsdx-ogl: Hit unsafe instead of safe path for sw fbmask when there is no alpha blending. ( #3100 )
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So far notable performance improvement show Spiderman 3 and Scarface of 1-2 fps when using basic blending. Full list of known affected games at #3100
2019-10-03 15:50:19 +02:00
lightningterror
6392f79fb6
gsdx-gui: Fix FXAA Shader checkbox not working properly.
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Bonus: Remove unused "ModeRefreshRate" ini setting, leftover from d3d9,
psx option.
2019-09-17 23:05:03 +02:00
KrossX
4db6b287cd
GSdx-d3d11: Make TFX shader more similar to OGL's.
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Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX
ee05d55a51
GSdx-d3d11: Reorganize TFX shader to match OGL's.
2019-09-15 19:02:36 +02:00
Hamish
e2d8992310
GSdx: Enable OpenCL on Linux ( #3099 )
2019-09-11 17:59:33 -07:00
lightningterror
159ce78680
gsdx-gui: Fix Align Sprite checkbox not working properly.
2019-09-06 13:12:49 +02:00
Jonathan Li
aef0f94dcf
gsdx: Use the same ini code on both Windows and Linux
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Partially replace the Linux ini code so that it:
- works on both Windows and Linux
- is backwards compatible with older GSdx inis
- properly handles UTF-8 ini pathnames
Fix an issue with GSdx on Windows not being able to handle non-ASCII
ini pathnames.
2019-09-02 00:06:26 +01:00
lightningterror
b44c0a3fbd
gsdx-hw: Add FFX us/eu demo/prototype discs to crc list.
2019-08-31 23:32:00 +02:00
lightningterror
62d07c8335
gsdx-hw: Add Jak 1 jap, Jak 2 eu, Jak 3 eu/us demo discs to crc list.
2019-08-31 04:10:23 +02:00
lightningterror
99f814d376
gsdx-ogl/d3d11: Add a assert when texture is too small or too big.
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Add an assert for when texture is below 1 on direct3d/ogl.
Add an assert for when texture is above direct3d limit.
2019-08-26 15:55:43 +02:00
lightningterror
de7a3b70c9
gsdx-d3d11: Adjust maximum texture size limit based on available feature level.
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d3d10 = 8192
d3d11 = 16384
Seems it is easier to hit the limit. Champions of Norrath with 8x
upscale for example.
2019-08-26 15:55:43 +02:00
lightningterror
d77d440a04
gsdx-hw: Re enable automatic mipmapping for Jak 1 and 3.
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Issue #2916 has been resolved in #3076
2019-08-19 23:27:58 +02:00
Alessandro Vetere
6feb59fef5
GSdx-hw OGL: log if tex size gt PBO segment size.
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Texture data may be corrupted in this case due to missing
fences synchronization.
2019-08-19 23:13:56 +02:00
Alessandro Vetere
63982bf6b7
GSdx-hw OGL: fix PBO pool map size.
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Round up mapping size for alignment before computing
wrapped pointer.
Avoids memcpy after end of PBO buffer.
2019-08-19 23:13:56 +02:00
KrossX
9b651e44d0
GSdx: Fix mipmap SSE2 code for linear mipmap nearest filter. ( #3064 )
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Fixes a regression introduced in e728a14c19
2019-08-16 09:03:05 +01:00
lightningterror
9830b2dd98
GSdx-hw: Add Jak 1 JP and Jak 3 EU crc ids.
2019-08-14 22:56:03 +02:00
lightningterror
beac776025
GSdx-hw: Add a crc id for Jak 1 US region.
2019-08-14 17:54:55 +02:00
Alessandro Vetere
9e687895e1
GSdx-hw TC: improve search tex in RT
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Fixes eyes rendering in Jak games both ingame and in cutscenes.
Previous method yielded no eyes in Jak 2/3/X cutscenes.
