Commit Graph

3141 Commits

Author SHA1 Message Date
Jonathan Li 15733ed8cf gsdx: Fix memory leak
The memory was allocated with new so it should be freed with delete and
not _aligned_free. Fixes the destructors not being called.
2018-11-16 02:00:42 +00:00
iMineLink 42aee34482 GSdx-TC: Use PaletteMap also when 8-bit texture is disabled by caching only clut copies. (#2681)
Enabled caching of clut copies with PaletteMap also in the case 8-bit texture is disabled, which is the default (on #2344 the caching of clut copies and palette textures was done only when 8-bit texture was enabled).
Brings moderate speedups ~10% in the most concitated parts of the ZoE2 Anubis benchmark, but may improve performance in all the cases when there are many Source objects created with clut copies to be stored.
The quality of the comments has been improved to better highlight the mechanics of the caching system.
2018-11-13 19:22:13 +01:00
lightningterror ef3802b67a GSdx-d3d: Rename Blend Selector to better match opengl code.
Use member name.
om_bsel - > m_om_bsel
2018-11-13 01:56:11 +01:00
lightningterror 41459e6a2c GSdx-d3d: Rename Depth Stencil Selector to better match opengl code.
om_dssel - > m_om_dssel

Blend selector next.
2018-11-13 01:25:15 +01:00
lightningterror 63f9d419f8 GSdx: Rename some variables in GSHwHack.cpp.
GSC_TombRaider -> GSC_TombRaiderAnniversary,
GSC_Burnout - > GSC_BurnoutGames,
GSC_GetaWay - > GSC_GetaWayGames,
GSC_Castlevania - > GSC_CastlevaniaGames.
2018-11-12 21:15:12 +01:00
lightningterror a26dc73836 GSdx-gui: Switch places for "Alpha Correction" and "Logarithmic Z" on d3d9. 2018-11-12 20:13:47 +01:00
lightningterror 48d90a988a GSdx-d3d: Remove not yet used rt parameter in channel shuffle function. 2018-11-11 23:59:11 +01:00
lightningterror b26ed0db60 GSCrc: Small comment correction that I didn't notice before. 2018-11-11 03:45:06 +01:00
lightningterror 3280860ca9 GSdx: Add a couple of GT3/4 crc ids.
Rare demo/beta discs.

Source:

https://forums.pcsx2.net/Thread-Testing-out-games-not-in-the-database?pid=593185#pid593185
2018-11-11 03:42:35 +01:00
iMineLink 292dbbb6ac GSdx-TC: Remove virtual specifier from PaletteKeyHash operator, PaletteKeyEqual operator and Palette destructor. (#2680)
Small follow up corrections from #2344 highlighted by @turtleli
2018-11-10 18:50:19 +01:00
Dmitry 1b0b89776f GSdx: Removed crc id 0x7D4EA48F (multiloader). (#2677)
Removed crc id 0x7D4EA48F and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
2018-11-10 02:27:38 +01:00
iMineLink 9fa1b290ba GSdx-TC: Palette management rework. (#2344)
This follows the 4th point of #2310.
The idea was to rework the current palette texture management to improve performances with games that uses multiple palettes for the same data texture.

The new management shows small to none performances improvement in almost every game in terms of FPS, and it lowers the GPU BUS usage by some percentage points in games like Baldur's Gate: Dark Alliance (9% to 7%) which uses many palettes.

The hot topic is that the performances in Zone Of The Enders 2 skyrocketed (2x), because of the fact that the game uses many palettes and a small number of textures to render it's effects.

For more detailed information check the PR  #2344
2018-11-04 22:06:24 +01:00
Dmitry 3ccc53ee74 GSdx: Add a CRC id for RedDeadRevolver RU. (#2673)
Add missing RU crc id: RedDeadRevolver
2018-11-03 22:40:49 +01:00
lightningterror 9fdb7f6cd5 GSdx-gui: Remove "Recommended" word from crc hack levels Partial and Full.
Some users get confused and change the setting to a recommended option.
This can cause some issues when switching different hw render types.
Most of the time users shouldn't change the option and leave it on
Automatic.
Also remove ICO from crc Aggressive tooltip.
2018-11-02 14:54:24 +01:00
lightningterror fd75085111 GSdx-gui: Increase the vertical size for the drop down list for crc hack level, blending accuracy, and TV shader.
Gets rid of scroll bars appearing on GSDumpGui, also fixes TV Shader
drop down list issues.
2018-11-01 00:08:39 +01:00
Akash fc1d9aef09 GSdx-GUI: Disable large framebuffer for custom res
No longer needed after I combined the aligorithm in my previous commit.
2018-09-27 15:41:52 +05:30
Akash dce6d3f451 GSdx-HW: Remove inefficient scaling algorithm
Only impacts custom resolution, there used to be a much weaker algorithm
which doens't consider scissor sizes and gives a minor performance boost
in costs of accuracy (which was used when large framebuffer was disabled
in custom resolutions)

I've removed this as the performance tradeoff is rather negligible after
the implementation of #1942 and the older one is no longer necessary.
Also added an extra parameter for considering the horizontal scissor,
I'm not sure where this might be useful so this is disabled in code for
now till I discover a testcase where this helps or run it on random data
ensuring it's working properly.

Also porting this to the general scaling function might help with memory
spikes which are experienced when large framebuffer is enabled.
2018-09-27 15:34:26 +05:30
Shanoah Alkire 6710b0c906 Get rid of a few GSdx warnings. Remove some extra newlines in Sio's console output. 2018-10-27 01:59:53 -07:00
lightningterror 0cbbf2daf9 GSdx: Add an enum for channel fetch. 2018-10-23 16:52:47 +02:00
lightningterror bb5d120a3b GSdx-d3d: SetupDATE - > use pretty enum names. 2018-10-20 21:12:16 +02:00
lightningterror 6dca3656ed GSdx: Add Harry Potter and the Half-Blood Prince to automatic mipmapping. 2018-10-19 22:16:00 +02:00
KrossX df307bed02 GSdx-d3d: Add macro to support ScalingFactor in shaders. 2018-10-19 11:36:23 +02:00
lightningterror 5ef53b4587 GSdx-d3d: Partial port of the ICO HLE workaround.
We can't do a full port because channel shuffle and depth sampling need
to be ported to d3d but at the very least we can do a partial port that
skips the bad draw calls.
This way we can remove all the remaining crc hacks for ICO in GSHwHacks.
2018-10-19 07:15:06 +02:00
lightningterror 6ab47c934d GSdx: Revert disabled crc hack on native res for SFEX3.
I forgot that it's not an upscaling issue.
2018-10-18 16:13:45 +02:00
lightningterror 411e434baf GSdx-d3d: Move around some functions in DrawPrims to better match ogl.
IsOpaque(), EmulateChannelShuffle, dfmt check for 24bit alpha channel.
2018-10-18 07:02:45 +02:00
lightningterror c92e76b17e GSdx-gui: Change internal resolution drop down list names.
This should make things a bit easier for users when picking resolutions.

