Before this patch, when recording Progressive (frame) mode, it recorded all
the frames correctly but set the clip's fps property to 25/29.97, so when
played back it played at half the speed (but was fine when played at double speed).
This patch does not affect the number of frames recorded per second, but rather
only sets the resulting clip fps property to the correct one (double than before).
Also fixes a bug that in a non-managed window in progressive mode, the title
displayed "200%" speed when it should have displayed 100% speed.
Fixes#832
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
* Greatly reduce the number of clut read (factor 10x)
* Avoid to get wrong TEXA texture in the cache.
* Fix "jump depends on uninitialized variable" Valgrind warning.
Fix#748
I try my best to avoid any breakage of DX but please test it too.
* add lengthly comment to explain the format
* Likely reduce the number of shader permutation
* Avoid slow AEM (on GPU)
Expect regressions because TC needs some fixes
v2: fix palette mode
CID 146833 (#2-1 of 2): Division or modulo by zero (DIVIDE_BY_ZERO)
divide_by_zero: In expression this->m_width / this->m_upscale_multiplier, division by expression this->m_upscale_multiplier which may be zero has undefined behavior.
CID 146835 (#1 of 1): Division or modulo by float zero (DIVIDE_BY_ZERO)
50. divide_by_zero: In expression (float)(end - start) / (float)frame_number, division by expression frame_number which may be zero has undefined behavior
Add 2 new shaders:
* ps_main12: cast a 16 bit depth to a RGB5A1 color
* ps_main16: cast a a RGB5A1 color to a 16 bit depth
Shader might be used in future commit as it seems Silent Hill uses this
kind of format.
Fix tab/indentation too
Add tooltips to Windows GUI. Fixes#578.
Rearrange Window GSdx GUI a bit.
Reformat tooltip descriptions to be both Linux and Windows (un)friendly.
Add new tooltip descriptions.
For Linux and Windows, add tooltip descriptions for AF, AA1, extra
rendering threads, Enable Shade Boost, FX Shader/External Shader, FXAA.
For Windows, also add Alpha Correction and Logarithmic Z tooltips.
For Linux, add software mipmap tooltip.
Thanks to tsunami2311, ssakash, gregory38 and whoever did the wiki for
helping with descriptions.
The hack description box messages were replaced by tooltips on Windows,
so there is no need for the first line in the description to refer to
the hack anymore.
3-state checkboxes were also converted to comboboxes, so remove any
references to checkbox states.
Reformat the descriptions so it looks okay on both Windows and Linux.
Could be better, but I'm out of ideas.
Also fix a few typos and missing punctuation.
Changes the three-state checkboxes to comboboxes.
Removes the hack description box.
Hides Alpha and Alpha Stencil when OpenGL is selected.
Rearranges the hacks dialog.
This moves the hardware, non-renderer dependent options to the top and
makes the renderer options visible only when it affects the current
renderer.
The texture filtering checkbox has been changed to a combobox and now
uses the same description as Linux does.
Also changes the Title to GSdx Settings.
The purpose is to avoid issue on MS-Intel driver without
a dedicated hack in the compilation.
Code doesn't use it so I suspect others implement to discard the
statement.
The CRC hack option is always used regardless of whether the HW Hack
checkbox is ticked. Move it to the main gsdx dialog and make it use the
same descriptions that are used in Linux.
And fix the accurate_blend_unit whitespace formatting.
according to some of the internal functions in GSDevice files, Anisotropic Filtering is only done when paltex is disabled. do the same on the GUI for user awareness.
Removes the checkbox of Anisotropic filtering from the GSDX plugin settings, the checkbox was usually used to enable & disable the AF which is not necessary since there is an option in the drop down list for disabling AF.
the internal function value of "AnisotropicFiltering" has been replaced with "MaxAnisotropy" for detection.
the detection uses the function getconfig("MaxAnisotropy", value) where value 0 means disabled and value is the default value when no value is set in the INI file.
I: pcsx2: spelling-error-in-binary usr/lib/i386-linux-gnu/pcsx2/libGSdx-1.0.0.so allows to allows one to
I: pcsx2: spelling-error-in-binary usr/lib/i386-linux-gnu/pcsx2/libGSdx-1.0.0.so Allow to Allow one to
.
Apparently lintian checks grammar too (most common ones).
The Wild Arms Offset hack can only be on or off. There is no third
state. Convert the three-state checkbox into a two-state checkbox, fix
the description and remove a leftover.
Intially GSBlendStateOGL was an alias of the m_blendMapD3D9 array
The object was replaced by an index in the array. Save 2k of memory duplication.
And too much useless code.
v2: push/pop blending state in DATE stuff
v3: remove m_state which is useless now
I used to disable the RT but it doesn't work well with 50cents. It seems
texture writes weren't propagated correctly to the depth buffer. Besides
the game write an alpha value whereas depth is 24 bits only...
The purpose is to emulate correctly destination alpha factor
An alpha channel of 128 is 1.0 in the GS but only ~0.5 in the GPU
I think few draw call use destination alpha so impact on perf must remains small.
Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo
v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
fps@4x)
Previous CopyRect function does a memcopy without conversion.
This function will allow to use different format for input/output. Just a
possibility for the future
Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.
This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function
It is preliminary work to support fast color clipping with HDR
v2: fix assertion compilation failure
v3: fix regression in not accurate mode
v3: Cs * As/Af is not an accumulation
Those cases don't need the Cd addition and were already optimized anyway
Fix a regression on GoW2
Do DATE algo selection before blending. This way we can detect bad
interaction.
Regroup all blending/colclip in a single block. Avoid to check abe &&
rt multiple times.
v2: only enable sw blending when abe is true
The updated medium level will run for all sprites. It helps sotc blooming effect and it remains
fast enough to be enabled by default (at least on 3D games)
The new high level will run for all sprites + color clipping