Jonathan Li
e6b9805167
gsdx:windows: Show tooltips on main dialog
2015-09-01 19:25:25 +01:00
Jonathan Li
48bba4d581
gsdx:windows: Add tooltip support
...
Tooltips will be usable for all Gsdx dialogs if required.
2015-09-01 19:25:24 +01:00
micove
9e7a2bf1b9
Merge pull request #792 from micove/Update_Pthreads291
...
Update pthreads to 2.9.1
2015-08-25 13:59:02 -04:00
Gregory Hainaut
bdc8038e7e
glsl: set a size to gl_ClipDistance array
...
The purpose is to avoid issue on MS-Intel driver without
a dedicated hack in the compilation.
Code doesn't use it so I suspect others implement to discard the
statement.
2015-08-25 18:58:39 +02:00
Gregory Hainaut
a1957a685d
glsl: drop an useless min in FS
...
GPU will clamp color anyway. It reduces the number of instruction of 25% (4->3)
2015-08-25 18:58:39 +02:00
Miguel A. Colón Vélez
c97c4f878a
Update pthreads project.
...
- Add x64
- Use static library
2015-08-25 09:53:00 -04:00
Jonathan Li
6f6a7b92e4
gsdx:windows: Move CRC box to main dialog
...
The CRC hack option is always used regardless of whether the HW Hack
checkbox is ticked. Move it to the main gsdx dialog and make it use the
same descriptions that are used in Linux.
And fix the accurate_blend_unit whitespace formatting.
2015-08-23 14:04:09 +01:00
micove
e65a223c91
Merge pull request #790 from micove/Update_3rdparty
...
Update some of the 3rd party libraries.
2015-08-23 08:31:49 -04:00
Miguel A. Colón Vélez
09c8a41294
Update SoundTouch to 1.9.0.
...
It claimed to be 1.7.1 but it had a mixture from various
versions. It was hard to update as everything in the top directory
so I used upstream's way to organize files. I renamed include to
soundtouch since I did not want to #ifdef that for windows.
.
Wavfile.h is a private header so I used the private path instead of
moving the file over. This changed 3 files in the plugin folder.
2015-08-22 10:16:27 -04:00
Gregory Hainaut
bfadd884c9
glsl: expand tab into space
...
The mix of the 2 was awful
2015-08-22 13:34:02 +02:00
Gregory Hainaut
a46c11b088
gsdx-ogl: delete various leftovers
2015-08-22 13:33:32 +02:00
Gregory Hainaut
7002ff3ec3
gsdx-ogl: move texture scale from vs_cb to fs_cb
...
It avoid useless update of the vs_cb.
2015-08-22 13:33:04 +02:00
Gregory Hainaut
499206f0ea
gsdx-ogl: disable advance rendering when drivers don't support it
2015-08-22 12:22:35 +02:00
Gregory Hainaut
d9cf326879
gsdx: windows requires a static cast
2015-08-22 12:22:35 +02:00
Pistachioman
a002e5ff0a
Avoid potential header clash between DirectX' and lilypad's xinput.h
2015-08-21 16:44:21 +02:00
Jonathan Li
6e826d5193
Merge pull request #754 from ssakash/patch-45
...
gsdx: little changes on AF value behavior.
2015-08-21 11:29:49 +01:00
Akash
111653833f
AF checkbox status depends on paltex.
...
according to some of the internal functions in GSDevice files, Anisotropic Filtering is only done when paltex is disabled. do the same on the GUI for user awareness.
2015-08-21 15:50:13 +05:30
Akash
3c9ca799a6
Remove anisotropic filtering checkbox value.
...
Removes the checkbox of Anisotropic filtering from the GSDX plugin settings, the checkbox was usually used to enable & disable the AF which is not necessary since there is an option in the drop down list for disabling AF.
the internal function value of "AnisotropicFiltering" has been replaced with "MaxAnisotropy" for detection.
the detection uses the function getconfig("MaxAnisotropy", value) where value 0 means disabled and value is the default value when no value is set in the INI file.
2015-08-21 09:45:00 +05:30
refractionpcsx2
60a90aa51c
GSdx-dx11: Another attempt at the nvidia hack, changing the viewport top left slightly also seems to alleviate the issue. Lets see how well this goes down.
...