Native (PS2)
2x Native (~720p)
3x Native (~1080p)
4x Native (~1440p 2K)
5x Native (~1620p 3K)
6x Native (~2160p 4K)
8x Native (~2880p 5K)
Custom (Not Recommended)
2018-10-16 16:48:50 +02:00
lightningterror 933e43cb58 GSdx: Change how crc hacks work on native res.
Change the code so that some crc hacks on some games that remove
ghosting/blur issues on upscaled resolutions are disabled on native
resolution if crc hack level is below Aggressive state (most of the time).
They aren't needed then so why don't we aim for better accuracy.
2018-10-15 20:41:23 +02:00
Shanoah Alkire 149f30c7fa Removing some warnings from GSdx and pcsx2 because gcc 8 spams them mercilessly. They should probably be fixed properly, but in the meantime, this'll prevent them from masking other compiler warnings. 2018-10-13 13:56:38 -07:00
lightningterror fa53968b3c GSdx-gui: Forgot to update the buttons in Capture Settings. 2018-10-10 21:44:11 +02:00
lightningterror f3610b7c5c GSdx-gui: Minor spacing changes to some buttons. 2018-10-10 21:35:00 +02:00
lightningterror eac7527b93 GSdx-d3d: 24bit no alpha channel port from OpenGL.
Commit:

419dfe0544
2018-10-09 20:25:37 +02:00
lightningterror b360c07253 glsl, fx: Update point sampler comment. 2018-10-09 09:07:45 +02:00
lightningterror b1ca6ba528 GSdx-d3d: Use a pretty enum for ate_second_pass. 2018-10-08 23:58:15 +02:00
lightningterror 0dcd60b524 GSdx-d3d: Remove point sampler from d3d9.
It did nothing.
2018-10-08 21:22:34 +02:00
lightningterror c337ab6a66 GSdx-d3d: Use Colormask instead of GSDXRecoverableError on d3d9 texture shuffle.
Might be better.
2018-10-08 21:12:05 +02:00
lightningterror 201e7d1430 GSdx-d3d: Reformat GSRendererDX11.cpp. 2018-10-08 07:19:07 +02:00
lightningterror e5565d32b1 GSdx-d3d: Port directly set impossible mode in the blending table from OpenGL.
Commit:
97b38d9e1b
2018-10-08 01:06:45 +02:00
lightningterror e44fc33d48 GSdx-d3d: Add some comments in blendmap enums. 2018-10-06 08:26:45 +02:00
lightningterror 4a2549ef24 GSdx-d3d: Make blend enums easier to read.
Easier on the eyes this way.
2018-10-06 08:00:25 +02:00
lightningterror 379d9e4b88 GSdx-d3d: optimize colclip 0 port from OpenGL.
Commits:
7979dec5b0
15b934eb2a
2018-10-05 08:40:01 +02:00
KrossX 5719c6c3c0 glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
Issue #2617
2018-10-04 20:47:03 +02:00
lightningterror 614209be2d GSdx-d3d: Change DATE variable to local. 2018-10-04 05:39:01 +02:00
lightningterror 940263d490 GSdx-gui: Adjust space/rows on some tooltips so they fit better, rename Auto to Automatic list on adv. gl settings in hw hacks. 2018-10-03 15:27:42 +02:00
KrossX 2d094cbc3b tfx.fs: Remove whitespaces. 2018-10-03 15:21:46 +02:00
KrossX 9d562a454b GSdx: Limit Wrap negative UV when PS_FST is 0 only. 2018-10-03 15:21:46 +02:00
lightningterror 694546e870 GSdx-d3d: Add colclip_wrap variable. 2018-10-03 05:50:54 +02:00
lightningterror ef29daa9d0 GSdx-d3d: purge GSDrawingContext* context and GSDrawingEnvironment env from GSRendererDX.h
Not used anywhere in dx code and the code is already defined in
GSState.h with member variable names.
2018-10-03 04:41:17 +02:00
lightningterror 08a270a429 GSdx-d3d: Reformat GSRendererDX.cpp.
Let's keep the file clean and use 1 type of formatting and not a bunch.
It's easier to read this way and looks tidy.
Also correct some commented out code in Texture Sampler.
2018-10-02 02:16:38 +02:00
lightningterror 2aedb97796 GSdx: Add a crc id for Burnout Revenge EU. 2018-10-01 23:29:46 +02:00
lightningterror f6ba6cc3a9 GSdx-gui: Remove Xenosaga tooltip from TC Offset hack.
No longer needed since the issue is fixed.
Commit:

629d2bd425
2018-10-01 22:42:17 +02:00
KrossX 629d2bd425 GSdx: Wrap negative UV on region repeat wrap mode.
Makes UV coord be on the range [0, SIZE) before applying mask and
offset. This fixes Xenosaga's hair for example, which has negative UV
coords.
2018-10-01 22:38:22 +02:00
KrossX e90c87a8ef GSdx-d3d: Keep fract in [0;1] range port from OpenGL.
Fixes texture flickering in Oni on d3d11.

Commit:
a8968257db
2018-09-28 02:33:58 +02:00
KrossX 560966c539 GSdx-d3d: Update nvidia hack with vendor id detection.
Hack will no longer be active on Intel or AMD gpus.
Also remove UserHacks_disable_NV_hack. sprite hack
basically does the same thing so it's kinda useless.
2018-09-25 08:35:05 +02:00
KrossX e063be3043 GSdx-d3d: Port mipmap max_layer calculation from opengl to direct3d.
Fixes texture corruption on direct3d when full mipmapping was used.
2018-09-25 08:35:05 +02:00
Jonathan Li 3fe9ff7ac8 gsdx: Split TC offset hack into X and Y components 2018-09-20 01:01:49 +01:00
Jonathan Li 2f5ba10e6b gsdx:hw: Move TC offset variables to GSRendererHW
Also rename them for consistency.
2018-09-20 01:01:49 +01:00
lightningterror 728fa2c1a4 GSdx-d3d: tfx.fx correct texture shuffle shaders.
Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.

Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
2018-09-17 14:26:08 +02:00
lightningterror 8acc319a4a GSdx-d3d: Mask alpha channel on 24bit format.
dfmt is not supported but we can use the variable to select the
frame buffer format and later disable writting to the alpha channel.

MGS3 sees an improvement, and possibly other games as well.
So far didn't spot any regressions.
2018-09-16 12:54:47 +02:00
lightningterror 14a62c3a3f GSdx-tc: Update fb conversion hack comment with latest d3d changes.
D3D10/11 now supports fb conversion through a shader but only on native
res for now.
Nobody cares about D3D9 so don't ask :).
2018-09-15 14:27:04 +02:00
lightningterror 577bfaa8cd GSdx-d3d: Move Selector reset states in to a separate function.
Also move vs_sel def in header file and rename it using the member name.

Code is easier to read/move/adjust similar to GL.
2018-09-15 05:49:18 +02:00
lightningterror f40c1de919 GSdx: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D11.
Commit:
d29e375f72

Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1

Credits to KrossX for porting the shader.
2018-09-13 19:56:59 +02:00
lightningterror 6b52cc9829 GSdx-gui: Minor osd gui adjustments.
Grey out scrolling speed and maximum onscreen messages when
Enable Log is not checked.
2018-09-13 03:23:36 +02:00
lightningterror ad143d92da GSdx: Add Yakuza ntsc-u demo crc id. 2018-09-12 11:33:07 +02:00
lightningterror c39dc3dd78 GSdx-gui: Minor adjustements.
Purge unused IDC_CHECK_DISABLE_ALL_HACKS tooltip from old GSdx versions.

