Gregory Hainaut
36e82abd12
Merge pull request #1411 from ssakash/PCRTC
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Merge Circuit: Improve offset detection of output circuit
2016-06-19 13:45:51 +02:00
Gregory Hainaut
41c522104e
Merge pull request #1414 from PCSX2/gsdx-single-pbo
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gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
2016-06-19 13:40:38 +02:00
Akash
e05e7bee82
GSDX: Add proper detection of internal resolution
2016-06-19 17:10:03 +05:30
FlatOutPS2
ce8b9c153c
LilyPad: Make D-pad buttons independent of each other ( #1412 )
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Fixes games that require dance pad support (Dance Dance
revolution series).
2016-06-19 12:25:00 +01:00
Gregory Hainaut
113c78b67e
gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
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It ought to be the same in performance but code will be easier this way
v2: print the sync status
v3: use a performance print so it doesn't spam the console
2016-06-18 14:59:19 +02:00
Jonathan Li
eddabf9dbc
spu2-x: Remove unused DirectSound 5.1 module
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It was copied over from SPU2ghz but never actually used.
2016-06-18 00:01:32 +01:00
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
Akash
4a0656e903
Merge Circuit: Improve offset detection of output circuit
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* Fixes blurring / wrong resolution output on FFXII
2016-06-16 13:22:53 +05:30
Jonathan Li
5aa3d71eaf
Merge pull request #1398 from FlatOutPS2/PS1
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LilyPad PS1 analog mode fix and UI improvement
2016-06-13 22:39:16 +01:00
Jonathan Li
52a88a7bdf
Merge pull request #1384 from ssakash/gsdx-default-renderer
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gsdx:windows: Automatically determine best renderer
gsdx:windows: Only enable "Disable Depth Emulation" checkbox on OpenGL
2016-06-13 22:04:46 +01:00
Gregory Hainaut
08579021c5
gsdx ogl: 1 isn't used for WMT/WMS in shader
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Stick it to 0 to avoid useless shader toggling
2016-06-11 13:35:32 +02:00
Gregory Hainaut
3234c8241b
gsdx ogl: massively extend glsl self test
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* Support Mesa Nouveau IR (free driver for Nvidia's GPU)
=> Print intermediate representation + final shader
=> Dump GPR usage
* Move dumped shader in /tmp/GSdx_Shader/<sub_dir>
=> Avoid the landing of 3 thousands of files in $PWD ^^
* Use function instead of macro
2016-06-11 13:34:37 +02:00
Gregory Hainaut
1c8de02c8d
gsdx ogl: trace shader permutation
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Too much permutation is bad for driver performances
2016-06-11 13:34:23 +02:00
Gregory Hainaut
5ffc911a69
gsdx: avoid crash in DX debug build
2016-06-11 01:13:20 +02:00
FlatOutPS2
d736dc1a0a
LilyPad PS1 analog mode fix
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Fixes issue where "Use analog mode if possible - PS1 only" would enable
analog mode when playing games that don't support it.
2016-06-10 11:30:30 +02:00
FlatOutPS2
60ece1ee72
LilyPad UI improvement
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The layout of the buttons is improved to more closely resemble a modern analog controller/DualShock configuration, and the Device column of the list view has been reduced slighty so by default the horizontal scroll bar isn't visible.
2016-06-10 11:30:18 +02:00
Gregory Hainaut
8c4d8cfdca
glsl: avoid an unset warning
2016-06-09 18:27:58 +02:00
Gregory Hainaut
df45c99f96
gsdx ogl: prefix member in GSUniform object with m_
2016-06-09 18:27:58 +02:00
Gregory Hainaut
fca2661e05
gsdx ogl: add a pretty name to various opengl opengl
2016-06-09 18:27:58 +02:00
Gregory Hainaut
ff3d9bd373
gsdx ogl: add function pointer to name object
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It could be nice to ease debug
2016-06-09 18:27:58 +02:00
Gregory Hainaut
415ce93425
gsdx ogl: rename the confusing function EmulateGS to Lines2Sprites
2016-06-09 18:27:58 +02:00
Gregory Hainaut
61075febae
gsdx ogl: move selector as state variables
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Will be easier to move code around if required in the future
2016-06-09 18:27:58 +02:00
Gregory Hainaut
1132230674
gsdx ogl: create m_require_one_barrier/m_require_full_barrier state variable
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hopefully code will be more readable
2016-06-09 18:27:58 +02:00
Gregory Hainaut
7ece9b823d
gsdx ogl: move texture management into a separate function
2016-06-09 18:27:57 +02:00
Akash
399ad3f450
GSDX: Gray out "Disable Depth Emulation" for renderers other than OpenGL
2016-06-09 15:27:18 +05:30
Akash
fdc10e13ec
GSDX: Better detection of default renderer
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* Better detection of default renderer based on the vendor ID ( Nvidia, AMD , Intel)
* GSUtil: Add a dedicated function for identifying best renderer
2016-06-09 15:27:11 +05:30
refractionpcsx2
c530858df3
GSdx: Move "isNative" check to DX11 context creation. Resolves speed regression in games that constantly change the viewport size.
