Gregory Hainaut
0dcce91a6e
Merge pull request #1504 from ssakash/RemoveFunction
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GSDX: Remove GetDeviceSize()
2016-08-08 16:15:07 +02:00
Akash
bc24e90070
GSDX: Remove GetDeviceSize()
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It's not used anywhere and it doesn't seem needed.
2016-08-07 12:43:03 +05:30
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
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
e05e7bee82
GSDX: Add proper detection of internal resolution
2016-06-19 17:10:03 +05:30
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
Jonathan Li
db81925c4b
Merge pull request #1335 from turtleli/freebsd
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Support FreeBSD
2016-05-25 18:55:51 +01:00
Jonathan Li
571432a7aa
gsdx:freebsd: Fix compilation
2016-05-21 13:34:18 +01:00
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
37c7fa7663
gsdx: add draw exception (OOM and Recoverable)
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The exception will free the unused (but allocated) texture aka the emergency break ;)
Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +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
21d1bd48ec
gsdx hack: move the CRC setup into a separate function
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In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut
60267790a1
gsdx: move (most) of the hw hack into a separate file
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GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut
e195e67a48
gsdx: move Metal Gear Solid CRC to DX level
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OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Gregory Hainaut
df70b8bb0e
gsdx: fix Q NaN value
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Avoid potential undefined results
2016-04-26 19:09:32 +02:00
Gregory Hainaut
cb8088216b
Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
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GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut
59ef668fd2
Merge pull request #1222 from PCSX2/gsdx-black-fmv
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Gsdx black fmv
2016-04-21 09:25:36 +02:00
Gregory Hainaut
4611264ce3
gsdx: add CRC hack for Nocturne PAL
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Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
Akash
a1b0ae467e
GSDX: Remove dubious/unnecessary hacks
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* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
2016-04-07 15:15:39 +05:30
Akash
69c9a3d793
GSDX: Add an option to disable NTSC saturation
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v2: convert it into a member variable.
2016-04-07 15:15:17 +05:30
Gregory Hainaut
d922225e69
gsdx tc:invalidate RT when a texture is written inside it
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It often happens the game try to upload the FMV directly which typically
gave a black screen.
Commit fix rules of roses and I hope various black screen FMV
Performance impact must be tested, and I'm afraid of strange texture cache behavior.
V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
2016-04-04 21:29:31 +02:00
Gregory Hainaut
261ef9ab6a
gsdx: move some DBZGT hacks to Dx level
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Based on this thread:
http://forums.pcsx2.net/Thread-Dragon-Ball-Z-Budokai-Tenkaichi-3-Graphical-Issue-Emulator-does-not-render-outlines
2016-03-25 08:23:50 +01:00
Gregory Hainaut
8ae7f60b04
Merge pull request #1175 from PCSX2-Alpha/GSDX_stuffs
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GSDX: Vertical frequency corrections and extra stuffs
2016-02-13 18:15:49 +01:00
Akash
e810428c86
GSDX: Remove some old comments
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Disgaea 2 intro FMV now works fine with/without upscaling. (confirmed
with rama)
2016-02-12 12:05:42 +05:30
Akash
67a7a63a36
GSDX: Add vertical frequency for all video modes
2016-02-12 05:28:30 +05:30
Akash
1445bf7fb1
GSDX: Extend macros for all video modes.
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The following patch detects the other video modes based on Phased lock loop divider (LC)
2016-02-12 04:43:57 +05:30
Gregory Hainaut
51b40c6b18
gsdx: move black CRC hack from openGL to DX level
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Rendering is much nicer this way
2016-02-06 17:32:12 +01:00
Gregory Hainaut
85f64b8c08
Merge pull request #1137 from PCSX2-Alpha/CRTC_Scaling
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PCRTC: Proper handling for 720P/1080P video modes.
2016-02-01 10:11:58 +01:00
Akash
7407162dfe
GSDX: Add some nice macros
2016-01-30 05:19:53 +05:30
Gregory Hainaut
2ff611137e
pcsx2|lilypad|gsdx: use portable printf format
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(portable: let's see VS compilation...)
