Commit Graph

2370 Commits

Author SHA1 Message Date
Gregory Hainaut 9c84712640 gsdx hw: enable palette read back on Jak2 2016-10-01 18:47:21 +02:00
Gregory Hainaut 5d93a392e4 gsdx hw: xman half screen correction 2016-09-30 22:25:24 +02:00
Gregory Hainaut 29c25bc375 gsdx clut: disable some assertions often fired 2016-09-30 22:24:38 +02:00
Gregory Hainaut 34686394a6 gsdx hw: add an hack for Jak3
I'm disappointed...

Read back palette written by the GPU. Avoid strange color on the skin.
2016-09-30 19:22:16 +02:00
Gregory Hainaut df2f8684d6 gsdx: improve TC cache log 2016-09-30 19:18:58 +02:00
Gregory Hainaut 8d24aa2b39 gsdx: GoW2 half screen bug
... Seriously ...
2016-09-30 19:15:25 +02:00
Gregory Hainaut 8d4fadb3c8 Revert "gsdx state: TEX0 write behavior might depends on the context"
This reverts commit b34243fa7b.

Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut 90ad9cf668 gsdx hw mipmap: tune the rounding + remove previous hack
GS really uses an invalid texture located at 0.

Improve the rounding for R&C. The idea is to avoid the corner case were only
the corner of the triangle touch the 7/16 edge.
2016-09-28 19:41:12 +02:00
Gregory Hainaut adb8be3287 gsdx: add/update comment
Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut 749037346c gsdx: report an error if PSM is invalid 2016-09-28 19:41:12 +02:00
Gregory Hainaut fea31f7422 gsdx: don't use virtual when it is useless 2016-09-28 19:41:11 +02:00
Gregory Hainaut 97172f5e51 gsdx debug: count draw call in a different way
* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB

Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Gregory Hainaut b34243fa7b gsdx state: TEX0 write behavior might depends on the context
Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw  ctx 0

Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.

To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.

Next draw will use the ctx1 clut so I apply TEX0 when the context is switched

Please test harley davidson :)

v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut e0961d81a0 gsdx HW: use after free crash
Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022

Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509

Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.

This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset") and the base layer (which wrongly keep an old "offset")

Conclusion, pray for my soul as it is very hard to reproduce
2016-09-26 20:34:38 +02:00
Gregory Hainaut 04d82d8127 gsdx: size doesn't count but 0.625 might change your life :p 2016-09-26 19:42:07 +02:00
Gregory Hainaut be9995bd1e gsdx mipmap: improve robustness to avoid potential crash 2016-09-26 09:27:03 +02:00
Gregory Hainaut ebb2a8ad5a gsdx debug: Add DISABLE_WIP_ASSERTION
To easily disable assertion on codes that only require investigation
2016-09-25 20:00:51 +02:00
Gregory Hainaut ca4f265ce6 gsdx debug: dump mipmap register could be useful now :) 2016-09-25 20:00:51 +02:00
Gregory Hainaut ef9a144437 gsdx hw: extra trick for the mipmap
Ratchet & Clank (the third) uses an address of 0 for invalid mipmap.

It would be very awkward to put the middle layer of texture in start of
memory. So let's use this information to correct the lod.

It make the game more robust on the lod rounding
2016-09-25 11:54:00 +02:00
Gregory Hainaut 78b2848622 gsdx: factorize the TEX0 generation for mipmap 2016-09-25 11:51:48 +02:00
Gregory Hainaut ccd9ce1728 gsdx hack: move tales of legendia hack to full move
Also remove the OI hack which is handled by the generic double half clear
2016-09-25 10:17:08 +02:00
Gregory Hainaut e229dc1549 gsdx hack: move Resident Evil 4 to full level
The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.
2016-09-25 10:13:21 +02:00
Gregory Hainaut ad8a84a532 gsdx hw: reduce hack of Spyro series
Based on the comment, it ought to be fixed with previous commit.
2016-09-25 10:08:55 +02:00
Gregory Hainaut 7f871b0cc6 gsdx hw: remove various CRC hack that ought to be fixed with previous commit
* SpidermanWoS
* TyTasmanianTiger
* TyTasmanianTiger2
* DigimonRumbleArena2
* XmenOriginsWolverine
* CallofDutyFinalFronts
* GoW2 (only in openGL)
2016-09-25 10:08:54 +02:00
Gregory Hainaut 1e343084e2 gsdx hw: group the double half clear with gs mem clear hack
It avoid redundant check of the GS context

You can disable the extra clear with UserHacks_DisableGsMemClear = 1
2016-09-25 10:08:54 +02:00
Gregory Hainaut 6c6ed5f443 gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written (#1588)
* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written

