Commit Graph

10767 Commits

Author SHA1 Message Date
lightningterror fe8793081a [skip ci] gsdumpgui: Properly disable/grey out some debug options based on Debug Mode check. 2019-05-23 18:05:38 +02:00
Chromaryu c6fcf0aaab Locales: Update ja_JP localing.
To match up with newly added strings.
2019-05-17 23:46:55 +02:00
lightningterror 87808fee03 gsdx-hw: Purge GSC_GTASanAndreas crc hacks.
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 2941fd9b87 wx: Replace a bunch of wx 2.8 macros with the wx 3.x versions. 2019-05-11 20:43:47 -07:00
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.
Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
Christian Kenny 079baaed99 gamedb: Add CrashTagTeamRacingIbit gamefix to Crash Tag Team Racing.
Fixes constant recompilation problems.
2019-05-03 01:03:05 +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.
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.
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)
Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror 5a69a2f689 gsdx-sw: Add an option to toggle auto flush on sw renderer.
Windows + Linux.
2019-05-02 15:35:55 +02:00
lightningterror 87f36852b6 pcsx2: ofc I forgot to completely remove the variable from the previous commit ... 2019-05-01 22:57:46 +02:00
lightningterror bbce809ac9 pcsx2-gui: Don't put Screenshot button in a submenu.
Bonus take care of a compiler warning.

Issue #2949
2019-05-01 22:40:49 +02:00
hibye8313 56a976e277 microVU: Add gamefix for Crash Tag Team Racing. Fixes constant recompilation problems. 2019-04-30 22:57:11 +01:00
Shanoah Alkire b270c1bb67 onepad: Cleanup in a few places. 2019-04-28 01:36:43 -07:00
Shanoah Alkire 6a202c9b5f onepad: Update to include latest controller database. 2019-04-27 21:15:53 -07:00
Shanoah Alkire d00b8081ac onepad: bring the sensibility changes over to onepad as well as onepad_legacy. 2019-04-27 19:30:29 -07:00
Yaroslav Salnikov ff9749f6dc Onepad (legacy) sensibility implementation for linux (#2932)
* Implementation of onepad sensibility for linux

* cast floats to int

* Fix the sensibility sanity checking, and clean up the dialog box a bit.
2019-04-27 18:35:35 -07:00
Gregory Hainaut ead3d21bdb gsdx ogl: commit texture in copy function
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
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
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.
Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut bdcf83ca45 gsdx ogl: sparse texture : only commit new area
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
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
Kojin 116a5d822c gsdx-ogl: update Save() to use committed size of texture 2019-04-26 12:40:04 +02:00
Kojin 9618283217 gsdx-ogl: Add detection of Sparse Depth in isDss() 2019-04-26 12:40:04 +02:00
Kojin 55e95cc552 gsdx-ogl: add destination texture commit to StretchRect 2019-04-26 12:40:04 +02:00
Kojin e9989a5966 gsdx: enable sparse render target in TC 2019-04-26 12:40:04 +02:00
Kojin a1cdeb2fd1 gsdx: add uncommit in recycle 2019-04-26 12:40:04 +02:00
Kojin 4e675ef6e1 gsdx-ogl: add texture commit ogl renderer 2019-04-26 12:40:04 +02:00
Gregory Hainaut ba782e90c8 gsdx ogl: enable sparse feature on GSdevice interface
Note: remain
* To really use sparse texture
* To debug it ^^
2019-04-26 12:40:04 +02:00
Gregory Hainaut 16d5f477ff gsdx ogl: implement CommitPages 2019-04-26 12:40:04 +02:00
Gregory Hainaut e8b2d036ee gsdx ogl: handle creation of sparse texture 2019-04-26 12:40:04 +02:00
Gregory Hainaut 9e7069f374 gsdx hw: add API to manage sparse texture allocation
DX/GL should implement "CommitPages" to really commit memory

Note: CommitPages should also update the m_committed_size member
2019-04-26 12:40:04 +02:00
Gregory Hainaut 643ed528c2 gsdx hw: allow to create sparse texture at device level
Obviously texture allocation should be updated too
2019-04-26 12:40:04 +02:00
lightningterror 3408d1a873 gsdx-d3d11: Move colclip code to blending function.
Also disable a log that was accidentally enabled/pushed.
2019-04-25 16:48:07 +02:00
lightningterror a0c6c1cb9f gsdx-hw: Forgot to remove a crc region check for dbzbt2-3, no longer needed. 2019-04-25 16:34:28 +02:00
lightningterror 8eab618502 gsdx-hw: Purge crc hacks that had their half screen issues resolved (Texture shuffle case).
DBZBT2, DBZBT3, MetalGearSolid3.
2019-04-25 15:08:51 +02:00
Kojin 34ac15f7eb GSdx-hw: Add secret ini option to disable TS half bottom detection 2019-04-25 13:42:47 +02:00
Kojin 7eb0b0ac65 GSdx-hw: Add automatic detection of half-bottom in TS
Typical shuffle case is 1/2 height so other half is undesired

In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`

Crash Twinsanity is a similar case.
2019-04-25 13:42:47 +02:00
Kojin 97612edd58 GSdx-hw: Move src to protected member 2019-04-25 13:42:47 +02:00
Kojin 6af2f7ef46 GSdx-hwtc: Propagate valid area from dst to source 2019-04-25 13:42:47 +02:00
Kojin acf771edd8 GSdx-hw: Store bounding rectangle in protected member 2019-04-25 13:42:47 +02:00
Christian Kenny 7f5dc2135e GameDB: Add VU Clamping for Battle Gear 3. (#2939)
Stops car from falling through track.
2019-04-24 02:28:31 +02:00
lightningterror c3f36ad430 gsdx-gui: Separate opengl and direct3d blending options.
A short summary how d3d option behaves compared to gl.

None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.

Note: Medium and High options are mostly intended for debug use.
2019-04-23 15:24:04 +02:00
lightningterror d4b62444d1 gsdx-d3d11: Adjust fbmask code on d3d11.
Add the remaining code and separate it in levels because dx sux.

Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.

Medium -> doesn't enable fbmask on triangle primitives.

High mode- >  fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.

Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.
2019-04-23 15:24:04 +02:00
lightningterror 6a4fa90b8f pcsx2-wx: Remove extra separator line.
Close #2936
2019-04-22 17:38:28 +02:00