Gregory Hainaut
6e2bf98d5f
gsdx hw: round mipmap lod value
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Will avoid some corruption based on distance/angle
2016-09-24 20:05:39 +02:00
Gregory Hainaut
719982e4a3
gsdx hw: forget to update a parameter
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OMG, fixes various mipmap issues
2016-09-24 18:57:47 +02:00
Gregory Hainaut
76494e5f9c
gsdx hw: add an userhack for hw mipmap
2016-09-24 12:39:31 +02:00
Gregory Hainaut
38b77397e0
gsdx hw: remove custom Ty Tasmanian Tiger / Simposons OI hack
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Replaced by the generic OI_DoubleHalfClear. If OI_DoubleHalfClear is fast/safe enough, it
will enabled by default in the future.
2016-09-18 18:50:16 +02:00
Gregory Hainaut
6558317a7e
gsdx: s/m_eq.xzyf & 4/m_eq.z/
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Much better this way
2016-09-18 18:50:15 +02:00
Gregory Hainaut
5ef2d538a0
gsdx hw: only keep a single half clear implementation
2016-09-18 13:16:59 +02:00
Gregory Hainaut
a0c1719695
gsdx hw: DoC takes 3
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Add support for 16 bits format too. Fix shadows.
2016-09-17 12:06:43 +02:00
Gregory Hainaut
3546d54e3b
gsdx hw: improve the vertical half clear for DoC
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Previous assumption that crazyness was used to clear the buffer is wrong.
It was also used to write a constant color to the buffer.
2016-09-17 10:34:35 +02:00
Gregory Hainaut
7b9654f164
gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
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The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
Gregory Hainaut
c638e5ec87
gsdx debug: use a pretty format name when dumping texture
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Much faster to read the format on the file name :)
+ remove a couple of useless ifdef
2016-09-07 08:34:24 +02:00
Gregory Hainaut
cedc4f241d
gsdx hw: add a crc hack for Dragon Quest & Final Fantasy in Itadaki Street
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The hack only fix the HW renderer but not the SW renderer. However I'm not sure
the issue is from GSdx.
The hack will disable alpha test that used to generate empty draw call.
2016-09-04 19:41:31 +02:00
Jonathan Li
2b2042e1c2
gsdx: Allow screenshot compression level to be changed
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At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.
This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).
Fixes #1527 .
2016-08-20 14:01:24 +01:00
Gregory Hainaut
d6b834e8af
gsdx hw: don't execute blit fmv with target
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Avoid invalid operation due to depth buffer
2016-08-20 12:56:30 +02:00
Gregory Hainaut
2e7fab7813
gsdx sw: avoid aliasing issue, clear function was wrong anyway
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Value must be un-normalized. Function is only used with 0.0 so
API was updated to only use the 0 case.
2016-08-14 21:01:09 +02:00
Gregory Hainaut
dc2864ad7a
gsdx hw: avoid a null deferenced false-positive in coverity
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It is a false positive because it supposes that PRIM->TME is both true and false.
It is the first Schrodinger's variable ;)
2016-08-12 23:02:06 +02:00
Gregory Hainaut
1a09712f89
gsdx: init m_custom_width/height to a default value
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Avoid useless warning on coverity
2016-08-12 22:48:20 +02:00
Gregory Hainaut
e9e1b33884
gsdx: log a nice string instead of the hex format of PSM
2016-08-03 18:07:54 +02:00
Gregory Hainaut
27f313ee16
gsdx hw: limit OI_GsMemClear to large clear
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Help to reduce the speed impact
2016-08-03 11:23:23 +02:00
ramapcsx2
c592ccb3e5
Merge pull request #1435 from ssakash/Custom_TextureCache
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GSDX: Improve scaling of custom resolution
2016-07-26 14:07:19 +02:00
Gregory Hainaut
25bc2dff07
gsdx: dump and log EE texture read
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It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:45:06 +02:00
Akash
309a8283b2
GSDX-TextureCache: Don't allow RT size below default value
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Fixes upscaling issues on Burnout dominator where setting custom resolution of 640x448 looks way worse than the native resolution.
2016-07-05 19:15:23 +05:30
Akash
a5671f016a
GSDX-TextureCache: Add proper scaling for custom resolution
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* Improve frame buffer height management on custom resolution. Width seems to be fine with the same size as scaled image output.
* Prevent offset issues on Persona 3 based on the data from merge circuit.