- Generalized offset search logic with caching system (works for BW > 1
and any PSM, limited to PSMCT32 for now)
- CRC Flags mechanism for default behavior enabling in Jak games
2019-08-14 17:09:51 +02:00
Alessandro Vetere
7c42928b57
GSdx-hw TC: invalidate Source with Target TEX0
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Fixes eyes blinking in Jak games with tex in rt search
enabled.
- Target TEX0 in Source is Source TEX0 if the Source is
not build from Target, otherwise it is the Target TEX0,
allowing improved Source invalidation
2019-08-14 17:09:51 +02:00
Alessandro Vetere
68cfc5d953
GSdx-hw TC: fix Target::Inside check
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- inclusion shall not be strict only on start side
2019-08-14 17:09:51 +02:00
Alessandro Vetere
2007894ba6
GSdx-hw TC: fix end block computations
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- compute bottom right texel block as last valid block
2019-08-14 17:09:51 +02:00
Alessandro Vetere
dfa4680547
GSdx-hw: SwSpriteRender, fix drawing region
2019-08-14 16:18:39 +02:00
Alessandro Vetere
1f6b44d556
GSdx-hw: SwSpriteRender, improve no rast. check
2019-08-14 16:18:39 +02:00
lightningterror
51ba799779
GSdx: Use rt for dRect size, update crc level label.
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Use rt for dRect size for OI_SonicUnleashed fix.
Make CRC level label name and position match between windows and linux.
2019-08-04 13:16:47 +02:00
lightningterror
0814690534
GSdx: Remove useless logo_ogl.bmp include from VS project files.
2019-07-31 17:36:28 +02:00
lightningterror
c8c1429493
gsdx-hw: Add some logs for OI fixes, add JakX beta eu crc id.
2019-07-30 01:01:23 +02:00
lightningterror
e79ea75ae2
gsdx-hw: Add OI rendering fix for Big Mutha Truckers.
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It will allow to render the shadows properly, also update the crc
hack to skip less effects.
2019-07-30 00:29:07 +02:00
lightningterror
55d469e7f2
gsdx-hw/gamedb: Add gamefix for Dog of Bay as well as some game crc ids.
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Add XgKickHack gamefix for Dog of Bay., fixes corrupt textures. Issue
#3041
Add some crc ids. Big Mutha JP version(Bakusou Convoy Densetsu - Otoko
Hanamichi America Roman),
Jak X Public Beta v.1 US, Sly 3 EU Prototype.
2019-07-28 06:54:58 +02:00
lightningterror
41baf1de14
gsdx-gui: A few more adjustments to the osd/shade boost sliders.
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Finally fix overlapping? I hope.
2019-07-17 05:12:56 +02:00
lightningterror
91570a9e0f
gsdx-ogl/d3d11: Also ensure that we set proper ini values for Shade Boost sliders.
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Should avoid any potential issues if ini values are wrong for shade
boost.
Bonus: Fix gui overlapping issues when sliders are on maximum (100).
2019-07-17 01:16:46 +02:00
lightningterror
888897ed48
gsdx-osd: Ensure we set proper data for osd options.
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Should avoid any potential issues if ini values are wrong for osd.
2019-07-16 23:42:34 +02:00
lightningterror
56b8612502
gsdx-d3d11: Set maximum allowed texture size to d3d10 limits which is 8192.
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Should prevent any issues if we ever go over the limit.
2019-07-15 22:32:45 +02:00
lightningterror
557f50fb4e
gsdx-gui: Allow only digit inputs in osd edit boxes for font size, timeout, and max logs.
2019-07-15 21:41:30 +02:00
lightningterror
6ccc4911c5
gsdx-gui: Fix some overlapping text on osd gui.
2019-07-15 19:30:26 +02:00
lightningterror
ee9c31317e
gsdx-gui: Put/move hw adv. & hacks option after blending option.
2019-07-15 01:49:10 +02:00
iMineLink
f409079864
GSdx-hw: New SW sprite renderer, used in Jak games only for now. ( #3001 )
...
Developed a new SW sprite render function, which is used to fix
Jak and Daxter colors in Jak games and to remove the old Jak games hack
which yielded wrong colors and clashed with TC search texture in RT function.
