Gregory Hainaut
9fe13f7a6b
gsdx linux: fix a memory leak
...
Not important but pollute the valgrind log
2015-06-02 09:28:35 +02:00
refractionpcsx2
b906217504
GameDB: Update some patches by prafull
2015-06-02 01:10:32 +01:00
refraction
4914620178
GSDX: Fix for 6x Native, fixed GH3 in native mode taking up quarter of the screen after the snowblind changes
2015-06-01 19:04:39 +01:00
Gregory Hainaut
2cbde89084
Merge pull request #555 from PCSX2/real-fb-format
...
GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
f81cf360bc
Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
...
Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut
d793ef85df
Merge pull request #358 from PCSX2/baseblock-minor-clean
...
core: use memcpy and reserve function
2015-06-01 11:18:03 +02:00
Gregory Hainaut
9fa473a57d
gsdx-ogl: glDebugMessageCallback is optional
...
Not even used in release build
2015-05-31 17:55:34 +02:00
Gregory Hainaut
9d69ff1f91
gsdx-debug: create the savef option
...
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
d301848848
gsdx-ogl: fix paltex on opengl
...
RT uses as palette must use the alpha channel
Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
Gregory Hainaut
2f2ae2bc89
gsdx-ogl: enable gl tracing on windows
...
Trace info is enabled in dbg/dev build for the opengl renderer
Info is stored in GSdx_opengl_debug.txt when debug_opengl option is 1
2015-05-30 09:58:47 +02:00
Gregory Hainaut
009dd103ae
gsdx-ogl: protect the trace with if statement
...
And mark the function as optional
2015-05-30 09:58:46 +02:00
Gregory Hainaut
a639634769
gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
...
It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB
The 3.0 function could work too. It just need to be added
2015-05-30 09:58:46 +02:00
Gregory Hainaut
92d68b70d3
gsdx-ogl: add a performance note for later
...
The idea will be to replace StretchRect for standard case with a framebuffer
blit. Potentially it toggles less gl state.
Worth a test on Star Ocean 3 that uses a lots this function for stencil emulation
2015-05-30 09:58:46 +02:00
refraction
426fcf3afc
Reverted microVU flag hack, it did nothing it wasn't already doing.
2015-05-29 22:56:53 +01:00
Gregory Hainaut
01e4a5148d
gsdx-ogl: avoid crash in debug/dev build
...
Don't be silly, don't put gl trace in EE thread.
2015-05-29 16:50:27 +02:00
Gregory Hainaut
0cb6c37f14
gsdx-tc: add an explanation of the magic number 0x140
2015-05-29 12:27:05 +02:00
refraction
97b237712c
gsdx: detect RT size based on fb size and gs output configuration
...
* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +02:00
Gregory Hainaut
02274601b3
gsdx-ogl: always copy texture into 0,0
2015-05-29 12:18:54 +02:00
Gregory Hainaut
e5326d1bd2
gsdx-tc: allow to reuse the right part of large RT as source
2015-05-29 12:18:54 +02:00
Gregory Hainaut
7ac533a4d1
gsdx-tc: invalidate half-RT src
...
snow engines uses the RT as 2 half RT.
2015-05-29 12:18:54 +02:00
Gregory Hainaut
da0b77e09b
gsdx-ogl: new logo
...
Thanks bmate for the logo.
Close issue #192
2015-05-29 11:05:52 +02:00
refraction
ef420e41fe
microVU: Nothing to see here
...
Left an if statement in which shouldn't have been there, whoops.
2015-05-28 21:46:17 +01:00
refraction
8f54da5fd3
GSDX: Removal of Nvidia hack.
...
- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
refraction
910dcfafdd
microVU hack: Forgot tooltip update
2015-05-28 21:34:03 +01:00
refraction
5d00c00826
GSDX: Fixed UserHacks_AutoSkipDrawDepth dialog creation on windows.
...
- CheckDlgButton was just wrong
- Changed tag to say "Auto-skip depth" as you could only see "Auto-skip draw" which was highly ambiguous on GSDX!
2015-05-28 21:21:19 +01:00
refraction
d8343cea2a
microVU: New improved flag speedhack.
...
- Now does Mac Flags as well pretty safely
- Speedup is anywhere from nothing to ~30fps (latter is DQ8 + MTVU)
2015-05-28 21:13:48 +01:00
Gregory Hainaut
31ffdd8c53
Merge pull request #559 from ssakash/patch-5
...