Rename TC Offsets to Texture Offsets.
2018-09-03 20:48:17 +02:00
lightningterror 96a62351ac GSdx: GSHwHack.cpp adjust a few lines I forgot in the previous commit. 2018-09-03 04:51:53 +02:00
lightningterror 38366c084e GSdx: Adjust Yakuza games crc hacks and do some reformatting.
Add a missing crc id for the US version,
, move the crc to DX level - effect is emulated correctly on OpenGL with
depth,
merge the two Yakuza hacks together and reformat it making it easier to
be read.
Skip 3 also seems to work on Yakuza 2.
Related commit:

7f0f19ee02

Reformat the code a bit, ocd satisfaction.
2018-09-03 04:36:11 +02:00
lightningterror 5b9e93c652 GSdx: Add Sly2 Internal prototype disc crc id. 2018-09-01 03:03:20 +02:00
lightningterror 846f31851e GSdx-gui: Grey out Texture filtering and Interlacing on Null. 2018-08-29 02:12:00 +02:00
Jonathan Li 22f1048e8f gsdx:windows: Show different adapters for each renderer
OpenGL does not allow an adapter to be selected, and the available
adapters for D3D11 and D3D9 may be slightly different.
2018-08-29 00:48:16 +01:00
Jonathan Li e4dd0069ca gsdx:windows: Don't refer to D3D10
Direct3D11 is used even if the user's GPU only supports Direct3D feature
level 10.0.
2018-08-29 00:48:16 +01:00
Jonathan Li 05004450a0 gsdx:windows: Refactor D3D11/9 adapter enumeration code
Move the code into separate functions.
2018-08-29 00:48:16 +01:00
Jonathan Li 3e8f9ac518 gsdx:windows: Init hacks dialog member variables in constructor
The skipdraw variables can now be initialised in the constructor as the
dialog no longer preserves state when it is reopened.
2018-08-29 00:48:16 +01:00
Jonathan Li 4d8dea0892 gsdx:windows: Open sub dialogs using temporary objects
This prevents the dialog from preserving state after it is closed, which
simplifies the logic slightly for reopening the dialog.

Also remove an unused variable.
2018-08-29 00:48:16 +01:00
Gregory Hainaut eb104f60e2 round count in constructor (to squash) 2018-08-28 15:30:56 +02:00
Gregory Hainaut b6db0a3c30 gsdx ogl: allow to reallocate the vertex/index buffer
Replace some raw pointers with unique_ptr

When Vertex buffer is updated, we should set again the layout
2018-08-28 15:30:56 +02:00
Gregory Hainaut 5694ef56ca gsdx ogl: use vector for layout parameter of Vertex Array
And keep the state in the object
2018-08-28 15:30:56 +02:00
lightningterror d09ac6d589 GSdx: Add some crc ids for HarryPotterATPOA KO/JP. 2018-08-27 21:26:19 +02:00
lightningterror 122f730608 glsl: Replace leftover tabs with spaces in shaderboost.
I believe all glsl files are cleaned up now.
2018-08-27 14:01:25 +02:00
lightningterror bcb7805c11 GSdx-gui: Don't disable Anisotropic Filtering on gl when Allow 8-bit textures is enabled.
Anisotropic works even with 8bit textures enabled.
2018-08-24 13:12:26 +02:00
lightningterror 1aeec47b30 glsl: Replace leftover tabs with spaces in tfx_fs. 2018-08-22 20:12:53 +02:00
lightningterror d7cdbf6f27 Gsdx: Point Sampler changes.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture

Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.

Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
2018-08-22 20:12:53 +02:00
lightningterror cf222d1ccf GSdx: Add Ape Escape 2 to automatic mipmapping. 2018-08-21 17:28:14 +02:00
lightningterror 937fee84f4 GSdx-gui: Put TC Offset X Y hacks in one line similar to Skipdraw Offset 2018-08-21 14:35:17 +02:00
lightningterror 11bad7b07a GSdx-d3d: Reduce state change - port from GL.
Commit: 37f9bcf9cb

Don't dirty aref when a fog color is uploaded.
Only set clamp mode in clamp mode (region clamp is handled in shader).
2018-08-21 13:56:06 +02:00
lightningterror 6eb385fd9b GSdx-d3d: s/sample_4a/sample_4_index/ 2018-08-21 13:56:06 +02:00
lightningterror 188a1f1416 GSdx-d3d: Drop an useless min in FS - port from GL.
Commit: a1957a685d

GPU will clamp color anyway. It reduces the number of instruction of 25%
(4->3).
2018-08-21 13:56:06 +02:00
FlatOutPS2 1498f538dd gsdx:hw: Enable skipdraw hack to skip a range of draw calls
Enhance the skipdraw hack by allowing skipdraw to skip a range of draw
calls.

For example: When the broken effects are at frames 90-100, the default
skipdraw always skips 0-100, possibly skipping several functioning
effects as well. By enhancing the skipdraw feature, it is now possible
to skip just frames 90-100.

For the example given above set the first box to 90 and the second box
to 100 to skip frames 90-100.

coauthor:turtleli (Linux GUI + tidy/simplify Windows GUI code)
2018-08-20 23:35:01 +01:00
lightningterror fc1d88cb51 GSdx-gui: Revert spacing between Texture filtering and Hardware settings.
I forgot all about OpenCL which caused some overlapping with the OpenCL
device option.
2018-08-20 02:10:00 +02:00
lightningterror 51cf02d27b GSdx-gui: Adjust main gui spacing.
Decrease spacing between Hardware Settings and Texture Filtering
slightly. It was a bit too much before,
Adjusted spacing to be equal between options, some had incorrect
spacing.

Maybe Accurate Date and Blending Unit Accuracy can be swapped.
2018-08-19 23:05:02 +02:00
Jonathan Li d258ef6275 gsdx:gtk: Improve dialog for small screen resolutions
Makes all the tabs scrollable, which makes the dialog more usable (the
OK button should always be present unless the screen is absurdly small).

Only checked on GTK3.
2018-08-12 19:38:21 +01:00
Jonathan Li 546eac4646 gsdx:gtk3: Fix fetching of monitor resolution
The user may not have configured a primary monitor, so get the
resolution of the monitor that the mouse cursor is currently located on.
2018-08-12 19:38:21 +01:00
Jonathan Li 8391b08e8f gsdx:gtk+3: Adjust visual layout
Use hexpand instead of expand, and use margin-start instead of
margin-left (margin-left is deprecated in GTK+ 3.12). IMO it looks
better this way.

Also, set the properties using gtk_widget_set_* instead of g_object_set.
2018-08-12 19:38:21 +01:00
Jonathan Li c28353e01f gsdx:gtk3: Switch to non-deprecated GTK3 API
The widget expanding issue seems to have resolved itself (probably a
change on the GTK3 end).
2018-08-12 19:38:21 +01:00
lightningterror ca35e707c4 GSdx-gui: Properly grey out Anisotropic Filtering text when the option is inactive. 2018-08-07 13:12:24 +02:00
lightningterror 352fbf0c1f GSdx-gui: Update CRC Hack Level tooltips.
Update Aggressive level tooltips.
Display the correct games that have Aggressive level crc hacks.
2018-08-07 11:41:28 +02:00
Jonathan Li 8b6ffc3f45 gsdx:ogl: Remove unused variables
Fixes some clang warnings.
2018-08-07 00:15:10 +01:00
lightningterror a0f96189d3 GSdx: Adjust God of War II crc hack.
Extend the hack to remove the water / hell effect (vertical lines) on
interlaced mode.

Close #2533
2018-08-04 20:07:26 +02:00
lightningterror 6cfe287c70 GSdx: Add/adjust crc ids.
Add God of War Demo ntsc,
Add Burnout Takedown E3 Demo ntsc,
Adjust regions for Harry Potter ATCOS/ATPOA,
Add comment for crc 0x7ACF7E03 - multiloader.
2018-08-03 12:35:26 +02:00
ivan89el f80af64a2b GSdx: Adjust ShinOnimusha crc hack. (#2521)
The hacks remove smoke/fog effects. They are rendered correctly so let's move the hacks to Aggressive crc state. They can be used as speedhacks.
2018-08-01 11:25:24 +02:00
lightningterror 59ec48a120 GSdx: Add games to automatic mipmapping, add some crc ids.
Automatic mipmapping: Harry Potter (Chamber Of Secrets,
Prisoner of Azkaban,  Order Of The Phoenix), The Incredible Hulk:
Ultimate Destruction.

Add some missing crc ids for GT4 demo discs.
2018-07-31 02:43:21 +02:00
Jonathan Li 286e7293fa gsdx:windows: Fix screenshot/GS dump path issues
Fixes an issue with screenshots/GS dumps not saving if the path contains
characters not present in the current codepage.
2018-07-23 00:51:02 +01:00
ivan89el d09737dbb5 GSdx: Adjust Spartan crc hack, add missing crc id. (#2510)
Adjust Spartan crc hack: Combine/ease the hacks in to one.
Only remove the glow/yellow bloom effect and don't skip any other effects that shouldn't be skipped. UI and some other post processing effects work properly now.

