Commit Graph

553 Commits

Author SHA1 Message Date
gabest11 25072b99c7 GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5019 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 09:15:35 +00:00
avihal 3aa3b1caf6 GSdx: Improved Genji CRC hack.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5018 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 08:28:32 +00:00
gregory.hainaut 7f3b11c7db gsdx:
* fix the new extra thread option in the gui dialog
* implement condition variable on linux. Will need some benchmark.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5017 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-26 22:30:59 +00:00
gabest11 2628d5bb7d GSdx: a little refinement to the fix for the issue that come up with Bully.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5016 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-25 07:26:42 +00:00
gabest11 ed8eb53c22 GSdx: Valkyrie Profile 2 fix (discussed under r5010 and r5012), this bug could have broken much more games, strange that it did not.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5015 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-24 15:02:48 +00:00
gabest11 bc7a930409 GSdx: This fixes the flickering in Bully, and probably games with the same problem. Could not check Valkyrie Profile Silmeria, yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5012 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-24 07:00:16 +00:00
ramapcsx2 7dfff148b8 GSdx: Hack around a problem with the texture cache finding depth stencils when there can't be any.
This makes the Arc the Lad fog issue go away.

Review would be nice though :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5011 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 20:58:10 +00:00
gabest11 963a6a653a GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5010 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 15:53:53 +00:00
gabest11 da41bcd756 GSdx: Replaced condvar/srwlock imports with getprocaddress, it should work on XP and compile on vs2010 express again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5008 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 02:49:27 +00:00
gabest11 d5dbe7e7e9 GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5007 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-22 14:36:54 +00:00
gabest11 2421c68bee GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5005 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-22 01:48:16 +00:00
avihal 5e0e4ce6a8 Fix Dynamic CRC hacks (got broken on r4991 )
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5004 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 23:35:30 +00:00
gabest11 1691ab2cf0 GSdx: fixed vs2008 build errors
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4999 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 00:08:00 +00:00
gabest11 0b62c17d9c GSdx: Renamed the sw thread setting to "extra threads".
- 0: no multi-threading
- 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook
- 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads
- 3: small fps increase
- 4+: even smaller. 

If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks.

Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-20 14:33:28 +00:00
gabest11 2f401da58c GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4995 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-19 01:20:55 +00:00
gabest11 b7a70c9541 GSdx: Little bug slipped through.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4994 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 22:04:05 +00:00
gabest11 b86e3ebd19 GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4993 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 21:57:48 +00:00
gabest11 f318e84aca GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4992 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 08:13:20 +00:00
gabest11 4b77052d21 GSdx: just saving minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4991 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-16 19:13:58 +00:00
gabest11 df42f468be GSdx: recent changes caused some errors in line drawing (SoTC loading screen)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4979 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 18:35:16 +00:00
gabest11 9f470962e5 GSdx: less gaps between triangles, it was more noticeable with psx games, having a lower resolution.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4978 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 15:31:02 +00:00
gabest11 786f43a707 GSdx: more fixes to z-interpolation, THPS4 looks alright now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4977 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 09:49:55 +00:00
gabest11 0d7c58065a GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4976 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-03 21:04:46 +00:00
gabest11 f1537f53a2 GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4975 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-01 17:08:10 +00:00
gabest11 9d54677055 GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4972 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-25 23:48:59 +00:00
gabest11 4f6f53c188 GSdx: Just remembered triangles were occasionally converted to sprites, need to set t.w there as well.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4967 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-14 03:34:24 +00:00
gabest11 ee9c9ac8f3 GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
(HW mode z-test expects a float input, so this trick cannot be done there.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4966 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-14 03:08:13 +00:00
gabest11 f47ef5e644 GSdx: as usual, going back to msvc, suddenly wild errors appear.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4964 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-08 13:22:54 +00:00
gabest11 0cf87a943b GSdx: GSRendererHW.h and GCC are good friends now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4963 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-08 13:12:54 +00:00
gabest11 67b12b3f92 GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4956 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 21:15:44 +00:00
gabest11 b158f98fc7 GSdx: Bogus MSB bits of TEX0.CSA should be ignored as it looks. Only corrected where the palette is read (this fixes "Idol Janshi Suchie-Pai IV"), writes to the CLUT may be handled the same way, but so far no game has been found broken because of this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4955 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 17:41:22 +00:00
ramapcsx2 3233952582 GSdx: CRC for FF12 Fr.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4953 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-01 10:15:52 +00:00
arcum42 5306b13472 More work on the compiler warnings. Removed the warning flags that are now set by default.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4949 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-30 00:32:22 +00:00
arcum42 251382aefe Change a few compiler options in Linux to remove a few warnings during compilation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4947 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-29 07:57:06 +00:00
ramapcsx2 b9d442d4f7 GSdx: CRC for Suikoden Tactics JP.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4946 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-27 17:19:55 +00:00
gabest11 60939bd9dd GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4944 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-24 21:34:38 +00:00
gabest11 c5e99a05ca GSdx: Corrected the line data terminator for psx games (fixes wild arms 2).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4943 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-24 07:58:43 +00:00
avihal 7f0f19ee02 Yakuza 1 CRC hack (seem to work better than previous one).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4928 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-09 07:43:10 +00:00
gigaherz e08e540eb8 GSDX: Whoops sorry I mixed two conflicting ideas into one.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4927 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 16:53:40 +00:00
gigaherz 4d12e1954f GSDX: I didn't even like that code when I changed it. Now I know why. And it looks much better this way.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4926 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 16:52:58 +00:00
gigaherz 119e9e7114 GSDX:
- Use float instead of int for the video framerate. 
 - Use 59.94 instead of 60 for the ntsc framerate.
This replaces a previous hackfix with a better one, but it's still not ideal.
The ideal solution for the video encoding side would be to use an actual fraction (60000/1001) and pass this fraction to the encoder.
The ideal solution for the gsdx side would be to deduce the real framerate from the timing parameters.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4925 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 13:05:15 +00:00
shadowladyngemu 1455517630 GameDB and CRC updates....
other updates are welcome on issue 881

