Pnach had a limit that, while increased at some point to 2048, is still not enough for everyone. This uses a vector to avoid that limit, as there is no reason to keep it and people loading pnach with over 2048 patches most likely know what they are doing.
Inipatch group member was also unused in the whole codebase so I did some cleanup and removed it.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.
It helps custom res be less broken. Still not recommended to use custom
res ofc.
Game reads framebuffer depth as alpha of texture.
However, this is a problem for d3d11 as a shader read on the fb is not allowed.
So let's handle it in a similar fasion to channel shuffle:
- Set depth to slot 4
- Detect when slot 4 matches depth rt
- Copy and send the copy to the shader
Don't enable hack on native res if crc(ntsc only) is below aggressive.
Note for future so I don't forget: This hack can be disabled if depth
hack is also disabled.
We are removing MSAA for the following reasons:
1. It's broken
2. Fixing it would mean it would perform as well as FSAA, which defeats the purpose of having it
3. It's only supported by DX and Windows
4. Reduction in code complexity
Press F to pay respect
255.0f / 128.0f gives us 1.9921875.
128.0f / 255.0f gives us 0.50196078431.
Which are more accurate.
Fixes regression in dbz bt3 where characters appeared darker.
GSC_GodOfWar moved to aggressive state.
GSC_GodOfWar2 some value swere corrected (should fix some regressions)
and hack was moved to partial state because we have an upscaling hack.
Comment out unused variable sLogTable in DplIIdecoder.cpp.
Remove DPLII.h from cmake list, it's unused so don't list it.
Some people suggested to keep the source files even if they are unused
so we can do that. Maybe someone will get the code to work properly.
Idea is to disable multiple features in 1 option to avoid gui clutter.
Unscale Point and Line:
This partially reverts PR #2710 restoring Unscale Point and Line but as a disable option.
It can help Xenosaga games.
GS Memory clearning:
This disables GS memory clearing to be done on the CPU, by default both gpu and cpu do memory clearing
which is more accurate.
It can help Kingdom Hearts games.
The warnings issue should be resolved now thanks to arcum.
Fixes compiling issues on some systems/distros using gcc 8.2+
Idea by turtleli.
Also add -mfxsr flag suggested by Gregory.
Get rid of GetLinearSrAr code, it wasn't used anywhere so I don't see a
reason why to keep it, other than clogging up the code, if someone wants
to work on it they can re add the function in the future.