Add crc id CrashBandicootWoC RU.
2018-07-19 19:33:06 +02:00
Christian Kenny 6d1d32cd83 GSdx: Add Harry Potter Order of the Phoenix to automatic mipmapping. 2018-07-19 04:37:14 +02:00
Dmitry dca7bf5edc GSdx: Add/adjust some CRC ids. (#2512)
Add some missing RU crc ids: Onimusha3, ICO, TombRaiderUnderworld, SoulReaver2, LegacyOfKainDefiance.

Removed crc id 7ACF7E03 and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
2018-07-19 00:53:22 +02:00
ivan89el 4ebfceffd2 GSdx: Add some missing crc ids.
Add FinalFightStreetwise RU, SoulCalibur3 RU. Correcting the wrong id TenchuFS RU (the elf was modified widescreen cheat, sorry). Delite Kunoichi RU (the elf was modified widescreen cheat, the original coincides with the EU).
2018-07-15 22:03:08 +02:00
ivan89el 75264ee423 GSdx: Adjust Kunoichi crc hack (#2502)
Move a hack that removed burning/hot air effect. The effect is rendered properly but causes slowdowns so it's best to move it to aggressive for now.

Add comments explaining what the crc hacks do.
2018-07-12 20:31:24 +02:00
ivan89el 46866268ed GSdx: Add some missing crc ids. (#2498)
Kunoichi\Nightshade RU,
Tenchu Fatal Shadows RU,
Urban Reign RU,
Ghost In The Shell SOC RU.
2018-07-03 18:37:12 +02:00
ivan89el cbf8f22b62 GSdx: Adjust Ghost In The Shell SOC crc hack. (#2492)
Ease the crc hack and skip less effects, makes shadows and some other effects work properly.

The game experiences a bit more upscaling issues which can be resolved with Merge Sprite and Wild Arms offset HW hacks.
2018-07-02 22:42:56 +02:00
lightningterror 1fefb4897e GSdx: Add crc id for Shadow of Rome Demo (NTSC-U). 2018-07-01 04:34:08 +02:00
lightningterror 7b8d2d1945 GSdx: Add crc id for ICO Demo (NTSC-U). 2018-06-30 15:30:14 +02:00
lightningterror be4b06ef3e GSdx: Add crc id for The Getaway Black Monday Demo (NTSC-U). 2018-06-30 14:13:06 +02:00
lightningterror 387db6d4ba GSdx: Add Nicktoons Unite to Automatic Mipmapping.
Game is still broken but a bit better now.
2018-06-26 20:23:12 +02:00
lightningterror 5c483df3e8 GSdx: Add crc id for The Getaway Black Monday (NTSC-J). 2018-06-26 19:13:57 +02:00
lightningterror 2af05a92f8 GSdx: Add crc id for Ratchet And Clank 3 Regular Demo (NTSC-U). 2018-06-25 22:14:07 +02:00
lightningterror f22843816b GSdx: Add crc id for Ratchet & Clank 2: Going Commando & Jak II Demo disc (NTSC-U). 2018-06-24 21:45:58 +02:00
lightningterror 150b1e8423 GSdx: Add Sly 3 PAL demo crc id. 2018-06-18 21:02:44 +02:00
lightningterror abdd847fbe GSdx: Add some missing crc ids.
Ratchet And Clank NTSC-U: E3 Demo and EB Games Demo,
Soul Calibur 2 NTSC-U: Demo.
2018-06-18 00:53:49 +02:00
lightningterror 2b9c368fa8
GSdx-d3d: Rearange PSSelector(GSDeviceDX.h).
Rearange PSSelector shader list in GSDeviceDX.h
to match GL format.

Easier to read and will make someone's life easier.
2018-06-11 01:08:36 +02:00
lightningterror bb5f989c05 GSdx: Purge leftover SSX3 crc ids no longer needed. 2018-06-10 18:34:24 +02:00
lightningterror af3e55af63 GSdx: Also update Tekken 5 ntsc-j crc hacks to work on progressive mode. 2018-06-09 10:15:55 +02:00
lightningterror 1c58d5acff GSdx: CRC hacks for Tekken 5 NTSC-U should work on progressive mode as well now. 2018-06-08 22:54:56 +02:00
lightningterror f244706cc2 GSdx: Purge Spyro NB /EN hw hack fixes.
Purge Hw hack fixes for Spyro New Beginning and Eternal Night that fixed
HUD and menu display.
They will be replaced with EE patches in GameDB that work for both
software and hardware mode. A much better alternative and less GSdx
hacks.
2018-06-02 12:38:49 +02:00
lightningterror ba463ed076 GSdx: Disable Alpha hack gui option on D3D9.
Hack is only used on D3D10/11.
2018-05-31 21:22:12 +02:00
Jonathan Li 61406a4349 cmake: Fix GSdx EGL build libX11-xcb linkage issue
Prevents a XGetXCBConnection undefined symbol error.
2018-05-31 01:02:26 +01:00
lightningterror 6ef793545d GSdx:Port better support of palette from GL to D3D10/11.
Port from commit b0af54d3

Fixes shadows in Star Ocean 3.

Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.

Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.
2018-05-30 14:47:06 +02:00
lightningterror dc2779b385 GSdx: Adjust Sky Gunner crc hack.
Move hack back to Partial (GL level).
Huge vram usage on both gl and dx - maybe not a channel
effect or channel effect not yet detected.
2018-05-22 20:08:45 +02:00
lightningterror 8c2a79ab54 GSdx: Add some missing crc ids.
Sky Gunner US Regular and Trade Demo.
2018-05-22 20:05:14 +02:00
lightningterror d900917bfa GSdx-OSD: Adjust messages.
Change font size from 32 to 28 default.
Change log speed from 6 to 4 default.
Change max log messages from 3 to 2 default.
2018-05-21 17:56:14 +02:00
lightningterror c5f94fbced GSdx: Adjust Spyro New Beginning crc hack.
The hack should now work on the PAL version as well.
2018-05-21 02:33:46 +02:00
lightningterror c4068e5188 GSdx: Update Spyro Hw fix/hack.
Revert merge of Spyro Eternal Night / New Beginning hw hack.
Update Spyro New Beginning hack - fixes menu/hud flicker in HW mode.

SW mode still has issues with the menu/hud elements.

Improve #1490
2018-05-20 16:30:32 +02:00
lightningterror ff3052935e GSdx: Adjust Sonic Unleashed crc hacks.
Move crc hacks back to Partial (OpenGL) level.
Game experiences improper texture shuffle emulation and half screen
bottom issue.
2018-05-19 08:48:24 +02:00
lightningterror 290397d1af GSdx: Add a missing crc id for CrashNburn EU. 2018-05-16 01:09:56 +02:00
Christian Kenny 8b6751943e GSdx: Remove Hummer Badlands CRC Hack. 2018-05-15 20:52:05 +02:00
lightningterror 3a8857a782 GSdx: Adjust crc hacks for Big Mutha Truckers.
Move crc hacks back to OpenGL(Partial) level.

Game experiences a half screen bottom issue and vertical stripes.
2018-05-09 18:42:49 +02:00
lightningterror fbc0b1849d GSdx: Adjust crc hacks for Heavy Metal Thunder.
Move the hacks to DX Level(Full). OpenGL renders the effects properly
with Depth Emulation.
2018-05-09 00:07:59 +02:00
Jonathan Li 8f6a3d9fe8 gsdx: remove DirectCompute backend
It hasn't been accessible since OpenCL was added, and it was barely
updated since it was introduced.
2018-05-06 02:01:22 +01:00
lightningterror 191219f7d8 GSdx: Purge crc ids/games no longer needed.
The following games in the crc list are not used anywhere so
we can clean this list up. If some are needed in the future then
they can be re added.

