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.
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.
Hack removed depth effects which are rendered properly. I wasn't able to
trigger a skip on the other hack draw calls, they need to be
investigated further what they actually did.
It ensures the code cases are hit properly for all DATE selection cases.
Texture shuffle case with Slow DATE is not yet supported so keep using
the old DATE method.
Some games don't play nice with the option and have huge amounts of
ram/vram spikes that can even lock up the system so it's better to have
the option disabled by default.
Fixes an issue when the plugin detects an opencl ini value for the
render. It used to throw a "GS plugin failed to load" error when opencl
was disabled but the ini value remained the same. The render will
fallback to D3D11 now.
Remove GSCrc.h include in GSRendererHW and GSRendererDX11, file is
already included in GSState.h.
Remove GSRenderer.h include from renderers except Null and CL, file already
included in TextureCache hw/sw.
Remove resource.h include from GSRendererDX11, already included in GSDevice11.
Remove GSOsdManager.h from GSDeviceOGL, already included in GSDevice
Game has upscaling issues so let's only add the hack for upscaling,
also merge the two regions together.
Hack will be disabled on native res if crc is below aggressive, upscaled
is set to partial level.
Purge dbz bt3 crc hack that removed outlines, I don't want to mix it
with the depth effect hack that I also moved to aggressive.
Move depth hacks for ntsc region to aggressive state.
The hack was used when depth emulation was not supported or when depth
is disabled.
It causes graphical glitches with the faces when depth is disabled.
Update CopyOffscreen to accept the ps_shader value when doing StretchRect.
This fixes an issue where it was selecting the wrong PS for depth cache read.
Should (hopefully) fix SMT.