It will work for both Jak and Ratchet&Clank and without CRC
2016-09-25 10:05:44 +02:00
Gregory Hainaut 6e2bf98d5f gsdx hw: round mipmap lod value
Will avoid some corruption based on distance/angle
2016-09-24 20:05:39 +02:00
Gregory Hainaut 719982e4a3 gsdx hw: forget to update a parameter
OMG, fixes various mipmap issues
2016-09-24 18:57:47 +02:00
Gregory Hainaut 76494e5f9c gsdx hw: add an userhack for hw mipmap 2016-09-24 12:39:31 +02:00
Gregory Hainaut e38aba0dff gsdx: rename SW texture dump filename
* Use texraw for the unconverted texture (keep index fmt)
  => avoid bad filename order with the multiple texture layers
* add the real mipmap address
* Use a nice string format
2016-09-24 09:15:40 +02:00
Gregory Hainaut d89b09427f gsdx: gl logging is only available in MTGS thread
Fix crash in debug build
2016-09-22 17:54:44 +02:00
Gregory Hainaut b00ae974d2 gsdx ogl: fix bad interaction between accurate blending and geometry shader
Recent optimization allow to use triangle to render sprite even when gs is supported

close #1574
2016-09-20 09:30:24 +02:00
Gregory Hainaut b91bd3ea01 gsdx dx/gl: fix potential bug in alpha test handling
Depth test must remain disabled if write were masked.

Bug was detected on ICO (sea/sky) but the previous commit removes
the wrong ATE draw call.
2016-09-19 08:56:49 +02:00
Gregory Hainaut 6966e08306 gsdx: move alpha test optimization in base class
One code for all renderers :)
2016-09-19 08:48:32 +02:00
Gregory Hainaut 38b77397e0 gsdx hw: remove custom Ty Tasmanian Tiger / Simposons OI hack
Replaced by the generic OI_DoubleHalfClear. If OI_DoubleHalfClear is fast/safe enough, it
will enabled by default in the future.
2016-09-18 18:50:16 +02:00
Gregory Hainaut 6558317a7e gsdx: s/m_eq.xzyf & 4/m_eq.z/
Much better this way
2016-09-18 18:50:15 +02:00
Gregory Hainaut 7a40b27931 gsdx CRC: move GTA hack to full level
You can now emulate the radiosity effect with the UserHacks_AutoFlush hack.
2016-09-18 18:50:15 +02:00
Gregory Hainaut 0f387a8e3c Merge pull request #1535 from PCSX2/clang-tidy-macro-parenthesis
clang-tidy: use parenthesis around macro parameters
2016-09-18 18:48:04 +02:00
Gregory Hainaut 310f13a2f7 gsdx ogl: only use geometry shader to convert big enough draw call (#1554)
gsdx ogl: only use geometry shader to convert big enough draw call

The purpose of geometry shader is to reduce bandwidth (72 bytes by sprite)
and CPU load.

Unfortunately it increases CPU load due to extra shader validations.

So geometry shader will only be enabled for draw call with more than
16 sprites (arbitrarily, smallest number before shadow hearts plummet)

v2: don't disable geometry shader in replayer.
It is easier to spot sprite rendering and to manually read vertex info.
2016-09-18 16:58:02 +02:00
Gregory Hainaut 2a60264e40 gsdx replayer: improve error message when file is corrupted 2016-09-18 16:52:35 +02:00
Gregory Hainaut 6e6eae7844 pcsx2:gsdx:spu2x: use parenthesis around macro parameters
For safety reasons.
2016-09-18 16:13:55 +02:00
Gregory Hainaut b1d446895b GSdx: replace IsTopLeftAligned macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut 5ef2d538a0 gsdx hw: only keep a single half clear implementation 2016-09-18 13:16:59 +02:00
Gregory Hainaut a0c1719695 gsdx hw: DoC takes 3
Add support for 16 bits format too. Fix shadows.
2016-09-17 12:06:43 +02:00
Gregory Hainaut ebdf54a60b gsdx sw: don't enable auto flush hack in replayer
Otherwise we don't have same number of draw call in HW/SW which is
awful to compare
2016-09-17 12:05:05 +02:00
Gregory Hainaut 3546d54e3b gsdx hw: improve the vertical half clear for DoC
Previous assumption that crazyness was used to clear the buffer is wrong.

It was also used to write a constant color to the buffer.
2016-09-17 10:34:35 +02:00
Jonathan Li 4d5e051387 gsdx: Fix missing "\n" in rc file
It stops Visual Studio from asking to normalise the line endings
everytime the resource editor is used.
2016-09-16 23:42:54 +01:00
Jonathan Li 91b2e5bdbb Merge pull request #1564 from FlatOutPS2/master
GSdx: Add Windows UI options for HW hacks
2016-09-16 23:35:45 +01:00
Gregory Hainaut 7b9654f164 gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
FlatOutPS2 55b0be36cd GSdx: Add cancel button to Hacks dialog
Add a cancel button to the Hacks dialog to make it easier for the user
to exit the window without making changes.
2016-09-16 23:22:13 +02:00