Commit Graph

3948 Commits

Author SHA1 Message Date
Gregory Hainaut ae441e6a2c gsdx mipmap:HW: Update all valid texture layers 2016-10-13 20:16:38 +02:00
Gregory Hainaut 5d593dd948 gsdx mipmap:HW: save state of both min&max lod values 2016-10-13 20:16:38 +02:00
Gregory Hainaut 15b1d8d3f0 gsdx mipmap:tc: add code to update a single layer of a mipmap 2016-10-13 20:16:38 +02:00
Gregory Hainaut dbb4bdf59f gsdx mipmap:ogl: add GL_TEXTURE mipmap support
* Allocate more memory for extra layers
* Allow to upload data in any layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut 76bd968c59 gsdx mipmap: extend texture/cache to support a layer parameter 2016-10-13 20:16:38 +02:00
Gregory Hainaut b695e0065a gsdx mipmap: use a 3 state option 2016-10-13 20:16:38 +02:00
Jonathan Li 679f3347bb cdvdgigaherz: Read raw CD sectors one by one (#1590)
A multi sector raw disk sector read that reads data from two tracks of
different types will not complete successfully. Reading the sectors one
at a time should fix the issue.
2016-10-10 22:33:15 +01:00
Clang Format 039573b133 clang-format spu2x
Note: it doesn't play well with define around forceinline (might need to fix the inline btw)
And a single macro in RegTable.cpp
2016-10-10 20:41:24 +02:00
Robert 36631f2270 remove a useless define
cosmetics

more cosmetics

some more cosmetics? sure!

whitespaces

whiterspaces
2016-10-09 20:10:53 +02:00
Robert 95fe77a594 bad merge fix 2016-10-09 16:15:19 +02:00
Robert Neumann 19a8ed8b25 psxmode: Spu2x: more native SPU2 reghandlers. first "working" reverb! (everything before was just random data) 2016-10-09 15:52:47 +02:00
Robert Neumann ee05137415 psxmode: Spu2x: add reverb register handling, fix a problem with the address translation, re-enable "VMIXEL" writing (which should just be named Echo/Effect ON or EON really) 2016-10-09 15:52:47 +02:00
Robert Neumann 1ec70f1df3 psxmode: Spu2x now working correctly. Kudos to pseudonym. Took him 30 minutes to fix this! 2016-10-09 15:52:46 +02:00
Robert Neumann 08b6edae80 psxmode: further spu2x work 2016-10-09 15:52:45 +02:00
Robert 3aabc1adbf spu2x work 1 2016-10-09 15:52:05 +02:00
Gregory Hainaut 9af34cc611 gsdx tc: miss a set scaling call
Likely impact issue #83/#694
2016-10-09 13:07:08 +02:00
Gregory Hainaut 3b733930fe gsdx: UserHacks_TextureInsideRt must be disabled by default
Likely a bad copy/past
2016-10-09 12:13:37 +02:00
Gregory Hainaut 344636d88e gsdx ogl: attach input texture before copy
Help to ensure with copy the good texture in debugger
2016-10-08 23:42:39 +02:00
Gregory Hainaut 22ebdcf1cf gsdx debug: create a nice dump function for kernel gs registers
Add missing register
2016-10-08 23:42:39 +02:00
Andreas ab228c8484 Added missing CRC for Grand Theft Auto San Andreas. 2016-10-08 18:38:50 +03:00
FlatOutPS2 db853b4462 GSdx: Add Jak 2 US CRC to GSCrc list.
Fixes issue: https://github.com/PCSX2/pcsx2/issues/1603
2016-10-07 13:14:15 +03:00
Gregory Hainaut 574a807678 gsdx tc: new hack to extract texture from rt
UserHacks_TextureInsideRt = 1 (don't look at Jak)
2016-10-07 01:43:04 +02:00
Gregory Hainaut 8873b27eb8 gsdx: let's keep the new clut option off
There are still issue with virtua fighter (albeit my dump is better...)
2016-10-06 22:05:03 +02:00
Gregory Hainaut 79666b26c0 gsdx sw: restore the const reference
It was removed for PSX hack which was removed a couple of commits ago
2016-10-06 20:02:22 +02:00
Gregory Hainaut c66004bbb2 gsdx: hidden option to better support dual context clut
Option is on by default. Just a safety net in case of regression

Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
2016-10-06 19:08:21 +02:00
Gregory Hainaut 9cd4984f7c gsdx debug: more log 2016-10-06 18:56:31 +02:00
Gregory Hainaut d827497403 gsdx: let's handle illegal 4 bits format too
In doubt if some games use them.
2016-10-05 22:07:49 +02:00
Gregory Hainaut 9b93c07339 gsdx: Handle illegal 8 bits format. Found the most silly GS dev trick
Fix Berserk #1526 Well done guys but we're more clever than you ;)

So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format
2016-10-05 22:07:43 +02:00
Gregory Hainaut 6fd46eb36a gsdx: move the validation of the texture format before the draw call
Avoid false positive when game write dummy stuff
2016-10-05 22:07:23 +02:00
Pseudonym a0629587be gsdx memory: implement read texture of PS GPU24
convert the swizzled block as tightly packed 24 bits RGB

Then convert scanline to standard 32 bits RGBA

The HW renderer requires the preload data hack
2016-10-05 21:59:42 +02:00
Gregory Hainaut 1c900e780a gsdx memory: add a PS GPU 24 bits format
Same swizzle as 16 bits. But contains tightly packed RGB pixels.
2016-10-05 21:06:38 +02:00
Gregory Hainaut 1cc696ab31 gsdx hw: update TEST.ATE field after ATE optimization
Otherwise DoFirstPass/DoSecondPass will give you result based on pre-ATE optimization

Close #1607
2016-10-05 09:43:24 +02:00
Gregory Hainaut 3653a7746a gsdx psxmode: small hack to "see" video until we found a better solution 2016-10-05 09:43:24 +02:00
Gregory Hainaut 677f890c5c gsdx debug: static GSState::s_n
This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut 61333ecb40 gsdx debug: trace register access
I didn't include high frequency register such as vertex stuff

main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut 1b8d6a38e7 Merge pull request #1586 from PCSX2/gsdx-refresh-gui-options
Gsdx refresh gui options
2016-10-04 18:30:48 +02:00
Gregory Hainaut 354aa6831b gsdx ogl: brain hang in the middle of the line
Only impact if bilinear is forced
2016-10-03 18:52:02 +02:00
Gregory Hainaut 5b72fab2e4 gsdx ogl: depth regression from 866173a481
Only mask depth if the min value is too big

Issue #1602
2016-10-03 18:32:54 +02:00
Gregory Hainaut 3be055a366 gsdx hw: remove code to detect an effect
It was a tentative to emulate GTA radiosity but the new hack is more generic
2016-10-02 18:29:23 +02:00
Gregory Hainaut 49c44db635 gsdx:dx: make filtering right
WMS/WMT 2 is the region clamping mode.

Hw unit can't emulate it right so it can give you bad filtering (Fix #1025)

Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
2016-10-02 18:21:52 +02:00
Gregory Hainaut 7f4791fa85 gsdx hw: improve no_ds detection
Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
2016-10-02 18:21:52 +02:00
Gregory Hainaut c3ac3ecbe7 gsdx hw: move try alpha test at the beginning
Will allow to use alpha test optimization to better optimize depth lookup

Require to do clut handling before
2016-10-02 18:21:52 +02:00
Gregory Hainaut dc365e066d gsdx tc: remove old plain TEXA hack
It must work fine without it now.

From the google code comments:

It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)

v2: update Dx code to use the good format
2016-10-02 18:21:52 +02:00
Gregory Hainaut cf13cccb1e gsdx: avoid useless spamming of INVALID PSM in release build 2016-10-02 18:21:41 +02:00
Gregory Hainaut 955a69b16e gsdx ogl: fix GT4 regression (wrong texture on timing) 2016-10-02 12:16:48 +02:00
Gregory Hainaut c7c6566bca gsdx hw: of course the full Jak series will kill me 2016-10-02 11:57:09 +02:00
Gregory Hainaut b6638d4eec gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Gregory Hainaut 3996fbe365 gsdx hw: reduce conplexity around TryAlphaTest
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut c5f086b385 gsdx ate: separate the code that depends on TEST.AFAIL
Easier to read and allow a switch optimization

Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut 4612b79575 gsdx: add a warning on vertex trace
Due to a division by 2, depth lsb bit is always 0

I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00