Auto depth skip hack initialization.[GUI]
2015-05-28 19:21:45 +02:00
Gregory Hainaut
cbca0692ed
Merge branch 'ssakasht push origin master-patch-3'
2015-05-28 18:31:35 +02:00
Gregory Hainaut
8e32d71c07
Merge branch 'patch-3' of git://github.com/ssakash/pcsx2 into ssakash-patch-3
2015-05-28 18:30:49 +02:00
Akash
5f7e09268c
change "D3D Internal Resolution" to "Internal Resolution"
2015-05-28 16:33:16 +05:30
Akash
bf743fec17
add logo for Opengl renderer.
2015-05-28 01:34:51 +05:30
Gregory Hainaut
83afc0622c
Merge branch 'Sarania-update-manual-gamefix-text'
2015-05-27 18:55:53 +02:00
Gregory Hainaut
f1b5948fae
Merge branch 'update-manual-gamefix-text' of git://github.com/Sarania/pcsx2 into Sarania-update-manual-gamefix-text
2015-05-27 18:53:40 +02:00
Gregory Hainaut
87bcb465c6
common: fix gcc 5.0 issue
...
Don't use const for variable object
Close issue #560
2015-05-27 18:20:06 +02:00
Blyss Sarania
db37d37ed9
Update manual game fix panel text
...
Add some text telling users that the game fixes do not speed up games.
We have many users who have followed a
Youtube guide enabling all these and breaking their games. Hopefully
this will mitigate that.
2015-05-26 17:25:31 -05:00
Gregory Hainaut
c43ddaec4f
gsdx: add Castlevania hack explanation
2015-05-26 17:03:13 +02:00
Gregory Hainaut
419dfe0544
glsl: redo color/alpha management correction
...
Please test it!
GS supports 3 formats for the output:
32 bits: normal case
=> no change
24 bits: like 32 bits but without alpha channel
=> mask alpha channel (ie don't write it anymore)
=> Always uses 1.0f as blending coefficient
16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use
a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions.
Anyway as a current solution
=> apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow)
unfortunately normal blending mode still uses the full range of colors!
This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2
Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^
(issue #380 ).
Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated
2015-05-26 16:49:43 +02:00
Akash
ef3247c233
Update copyright license
2015-05-26 19:15:30 +05:30
Akash
99f9407c24
Auto depth skip hack initialization.
2015-05-26 19:13:56 +05:30
Gregory Hainaut
9ee3a173d0
gsdx-ogl: use a local ALPHA register
...
It would allow to easy tune the parameter to support 24 bits format
2015-05-26 15:36:48 +02:00
Gregory Hainaut
d31bd97d59
gsdx-ogl: add a variable to select FB output
...
Either 32bits/24bits/16bits
2015-05-26 14:59:07 +02:00
Gregory Hainaut
93c0d5a268
gsdx-ogl: add an error message when a RT is reused with a format cast
...
For example a 32 bits RT could be used as a 16 bits RT.
It is likely the source of various bug in HW renderer
2015-05-26 11:16:49 +02:00
Gregory Hainaut
6326f72ed4
debian: bump wx to 3.0 + add libpng
2015-05-26 11:15:13 +02:00
Gregory Hainaut
a3bbe68d56
gsdx: throw an exception when we miss a mandatory gl feature
...
Gracefully quits when driver is not supported
(like nvidia legacy driver for GTX260)
Please test the impact on windows
2015-05-26 11:03:59 +02:00
Gregory Hainaut
3be5a6036b
gsdx-ogl: remove assertion + debug message
...
opengl use a different object to compute the vertex count
2015-05-26 11:03:59 +02:00
refraction
b84a462798
Unreachable code message was annoying me.
2015-05-26 00:30:12 +01:00
avih
ff7aeb7808
Merge pull request #553 from AdmiralCurtiss/game-database-writer-fix
...
Fix off-by-one error in the Game Database Editor (unused legacy code).
2015-05-25 18:40:26 +03:00
Admiral H. Curtiss
e31a2c0733
AppGameDatabase: Fix off-by-one error when writing changes in the Game Database dialog.
...
Did no one ever use this feature? If git blame is accurate this has been
in the codebase since 2011...
2015-05-25 15:22:23 +02:00
Gregory Hainaut
2704a65f57
gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories
...
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
580d177951
gsdx: improve commit 11708486d8
...
This time linear filtering is disabled only for the bad draw call
(RT used as a palette texture).
2015-05-25 09:46:51 +02:00