List of removed games:
CaptainTsubasa,
Dororo,
HarvestMoon,
Jak1,
JamesBondEverythingOrNothing,
NamcoXCapcom,
SDGundamGGeneration,
SeintoSeiya,
SengokuBasara,
SilentHill2,
SilentHill3,
Siren,
TalesofDestiny,
VF4,
VF4EVO.
2018-05-05 23:21:34 +02:00
lightningterror e606958a43 Gsdx: Remove Captain Tsubasa crc hacks.
The crc hack broke graphics ingame, causing flickering/transparent
textures and other similar issues.

On a side note the game experiences upscaling issues that can be fixed
with Half Pixel offset hack.
2018-05-05 00:10:11 +02:00
lightningterror 34a94990c4 GSdx: Adjust crc ids.
Add a missing crc id for Captain Tsubasa-JP.
Rename WildArms5 to WildArms4 for crc 565B6170 Jap,
it was incorrect.
2018-05-05 00:10:11 +02:00
Jonathan Li ab9bdb009b baseclasses: Move from unfree to 3rdparty
Update it to the version found at
https://github.com/Microsoft/Windows-classic-samples , which is in an
MIT licensed repo, and add the LICENSE file (edited to remove the SIL
Open Font LICENSE part since that doesn't apply).

Some modifications have been made to reduce the diff/stop git
complaining (not including any file that wasn't in the previous version
and removing the related header includes in streams.h, and fixing some
but not all of the whitespace issues).
2018-04-29 02:19:17 +01:00
Jonathan Li b84b2808f4 baseclasses|gsdx: Move code from baseclasses to GSdx
Moved code seems to be from Gabest. Only the code that is currently used
has been kept.
2018-04-29 02:19:17 +01:00
Jonathan Li 7ea0273119 gsdx: Remove code that does nothing 2018-04-29 02:19:17 +01:00
lightningterror 6496e6db11 Gsdx: Adjust Front Mission 5 crc hacks.
Move CRC hacks do DX level.

Hack that fixes shadows:
Shadows/glitchy black ground textures can be fixed with Preload Frame Data.

Hack that removed vertical stripes:
D3D10/11 correctly emulates texture shuffle but also needs depth support.
2018-04-27 17:59:24 +01:00
lightningterror c8c9731262 GSdx: Update D3D fbmask emulation on texture shuffle.
Improves accuracy on Sly series.

Rendering is still bad and needs a lot more work but
it's a little bit better.
2018-04-24 22:42:59 +01:00
lightningterror 0f5d3d2f1b GSdx: Add Sly 3 demos crc ids.
Regular Demo US,
E3 Demo US.
2018-04-22 23:51:56 +01:00
lightningterror 230a497a12 GSdx-TC: Don't skip depth lookup on Jackie Chan Adv and SVC Chaos.
Don't skip draw calls on Jackie Chan Adv and SVC Chaos,
fixes regressions on Jackie Chan Adv and SVC Chaos.

Gregory: The correct fix would be to trace all textures writes to
be sure of the source. But it is a much bigger work.
2018-04-15 00:42:07 +01:00
lightningterror 6073a26f5d GSdx: Add some missing crc ids.
Add SVC Chaos: SNK vs. Capcom EU/JP,
Add Jackie Chan Adventures EU.
2018-04-15 00:42:07 +01:00
lightningterror 0e39caaad3 GSdx: Adjust Naruto series crc hacks
Purge CRC hacks that removed lighting on maps.
Games: Naruto - Narutimate Hero 3,
Naruto Shippuuden: Narutimate Accel.
2018-04-03 16:01:22 +01:00
lightningterror b6a73f6db3 Gsdx: Add some missing crc ids.
Tenchu Fatal Shadows US,
God Hand EU,
The Getaway EU,
The Getaway Black Monday EU.
2018-04-02 11:39:45 +01:00
lightningterror 4cb164b795 GSdx: Adjust CRC hacks.
Purge Sengoku Basara crc hacks. Texture shuffle is emulated correctly on
d3d11/ogl. d3d9 skips the bad draw call.

Move Eternal Poison crc hack to d3d level. Not needed on ogl since
the game is emulated correctly.

Move hack that removes texture shuffle for Demon Stoneback back to ogl level,
half screen bottom issue remains.

Extent CRC hack for The Getaway and The Getaway Black Monday to work on
EU regions.
2018-04-02 11:39:45 +01:00
lightningterror 014e27bc20 GSdx: Add Quak3 Revolution to Automatic mipmapping. 2018-03-27 15:11:08 +02:00
lightningterror 312db7755b GSdx: Adjust CRC hacks.
Move CRC hack that removed shadows to Aggressive, shadows are misaligned
when upscaling - can be fixed with HPO. We can use the hack as a
speedhack for Aggressive state.

Add correct FBP code for Sly 2 E3 Demo. CRC hack should work properly now.

Purge God of War 1/2 CRC hacks that fixed/removed the vertical red lines.
No longer needed since the issue is fixed accross all renders.
Also useless to be kept for speedhacks.
2018-03-27 15:11:08 +02:00
lightningterror 9769f19ebe GSdx: Remove fbmask handle in GSRendererDX.
It's already handled in texture shuffle code.
2018-03-27 15:11:08 +02:00
lightningterror 0e83b89dbd GSdx-D3D: Texture and channel shuffle improvements.
Texture Shuffle changes:
Always Enable Texture shuffle on D3D10/11.
Previously Texture shuffle was enabled if CRC hack
level was below Full, this was kinda not good since
D3D also relies on CRC hacks on Full so you could either
stick with texture shuffle or crc hacks.

Texture shuffle is not supported on D3D9, however we can do a partial
port where instead of vertical lines with the effect we get the effect
on the entire screen. Better than nothing I suppose.

Ported some of the code from OpenGL to D3D
( just a copy - paste job :) ),
part of the code misses a dedicated shader but we can still
use it to fix various issues on many games.

List of affected games tested so far:
The Godfather, Final Fight Streetwise, The Suffering Ties that Bind,
Urban Chaos have their vertical lines issues fixed
(highly possible for other games as well), MGS and Stolen see an improvement
but they are still broken without crc hacks. Other games that suffered
similar issues are probably affected as well.

Channel Shuffle changes:
Update Channel Shuffle detection. A lot of games should see an improvement,
MGS, Urban Chaos, Stolen have their top left corner issues resolved.
Other games should be affected as well that use similar logic.
They still miss a shader so some effects are still broken/show glitches
but it's a nice improvement for D3D users.

Shared changes:
Texture Shuffle and Channel shuffle have been moved to their
own dedicated functions. Should make things a bit cleaner.

Move part of the code for Texture Shuffle to GSRendererHW to be shared
across all HW renderers, should aboid copy paste/duplicate code.
2018-03-23 13:38:34 +01:00
lightningterror 2ad5db2279 GSdx Adjust/Replace crc hack for Final Fight Streetwise.
Replace/remove an old crc hack that was used to fix the red vertical
lines issue, the hack is no longer needed. The new hack removes depth
effects on D3D only.
Note: The game has another vertical lines issue that can be fixed with
texture shuffle on D3D.

Add comments to Simple2000Vol114 explaining what the hacks do.
2018-03-22 14:46:31 +01:00
lightningterror 99350d6caa GSdx: Add some missing crc ids.
Sly 2 E3 Demo US, Sly 2 JP.
2018-03-22 14:46:31 +01:00
Christian Kenny 40f7d6c95b GSdx: Add Shox to Automatic Mipmapping 2018-03-19 01:00:26 +05:30
lightningterror 6aaae6970e GSdx: Cleanup hacks in GSRendererHW.
Merge identical code for Spyro Games in to one to avoid duplicate code.

