Commit Graph

42 Commits

Author SHA1 Message Date
ramapcsx2 4ac00ea969 GSdx:
Gave up on the smart m_width / m_height adjustments for now. This just won't work the way I imagined it :/
Using a "common" size of 640*512 instead. This means some odd games might use a wrong output surface again (they always did this on the normal upscaler).


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2190 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-12 09:50:05 +00:00
ramapcsx2 8a9582f73b Fix a mistake. Thanks for spotting it, dhaft.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2176 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-10 14:11:43 +00:00
ramapcsx2 efdeabd865 GSdx:
- Reduced the overhead of the new scaler. Instead of just using 1024*1024 blindly, it tries to adapt to games native resolutions.
- Yet another change to IncAge(), since it seems to be (mis)used to do texture invalidation. (Fixes Disgaea 2 when booting through the BIOS)
- Added some comments

Note: 
Before working on the texture cache GetDisplayRect(),GetFrameRect() and GetDeviceSize() really need fixing. It's useless to try and find surfaces when not knowing the real size of things.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2174 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-10 11:38:32 +00:00
ramapcsx2 35ec28eb48 GSdx:
- Bring back IncAge() for textures to avoid excessive memory usage by some games.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2140 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-06 17:13:36 +00:00
ramapcsx2 655038be45 GSdx:
- Fixed many flickering scene change transitions (FF12, Gust games, etc).
- Found more info on how games do some special effects. Preliminary code included, but disabled.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2101 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-31 10:56:10 +00:00
ramapcsx2 62d2532a1e GSdx:
- More work on the configuration, preparing for some reorganization.
- 8 Bit textures default to off again, since there are issue reports (mainly from ATI users).
- Add a gamefix that allows users to set an amount of "bad" frames to be skipped.
Add gamefix_skipdraw = x to the GSdx.ini to enable. (More work on this soon)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2085 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-26 15:52:45 +00:00
ramapcsx2 fb2169f64d GSdx:
Added a somewhat more accurate upscale option via GSdx.ini. Not tested much! :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2055 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-21 22:57:20 +00:00
Jake.Stine 27af8d80ca GSopen2: Simplified the multithreaded and irq callback parameter passing scheme, and made them more "robust" so that they can be changed dynamically without the GS exploding (important with the new correct GSState preservation across open/close).
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1860 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 19:54:56 +00:00
Jake.Stine 73a39b012c GSopen2: Fixed a bug in gsdx where it didn't properly handle changes to the GS base register memory pointer.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1858 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 18:45:37 +00:00
Jake.Stine e4c0dfb6d3 GSopen2: Fixed GSdx so that it complies with the implied intent of the PS2E plugin API, where GSopen and GSclose retain the current GS emulation state. This required a couple significant changes:
* Removed GSTextureFX classes
 * Built shaders right into GSState classes, using GSStateDX as an interface, so that all shader caches get auto-destroyed along with GSState.

In addition to being a bit of a code cleanup, it should be a bit more efficient too since all of the extra dereferences to GSState from GSTextureFX have been removed. :)

git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1849 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 00:16:52 +00:00
Jake.Stine 8de579954f GSopen2: Current status...
* Software mode seems to work fine.  Suspend and resume emulation work nicely, without flaws.
 * Hardware DX9 mode suspends but displays only black after resuming.
 * Hardware DX10 status is unknown.

git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1842 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-17 07:40:38 +00:00
gabest11 3f4f3db3e6 GSdx: little code cleanup
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1591 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-31 23:59:06 +00:00
gabest11 cc3130660a GSdx:
- Automatic texture filtering should be ok now, occasionally point filtering was used. Tested it on the ps2 and figured with no mip levels LoD and minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference rasterizer and found a fatal flaw with it. It returns the four samples for bilinear sampling (in a funny order, which isn't documented of course, x = bl, y = br, z = tr, w = tl), but there is no way to guess which four were selected exactly. Due to some hidden rounding error it might grab different texels than I would when calculating the position of the upper-left texel, of which the fractional part is be used for the interpolation. When the texel positions do not match it leaves annoying discontinuity errors. Oh well...