2016-06-06 20:45:30 +01:00
Jonathan Li
7c205d7a1e
windows: Don't use __declspec(dllexport) for plugin exports
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Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.
The module definition file exports the functions without name mangling
and is sufficient on its own.
2016-06-05 22:57:42 +01:00
Jonathan Li
292c6810ad
lilypad: Fix missing call to HidD_GetHidGuid
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I accidentally removed it in a previous commit. It probably didn't
affect anyone though (you'd need to be using a DS3 via libusb, most
people will be using other methods).
2016-06-05 20:04:17 +01:00
Gregory Hainaut
2b00447a43
glsl: optimize the number of active constant buffer
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Increase the performance on the free driver (Nouveau)
Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Jonathan Li
e6bf77d148
Merge pull request #1253 from turtleli/spu2x-xaudio
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spu2-x:windows:Use XAudio2.8+ for Windows 8 and later
2016-06-05 00:28:26 +01:00
Jonathan Li
c7940856ce
windows: Remove unneeded library dependencies
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Some are unnecessary since they're already taken care of by project
references, while others are duplicates or unused.
2016-06-04 22:55:48 +01:00
Jonathan Li
8dd16b1fdb
zerospu2: Remove unneeded preprocessor macros and properties
2016-06-04 21:35:55 +01:00
Jonathan Li
471722482e
gsdx-legacy: Remove baseclasses
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Use the baseclasses project in unfree instead.
2016-06-04 21:22:24 +01:00
Gregory Hainaut
4768f912b8
gsdx linux: add vsync support for free driver
2016-06-04 13:17:59 +02:00
Gregory Hainaut
2b2412ca20
gsdx hw: disable OI_GsMemClear when framebuffer writes are masked.
2016-06-01 22:34:14 +02:00
Gregory Hainaut
7202cac7d0
gsdx ogl: remove the dual source blending workaround
2016-06-01 21:00:29 +02:00
Gregory Hainaut
08a8bfa76c
gsdx ogl: plug new program compilation for bad driver
2016-06-01 21:00:29 +02:00
Gregory Hainaut
17988fc7de
gsdx ogl: add code to compile a single shader
2016-06-01 21:00:29 +02:00
Gregory Hainaut
405f312fe8
gsdx ogl: format GSShader code
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Move the Geometry Shader to the call of the function
2016-06-01 21:00:29 +02:00
Gregory Hainaut
538bb418ce
gsdx ogl: revert the removal of single shader compilation function pointer
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(It doesn't mean I will drop SSO but that I will do some tests one day)
2016-06-01 09:29:56 +02:00
Gregory Hainaut
5d49a6b685
gsdx ogl: replace 4 VS shader variation by an AND mask
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Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut
959abe64f8
gsdx ogl: implement wildhack on the CPU
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Speed impact is likely small and the plan is only to keep a single Vertex Shader
2016-06-01 09:29:56 +02:00
Gregory Hainaut
3d192b7f8d
gsdx ogl: separate channel code into a separate function
2016-06-01 09:29:56 +02:00
Gregory Hainaut
6d2196125d
gsdx: fix TVshader case option
2016-05-31 19:35:35 +02:00
Gregory Hainaut
564bf8a089
gsdx ogl: terminator 3 supports sampling from the depth
2016-05-30 19:39:52 +02:00
Gregory Hainaut
43a1c48f75
gsdx option: add missing default and fix case
2016-05-30 18:23:22 +02:00
Gregory Hainaut
9c8b5e37a4
gsdx ogl: blacklist AMD 2015 drivers
2016-05-29 18:21:12 +02:00
Gregory Hainaut
12512f767b
gsdx linux gui: disable the hack panel when user hacks are disabled
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Move the user hack option to the main panel (Box with a single option doesn't look nice)
Hopefully it will be less confusing for linux users.