Rename hacks name for Jak series from OO_Jak to OO_JakGames since there
are multiple games added.
2018-03-13 18:56:30 +05:30
lightningterror f4fa115c82 GSdx: Remove GT3/Concept CRC Hacks.
This follows PR #2304.
The CRC hacks are no longer needed due to the partial port of channel
shuffle on D3D.
They cause higher vram spikes  now.
2018-03-13 18:56:30 +05:30
lightningterror bd0947e7a3 GSdx: Add/adjust CRC ids.
This follows PR #2330.

Add some missing regions: Tomb Raider Legend JP,
StarWars Force Unleashed EU, SuperMan Returns EU, Valkyrie Profile 2 FR.

Rename GT3/Concept titles, they were incorrect.

Adjust Harley Davidson region id from NoRegion to US.

Add some missing regions to automatic mipmapping:
FIFA 03 US, FIFA 04 EU, FIFA 05 EU.

Reformat a few comments.
2018-03-13 18:56:30 +05:30
lightningterror 73f1d7d099 GSdx: Rename HW hacks drop list options.
Add "Default" nametag for default list options for the hacks: Sprite,
Round Sprite, GL Advanced settings, HPO.

Should help users know which options are the default ones with less
confusion.
2018-03-04 20:54:10 +05:30
refractionpcsx2 084530eeca
Merge pull request #2122 from PCSX2/target_load
GSdx-TC: Fix load size calculation in target update Fixes #1972 Fixes #2110 Fixes #2138
2018-03-03 03:31:25 +00:00
Jonathan Li fb4f274882 gsdx: Remove inappropriate comment 2018-03-02 23:41:46 +00:00
lightningterror 38aa4e1745 GSdx: GSCrc.cpp reformat comments and whitespaces. 2018-03-02 10:10:31 +05:30
lightningterror 2be9cf060d GSdx: Add/adjust CRC ids.
Add CRC id for FFXII US, SFEX3 EU,
GT4 CH and GT4 Online Beta US.
Adjust BullyCC region from US to EU.

Add Missing regions for Ratchet & Clank,
Ace Combat, Destroy All Humans and Soul Reaver
series to Automatic Mipmapping.
2018-03-02 10:10:31 +05:30
Christian Kenny 10ebe16653 GSdx (OGL HW): Perform a texture shuffle when the address of the framebuffer and the texture are the same.
Tomb Raider: Angel of Darkness relies on this behavior to produce a distance fog effect.

Closes #2215
2018-02-22 00:20:54 +05:30
FlatOutPS2 c1fd01545a GSdx: Remove GT4/Tourist Trophy CRC hacks
Removes GT4/Tourist Trophy CRC hacks. The hack had already been moved to
aggressive due to VRAM spike issues, but is no longer necessary at all
due to the in-game brightness/contrast setting issue being moved to
behind the frame buffer conversion hack for Direct3D and being resolved for OpenGL.
2018-02-21 17:08:48 +05:30
lightningterror 768a4412d5 Gsdx: Adjust Ikkitousen CRC hacks.
Move hacks that disabled shadows to DX level since OpenGL renders
shadows properly with Depth Emulation.

Some other upscaling issues appear with the disabled hack like a small
black border on the bottom of the screen or some ui elements but those
can be fixed with TC X,Y Offset hack.
2018-02-21 17:06:16 +05:30
Akash b10c357065 GSdx-TC: Fix load size calculation in target update
Previously, the calculation for the size of data to be loaded was done
based on the rendering target buffer size and scaling multiplier, which
was totally wrong. This led to different resolutions having different
load sizes while the size of the real GS memory is common regardless of
the scaling variancies.

Hence use the default rendering target buffer size for the load size
independent of the scaling values. I've also removed a buffer height saturation
code which seemed unreliable.

Note: The accurate version of the code can be enabled using the macro
provided in config.h (which is more intensive on resources), the current
code goes along with the approach of maintaining a decent performance
level along with a formidable accuracy.
2018-02-06 18:00:22 +05:30
Jonathan Li f64488f818 gsdx:d3d: Fix fbmask conversion on texture shuffle
Port of 6580f4922f.
2018-02-06 00:03:25 +00:00
lightningterror 85c59fdb5e GSdx: Adjust DBZ BT2 CRC hack and id, add R&C3 EU to Automatic Mipmap.
Adjust region id for BT2.
Move the sky texture(depth) hack back to Partial level only for the EU
regions.  Effect is still not rendered correctly and causes a half
screen bottom issue.

Add R&C3 EU to Automatic Mipmapping.
2018-02-05 23:03:19 +00:00
lightningterror 86a8cbf402 GSdx: Change Skipdraw Maximum limit value.
Previously the limit was 1000, now 10000 in the GUI. It should help in
some rare cases where a higher number is needed without the need of ini
editing and value reset issues caused by the GUI.
2018-02-05 23:03:19 +00:00
lightningterror 4aa25c4971 GSdx: Disable Merge Sprite on native resolution.
Previously if HW hacks were enabled Merge Sprite was active(if checked) on
native resolution even if the GUI option was disabled, which in result
caused glitches in games on native resolution.

This should address that issue.
2018-01-13 23:18:57 +05:30
FlatOutPS2 fe27d3b25a GSdx: Add Dark Cloud CRCs to automatic mipmapping 2018-01-12 13:28:43 +05:30
lightningterror 9dc7930ff2 GSdx: Merge CRC hacks of Wild Arms 4 and 5
It's better to avoid duplicate code so let's merge these two together
as well.
2018-01-12 13:25:40 +05:30
lightningterror fbdd0f4394 GSdx: Remove/move/merge CRC hacks.
Remove Aggressive CRC hacks for SSX 3. Was used to remove the red lines
on older versions but no longer needed since the issue has been fixed.
Offered 1fps or less speed bump but it's not worth keeping for such a
minimal increase.

Merge all FFX CRC hacks in to one. They share the same code so it's
better to have one to avoid duplicate code.

Move CRC hack for Bleach Blade Battlers to Aggressive. It removes the
character shading. It can be used as a speed hack since the gains are
quite good from it. Around 15-30%.
2018-01-10 08:10:56 +05:30
lightningterror 29ef586f91 GSdx: Move CRC hacks for Soul Calibur 2&3 to DX level.
Add missing CRC ids for Soul Calibur 2 and 3.
Move CRC hacks to DX level. They are not needed anymore on OpenGL since
Depth Emulation fixes depth issues (shadows).
2018-01-09 20:36:14 +05:30
lightningterror 687c0b45e2 Gsdx: Tekken 5 Channel effect and CRC Hacks
Move CRC hack to Partial that fix the half screen
bottom issue since the effect is not rendered correctly.

Move CRC hack to Aggressive. These hacks are only
needed when running upscaled resolution. They skip the
blur effect which cause ghosting and some other screen issues.
Side effect is they also remove the channel effect on OpenGL
which is emulated correctly so let's put them on Aggressive.

Comment out a hack, it's unknown what the hack does atm.
If there are new issues then it will be added back.

Added comments what the hacks do.

Partial port for channel shuffle effect to Direct3D for Tekken5.
The effect is skipped and not rendered but now the top left
screen glitch has been resolved.
Note: At least Minimum CRC level is required for this to work.
2017-12-13 13:31:49 +01:00
lightningterror 41051f3cfe GSdx: Add hidden option to disable Nvidia hack
Add hidden option "UserHacks_DisableNVhack" to disable
the Nvidia hack on Direct3D which added black lines on the right
and bottom of the screen. Could be useful for Intel and AMD GPUs.

A better solution would be to add Vendor Id detection instead,
but this will do for now.

