This reverts commit 53690cf9d0.
Quoting user:
For aliasing, the option allow of reduce a little but always very
visible compared with DX11 even with anisotropic OFF, , furthermore
many textures bug added with option activated (predictable but not see
on DX11 with anisotropic ON).
TL;DR doesn't worth it.
Note: it seem to work on DX because DX uses HW texturing in clamp region
mode (and others invalid case). OpenGL uses SW texturing to ensure accuracy
* keep a reference of program/pipeline created to ease the deletion
* extend a bit the API to support multiple pipeline
Final goal will be to use a pre link pipeline for SW shaders. And uses
the default pipeline for HW shaders.
By default, anisotropic filtering was disabled when textures aren't countinuous.
This hack allows to force it. It can help to reduce aliasing but it would create
unexpected effect on texture boundaries.
Again, someone ought to add the option on Windows too
Someone ought to add the Windows option too (and DisablePartialInvalidation too)
It might break a couple of games but most of them run better with depth enabled.
Fixes an issue with the D3D backends crashing if the configure dialog
is accessed and ok is pressed. The D3Dcompiler dll is freed and a null
pointer is dereferenced.
It might break gsdxgui but GSshutdown really should not be called unless
GSdx is shutting down. GSDumpGUI on Windows provides the same (or
better) functionality.
* 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.
For some reason some Windows 7 systems (most are unaffected) cannot cope
with LoadLibraryEx and return error code 87 - "The parameter is
incorrect".
Switch to using LoadLibrary instead for any case where Windows 7 is
expected to successfully load the requested dll. Potentially Windows
Vista is also affected.
So let's increase the height. It will increase the memory requirement on some games
v2: try to do it automatically
(not sure it will useful as most game will requires it)
v3: let's back to an hardcoded 1280 size. It generates too much issue
Try to avoid random black screen frame
v2: don't force the preload hack on the frame
It creates a ghost image over FMV
v3: support offset within a frame
The long story:
Game blits FMV far aways of the RT which is actually the input of the RO texture...
Currently GSdx suffers of 2 bugs.
1/ RT is too small
2/ texture isn't properly updated with the rendered value. Texture is invalidated
but it reads back the pixels from the GS memory whereas the correct
value is located on the GPU.
This commit will replace the standard draw by a manual blit. Therefore it avoid
size issue and bad upscaling issue.
v2:
* Use various copy to be more compatible with dx api
* Move all part of the hack info the BlitFMV function
v3: add log message