At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.
This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).
Fixes#1527.
PNG_LIBRARIES adds both libpng and zlib to the command line.
PNG_LIBRARY only adds libpng to the linker command line, and the cmake
documentation also suggests not to use it.
Value seems wrongly rounded and you can't distinguish 0xFFFF from 0xFFFE
Instead check that depth is constant for the draw call and the value from the vertex buffer
Fix recent regression on GTA (and likely various games)
In FB_ONLY mode the alpha test impacts (discard) only the depth value.
If there is no depth buffer, we don't care about depth write. So alpha
test is useless and we can do the draw with a single draw call and no program
switch
Extend GSVector to support float move
Initial code likely used integer move for performance reason. However due to
the nan correction, register is now in float domain.
I hope it wasn't done on purpose.
CID 168624 (#1 of 1): Missing break in switch (MISSING_BREAK)
unterminated_case: The case for value CMD_CONFIG_MODE is not terminated by a 'break' statement.
CID 168626 (#1 of 1): Uninitialized scalar field
uninit_member: Non-static class member m_end_block is not initialized in this constructor nor in any functions that it calls.
Fix rendering issue on letters on Kengo/burnout 3/...
Default algo will execute the alpha test in 2 passes. However due to blending
you can't handle accurately the color.
Fortunately for us, the rendering uses an always pass depth test so you
can execute first all the color rendering (which doesn't depends on the alpha test)
And then the depth part which depends on the alpha test.
* Code was factorized a bit with the help of max_z
* Add an extra optimization if test is ZTST_GEQUAL and min z value is
the biggest value. Z test will always be pass.
Note: due to float rounding (23 bits mantissa vs 24 bits depth) the test
is done against 0xFF_FFFE and not 0xFF_FFFF. It is wrong but GPU will
also use float so impact will be null.
CreateEvent and CreateThread return NULL on failure, not
INVALID_HANDLE_VALUE. This should have been done in
0477e03965, I didn't check thoroughly
enough.
The solution files are unused and for ancient Visual Studio versions -
GSDumpGUI has its own solution file, and bin2cpp is included in the main
solution file.
The property sheets have either fallen out of use or were never used in
the first place.
Fixes a regression introduced by 46ba9aa117,
where the Linux GS replayer would always use the options in inis/GSdx.ini
(or use the default options if that doesn't exist) to replay the dump,
instead of using the GSdx.ini from the specified ini folder.