To disable the Nvidia hack add UserHacks_DisableNVhack=1 in GSdx.ini
2017-12-10 21:37:00 +05:30
lightningterror a74a5d95ab GSdx: Remove/move CRC hacks for Simpsons Game
Remove CRC hacks no longer needed.
Move CRC hacks to Aggressive level. Can be used as a performance hack.
2017-11-28 16:59:13 +05:30
lightningterror 3c74f0f907 GSdx: Extend support of "Preload Frame Data" for Direct3D.
Fixes glitchy water in Rogue Galaxy in Direct3D when the hack is
enabled.
Fixes Test Drive car reflection in Direct3D when the hack is enabled.

OTher games are affected as well.
2017-11-27 11:01:43 +01:00
lightningterror 6d49bf6fc6 GSdx: Automatic HW Mipmapping option
Adds automatic HW mipmapping support.
It relies on CRC ids so if a game does
not have their CRC id but needs mipmapping
it will not work until the id is added.

Add GUI menu and tooltip for Automatic mipmap
"Automatic (Default)"
This option will be default option from now on.

Rename "Very Slow" text option to "Slow" for full mipmap
as it caused the text not to fit properly in the menu.

Credits also go to @RedPanda4552 and @ssakash for helping
with the code.
2017-11-20 09:54:56 +01:00
lightningterror 431b4f6f17 GSdx: Rearrange HW Hacks
Rearrange the two columns of HW hacks, new arrangement
is done in alphabetical order on Windows and Linux.

Rename some hacks on Linux to match the windows version.

Some other minor tweaks as well.
2017-11-20 09:54:32 +01:00
Christian Kenny 5956493684 GSdx: Remove CRC hack for James Bond Everything or Nothing. Thes hack was used to avoid a VRAM spike, but isn't needed anymore. 2017-11-19 12:58:48 +05:30
lightningterror b31c23b37b GSdx: Add/move CRC hacks for Street Fighter EX3
Add missing CRC ids.
Move CRC hacks to OpenGL since the effects aren't emulated properly atm.
2017-11-13 16:04:42 +05:30
Akash 6299d9efa9 GSdx-Capture: Grayout configure button for codecs
The following patch grays out the configure button when there's no
configuration dialog available for the selected codec. What's the use in
clicking it when no dialog pops up? :P (I've been tricked by it lots of
times)
2017-11-11 12:50:22 +05:30
Akash 849c2f36d9 GSdx-Capture: Format event commands in switch-case
Use switch-case over chained if statements for the event commands, makes
the code more readable in my opinion.
2017-11-11 12:50:22 +05:30
lightningterror 1cbd4c5387 GSdx: Add CPU Frame buffer Conversion Hack
Add HW Hack that enables Framebuffer Conversion on the CPU instead of the GPU.
Can fix broken textures on games but at the cost of slower performance.
List of games: Harry Potter games, FIFA Street games.
Games like Call of Duty, Kung fu Panda might also be affected as well as others
especially on Direct3D.
Add HW Hack GUI option on Windows/Linux for 4-bit and 8-bit Framebuffer conversion hack
named "Frame Buffer Conversion".
2017-11-02 10:38:07 +01:00
Jonathan Li fe2dfdb3b9 gsdx: Remove "using namespace std" 2017-09-08 09:56:28 +02:00
Jonathan Li 82d1aba67f gsdx: Prefix std:: to ostringstream, pair, codecvt* 2017-09-08 09:56:28 +02:00
Jonathan Li 7ed360e06b gsdx: Prefix std:: to shared_ptr 2017-09-08 09:56:28 +02:00
Jonathan Li 0cde534e30 gsdx: Prefix std:: to min and max 2017-09-08 09:56:28 +02:00
Jonathan Li 54c320c724 gdsx: Prefix std:: to map
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li 2ff67f3741 gsdx: Prefix std:: to list
Also use auto when appropriate
2017-09-08 09:56:28 +02:00
Jonathan Li 5415b7ad5b gsdx: Prefix std:: to vector
Also use auto when appropriate
2017-09-08 09:56:28 +02:00
Jonathan Li 2aeb406e38 gsdx: Remove hash_{map,set} macros
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li d57b812f36 gsdx: Prefix std:: to string and to_string 2017-09-08 09:56:28 +02:00
lightningterror d158ac5ffe GSdx-ogl:
Comment out driver version detection on amd as it was not working properly.
Rename bools for vendor ids.
2017-09-06 18:08:37 +02:00
lightningterror 481a884d25 GSdx - dx9: Edit Alpha Correction (FBA) tooltip.
Can cause graphical glitches in some games.
2017-09-06 18:05:21 +02:00
lightningterror f14c78cf12 GSdx-ogl: Fix GSdx crashing on Intel igpus
Regression was introduced in #1954
GSdx caused the emulator to crash when the renderer was restarted.

It may have affected older gpus from nvidia/amd
with older OpenGL support as well.
2017-09-06 17:14:21 +02:00
lightningterror 91d8e7c7c6 GSdx-Windows: Grey out OSD and Shader Configuration
Grey out OSD Configuration button for Direct3D
since only OpenGL supports the feature atm.
Grey out Shader Configuration button in Core Benchmark.
2017-08-31 21:11:43 +05:30
Jonathan Li fecf8e3ed2 gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
2017-08-30 21:08:54 +01:00
Alessandro Vetere a0aa585afd GSdx GSTextureCache: Using FastList instead of std::list. Various other improvements.
Using range loops where possible (correctly).
Using auto where possible (minimize code changes whenever it's decided to change back to a std container).
Use more efficient erase pattern (where possible).
Minor code tweaks.
2017-08-30 11:43:18 +02:00
Alessandro Vetere b2508dcb59 GSdx GSDevice: Using FastList instead of std::list. Using range loops (correctly). Using auto instead of declaring iterator type. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 965334350f GSdx GSTextureCacheSW: Ported erase iterator trick. Using FastList instead of std::list. Using range loops. Using more efficient erase pattern. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 676c7b89c7 GSdx GSFastList: Introducing the custom container template class. 2017-08-30 11:43:18 +02:00
Alessandro Vetere b431d172b7 GSdx GSDirtyRect: std::vector instead of std::list, to speedup linear scan. Improved const-ness. Using range loop. 2017-08-30 11:43:18 +02:00
Alessandro Vetere f8e89b694a GSdx GSLocalMemory: Reserve space required in the std::vector before adding elements to it. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 3300470a29 GSdx GSCodeBuffer: std::vector instead of std::list, to speedup linear scan. Using range loop on destruction. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 798d6a9134 GSdx GSDevice11: Fix unsigned warning under VS2015 with DEBUG build enabled. 2017-08-30 11:43:18 +02:00
Akash 8fe8cad8f9 GSdx-D3D11: Avoid undefined behavior in swapchain
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is
specified for Vsync, this mode is exclusive to OpenGL at the moment
and is unimplemented on the D3D11 renderer. Also the present function
of swapchain only accepts values from 0 to 4 as parameter, hence
passing negative values to the function is undefined behavior.

So let's fallback to standard synchronization method on D3D11 when
PCSX2 requests for adaptive mode.
2017-08-25 22:40:42 +01:00
lightningterror 420f111611 GSdx: Add missing CRC for GT3 2017-08-16 17:35:32 +05:30
Gregory Hainaut c4bf09ad32 glsl: extension must be declared first
Mesa follows this rule of the standard.