Note: Fixes custom resolution upscaling on ICO 50Hz/60Hz mode when large frame buffer is enabled. previously 60Hz mode only displayed half of the screen and 50Hz mode only worked due to the scissor hack.
2016-06-30 00:35:10 +05:30
ramapcsx2
dce67351f9
Merge pull request #1416 from ssakash/Real_IR
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GSDX: Add proper detection of internal resolution
2016-06-21 18:05:46 +02:00
Akash
e05e7bee82
GSDX: Add proper detection of internal resolution
2016-06-19 17:10:03 +05:30
Akash
ab1ab7b6f1
GSDX: Remove redundant "Null" string from GS Frame title bar ( #1409 )
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* GSDX: Remove redundant "Null" string
* GSDX: Convert "GetConfigI" into "GetConfigB"
2016-06-17 14:25:09 +01:00
Gregory Hainaut
2b2412ca20
gsdx hw: disable OI_GsMemClear when framebuffer writes are masked.
2016-06-01 22:34:14 +02:00
Gregory Hainaut
a9c18c57e4
gsdx option: use the new GetConfig* function
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v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut
60e0f3b9b5
Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
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GSDX: Improve CRTC width detection
2016-05-25 17:51:07 +02:00
Gregory Hainaut
0c3324b6ef
gsdx hw: create a large_framebuffer option
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Enable it to ensure correct rendering (FMV)
Disable it to reduce GPU/memory requirement
Option will likely be removed when the perf impact will be reduced.
2016-05-23 19:38:44 +02:00
Gregory Hainaut
1f4439a89e
gsdx: add some notes of potential optimization
2016-05-23 19:38:44 +02:00
Akash
2166980f91
GSDX: Calculate dimensions of rectangle after merge
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* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Gregory Hainaut
14fa797235
gsdx hw: always uses a big RT on snowblind engine game
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Avoid headack to avoid conflict between 1280x1024 and 640x1280 resolution
2016-05-17 20:01:00 +02:00
Gregory Hainaut
08f7bd2dc3
gsdx: add crc hack for Ar tonelico 2
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It would requires some texture dynamic width convert shaders.
So as a quick solution, let's add a new CRC hack.
For issue #1362 (granted the CRC is correct)
2016-05-16 10:55:02 +02:00
Gregory Hainaut
4effc70792
gsdx hw: Fix regression on align sprite
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The hack also updates position of not texture mapped sprite.
Unlike the 2nd hack (round sprite) which can be skipped if TME is disabled
2016-05-09 09:45:34 +02:00
Gregory Hainaut
e890ce989c
gsdx: throw oom exception + error
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Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
Gregory Hainaut
d58b71688b
gsdx debug: auto GL_POP
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Nicer and exception safe
V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut
c8dddfed06
gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
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Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut
f712c5c6d0
gsdx tc: use GSLocalMemory::m_psm instead of hardcoded value
2016-05-05 12:19:25 +02:00
Gregory Hainaut
642cc50ac4
gsdx hw: reduce verbosity of channel skip log
2016-05-05 12:19:19 +02:00
Gregory Hainaut
b8b0a0d662
gsdx hw: remove dead code
2016-05-04 18:08:34 +02:00
Gregory Hainaut
e0581ee771
gsdx ogl: Finalize the urban chaos workaround
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Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut
b4c7d32741
gsdx ogl: avoid to wrongly detect a channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
1011a757a8
gsdx hw: factorize redundant code
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b78c772a14
gsdx: improve detection of channel shuffle
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Improve rendering on Prince Of Persia (requires preload data hack)
Worth to re-test: MTGS2/3
Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut
e45f90fac3
gsdx: fix a gcc warning
2016-04-29 17:34:17 +02:00
Gregory Hainaut
eaa4fd41e2
gsdx ogl: improve logging of special effect
2016-04-28 22:56:38 +02:00
Gregory Hainaut
f946f38f26
gsdx hw: keep the debug counter in sync
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Otherwise I'm screwed :p
2016-04-28 20:03:53 +02:00
Gregory Hainaut
04a578495f
gsdx hw: disable channel shuffle effect
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Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB
Remove a couple of (slow) draw calls
2016-04-28 19:46:26 +02:00
Gregory Hainaut
45bfe2ad58
gsdx hw: trace some special post processing effect
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* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue
So far nothing is emulated
2016-04-28 19:39:57 +02:00
Gregory Hainaut
5b04f4dab9
gsdx: add optimization note for the future
2016-04-28 18:01:21 +02:00