Jonathan Li
9d2cd8490c
Merge pull request #1305 from adamantike/trivial-wxfont-fix
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Trivial fix on wxFont style/weight usage
2016-04-24 18:43:21 +01:00
adamantike
a0eca54f96
Trivial fix on wxFont style/weight usage
2016-04-24 13:25:56 -03:00
Gregory Hainaut
da1b032793
spu2x-linux: update GUI to support a 15 ms latency
2016-04-24 11:13:28 +02:00
Gregory Hainaut
4281b8630b
gsdx ogl: remove the useless shadeboost Constant Buffer
2016-04-24 11:08:14 +02:00
Gregory Hainaut
d610a6aac4
gsdx glsl: ofc forget to do the shader in bin
2016-04-24 11:07:46 +02:00
Gregory Hainaut
d027ed2092
gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL
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First file is rather small in openGL. And it is linked to the latter.
2016-04-24 10:55:22 +02:00
Gregory Hainaut
1558220f74
gsdx glsl: create a common header definition
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* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00
Gregory Hainaut
8ee0783bd3
GSdx: remove useless variable
2016-04-24 10:42:03 +02:00
Gregory Hainaut
fa1377a8ee
gsdx tc: reduce texture cache overhead
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Cache page coverage of texture into a hash map
Test done on Champion of Norrath (paltex + DisablePartialInvalidation)
Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%
Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
2016-04-23 19:22:58 +02:00
Gregory Hainaut
67e955919f
gsdx: keep dump code enabled in dev release too
2016-04-23 18:29:56 +02:00
Gregory Hainaut
a149d6b26f
gsdx: use psm.bpp flag to improve code reading
2016-04-23 18:29:39 +02:00
Gregory Hainaut
dd98a0b913
gsdx: add a depth format flag
2016-04-23 18:28:50 +02:00
Jonathan Li
5035c8bd48
utilities: always include wx/crt.h on Linux
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The header is necessary if the wx3.0 package isn't compiled with
wx2.8 backwards compatibility.
2016-04-23 13:57:47 +01:00
Jonathan Li
dda44519c1
pcsx2|utilities: Use non-deprecated wxFont stuff
2016-04-23 13:57:42 +01:00
Gregory Hainaut
87867beb0e
gsdx-ogl: remove the invalidation of texture
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It doesn't help the perf and only create overhead (test done on snow engine game)
2016-04-21 21:07:17 +02:00
Gregory Hainaut
3709b5aecc
gsdx: add a small comment to ease code reading
2016-04-21 09:28:44 +02:00
Gregory Hainaut
b5ec683318
gsdx-linux: remove custom resolution from the GUI
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It would be replaced by a float resolution factor
2016-04-21 09:28:44 +02:00
Gregory Hainaut
821e3ff294
gsdx-ogl: reduce length of debug message
2016-04-21 09:28:44 +02:00
Gregory Hainaut
8217c717f6
gsdx-ogl: require GL_KHR_debug
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Will reduce the slowdown on debug build
2016-04-21 09:28:44 +02:00
Gregory Hainaut
9598417f42
gsdx-ogl: GL_ARB_copy_image is now mandatory
2016-04-21 09:28:44 +02:00
Gregory Hainaut
99bccc6dff
gsdx-ogl: remove the geometry shader blacklist for Gallium Mesa drivers
2016-04-21 09:28:44 +02:00
Gregory Hainaut
cb8088216b
Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
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GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut
59ef668fd2
Merge pull request #1222 from PCSX2/gsdx-black-fmv
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Gsdx black fmv
2016-04-21 09:25:36 +02:00
Gregory Hainaut
8b247bde35
Merge pull request #1301 from clbr/master
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textureSW: fix Map with offset
2016-04-20 10:05:32 +02:00
Lauri Kasanen
994c9147f5
textureSW: fix Map with offset
2016-04-19 21:22:53 +03:00
Gregory Hainaut
943e000c41
Merge pull request #1299 from PCSX2/gcc-6
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x86emitter: gcc 6 compilation fix
2016-04-18 20:54:25 +02:00
Gregory Hainaut
c44f605b5e
x86emitter: gcc 6 compilation fix
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Fix #1297
2016-04-18 19:27:06 +02:00
Gregory Hainaut
5b68415173
cmake: add an alternate wx-config path for Fedora 24
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Fix #1296
2016-04-17 17:14:51 +02:00
Catarax
0f226939aa
GameDB: Burnout 2 Graphics Fix (Bright Lights in Cars) ( #1293 )
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Remove bright lights in cars for Burnout 2 (Demo/Japanese/Second PAL release)
2016-04-14 16:53:33 +01:00
refractionpcsx2
25fb54e959
GameDB: Automatic VU Rounding to Nearest on "Gun" game. Fixes #43
2016-04-14 15:20:55 +01:00
refractionpcsx2
dcb676765e
GSdx: Clean up some warning under windows ( #1289 )
2016-04-14 11:00:58 +01:00
Gregory Hainaut
2e567d6d55
gsdx ogl: update comment
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something to test in the future
2016-04-14 10:19:18 +02:00
Gregory Hainaut
d129aedfe8
GSdx:vector: add sllv32 and srlv32 for 128 bits op
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(variable shift)
2016-04-14 10:18:43 +02:00
Jonathan Li
5035e7417d
Merge pull request #1239 from FlatOutPS2/master
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Remove cheats file from redundant folder
2016-04-13 23:21:56 +01:00
Jonathan Li
2c02094281
Merge pull request #1290 from turtleli/remove-nulls
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windows: Remove GSNull, PADNull, and CDVDNull from VS solution
2016-04-12 23:42:27 +01:00
Gregory Hainaut
8a7184be3f
gsdx: fix hack logic
2016-04-12 11:36:24 +02:00
Jonathan Li
04a72381e6
windows: Remove GSNull, PADNull, and CDVDNull from VS solution
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They're not really needed, and some of the exported functions don't
actually match what PCSX2 currently expects (i.e. PADgsDriverInfo,
GSgetDriverInfo).