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4922 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-05 11:45:00 +00:00
shadowladyngemu d953f053d8 GSdx fixes:
Skygunner crashing on boot.
James Bond 007: Everything or Nothing doing a huge Vram usage when opening the weapons screen and making the system crawl at it. Couldn't test much with this one and only added the US version for now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4921 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-05 09:19:32 +00:00
avihal d27f1877fc Oops. Now it's disabled by default ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4915 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-07 18:42:33 +00:00
avihal b4a0af9769 GSdx: New: Dynamic CRC Hacks system (disabled by default).
See tools/dynacrchack/DynaCrcHack.c for full instructions.

For development of CRC hacks (and just for the fun of creating such a system), Allows GSdx to load and use CRC hack logic from an external DLL, and reload it, at runtime, whenever this DLL changes (but act normally if this DLL isn't found).

This external DLL is compiled from a single C source file (a sample is provided, containing the current MGS3 CRC hack logic). There's also a system to automatically compile this C file into the DLL whenever the C file is modified, thus creating a system of instant [save C file] -> [GSdx switches to the new logic].

It's actually a pretty cool system, and might have other usages where it's useful, for the sake of tests/development/tweaking, to modify code logic during runtime. The overhead of such system compared to pre-compiled code is very low (e.g., in the case of CRC hacks which are called thousands of times/sec, I couldn't notice any difference in performance).

Compilation of the C file is currently done using TCC (Tiny C Compiler - http://bellard.org/tcc/ - extremely fast, light and powerful). TCC itself needs to be downloaded separately (~250K download, no install required). The system currently supports Windows only.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4914 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-07 18:38:27 +00:00
avihal 337153c9a6 GSdx: CRC Hacks: Yakuza 1/2 - remove blur.
Reminder: See r4894 if you wish to disable specific CRC hacks.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4912 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-06 01:22:40 +00:00
avihal 9314c5fed7 GSdx: bypass (prevent) some crashes.
Important: this is not a fix of the cause of the crashes, it just bypasses cases of sure crash. Once that spot is bypassed, things can go wrong elsewhere. Generally, however, things just continue normally. E.g. GT4 (camera changes), Tourist Trophy (camera changes), MGS3 (codec screen when CRC hacks are disabled) and probably more - now don't crash anymore, even at high resolution (but might still get some slowdowns).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4895 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-01 13:25:08 +00:00
avihal 4c57d1bbbe GSdx: CRC hacks: allow exclusion of some/all hacks via "hidden" ini pref CrcHacksExclusions.
The list is case insensitive and order insensitive.
E.g. Disable all CRC hacks:          CrcHacksExclusions=all
E.g. Disable hacks for these CRCs:   CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4894 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-30 12:48:54 +00:00
avihal d4d95ff999 GSdx: Shadow of the colossus: crc hack: disable sky (extra) bloom (identical effect as Eliot's special SoTC GSdx build). Thanks to ShadowLady for the help.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4893 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-30 07:14:22 +00:00
avihal 7375307633 GSDX: Show message on console at capture start/end.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4892 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-30 07:11:36 +00:00
shadowladyngemu 8ceda3b102 git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4881 96395faa-99c1-11dd-bbfe-3dabce05a288 2011-08-28 19:52:11 +00:00
gregory.hainaut 783f600711 gsdx, sdl: cast window as expected by sdl
onepad: add an option to control forcefeeback level
cmake: add an hidden option (SHARED_SDL) to build SDL as a shared library to allow pre-load


