When the RT is used as an input texture, we need to rescale it.
Previous behavior was to always uses a linear filtering (more smooth).
Unfortunately it broke some games that expected an exact value like Star Ocean 3
This commit will disable the linear filtering in normal filtering mode (filter = 0
or filter = 2)
This way, shadow of Star Ocean 3 will appear correctly in upscaling (not
100% perfect but can't do better)
Note: SO3 only requires a nearest sampling of the alpha channel but
I don't know the behavior for others games.
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
* use svnrev.h on linux too
* replace sprintf_s with snprintf (hope it still compile on Windows)
* init integer with 0 instead of NULL
* various int -> u32/uint32/uint on for loop index
* remove a couple of unused variable
* init few variable
* disable unused warning results
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5683 96395faa-99c1-11dd-bbfe-3dabce05a288
So, in the end I only properly understood the old code after finding all the problems with my version. I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind. This effort might've been a big waste of time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5292 96395faa-99c1-11dd-bbfe-3dabce05a288
Change a texture cache hack to fix half the flickering FMV games.
It could have issues though, or randomly fix other stuff. Please test :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5130 96395faa-99c1-11dd-bbfe-3dabce05a288
Another refinement to the Wild Arms hack by KrossX.
The hack now only applies to one kind of geometry (sent using the unpacked UV handler).
This works nicer in Wild Arms as it fixes "jumpy" characters.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5124 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
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
This makes the Arc the Lad fog issue go away.
Review would be nice though :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5011 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
Important: this is not a fix of the cause of the crashes, it just bypasses cases of sure crash. Once that spot is bypassed, things can go wrong elsewhere. Generally, however, things just continue normally. E.g. GT4 (camera changes), Tourist Trophy (camera changes), MGS3 (codec screen when CRC hacks are disabled) and probably more - now don't crash anymore, even at high resolution (but might still get some slowdowns).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4895 96395faa-99c1-11dd-bbfe-3dabce05a288
Fallback to the old render target read for games that do block level reads (Gust titles).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4643 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed Busin 0: Wizardry and Chaos Legion in hardware rendering, possibly others (that read back the output) as well.
The fix could use a review though, as I'm not sure it's safe :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4639 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
- Moved the offset hack to CreateSource(), it can work a bit more selectively there.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2714 96395faa-99c1-11dd-bbfe-3dabce05a288
- The earlier FFX fix killed fmv in Xenosaga 2. Hacked up a bit more now! :p
- Few more CRC (Note: I will look at GoW 2 once I have time and dumps, not before!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2660 96395faa-99c1-11dd-bbfe-3dabce05a288
- Scene menu and pause screen transitions in FFX, FFX-2 and Grandia3 get invalidated (fixed) again.
No idea why Gabest ever turned that fix off. Coded by Feal87.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2648 96395faa-99c1-11dd-bbfe-3dabce05a288
- Feal87 found and fixed a problem with shadows in Silent Hill Origins. Might help other games as well.
- Bit better fix for GoW's "wall of fog" problem. Patch originally from ZeroGravity.
Thanks guys :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2647 96395faa-99c1-11dd-bbfe-3dabce05a288
- Depth texture removal hack can now be configured via gamefix_skipdraw = x. (Front Mission 5)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2423 96395faa-99c1-11dd-bbfe-3dabce05a288
- Converted an upscale hack to the format I plan to use from now on. (Also makes this hack work better :p)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2422 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added a macro that disables any upscale hacks.
- More work on the dx10 renderer upscale hacks.
PCSX2:
- Changed a warning so it reads more like a notice :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2366 96395faa-99c1-11dd-bbfe-3dabce05a288
- Remove the silly upscale hacks from an earlier commit
- Replace them with a less silly version in CreateSource() :p
- Remove a few of the outer pixels from the visible area, as they often contain glitches
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2241 96395faa-99c1-11dd-bbfe-3dabce05a288
- 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