2016-01-22 19:46:03 +01:00
Akash
22fccd5143
GSDX: Add a nice debug message
2016-01-20 04:29:23 +05:30
Akash
ebb6e34196
PCRTC: Fix video modes higher than 480P
2016-01-20 04:23:45 +05:30
Akash
aade5278d8
PCRTC: Better handling of CRTC height saturation
2016-01-10 21:47:59 +05:30
ramapcsx2
4c765a04f7
Change an outdated GSdx comment. It may confuse people nowadays.
2015-12-01 21:36:23 +01:00
Akash
d5ba546d2e
GSDX: Improve CRTC output size handling
2015-11-09 05:52:42 +05:30
Gregory Hainaut
50e6306331
Merge pull request #919 from ssakash/coverity_init
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Coverity: Initialize class members
2015-10-25 20:08:46 +01:00
Akash
c1f1646dab
GSDX: Initialize class members
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CID 146973 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)2. uninit_member: Non-static class member overflow is not initialized in this constructor nor in any functions that it calls.
2999}
2015-10-23 01:35:15 +05:30
Gregory Hainaut
87001326f6
gsdx: remove 4Y-old unused code
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It was never used.
2015-10-22 19:51:03 +02:00
Gregory Hainaut
00e37224ed
gsdx: check the return value of mkdir function
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Reported by coverity
2015-09-26 13:51:23 +02:00
Gregory Hainaut
7bec15b99f
gsdx: remove useless condition check
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Base pointer and format are always positive (unsigned int BTW) so drop
>= 0 comparison
2015-09-23 09:39:08 +02:00
Avi Halachmi (:avih)
3f81fc98dd
gsdx: custom resolution - use 0 instead of 9
2015-09-22 01:00:53 +03:00
Jonathan Li
69d27dfb4b
Merge pull request #829 from ssakash/rework_internalres
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gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
2015-09-21 20:12:47 +01:00
Gregory Hainaut
b60dd9d1fe
Merge pull request #814 from PCSX2/coverity-qa-high
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Fix a bunches of coverity warning/errors.
2015-09-20 22:18:03 +02:00
Avi Halachmi (:avih)
54afd377ee
GSdx: recording: Progressive: make the recorded clip play at full speed
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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
2015-09-19 14:44:48 +03:00
Akash
b97018932d
GSDX: Rework Internal Resolution function
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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.
2015-09-14 10:26:27 +05:30
Gregory Hainaut
2934a15902
gsdx: remove a duplicated check
2015-09-11 08:54:29 +02:00
gabest11
49b3acea72
gsdx: texture size reduction in sw mode, fixes Stolen, less memory usage in general.
2015-08-05 19:11:41 +02:00
gabest11
42f51591df
gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet
2015-08-04 13:27:08 +02:00
gabest11
d631030608
gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd.
2015-08-04 03:36:42 +02:00
gabest11
e010004f1f
gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls.
2015-08-03 14:35:47 +02:00
gabest11
85117ecbdd
gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine.
2015-08-03 11:27:14 +02:00
gabest11
a1a842b07f
gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode
2015-08-02 20:21:49 +02:00
Gregory Hainaut
7ca463bf75
gsdx: NaN is likely not well supported for S & T
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Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
Gregory Hainaut
6719fc89a6
gsdx-sw: Nan is not well supported in Vertex
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It fixes the bad light on Silent Hill with the SW renderer.
