Commit Graph

6350 Commits

Author SHA1 Message Date
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