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1571 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-26 15:30:25 +00:00
gabest11 3599acc618 GSdx: ffxii fmv works again and even less bogus
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1552 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 14:28:14 +00:00
gabest11 83b15dbac0 GSdx:
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 03:55:28 +00:00
gabest11 aa438a6b73 GSdx: game fixes and small optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1495 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-12 13:46:05 +00:00
gabest11 f24be5c352 GSdx: a few games fixes (one piece grand battle, xenosaga 1, chikyuu boueigun 2)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1469 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-05 12:58:59 +00:00
gabest11 7bb9a3cc25 GSdx: changed a lot of things, expect new bugs :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1439 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-27 03:32:33 +00:00
gabest11 c1fc72a634 GSdx: small fixes to the last commit
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1426 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-23 12:33:30 +00:00
gabest11 b284fae2d5 GSdx: moved around some code and optimized texture caching a bit, there may be a slight speed-up in hw mode for those games that use many textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1425 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-23 04:12:32 +00:00
gabest11 df8c611084 GSdx: trying to fix gaps between sprites that may still appear with d3d in native res
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1402 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-19 13:03:59 +00:00
gabest11 af0b33c7b5 GSdx: minor fixes, ar tonelico 2 shadows in sw mode, lamune palette problems in hw mode
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1384 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-18 01:07:28 +00:00
gabest11 4ed3035661 GSdx: pixel shaders were reorganized, things might be broken :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1341 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-06 17:53:34 +00:00
gabest11 01d1573fdc GSdx: cleaned up some obsolete code
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1331 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-05 15:15:02 +00:00
gabest11 ffda8ead30 GSdx: mfc-free
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1310 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-03 12:09:04 +00:00
gabest11 65b90bce83 GSdx: there was a bug in unaligned 4/8 bit transfer, small texture glitches may be fixed (simpson game, car logos in gt4).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1285 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-29 06:26:46 +00:00
gabest11 6c58f3039a GSdx: bit more work on the vertex buffer, and broken ffxii fmv fixed again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1266 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-26 03:40:31 +00:00
gabest11 8d119f3928 GSdx: more source cleanup and something interesting on F7
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1239 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-22 23:23:38 +00:00
gabest11 3b22adc4b3 GSdx: converted a few template classes to pointers and virtual functions, the dll got more than 100k smaller, since there were many changes, backup your old version first :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1236 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-22 01:22:52 +00:00
gabest11 09ee76d9ed GSdx: optimized local-local transfer a bit, it boosts fps in games like ffxii or ico, which do a lot of moves in local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1226 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-20 15:35:31 +00:00
gabest11 5f392aba63 GSdx: now I think only the window classes of mfc are left to be replaced (main window, config dialog), trying to get familiar with wx...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1219 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-18 11:08:04 +00:00
gabest11 441aee367e GSdx: fixed a few more typos in GSVector4i, the black screen bug should be gone
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1192 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-15 11:11:26 +00:00
gabest11 5648d07b96 GSdx: more refactoring (aka search and replace)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1179 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-14 16:41:52 +00:00
gabest11 d3547e0662 GSdx: trying to get rid of windows dependencies, still many classes to replace :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1168 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-11 08:18:00 +00:00
gabest11 1245659eee GSdx: fixed Issue 182 (narrowed the neq alpha test range to +/-0.4f/255, scream if something broke), and re-enabled something to make DATE faster (counting min/max of the vertices outperforms stencil buffer clearing when there are many small primitive batches).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1074 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-27 20:17:06 +00:00
gabest11 8865ee398b GSdx: reworked the gs transfer function a bit, and removed the nloop hack, which does not seem to be necessary anymore.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@997 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-17 01:06:27 +00:00
gabest11 9c8a9712a9 GSdx: GoW2 fix #2, pal version this time
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@952 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-11 08:54:48 +00:00
gabest11 cf995d0716 GSdx: GoW2 fix, 16 bit drawing that caused the green overlay is skipped (character shadow)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@950 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-10 19:55:05 +00:00
gabest11 b0da55cb89 GSdx: this should probably fix taking snapshots with dx9, also upped the version to .15, since the revision number has passed what the last release still had from the old repository.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@943 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-04-10 07:12:29 +00:00
gabest11 8b3c30d2ce GSdx: just increasing the revision number of gsdx to test something...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@868 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-03-31 03:19:21 +00:00
Jake.Stine 6ebfae8ef1 Re-Added eol-style:native properties to the repository. The settings got lost when we merged from Playground to Official.
Added interface.cpp (plugin/pcsx2 interface) and savestate.cpp to SPU2ghz, to help clean up SPU2.cpp.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-02-09 21:15:56 +00:00
refraction 93da10abbb git-svn-id: http://pcsx2.googlecode.com/svn/trunk@411 96395faa-99c1-11dd-bbfe-3dabce05a288 2009-02-06 19:15:15 +00:00