Issue #2037

Shader compile fines now but SSO interface seems to be broken.
2017-08-12 15:37:29 +02:00
Gregory Hainaut 17d2d9217b gsdx ogl: test adaptive/late vsync driver support
Supported on GLX (but not Linux free driver) and WGL
2017-08-05 11:00:39 +02:00
Gregory Hainaut 2e4643a398 gsdx ogl: factorize SetVSync
Move common logic into base class
Add API to handle late Vsync (only stub)
2017-08-05 10:59:48 +02:00
Gregory Hainaut 2204885fbb gsdx ogl: factorize common context init code 2017-08-05 10:56:54 +02:00
lightningterror 66a87ce4d0 GSdx: Add missing CRC for Tomb Raider Underworld 2017-07-29 20:10:46 +05:30
Akash 31400b29c3 Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
2017-07-27 00:23:25 +05:30
lightningterror f5b4ccf741 GSdx: Adjust CRC for DBZ BT3
Fix CRC hacks on PAL version.
PAL version will no longer experience very high brightness/contrast
issues on stages in hw mode caused by an incorrect CRC hack.
Moved a CRC hack back to OpenGL mode only for the PAL version
because texture shuffling does not work properly on PAL games.
2017-07-26 20:19:44 +02:00
Akash bd5e54e825 GSdx-Windows: Fix Shadeboost text bug
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the
text containing the name of the options was being updated with the
current value of the option instead of updating the text designated for
holding the values.
2017-07-23 22:50:40 +01:00
puzzo888 1d983a6818 Update GSCrc.cpp (#2018)
gsdx crc: add Front Mission 5 CRC
2017-07-22 11:32:15 +02:00
Akash c3ff1074bb GSdx: Rework framebuffer height calculation
DBY isn't an offset to the frame memory but rather an offset to read
output circuit inside the frame memory, hence the top offset should also
be calculated for the total height of the frame memory. Fixes software
mode regression in Beyond Good and Evil.

Also handle cases when GetFrameRect() is called without any paramerer to
avoid an illegal value access violation on the DISP register.
2017-07-13 17:53:29 +02:00
Gregory Hainaut c5d35d434c glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
2017-07-12 22:04:03 +02:00
Gregory Hainaut 38010432ee gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
2017-07-12 22:03:47 +02:00
Jonathan Li 45ac69a1f6 gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.

Fixes #1980
2017-07-02 22:54:36 +01:00
Gregory Hainaut 392816fae3 gsdx: store vsync state into an integer
allow to support late vsync (Adaptive vsync).
2017-07-02 15:14:45 +02:00
Gregory Hainaut 36fd2b6854 gsdx: remove the unused GSsetFrameLimit API 2017-07-02 15:09:47 +02:00
lightningterror 358954d69e GSdx-ogl: Printing console messages v2 (#1954)
GSdx-ogl: Console messages v2

Follow up to
commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b

Add intel broken driver wiki link message in console (OpenGL).
Print intel / amd buggy driver message once in console (OpenGL).
Pring texture barrier and viewpoint array info once in console (OpenGL).
2017-07-02 13:56:45 +02:00
lightningterror f88972013f GSdx: Remove/move DBZ:BT3 CRC
Enables character outlines to partially work on Full CRC.
DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled.
You can either use Aggressive crc or x,y offset to fix the issue.

Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird
motion blur type way when the player moved slightly.
2017-06-29 16:54:11 +02:00
Akash f2de553d63 GSdx: Cleanup warnings on MSVC
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
2017-06-29 16:48:50 +02:00
Gregory Hainaut 7d75a73105 cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase)
GCC bug => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799

Close #1937
2017-06-29 14:51:50 +02:00
Jonathan Li 4a562401dc gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.

Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.

Closes #1921.
2017-06-13 01:11:45 +01:00
Jonathan Li f8787ca6b9 gsdx: Fix variable initialisation issue
Class member variables are initialised in order of declaration in the
class definition. Move native_buffer to the top of the class definition
to avoid initialising m_width and m_height to random values.
2017-06-05 01:12:41 +01:00
Akash 23fa0657a7 GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and
allow future RT buffer resize calls when the buffer size isn't enough.

(Example: when a game's CRTC/Framebuffer size changes. The older code
didn't consider such cases)
2017-06-04 17:10:25 +02:00
Akash a04d9fa388 GSdx-HW: Revamp buffer size calculation
Added a more robust buffer size calculation mechanism for custom
resolutions. Improves performance in higher resolutions for games
which don't need a big buffer. There's a great boost in performance
at GS limited scenarios.

I don't even feel there's a need for the large framebuffer option right
now, For future - I plan on making the large framebuffer enabled version
as the default as the overhead is there only at situations when it's
necessary. Until then keeping the original code just to be on the safe
side in case any issue pops up.
2017-06-04 17:10:25 +02:00
Akash 266c114c1e GSdx-OGL: Extend ICO workaround to PAL videomode 2017-06-03 14:52:42 +02:00
Jonathan Li 11ed4de0aa gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
2017-06-03 14:52:01 +02:00
Jonathan Li 742b0edaa8 gsdx: Fix GS dump readback EOF handling
An EOF only occurs after attempting to read past the end of the file.
Account for this correctly, which fixes a potential infinite loop when
reading back an xz compressed GS dump.
2017-06-03 14:52:01 +02:00
Jonathan Li a6ed698fca unix: Remove LZMA_SUPPORTED define 2017-06-03 14:52:01 +02:00
Jonathan Li 3912f3330f windows: Link GSdx to liblzma (xz) 2017-06-03 14:52:01 +02:00
Jonathan Li 97d99632a6 gsdx: Use std::vector for xz dump output buffer
By default, Windows has a 1MB stack size limit per thread, so array
cannot be used...
2017-06-03 14:52:01 +02:00
Akash 49840bb621 GSdx: Implement SYNCV register bitfields
Add the bitfield structure of the undocumented SYNCV register,
potentially might be useful in proper height determination of the output
circuit for some weird games which still get it wrong but still haven't
figured out how it might be useful. Maybe some sort of black magic
formula with the vertical synchronization values?

The differential phase value seems to closely resemble the display
height value of the video modes (480 for NTSC, 576 for PAL) but after
some investigating into the differential phase, I have no clue on how
they might be even related. Hopefully the mystery will be unveiled in
the near future.
2017-05-24 13:44:52 +02:00
Gregory Hainaut 802f1029e9 gsdx: dump gsdump in xz format directly
Reduce disk space. Easy to share.

It would be nice to port the code to Windows.
libzma code was taken from https://git.tukaani.org/xz.git

Note: only short dumps are supported so far. Big dump will freeze the interface during the compression.
Or will suck all the RAM.
Note2: a multithreaded encoder would badly impact the compression ratio

Thanks to Turtleli for all review comments
2017-05-21 23:45:35 +02:00
Gregory Hainaut 53b2fdf31c linux: requires liblzma (xz) to build GSdx 2017-05-21 23:45:35 +02:00
Gregory Hainaut 5c7d9d08e2 gsdx: defer init of GSUtil global object
Close #1935
2017-05-21 14:39:22 +02:00
Gregory Hainaut 9cb8c70434 gsdx linux: port to latest GTK3 API
* replace gtk_table by gtk_grid
  => it still misses some paddings
* Use 3.22 monitor API to query screen size
  => need to be tested
* directly add scrolled windows into a container without bothering with
  the viewport.

Code compile fine but wasn't tested.

v2: disable the code until I (or someone) get a chance to test and fix it.
2017-05-13 10:39:06 +02:00
Gregory Hainaut b15ab1b1cf gsdx: use = default instead of trivial constructor/destructor
reported by clang-tidy
2017-05-13 10:38:35 +02:00
Gregory Hainaut 595ad99a5b Cmake: what should have been the previous commit 2017-05-12 19:38:51 +02:00
Gregory Hainaut 05763b3669 cmake: better gcc + gsdx integration
Only set fabi-version on older GCC (5.0 and below)
Disable broken optimization for GCC7+ (until we find a better solution)
2017-05-11 23:14:06 +02:00
Gregory Hainaut ec63b04719 gsdx: only print once OpenGL status message
All credits go to @lightningterror

Fix #1882
2017-05-11 22:35:31 +02:00