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4873 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-20 12:17:47 +00:00
shadowladyngemu ae4bad0799 GSdx: CRC hackfixes for NanoBreaker and Kunoichi/Nightshade, removing the shadows that are not properly emulated and just cause 3D to look darker (NanoBreaker in D3D9 just showed a black screen with smoke effects ingame :p).
Minimal changes to the GameDB.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4863 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-11 12:54:57 +00:00
ramapcsx2 d3784af2ab Commit the SPU2-X compile fix from miseru99. GSdx CRC hackfix is included, too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4862 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-11 09:15:03 +00:00
ramapcsx2 527df7420b V2 of the previous GSdx hack: Now also works in pointlisted FMV's (FFX-2, Legend of Legaia).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4838 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-01 17:42:01 +00:00
ramapcsx2 e181358986 Hack for GSdx hardware to fix inverted videos that showed up with the new GIF rewrite.
The problem as I understood is is incomplete COLCLAMP support.
Thanks to sudo for the hack :)

(Unfortunately we couldn't find out more about why these FMV also *all* flicker.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4837 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-01 17:18:13 +00:00
shadowladyngemu 52a0eb047d GSdx: CRC hackfixes!
Summary of changes...

Fixed menus and HUD for Spyro: A New Beginning and Spyro: the Eternal Night.

Fixed missing dialogs and reduced the VRam usage a bit for Tales of Legendia ("8-bit textures" help a bit more with Vram/speed). Should be playable now in hardware mode. Thanks to rama for figuring it could be hackfixed this way and the initial patch :)

Half-screen fixes for Ty the Tasmanian Tiger 2, X-men Origins: Wolverine, Call of Duty: World at War - Final Fronts.

Modified the Star Wars: Force Unleashed hackfix a bit, shouldn't have the see-thru objects anymore.
Also modified the Metal Gear Solid 3 and Gran Turismo 4 hackfixes as they needed different skip values for each region (PAL/NTSC). Thanx to avih for the region code... and the free C/C++ lessons :P

The hackfix for Sly 3 was still showing stripes for 3-D and two-player modes, fixed for NTSC version now and hopefully works for PAL one too.

Couple GameDB updates after the gif rewrite.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4833 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-29 18:11:22 +00:00
gabest11 bfbf403bf4 GSdx: FXAA 3.10, page up key activates it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4828 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-25 11:16:01 +00:00
ramapcsx2 9a16937018 GSdx: Fix an old and silly bug that could cause slowness in native resolution hardware rendering. Thanks for debugging, Lana and avih.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4819 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-23 16:15:00 +00:00
gregory.hainaut@gmail.com 5adba505e7 pcsx2, zzogl-pg: allow to change some default path with compilation flags.
cmake: Add PLUGIN_DIR and GAMEINDEX_DIR options to easily select install directory. Install GameIndex.dbt during install phase.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4811 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-17 11:25:17 +00:00
shadowladyngemu ce8ee34251 Just a couple CRC and GameDB updates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4808 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-16 03:20:04 +00:00
gregory.hainaut@gmail.com 83b3ac85d3 cmake:
* use the standard 3 step flow: cmake, make, make install
* Remove L10N_PORTABLE option, superseeded by PACKAGE_MODE
* Extend PACKAGE_MODE to select the install directory (FHS or local bin)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4805 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-14 09:02:37 +00:00
ramapcsx2 159f4a691f Lilypad: Disable a confusing control for now.
Also a small comment on GSdx's texture cache lookup.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4793 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-05 23:01:16 +00:00
shadowladyngemu 357030330a whoops...
it kinda works better if you make the hackfix use the function...