Full story
if Q is NaN, m_vt.m_eq.q becomes wrongly true
/Q will wrongly be optimized in the "Vertex Shader" of the SW
Note: Add an assert for the STQ handler
Code path is quite hot so no need to add extra check for nothing
2015-07-19 16:41:05 +02:00
Gregory Hainaut
c660ea858b
gsdx: move some CRC hacks to full level
2015-07-11 15:14:11 +02:00
Gregory Hainaut
d46e41533d
gsdx: remove various CRC of the openGL level
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It is mostly the texture shuffle effect which is now emulated correctly on openGL
They remain in the Dx level as speedhack in particular for
* Castlevania;
* GodOfWar;
* StarOcean3;
* ValkyrieProfile2;
* RadiataStories;
Remove old commented hack: Drakengard2, ArctheLad, ReZ
Separate hacks that are only enabled in aggressive mode
2015-07-01 09:36:54 +02:00
Gregory Hainaut
99b03b4632
gsdx-debug: log all write (texture) from the EE
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It is verbose but it might help to understand the invalidation of texture
2015-07-01 09:36:53 +02:00
refractionpcsx2
f5e8503fa5
GSdx: Didn't need to change this :P
2015-06-17 22:41:16 +01:00
refractionpcsx2
c31c04d3db
GSdx: Fix CRC hacks not re-initialising after option change
2015-06-17 22:25:43 +01:00
Gregory Hainaut
b2f8fe3593
gsdx: drop the auto skip depth hack
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Just use 1 in skip draw if you want to use it
openGL code will soon be fixed to support depth correctly (and I hope dx in the future)
Conflicts:
plugins/GSdx/GSState.cpp
plugins/GSdx/GSState.h
2015-06-17 21:53:08 +02:00
Gregory Hainaut
62beb3aaf4
gsdx: don't do bad stuff if aggressive hack isn't enabled
2015-06-14 10:27:02 +02:00
Gregory Hainaut
f765a195e2
gsdx: Don't set CRC function pointer when disabled
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Less costly than an extra check for each draw calls
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1699289162
gsdx: move 4 hacks from level2 to level3
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remains tons of them :(
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1be8d07f85
gsdx: auto CRC management
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Old way various check boxes to configure the plugin
New way an unified drop down list
* Level 0 (dev only) => disable (mostly) all hacks and auto skip depth.
* Level 1 (dev only ) => enable oi/oo/cu hacks, others remains disabled
* Level 2 (GL) => enable most hacks except a couple of one that were fixed on openGL (speed impact)
* Level 3 (DX) => enable all hacks
* Level 4 => enable also aggresive CRC
Note: windows gui must be updated, and it will be nice to create a global tooltip
2015-06-14 10:27:02 +02:00
i30817
4e7e7f2dd5
Nocturne, DDS1 and DDS2 CRC hacks to remove motion blur and smudge filter
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Signed-off-by: i30817 <i30817@gmail.com>
2015-06-09 00:25:33 +02:00
refractionpcsx2
1fa13163e4
GSDX: Fix for games which change height but keep the same buffer width
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- Fix for games that specify a double height, like Pool Paradise
2015-06-06 20:24:10 +01:00
Gregory Hainaut
f8f6117ea9
gsdx-debug: allow to track texture move
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Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut
cd6c93cd9e
gsdx: silly mistake
2015-06-03 09:31:52 +02:00
Gregory Hainaut
2cbde89084
Merge pull request #555 from PCSX2/real-fb-format
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GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
9d69ff1f91
gsdx-debug: create the savef option
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The idea is to easily extract bad frame from gs dump and to compare them
with the sw renderer.
Here the summary of the options:
savet => dump all input textures
save => dump the render target
savez => dump the depth buffer
savef => dump the frame
2015-05-31 17:38:52 +02:00
Gregory Hainaut
c43ddaec4f
gsdx: add Castlevania hack explanation
2015-05-26 17:03:13 +02:00
Gregory Hainaut
3be5a6036b
gsdx-ogl: remove assertion + debug message
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opengl use a different object to compute the vertex count
2015-05-26 11:03:59 +02:00
Gregory Hainaut
2704a65f57
gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories
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Feel free to test those games with CRC disabled on the openGL renderer (native resolution)
2015-05-25 12:37:48 +02:00
Gregory Hainaut
951a1fed94
gsdx-hack: enable auto skip of depth texture for God of War
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Rendering is quite complex to emulate on the GPU due to several limitation.
Until we find a solution let's enable the old solution
You could find a description of the rendering here:
http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
2015-05-24 13:43:36 +02:00
Gregory Hainaut
d566bb2a23
gsdx: sed /st/sTex/
2015-05-15 20:45:31 +02:00
Gregory Hainaut
d870188d21
gsdx: sed/o/off/
2015-05-15 20:40:09 +02:00
Gregory Hainaut
8e1db43431
gsdx-debug: debug stuff
2015-05-08 19:28:17 +02:00
Gregory Hainaut
544a923e32
gsdx: Add an option to control auto skip of depth texture
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Default is 1 if the user enable hack.
It fixes GTA sun effect and likely others bugs.
Please someone add a windows GUI option.