Although it can be fixed up, it's simpler to just remove them.
2016-04-12 00:23:56 +01:00
Gregory Hainaut
6a09fa56fb
gsdx: disable nocturne CRC hack
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Yeah one less !
2016-04-11 22:41:19 +02:00
Gregory Hainaut
4611264ce3
gsdx: add CRC hack for Nocturne PAL
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Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
refractionpcsx2
00aa07ad97
GameDB: Remove IPU hack for Klonoa 2 (J)
2016-04-11 14:29:22 +01:00
Gregory Hainaut
22a40b65ae
gsdx-ogl: always use 1 for GL_UNPACK_ALIGNMENT
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Avoid a gl function call for each texture uploads
2016-04-11 12:45:11 +02:00
refractionpcsx2
fdae698f07
SPU2-X: Correct project settings for devel profile. Fixes #1288
2016-04-11 01:15:07 +01:00
Jonathan Li
d158d4de51
windows: Move baseclasses to a separate project
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It saves the buildbots from needlessly recompiling the files for each GSdx
configuration.
2016-04-11 00:22:31 +01:00
Gregory Hainaut
847b57907e
Revert "gsdx-ogl: add a new hack to force anisotropic filtering"
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This reverts commit 53690cf9d0
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Quoting user:
For aliasing, the option allow of reduce a little but always very
visible compared with DX11 even with anisotropic OFF, , furthermore
many textures bug added with option activated (predictable but not see
on DX11 with anisotropic ON).
TL;DR doesn't worth it.
Note: it seem to work on DX because DX uses HW texturing in clamp region
mode (and others invalid case). OpenGL uses SW texturing to ensure accuracy
2016-04-10 17:30:49 +02:00
Gregory Hainaut
2941adf364
gsdx ogl: use the new pipeline API
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Pre build all SW shader into pipeline.
Directly bind the pipeline instead of all pipeline stages. (less work for the driver)
2016-04-10 17:28:05 +02:00
Gregory Hainaut
95e3dcb448
gsdx-ogl: improve the shader program management
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* keep a reference of program/pipeline created to ease the deletion
* extend a bit the API to support multiple pipeline
Final goal will be to use a pre link pipeline for SW shaders. And uses
the default pipeline for HW shaders.
2016-04-10 17:05:33 +02:00
Gregory Hainaut
395e2f31d0
gsdx-ogl: remove dead code (due to legacy removal)
2016-04-10 14:23:58 +02:00
Gregory Hainaut
3f404c8edb
gsdx-ogl: update shader pipeline intertace to use vs/gs/ps triplet
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Better to have 1 function calls with 3 parameters rather 3 functions call with 1 parameter.
2016-04-10 14:14:30 +02:00
Gregory Hainaut
53690cf9d0
gsdx-ogl: add a new hack to force anisotropic filtering
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By default, anisotropic filtering was disabled when textures aren't countinuous.
This hack allows to force it. It can help to reduce aliasing but it would create
unexpected effect on texture boundaries.
Again, someone ought to add the option on Windows too
2016-04-10 13:53:17 +02:00
Gregory Hainaut
9e6cb79f4e
gsdx linux: move depth option as a speed hack
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Someone ought to add the Windows option too (and DisablePartialInvalidation too)
It might break a couple of games but most of them run better with depth enabled.
2016-04-10 13:22:55 +02:00