GSdx: Dragon Ball Z Budokai Tenkaichi 2's hackfix works with NTSC version now too.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4792 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-05 12:25:31 +00:00
shadowladyngemu 75070d6aaf GSdx: CRC hackfix for Midnight Club 3, fixes the huge vram usage when moving.
Small change to the Burnout hackfix, was skipping too much for NTSC.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4791 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-04 08:19:24 +00:00
shadowladyngemu 5f20a11cd5 GSdx: CRC hackfix for Burnout games, removes garbage from screen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4790 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-04 05:31:47 +00:00
shadowladyngemu 774f90f642 whoopsie
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4788 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-01 05:32:04 +00:00
shadowladyngemu 539d313622 GSdx: CRC hackfix for Devil May Cry 3, removes bad postprocessing.
Adjusted the SW Battlefront hackfix for the PAL versions (NTSC-U and PAL versions have the same CRC but use slighty different buffer/texture addresses...)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4787 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-01 04:50:32 +00:00
gregory.hainaut@gmail.com 9cb19121e0 onepad: create a key_status object to handle key activities with a single press/release interface
GSdx: remove some linux dialog options which were already controlled by PCSX2


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4780 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-28 21:30:06 +00:00
ramapcsx2 3a0bf818ac That wasn't supposed to go on the svn :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4772 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-25 16:53:13 +00:00
shadowladyngemu 4f89f21f99 GSdx: CRC hackixes for...
The Lord of the Rings: the Third Age (Removing fat stripes on screen).
Digimon Rumble Arena 2 (Half screen issue).
Star Wars - The Force Unleashed (Hiding HUD and 3d issues. Not perfect and NTSC-U only, not sure if it works with PAL).
Star Wars Battlefront 1/2 (Huge VRAM usage issue. NTSC-U only, not sure if it works with others).
Black Hawk Down - Team Sabre (Half screen issue and removes the night vision filter which was broken and using a lot of VRAM).

Minimal changes to other CRC hackfixes and GameDB.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4766 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-25 08:31:42 +00:00
gregory.hainaut@gmail.com d968362961 cmake: * improve gtk hack to be compatible with previous cmake version.
* Add some number to the plugin .so file.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4751 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-20 18:09:32 +00:00
shadowladyngemu 6a364aa444 GSdx: Better hackfix for Dragon Ball Z Budokai Tenkaichi 3, missing body parts still happened sometimes. Thanks to miseru99 for the initial patch and testing.
zzogl-pg win: Patch by Kosmos in the forums, corrects a typo that was causing window size to appear as height x height instead of width x height in windows OS (was breaking fullscreen at it too). Thanks :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4734 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-12 22:07:59 +00:00
gregory.hainaut@gmail.com 35b9dfce3f pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
* Gsopen2 support for GS plugins => Support of the PCSX2 GS window configuration panel. Support of all PCSX2 shortcut.
* new shortcut: shift-f12 to stole the input. ZZogl shortcut must be prefixed with ctrl
* onepad: Support/fix/improve of configuration gui, multiple key, mouse/wiimote for analog joystick, dualshock3/sixaxis (basic), dual pad and experimental forcefeedback

Note: it is advices to delete OnePAD.ini


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4731 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-12 14:48:36 +00:00
shadowladyngemu 9036280455 GSdx: No more blinking characters/objects when using EE/VU cycle speedhacks in God of War I :p (also maybe better fix for GoW2)
Added some NTSC-J CRCs found by users of 2ch.net. Thanx :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4726 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-11 17:50:47 +00:00
shadowladyngemu 4dab9c71c3 GSdx: No more blinking characters/objects when using EE/VU cycle speedhacks in God of War 2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4723 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-11 09:04:05 +00:00
shadowladyngemu d14f0169fa GSdx: CRC hackfix for Ty the Tasmanian Tiger. Couple CRCs added.
GameDB: Onimusha 4: Dawn of Dreams playable again with a patch. Minor other updates.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4706 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-06-03 09:03:28 +00:00
sudonim1@gmail.com 9af8099569 Fix VS2010 compilation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4675 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-25 10:15:49 +00:00
sudonim1@gmail.com e390feb909 Further to r4673 remove the jitprofiling.lib dependency when linking.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4674 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-25 09:15:39 +00:00
sudonim1@gmail.com c2d55b53ba Removed vtune headers from the project and disabled profiler hooks in GSDx as we can't legally distribute these. To be re-enabled we'll have to find a way to do this without infringing on Intel's copyright.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4673 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-25 02:17:27 +00:00
sudonim1@gmail.com a7c93c75fb Remove some compiled files. Compilation may temporarily be broken in a trivial way (or might not), I don't currently have visual studio installed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4669 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-24 21:47:52 +00:00
shadowladyngemu 802be79bd6 GSdx: Small change to the small change to the Dragon Ball Z Budokai Tenkaichi 3 hackfix... space stage had blur still.
Commented out the Rez hackfix code, seems it's not needed anymore.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4659 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-21 02:53:15 +00:00
shadowladyngemu 7956cc6e42 GSdx: Small change to the Dragon Ball Z Budokai Tenkaichi 3 hackfix, no more flickering for the PAL version and no more missing/transparent body parts.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4658 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-20 22:29:25 +00:00
ramapcsx2 47aeca4c75 GSdx:
Fallback to the old render target read for games that do block level reads (Gust titles).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4643 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-10 16:02:52 +00:00
ramapcsx2 e821070676 GSdx:
Fixed Busin 0: Wizardry and Chaos Legion in hardware rendering, possibly others (that read back the output) as well.
The fix could use a review though, as I'm not sure it's safe :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4639 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-09 22:14:35 +00:00
ramapcsx2 b2ee693b25 GSdx:
New define "NO_CRC_HACKS", for testing how games work without hacks easily. 
Gets enabled together with the no cache define but can be toggled individually as well.