2015-05-07 23:54:22 +02:00
pgert
9a083d5506
gsdx: crc hacks: few new crcs, few crcs region changes
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Signed-off-by: Avi Halachmi (:avih) <avihpit@yahoo.com>
2015-05-07 15:57:50 +03:00
Gregory Hainaut
7bfee7e377
gsdx-debug: stop the dump after a limited number of draw call
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Otherwise it fills your disk in a short time with useless data.
2015-05-03 16:46:48 +02:00
Gregory Hainaut
c8a3db114c
gsdx debug: create savet option
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0: don't dump input texture
1: dump input texture
Now, you can do a first pass with only RT. When you find the wrong call, you can redump the input texture of the bad draw.
2015-05-01 13:35:21 +02:00
Gregory Hainaut
330d14941f
gsdx-linux: support dump mode on linux
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It could be useful to analyze GS dump. Warning it consumes a lot of
disk space.
2015-02-21 13:51:06 +01:00
Gregory Hainaut
18405e2598
gsdx: add goemon comment on some assertion
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If someone want to trigger them
2014-12-12 22:31:31 +01:00
gabest11
ba1e522bbb
Less opencl bugs, some games are actually playable now, there are still texture errors.
2014-12-02 00:16:34 +01:00
gabest11
db7c26cde7
- Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
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- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00
Gregory Hainaut
47bf88ed3f
gsdx: miss break / inline function in header
2014-07-12 16:00:10 +02:00
Gregory Hainaut
0bf7a35a53
pcsx2: improve the GS read fifo API
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1/ initReadFifo will be first called on the GS thread
(openGL can only be done on the GS thread)
2/ readFifo will be called on the EE thread. It is not safe too access eeMem from GS
because of memory is virtual
Fix "recent" regression (crash) on Kingdom heart and others game too.
v2: add a len check on GSState::InitReadFIFO
2014-05-06 20:28:18 +02:00
Gregory Hainaut
41091f8ebf
gsdx ogl: remove multithread hack
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This hack was used because GSReadFifo was called from the EE thread.
Previous commit move the call to the GSThread.
Hopefully avoid flushing the full GPU contex would improve openGL
performance (at least avoid some hiccups ;) )
Note: newer GSdx ogl won't be compatible with older PCSX2
2014-03-25 16:36:29 +01:00
ramapcsx2.code
c374343ae9
GSdx:
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Crashfix for a weird GIF_FLG_IMAGE2 situation in Wallace and Gromit Project Zoo. Needs further investigation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5912 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 20:04:32 +00:00
sudonim1@gmail.com
7fce5709d4
GSDX: Forgot to remove a bit of cruft in the last rev.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5833 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:17:00 +00:00
sudonim1@gmail.com
d6457e9983
GSDX: Fixed the allocation checks in the previous couple of revs.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5832 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:14:28 +00:00
ramapcsx2.code
ab1f4f99af
Small round of patches for various issues, #2 .
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5831 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 15:53:31 +00:00
gregory.hainaut
e80b002929
gsdx ogl: Flush various pending work
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* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 20:54:27 +00:00
ramapcsx2.code
1c9146b07e
Working on my backlog: GSdx CRC patches.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5705 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-23 13:55:38 +00:00
gabest11
ddaa892726
Removed ATL/MFC dependencies from every project, the free version of visual studio does not have those. It compiles with vs2012 express now, will fix others later, in case they are broken.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5692 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-01 21:28:58 +00:00
gregory.hainaut
40e26648c6
all: gcc warning clean (round 2)
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* reorder static initialization list
* Add missing virtual desctrutor to virtual object
* int -> uint/u32/uint32 cast of for loop index
* add a missing return in pxTrySetFocus
* fix size parameter of memset m_clut
* disable missing-field-initializers warning
* disable unused-local-typedefs warning
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5685 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-28 17:32:37 +00:00
gabest11@gmail.com
4dd898c754
GSdx: Found some 16-bit integer overflow in GSState::VertexKick, some triangles could have been removed by the scissor test.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5680 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-24 01:11:00 +00:00
gabest11@gmail.com
37dd5f5bb5
GSdx: copy-paste mistake, thanks rama :)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5679 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-23 12:13:40 +00:00
gabest11@gmail.com
20d99ae9fc
GSdx: vs2010 fix and minor changes
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5678 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-23 10:46:24 +00:00