2016-05-29 18:09:22 +02:00
Gregory Hainaut
38a511e3e1
gsdx linux: some capture options are cross platform
2016-05-29 17:38:40 +02:00
Jonathan Li
e7745d13f4
spu2-x:windows: Add XAudio2 2.8 backend
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On Windows Vista and 7, the XAudio2 2.7 backend will still be used.
Windows 8, 8.1 and 10 users will use XAudio2 2.8/2.9 (depending on OS).
2016-05-29 14:50:12 +01:00
Jonathan Li
5344c3f121
spu2-x: Rename SndOut_XAudio2.cpp to SndOut_XAudio2_7.cpp
2016-05-29 14:50:12 +01:00
Jonathan Li
de56e30bba
spu2-x:windows:xaudio: Remove ifdefs and rename class/vars
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This reverts commit 8a61c7d336
.
The plan is to support both XAudio2 2.7 and 2.8+. This file will only be
used for 2.7, so let's remove the ifdefs and rename the class and vars.
2016-05-29 14:50:12 +01:00
Jonathan Li
c8162df936
spu2-x: Only XAudio2 2.7 requires the DXSDK
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Use the newer Windows SDK for everything else.
2016-05-29 14:50:12 +01:00
Jonathan Li
5ea80b86db
spu2-x:windows: Remove VersionHelpers workaround
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We've moved to the non-XP toolkit - it can be removed.
2016-05-29 14:50:12 +01:00
Jonathan Li
8b74c108a4
Revert "gsdx:windows: Fix Windows 7 compile"
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This reverts commit 7736c90457
.
It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
2016-05-29 14:33:58 +01:00
Jonathan Li
b20433c0be
windows: Remove user.props references from all projects
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find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;
Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."
If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
2016-05-29 12:21:52 +01:00
Gregory Hainaut
fb26254fbb
gsdx ogl: implement a more generic HLE shader for terminator 3
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Hopefully without regression for others games
2016-05-29 10:13:43 +02:00
Gregory Hainaut
f7ddd488e1
gsdx ogl: Extend uniform buffer with channel parameter
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Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut
6f19d928f6
gsdx ogl: use the new uniform cache upload method
2016-05-29 10:13:43 +02:00
Gregory Hainaut
fa15d7fd26
gsdx ogl: generic code to cache uniform buffer
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It will allow to skip a buffer transfer if the new content is the same
2016-05-29 10:13:43 +02:00
Jonathan Li
be7af60ab5
lilypad: Use Windows SDK headers for HID functions
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Has been available since the switch to the Windows 8.1 SDK.
2016-05-28 23:30:28 +01:00
Jonathan Li
36cd1ae3cc
windows: Remove parameter from prebuild command
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It's unused. Also convert to using SolutionDir instead of Svnwhatever.
2016-05-28 23:25:08 +01:00
Gregory Hainaut
58f04975e1
oups fix link
2016-05-28 18:49:49 +02:00
Gregory Hainaut
179681ef18
gsdx ogl: enable AMD driver blending workaround only on latest legacy driver
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Legacy GPU:
Older driver will be broken.
Still supported GPU:
Please upgrade to the latest AMD driver 16.5.2 or 16.5.3 (and prey that future driver will still work)
2016-05-28 18:43:55 +02:00
Gregory Hainaut
a648e2db70
gsdx: switch to dx10/11 as default on Windows
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1/ Detecting Dx level requires a DX context.
2/ Dx9 GPU market is 1-2% (I'm not even sure they can run latest windows 10)
2016-05-28 10:07:27 +02:00
Gregory Hainaut
c61e09e36a
fix left over default
2016-05-28 10:07:27 +02:00
Gregory Hainaut
453ac88dce
gsdx option: use CaptureWidth/CaptureHeight on linux too
2016-05-28 10:07:27 +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
03a6f2093e
gsdx option: add multiple GetConfig to avoid overload issue
2016-05-28 10:07:27 +02:00
Gregory Hainaut
05818d70f4
gsdx option: centralize default configuration to a single file
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Potential issue
* miss a default value
* Renderer is DX9 again on windows
* Case issue
* Same default for all code paths
* overload of GetConfig
v2: separate specific OS option
2016-05-28 10:07:26 +02:00
Jonathan Li
f888aa61fb
lilypad: Remove local volume control
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Windows Vista onwards provides application specific volume controls, and
the local volume feature only interferes with it. Any volume adjusting
stuff probably belongs in SPU2-X.