Also I've been told to mention that these changes are not directly benefiting the end user.
Gamers: This doesn't fix your DragonBall, okay? :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4636 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-09 16:45:54 +00:00
ramapcsx2 5785ba7914 GSdx:
- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)

Thanks for the help, sudonim :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4635 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-09 01:36:57 +00:00
refraction cae7e38848 Adding another Simpsons CRC thanks to Jan-Henning Klasen on the facebook group!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4634 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-08 12:05:35 +00:00
shadowladyngemu 3153c4905d GSdx: Bit better hackfix for black, wasn't showing menus and the sniper scopes and also works for PAL 50 and progressive modes now.
Small change to the Metal Gear Solid 3 hackfix. Portraits in codec conversations show now without much of a performance hit, lemme know if this one breaks anything in the game.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4631 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-07 18:14:07 +00:00
shadowladyngemu f039383a1b GSdx HW: CRC hackfix for "Black"
Minor updates to GameDB.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4630 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-07 01:59:18 +00:00
ramapcsx2 6ee229b141 Patch to GSdx capture that offers RGB mode. By patrickdinh.
Also added Valkyria Profile 2 Italy to the gamedb and GSdx crc list. By Leucos.
Thanks guys :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4618 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-02 21:04:33 +00:00
gabest11 157c6ef432 GSdx: psx plugin works again, the removal of _aligned_realloc broke it when I was making it gcc compatible.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4604 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-30 00:31:35 +00:00
shadowladyngemu 1cbc1ec7c1 GSdx: Some CRCs added, thanks to ikco10@nate.com for this :)
GameDB: Minor updates...

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4599 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 11:14:26 +00:00
gabest11 4046b56031 GSdx: forgot about something...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4598 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 01:04:52 +00:00
gabest11 fd0245d365 GSdx: implemented the caching of the new page/tile map, dq8 should be fast again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4597 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 00:56:54 +00:00
gabest11 e59670ff97 GSdx: trying another approach for r4589
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4596 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 18:18:21 +00:00
shadowladyngemu eaaa8eef59 GSdx: CRC hackfixes for Silent Hill 2/3 (half screen issue), Castlevania (removes shadows which were broken and caused darkness in different areas) and Bleach Blade Battlers 1/2 (shadows that caused a huge slowdown when casted on the characters).
Few changes to the Simpsons hackfix.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4593 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 13:47:29 +00:00
gabest11 cc8d14511b GSdx: the texture cache fix discussed under r4589.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4592 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 01:44:00 +00:00
gregory.hainaut@gmail.com 7029f7aa98 GSdx: linux: polish window management.
1/ Allow a resize of the render zone.
2/ Do not update title in fullscreen which create some flashes


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4591 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-24 16:00:36 +00:00
ramapcsx2 6c41b01390 GSdx:
Document an issue with the texture mapping for "CLAMP_REPEAT" modes (possibly the others as well).
The problem causes displaced character portraits in Ar Tonelico 2.
http://simplest-image-hosting.net/jpg-0-clamp-repeat-bug
Review by Gabest would be nice ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4589 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-23 19:57:25 +00:00