At worst things will look zoomed out by like, a pixel :P
2015-08-20 23:45:26 +01:00
Gregory Hainaut
37f9bcf9cb
gsdx-ogl: reduce state change
...
* don't dirty aref when a fog color is uploaded
* only set clamp mode in clamp mode (region clamp is handled in shader)
v2: fix SSE2/3 compilation
2015-08-20 23:01:43 +02:00
Gregory Hainaut
c5a786ed2c
gsdx-ogl: remove support WMS/T == 2 in hardware unit
...
I think behavior was wrong because only first texel coordinate was clamped.
Beside we can't interpolate if AEM isn't yet applied
2015-08-20 23:01:43 +02:00
Gregory Hainaut
53d1fdd8f1
glsl:debug: disable fst when testing texturing shader
...
Reduce clutter in ASM dump
2015-08-20 23:01:43 +02:00
Gregory Hainaut
78dd957717
gsdx-ogl: use normalized index coordinate for palette texture
...
In palette mode, 90% of texture accesses are done in 8 bits.
So let's keep this path as light as possible. It reduces GPU load.
2015-08-20 23:01:43 +02:00
Gregory Hainaut
42c08e6123
gsdx-debug: infinite replay for value > 90
...
Allow to use Nvidia debugger & give time to see the glitches
2015-08-20 23:01:20 +02:00
Akash
1039df5077
Fix Vista volume control on Lilypad.
2015-08-20 21:41:05 +05:30
refractionpcsx2
561fa8a95e
GSdx-dx: Workaround for NVidia Win10 Issues, possibly? at least seems to fix it..
2015-08-19 23:01:39 +01:00
avih
b55d6539b5
Merge pull request #773 from micove/Fixes_MSVS
...
Visual Studio: Fixes for Compilation
2015-08-19 10:59:35 -07:00
Miguel A. Colón Vélez
fd78b7bbf8
ZeroGS: Add 61 missing symbols.
...
Apparently only Debug/Devel require
- comctl32.lib
- RpcRT4.lib
- pthreads.lib
2015-08-19 11:08:24 -04:00
Miguel A. Colón Vélez
6cddd04518
old_plugins: Remove unused configurations + more.
...
I went a bit of trigger happy since compiling so much is not fun. Changes:
Solution
- Remove all SSE2/SSSE3/SSSE4/AVX/AVX2 configurations. Not used.
- Remove wxAdv3.0 and x86emitter. Compiled but not used.
- Make sure Release compiles Release.
- Make sure Debug compiles Debug.
- Make sure Devel compiles Release or Devel.
- Make sure nothing get skipped.
- Do the last 4 for the x64 build.
.
CDVDolio
- Remove SSE2/SSSE3/SSSE4/AVX/AVX2 configurations. Not used.
- Remove props. Cruft.
- Remove _M_SSE from stdafx.h. Pointless and only reference to it.
xpad
- Remove SSE2/SSSE3/SSSE4/AVX/AVX2 configurations. Not used.
- Remove props. Cruft.
- No reference to _M_SSE.
.
Only GSdx uses _M_SSE.
2015-08-19 09:35:21 -04:00
Miguel A. Colón Vélez
3193eb5106
Update .gitignore file.
...
- Remove *.mo. Not needed.
- Add *.aps and delete USBqemu.aps.
- Don't ignore asm files.
- Ignore the cmake obj-i586-linux-gnu build folder in Linux.
- Fix the regex pattern for /bin/pcsx2*
- Don't ignore the changelog of libjpeg.
- portaudio line not needed and ignored vcxproj/props/etc.
- update to the new rcdefs.h location
- Don't ignore pcsx2/gui/Resources/EmbeddedImage.h
- Remove autogenerated file plugins/dev9ghzdrk/Win32/postBuild.cmd
- Simplify lines using '**' or '*.exe'.
Remaining issues:
$ git status --ignored
Ignored files:
plugins/CDVDiso/src/mkiso/mkiso.dsp
plugins/CDVDiso/src/mkiso/mkiso.dsw
.
These can be deleted.
2015-08-19 07:45:02 -04:00
Miguel A. Colón Vélez
fd813a002c
Lilypad: Fix compilation error in Debug target.
...
It could not find dxguid.lib since it was only available for Release.
.
This should go on a prop but that is a different PR.