Closes #629
2016-05-27 23:55:45 +01:00
Jonathan Li
2aeceafb36
lilypad:windows: Remove keyboard hooks code
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The code wasn't used, and generally low level hooks should be avoided
since they affect the responsiveness of all applications. On Windows 7
and later, the hooks may also be silently removed if they timeout, which
could be possible under heavy load.
2016-05-27 23:40:31 +01:00
Jonathan Li
4f24d22a68
lilypad: Disable close hacks when loaded by PCSX2
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The close hacks don't work with PCSX2 - the WM_CLOSE message can't
actually be triggered for the rendering window. The hacks were also
designed as a workaround for some PSX emulator close window bugs, which
don't affect us.
2016-05-27 00:36:11 +01:00
Akash
2409817556
GSDX: Move PSX code to an isolated path
2016-05-26 19:04:17 +05:30
Jonathan Li
06dba2d258
Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
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GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 08:57:33 +01:00
Akash
9ae6c2673a
GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 11:38:24 +05:30
Jonathan Li
352b61c741
gsdx: Allow normal assert to be used
2016-05-26 00:11:52 +01:00
Jonathan Li
db81925c4b
Merge pull request #1335 from turtleli/freebsd
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Support FreeBSD
2016-05-25 18:55:51 +01:00
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
b6da1bcb15
gsdx linux: add the new option checkbox
2016-05-23 19:38:44 +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
Jonathan Li
571432a7aa
gsdx:freebsd: Fix compilation
2016-05-21 13:34:18 +01:00
Jonathan Li
57cdf0bf16
gsdx:linux: Use clock_gettime instead of ftime
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ftime is obsolete and not present in recent POSIX specifications.
2016-05-21 13:33:40 +01:00
Jonathan Li
da2046e90e
gsdx: Use alignas instead of __aligned
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__aligned is defined in FreeBSD headers and will cause compile errors.
2016-05-21 13:23:11 +01:00
Jonathan Li
f95c38f632
spu2-x:freebsd: Adjust cmake and ifdefs
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For now the SDL backend has been removed, mainly cause it makes the
dialog code too messy.
2016-05-20 22:30:52 +01:00
Jonathan Li
f963fcfa66
onepad:freebsd: Adjust ifdefs
2016-05-20 22:30:52 +01:00
Gregory Hainaut
a7ba779ba8
gsdx ogl: another HLE channel effect for terminator 3
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Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut
1c21ea955c
gsdx ogl: HLE channel effect for terminator 3
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Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut
247d33a627
gsdx ogl: always clear depth buffer in FFX2
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It avoid depth issues and I'm sure it won't broke other games this way.
Issue #1340
2016-05-19 17:53:46 +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
Akash
58b43dbb6c
GSDX: Rework video mode detection code
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* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Gregory Hainaut
e258f3e2fa
gsdx ogl: update accurate DATE behavior
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* Fast accurate DATE is always enabled, it was faster than standard DATE
* The less fast version is always enabled too. It is likely barely used
so perf impact will be small on few game that could hit this path.
Nice rendering has a higher priority
* The "slow" path will depends on the date option.
Note normally it isn't too slow (-10%) if GL_ARB_shader_image_load_store
is supported but AMD crimson is an epic fail.
2016-05-19 10:03:46 +02:00
Jonathan Li
7b27be1306
gsdx: Consider horizontal offsets when merging output
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Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.
2016-05-19 10:06:12 +05:30
Jonathan Li
899784cbdc
onepad: Only append -dev to library name for Devel builds
2016-05-18 22:58:15 +01:00
Jonathan Li
3a274e85f0
cmake:onepad: Add wxWidgets to dependencies
2016-05-18 22:56:59 +01:00
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
a4c7541092
gsdx ogl: tentative hack to make FFX go along with depth option
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Issue1: Depth buffer is wrongly invalidated only the first page is detected.
Issue2: First page seems to be partially written. Could be a GSdx transfer bug.
Anyway, invalidation only support a page granularity.
So here a quick workaround that will clear depth buffer in case of very small partial write.
Might worth to check regression on nocturne/digital saga
2016-05-17 19:33:12 +02:00
Gregory Hainaut
37c049425d
gsdx ogl: gl depth is written by default
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Fix bad depth state in dump (yes the bug is 2 years old!)
2016-05-16 20:10:32 +02:00