GSDx: Removed discards from partial colclamp support as it wasn't doing much good and definitely won't be necessary with the next stage of support. No significant functional change probably.
As before, please do a full rebuild of gsdx. I hate it as much as you but don't know how to make VS smarter about this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2712 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes shadows in Ico and Shadow of the Colossus and hopefully fixes more effects in other games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2702 96395faa-99c1-11dd-bbfe-3dabce05a288
Also, screw you, Stroustrup! You don't make me cast short to int, so don't make me cast int to an enum! PS: arithmetic operators, you stingy bastard.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2697 96395faa-99c1-11dd-bbfe-3dabce05a288
- Hopefully hacked up the "wall of fog" problem in GoW2. Used an adapted patch from ZeroGravity.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2687 96395faa-99c1-11dd-bbfe-3dabce05a288
- More fixes to "slides". The few games using them should sound mostly correct now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2686 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fix Silent Hill Origins, Max Payne 2 and a few others. This was a really old bug :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2681 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed the clipping audio in many game's sound effects by using a saturating XA decoder.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2679 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
It was a series of very old bug.
1) After the passage to the WX system the CoInitialize was not anymore called on the GS thread causing the Filter enumeration on DirectShow to fail.
2) After the "MFC Free" commit of Gabest, if you selected the Uncompressed functionality a nullpointer exception trigger (as there is no filter for that)
3) Strangely there was no code path to connect the source with the mux when Uncompressed was selected (without an encoder in the middle). I added it.
Test it and report problem. I already know there is a problem with the closing of the sound recording, but that's a PCSX2 problem, not a GSDX one.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2657 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed a little problem with the last commit. (I was pointing out of the string instead of the end. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2656 96395faa-99c1-11dd-bbfe-3dabce05a288
Now the snapshots and gs dumps are correctly created in the snaps folder (or the one choose by the user). (GSDX was missing a check to understand if the directory passed by pcsx2 was or not slashed at the end. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2655 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
Rougher granularity than this probably doesn't break anything, this is the finest that should have observable effects.
Not running voices when they're in a special sentinel block may also help games... but not Fatal Frame 2. It resets the loop register constantly. I really have no idea what it's playing at and it's driving me crazy.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2637 96395faa-99c1-11dd-bbfe-3dabce05a288
- Pseudonym made the voice free-run system a bit faster. Also fixes some odd sound skips introduced with the first version of this fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2636 96395faa-99c1-11dd-bbfe-3dabce05a288
- Continue voice processing even if the voice is off, as per SPU2 specs.
This fixes Fatal Frame 2 (and likely 3 as well). A really long standing bug we had :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2635 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
- Found out that the blur detection filter was busted for some time now.
It worked by chance, due to the pixel crop hack.
Disabled that hack now and made PCSX2's GS frame handle that functionality instead.
This is a somewhat nicer method, although users of 4:3 and 16:9 aspect ratios might get flickering pixels on the borders again.
I'll see if I can think of something for those cases, should there be demand for it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2608 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
- Ok, that interrupt commit in r2600 was silly. The "special register write" is a simple set audio to max volume. We don't interrupt those :p
NEW IOP DMAC:
- Make the adma interrupts happen early, as in the previous commit for old dmac.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2602 96395faa-99c1-11dd-bbfe-3dabce05a288
- Don't delay the adma irq callbacks, call them directly.
Should finally fix all those sound dropouts that only happened with this plugin :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2601 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added an interrupt call on a special register write, which mimics peops spu2 behavior.
This lets Silent Hill Origins get further when booting up.
Note that it's not complete and hackish, need someone with spu2 experience to make it right :p
- Also added various logging stuff
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2600 96395faa-99c1-11dd-bbfe-3dabce05a288