The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.
Fixes "project out of date" issue for wx_config on VS2017.
Fixes whole program optimisation possibly not being applied on release
builds for USBqemu (it may have been applied, but I can't actually tell,
and now it at least shows properly in the VS property editor).
Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer
Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted
Bug description:
GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same.
Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
Previously, the OSD neglected to mention any sort of message when the savestate load is failed, the following patch now also prints a message on OSD when detecting such cases of loading an incomplete/corrupt savestate.
Previously, the NTSC saturation was also applied for double scan mode (Interlaced and Frame) where the developers send double the height to the DISP registers, saturation shouldn't be performed at such cases as the developers could send a value of 780 while the real size of the output would be 390 due to double scan mode. Doing the saturation later after identifying the real size also seems a bit counter-intuitive as we haven't discovered any cases where double scan games require the NTSC saturation hack. So let's just apply the saturation only for Interlaced (Field) Mode and omit the saturation step for other modes.
Isolate all the hacks into a separate subroutine and properly document about them, should make it easier for people to understand the display rectangle setup code, the hacks were totally messing up the readability of the function earlier.
This prevents the internal state of the objects from becoming
inconsistent, which causes inflate() to fail with recent zlib versions
(1.2.9 and later).
The buffer contains extra room to avoid a segmentation fault due to an overflow.
Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior.
Based on issue #1806 it could impact Guilty Gear X2
Mesa AMD was updated :)
all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture
[1] Intel driver misses others extensions to run GSdx
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)
Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.
To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
EE interpeter: remove unused argument
rdd is neither used, nor needed. It appears it was there to pass the _Rd_ word to write to, but the writing was moved to PHMSBH() to have one "if (_Rd_)".
Add a note on undefined behavior