- Remove OO_JakGames hack for palette readback from framebuffer (slow,
clashes with texture in RT TC function, clashes with Target readback logic)
- Developed new method SwSpriteRender with CPU rendering logic
- Add OI_JakGames method using SwSpriteRender for CPU palette rendering (fast,
does not clash with texture in RT TC function, no readback required)
Bonus: fps also sees an improvement in Jak games 3-5 increase.
2019-07-13 01:05:27 +02:00
lightningterror
8e3b34bce6
gsdx-ogl: Comment out pabe bit, not yet used.
2019-07-11 20:11:34 +02:00
lightningterror
6f09cd9b81
gsdx: Fix unknown pragma clang warnings.
2019-07-11 20:11:27 +02:00
lightningterror
96b02be1d1
gsdx-hw: Add Harry Potter and the Goblet of Fire,
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Project Snowblind to automatic mipmapping.
Add some extra missing crc ids too for GT4 and Ape Escape 2.
2019-07-11 13:12:06 +02:00
lightningterror
d0cb0f59d9
gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
...
GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +02:00
lightningterror
2cd9aff867
gsdx-d3d11: Extend sw blending to BLEND_NO_BAR which is also free and doesn't require rt sample nor any barriers.
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It helps light rendering in SW Battlefront 2, VP2 also triggers it but needs to be further tested what it does.
2019-07-08 00:40:54 +02:00
arcum42
441e786d3d
Take care of a few clang warnings.
2019-07-06 14:16:04 -07:00
lightningterror
132332f9b8
Gamedb/GSdx-hw: Add gamefix patches for Ace Combat Zero JP/KO versions. Add KO version to crc id list.
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Fixes collision/missle hit issues.
Issue and patch sources (provided by arapapa) from thread:
https://forums.pcsx2.net/Thread-Ace-Combat-Zero-Collision-Issues
2019-07-06 22:11:47 +02:00
lightningterror
b19804190e
gsdx-hw: Add an OI hack for Sonic Unleashed.
...
It will allow to render the shadows properly.
Rendering pattern is:
Save RG channel with a kind of a TS (replaced by a copy in this hack),
compute shadow in RG,
save result in alpha with a TS,
Restore RG channel that we previously copied to render shadows.
2019-06-23 23:34:25 +02:00
lightningterror
40929a4728
gsdx-d3d11: Add rgba channel selection/support to StretchRect.
2019-06-23 23:34:25 +02:00
lightningterror
e9825dccc0
gsdx-ogl: Add rgba channel selection/support to StretchRect.
2019-06-23 23:34:25 +02:00
lightningterror
066a9aaf71
gsdx-hw: Purge Sonic unleashed crc hack.
2019-06-23 23:34:25 +02:00
lightningterror
62417dae99
gsdx-hw: Revert dmc 3 TS hack purge.
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Seems like Texture shuffle/depth is not handled properly in all cases so
revert the change until we fix it properly. Move it to gl level too.
Commit:
11cd6b56cd
2019-06-20 10:36:21 +02:00
lightningterror
300f16df61
Gamedb/gsdx-hw: Add gamefix patch and crc id for Harry Potter and the Prisoner of Azkaban EU.
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Gamefix patch source:
https://forums.pcsx2.net/Thread-Fixing-unplayable-games?pid=600492#pid600492
2019-06-18 22:34:17 +02:00
lightningterror
9401e52b08
gsdx-d3d11/gui: Move the nvidia hack toggle to Disable Safe Features.
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With the sprite hack removed it was no longer possible to toggle this
hack on nvidia gpus, the toggle has been moved to Disable Safe Features.
It some issues caused by the hack in sotc, fatal frame and border offset
issues.
2019-06-18 22:06:35 +02:00
lightningterror
11cd6b56cd
gsdx-hw: Purge useless d3d11 only hacl for DMC3.
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Texture shuffle emulated correctly.
