Adds anisotropic texture filtering (1x-16x) to the hardware settings. Enhances the visual quality of textures that are at oblique viewing angles.
Anisotropic filtering is automatically disabled if: 8-bit textures are enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5878 96395faa-99c1-11dd-bbfe-3dabce05a288
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a check box and config code for the fxaa shader.
It's not currently hooked up since the shader setup might get replaced in a day or two.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5777 96395faa-99c1-11dd-bbfe-3dabce05a288
Probably only of interest to testers (and me). Absolutely do NOT select the reference device even out of extreme morbid curiosity. It's not even very good at being a reference despite being slower than you can probably believe.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5358 96395faa-99c1-11dd-bbfe-3dabce05a288
Now, a note about the actual issue. Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils. If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test. This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update. I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know).
Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%). I'll be getting a new graphics card and looking into that.
And before some idiot says it, the answer is no. OpenGL does not help.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5346 96395faa-99c1-11dd-bbfe-3dabce05a288
Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5270 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added "Aggressive-CRC" checkbox at the HW hacks section of the config dialog.
- The following hacks are now activated only in aggressive mode:
- God of War 2: disable water effect/lines, disable global haze.
- FFX, FFX2, SSX3 (the full crc hack from r5214).
- Shadow of the Colossus: disable (over)bloom.
- Reverted the Valkyrie Profile 2 hack to pre- r5214.
- Some CRC fixes by comments on r5214.
- Regression fix of dynamic crc hack (INITIAL_MODE = 0 didn't compile)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5221 96395faa-99c1-11dd-bbfe-3dabce05a288
Mouse over descriptions for the hacks. Thanks to KrossX again, these are great :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5123 96395faa-99c1-11dd-bbfe-3dabce05a288
Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling.
It should be generalized and renamed later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5120 96395faa-99c1-11dd-bbfe-3dabce05a288
Team effort of KrossX and myself:
Finally adding that special game fixes / hack dialog I talked about for a while.
Committing this in several steps to clean up any issues easier.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5116 96395faa-99c1-11dd-bbfe-3dabce05a288
Committing a hack KrossX prepared (thanks) ;)
It can be used to fix bad character sprites in Gust games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5101 96395faa-99c1-11dd-bbfe-3dabce05a288
Let users set software parameters (extra threads and line AA) regardless of currently configured renderer.
Makes testing far easier.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5051 96395faa-99c1-11dd-bbfe-3dabce05a288
- 0: no multi-threading
- 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook
- 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads
- 3: small fps increase
- 4+: even smaller.
If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks.
Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288
- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)
Thanks for the help, sudonim :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4635 96395faa-99c1-11dd-bbfe-3dabce05a288
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
Avih renovated the configuration dialog a bit. It makes lots more sense now, thanks :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4173 96395faa-99c1-11dd-bbfe-3dabce05a288
Another round of configuration dialog renovations.
Fixes the leftover "Skipdraw" text when hacks are disabled.
Group the options a bit nicer. Group hardware Anti Aliasing with hacks.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3693 96395faa-99c1-11dd-bbfe-3dabce05a288
Move the dx11 check to GSInit, didn't like it only getting called on renderer changes in the middle of emulation.
PCSX2:
Report the savestate version as hex if loading an incompatible state. Looks better than -19793434481 :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3579 96395faa-99c1-11dd-bbfe-3dabce05a288
GSdx: Removed OpenGL "support". Nobody showed any interest in getting this working.
GSdx: Removed PS1 GPU support. pcsx2 does not use this and it is unmaintained, likely broken, and frequently confuses intellisense.
GSDumpGUI: Use the correct export for the library name, was using the PS1 version.
If any of the above code is needed in the future, we have this wonderful technology called version control.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2754 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed the resource issue I had, so the new options are now also available in the old config dialog.
- Added some code that hides the hack options completely when they're disabled. By Bositman :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2619 96395faa-99c1-11dd-bbfe-3dabce05a288
- Hide the hacks from users, unless "allowHacks" is written to the GSdx.ini first.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2609 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added multi sample anti aliasing options to the gui. Remember those aren't tested much, and we have reports of memory leaking with it enabled. Those could be outdated by now though.
- Removed the "enable output merger blur effect option", since I can't imagine anyone wanting to enable it anyway. :p
- Cropped one more pixel on the final output image, should fix some issues with msaa enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2607 96395faa-99c1-11dd-bbfe-3dabce05a288
- Finally made some user hacks available in the configuration dialog.
There are no warnings yet, and I don't like the placement either, but that'll have to wait.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2606 96395faa-99c1-11dd-bbfe-3dabce05a288
PCSX2: Added an optional PS2EsetEmuVersion callback for plugins, so that plugins (like GSdx) can alter behavior based on the version of emulator calling them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2530 96395faa-99c1-11dd-bbfe-3dabce05a288
* Disable GSdx's internal AspectRatio setting when using GSOpen2 (pcsx2 0.9.7 controls aspect ratios internally now)
* DX10 should be able to startup in fullscreen mode now, without needing to hit alt-enter (legacy 0.9.6 versions only)
* Added some comments for a failed attempt to disable DX10's default Alt-Enter behavior. If someone knows how to do that properly, please feel free to submit a patch because DX10/Com breaks my mind. (see GSDevice10.cpp)
* Remove DX11 for now since it's entirely unfinished anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2279 96395faa-99c1-11dd-bbfe-3dabce05a288
- 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
- Worked on the configuration dialog, bringing in the scaler option
- Changed the DeviceSize code to use Jake's kinda better method. Fixes some odd resolution games :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2061 96395faa-99c1-11dd-bbfe-3dabce05a288
Projects: Removed FrameworkVersion descriptor, don't think it matters for C++ code. Removed all translation files, since they're grossly out-dated and need to be remade anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1894 96395faa-99c1-11dd-bbfe-3dabce05a288
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