2019-06-18 20:21:03 +02:00
Akash
4195b77fa3
GSdx-dialog: Unused parameter on hacks dialog constructor
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Apparently someone was careless enough to forget removing the parameter on the constructor which passes the adapter ID >_<
2019-06-17 13:01:16 +05:30
Akash
9acb871c7b
GSdx-Dialog: Remove useless member variable
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The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after
lightning removed reference device)
The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device
option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
2019-06-17 12:47:03 +05:30
lightningterror
e6d42338ad
gsdx-hw: Fix incorrect variable name when tc is disabled.
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Allows to compile gsdx with tc disabled properly again.
2019-06-17 00:11:47 +02:00
lightningterror
e89f46139b
gsdx-d3d11/gui: Don't display Reference Device in available Adapters in release builds. Display it only on debug builds.
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It is used for debugging only.
2019-06-16 21:25:25 +02:00
lightningterror
a936cd9eb1
gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used
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. Code can be readded in the future if there is a need for it. Advanced
DATE for example.
2019-06-16 20:42:28 +02:00
lightningterror
34bedddd5c
gsdx-d3d11: Update nvidia hack handling.
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Don't query the api for the adapter description twice.
2019-06-16 20:42:28 +02:00
KrossX
55f4dea468
gsdx-gui: Purge Sprite hack from the gui.
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Collaborator: lightningterror
2019-06-16 20:42:28 +02:00
KrossX
39f509feaa
gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already.
2019-06-16 20:42:28 +02:00
KrossX
6a122268cb
gsdx-d3d11: Update d3d shader macro handling to a much better algorithm.
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Bonus, remove unused options variable
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.
2019-06-16 20:42:28 +02:00
lightningterror
cec185fd66
gsdx-hw: Add Jak2 demo crc id, US version.
2019-06-15 22:35:17 +02:00
lightningterror
0781cb65bf
gsdx-hw purge HauntingGround crc hacks.
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Half Pixel Offset can solve the misaligned blur when upscaling, while
the second hack is also no longer needed and it broke depth effects too.
2019-06-14 23:32:58 +02:00
lightningterror
3228789808
gsdx-d3d11: Add draw call number to debug logs.
2019-06-13 14:52:03 +02:00
lightningterror
6024359011
gsdx-hw: Purge CastlevaniaCoD, CastlevaniaLoI, NanoBreaker crc hacks.
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Shadows emulated correctly with accumulation blend, d3d11 misses sw
blend for extra accuracy (darker shadow).
gsdevice11: Remove unused IsCLR1() variable.
2019-06-13 13:38:24 +02:00
hibye8313
60cf62fea1
GSdx-d3d11: Partial port of EmulateBlending() from OGL renderer to DX11 renderer and ps_blend() from OGL shader to DX11 shader (only accumulation blend).
2019-06-13 13:25:46 +02:00
hibye8313
6bdd4ff186
GSdx-d3d11: Ported SW blending variables from OGL to DX11 PSSelector/BSSelector/pixel shader.
2019-06-13 13:25:46 +02:00
hibye8313
718042e6a6
GSdx: Made a DX11/OGL-independent blend map in GSDevice.cpp. Convert to OGL/DX11 specific constants at run time.
2019-06-13 13:25:46 +02:00
lightningterror
976b77f144
gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release.
2019-06-01 16:46:17 +02:00
lightningterror
877a112193
gsdx-hw: Remove no longer used linear parameter from ComputeFixedTEX0,
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add an assert that m_target isn't handled with invalid_tex0 yet due to upscaling.
2019-05-31 13:50:28 +02:00
lightningterror
8ff74fc6c2
gsdx-hw: Fix border issue on ComputeFixedTEX0.
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It is quite complex to handle rescaling on ComputeFixedTEX0
so this function is less stricter than GetSizeFixedTEX0,
therefore we remove the reduce optimization,
and we don't handle bilinear filtering which might create wrong interpolation at the border.
Fixes FFX upscaling issues on Bilinear filter during cutscenes.
comment
2019-05-31 13:50:28 +02:00
lightningterror
5e043b3b6f
gsdx-hw: Re add GSC_RedDeadRevolver crc hack that only skipped blur effects to aggressive mode only.
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Previous commit for reference:
548d6b31bf
2019-05-25 17:19:17 +02:00
lightningterror
482f1e953a
gamedb/gsdx: Harry Potter Chamber of secrets db and crc update.
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Remove some crc lookups for gamefix patches that share the same serial
and patch codes. It will allow game versions with different crc ids to
use the patches. Close #2654
Add JP version to automatic mipmapping.
2019-05-24 07:41:50 +02:00
lightningterror
ed8592b30b
gsdx-d3d11: Don't run Alpha Stencil on DATE with texture shuffle.
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It breaks DATE with tex shuffle (Haunting Ground 2, Superman shadow of
Apokolips, possibly others too).
2019-05-24 01:17:33 +02:00
lightningterror
3289dc1cc7
gsdx-gui: update alpha stencil, crc hack level tooltips.
2019-05-23 18:11:26 +02:00
lightningterror
87808fee03
gsdx-hw: Purge GSC_GTASanAndreas crc hacks.
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Auto flush allows us to render the effects properly.
Small ghosting may not be an actual issues as it's also present on sw
renderer.
2019-05-17 03:35:17 +02:00
Shanoah Alkire
5d4ae31ba1
Add a few default functions in explicitly. (-Wdeprecated-copy)
2019-05-11 19:18:18 -07:00
Shanoah Alkire
284880f768
GSdx: Variables should be initialized in the order in which they are declared. (-Wreorder)
2019-05-11 19:00:29 -07:00
Kojin
2d46bc661d
gsdx-d3d11: ensure texture size of at least 1x1
2019-05-11 22:23:12 +02:00
lightningterror
9a5225dfdf
gsdx-hw: Purge GSC_SimpsonsGame crc hacks.
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Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
lightningterror
be46832c7b
gsdx-hw/gamedb: Add Star Wars - The Force Unleashed to gamedb and crc list.
2019-05-03 00:47:45 +02:00
lightningterror
637f777ea9
gsdx-hw: Update OI_StarWarsForceUnleashed hack.
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Remove hack that was replaced by OI_GsMemClear and OI_DoubleHalfClear.
2019-05-02 22:53:44 +02:00
lightningterror
eb0d22626f
gsdx-hw: Purge GSC_StarWarsForceUnleashed crc hacks.
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Shadows are rendered correctly with basic blending on opengl, high on
d3d11.
2019-05-02 21:07:46 +02:00
Kojin
de0c4a7fc7
gsdx-hw: Check for null texture before commit in hacks. ( #2951 )
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Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror
5a69a2f689
gsdx-sw: Add an option to toggle auto flush on sw renderer.
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Windows + Linux.
2019-05-02 15:35:55 +02:00
Gregory Hainaut
ead3d21bdb
gsdx ogl: commit texture in copy function
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So far not yet used but safer this way
2019-04-26 12:40:04 +02:00
Gregory Hainaut
568b96b885
gsdx ogl: only always uncommit texture in debug build
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It is good for memory but bad for the speed. There is likely a better trade-off
but it should be enough for now
2019-04-26 12:40:04 +02:00
Gregory Hainaut
70c3c1a48f
gsdx ogl: always commit a sparse texture when force_texture_clear is enabled
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The goal is to ensure the behavior of the option. VRAM usage isn't important
as option is mainly intented for debug purpose.
2019-04-26 12:40:04 +02:00
lightningterror
e77aac0bf1
gsdx-ogl: Do some integer casts for destination texture commit to StretchRect.
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Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bdcf83ca45
gsdx ogl: sparse texture : only commit new area
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Avoid potential driver overhead
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bb306dfe90
gsdx hw: commit texture before a clear in OI hack
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Note I didn't bother to compute the draw region for single game hack.
Gain would be 0 if game doesn't suffer of memory issue in the first place
2019-04-26 12:40:04 +02:00