.
I also fixed it for x64 while I'm at it.
2015-08-19 05:37:14 -04:00
Miguel A. Colón Vélez
683c003622
Add Debug target for CDVDnull.
...
It's the only one w/o it.
2015-08-19 01:38:36 -04:00
Gregory Hainaut
6b84a89b6a
gsdx-ogl: remove old ati hack for point sampler
...
Was never used on openGL
In the future absolute coordinate will be use anyway
2015-08-18 19:09:45 +02:00
Gregory Hainaut
ed21d88735
gsdx-ogl: add support of Intel GPU on Windows
...
It requires at least an Ivy Bridge GPU.
2015-08-18 19:06:43 +02:00
refractionpcsx2
8539805691
Merge pull request #690 from micove/VS_universal_sln
...
VS Now uses a universal solutions file - VS 2012 and below dropped due to incompatibility with C++11
2015-08-18 11:40:53 +01:00
refractionpcsx2
a4f8c6d5b3
Merge pull request #770 from micove/Lintian_Fixes
...
Fix things found using lintian by micove. Grammatical changes only.
2015-08-18 10:19:37 +01:00
Gregory Hainaut
37661f3a86
gsdx-ogl: fix blending regression (VP2)
...
Negative factor must be disabled in negative accumulation "-Cs*As + Cd"
Shader must output Cs*As and blending unit will do the Cd - C subtraction
2015-08-18 09:14:11 +02:00
Miguel A. Colón Vélez
a1de0614d7
Remove vs2012 files.
...
It does not support several things from C99/C++11 that are
used in the project.
2015-08-18 01:15:51 -04:00
Miguel A. Colón Vélez
f22bc63fee
Disable 8,000+ warnings.
...
Someone can try renaming v,a,b,m,t but since they are
shadowed one mistakes can mess too much hence the warning.
2015-08-18 00:45:14 -04:00
Miguel A. Colón Vélez
51bd9fe40e
Fix compilation errors of the old plugins.
...
- zerospu2: include stdint.h in Windows. (VC2012+)
- CDVDolio: Remove hash_map (not used, VC2015+)
- zerogs: Fix extern and link to utilities. (VC2012+)
- zzogl: Port windows part to wx30. (VC2012+)
2015-08-18 00:45:03 -04:00
Miguel A. Colón Vélez
a1e56518a5
Rename inside the files.
2015-08-18 00:44:49 -04:00
Miguel A. Colón Vélez
277217353e
Rename files.
2015-08-18 00:44:35 -04:00
Miguel A. Colón Vélez
1fe5aceded
Enable round-tripping.
...
- Remove ToolsVersion
- Use $(DefaultPlatformToolset)_xp until XP support is dropped.
Note: opencl had no XP support and was not enabled in VS2012.
2015-08-18 00:44:19 -04:00
Miguel A. Colón Vélez
f52988b93c
Run devenv /upgrade
...
This ensures the solution can do round-tripping.
2015-08-18 00:44:02 -04:00
Miguel A. Colón Vélez
42d64b027e
Add wx30 to old plugins.
...
- Remove wx28
- Add libpng since wx30 depends on it
- Add wx30 dependencies to ZZogl.
2015-08-18 00:43:50 -04:00
Miguel A. Colón Vélez
21c4e6caa6
Fix things found by lintian.
...
I: pcsx2: spelling-error-in-binary usr/lib/i386-linux-gnu/pcsx2/libGSdx-1.0.0.so allows to allows one to
I: pcsx2: spelling-error-in-binary usr/lib/i386-linux-gnu/pcsx2/libGSdx-1.0.0.so Allow to Allow one to
.
Apparently lintian checks grammar too (most common ones).
2015-08-17 22:00:07 -04:00
Gregory Hainaut
260c12756a
gsdx-ogl: accelerate Cd - Cs * Alpha in sw blending
...
It is similar as Cd + Cs * Alpha except the operator
It would help to emulate other color clipping case correctly in basic
mode at full speed
2015-08-16 18:12:34 +02:00
Jonathan Li
6580f4922f
gsdx-ogl: correct fbmask conversion on texture shuffle
...
Fbmask is RGBA8 and must be converted to RGB5A1
=> bit 31 must be moved to bit 15
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-08-16 14:06:10 +02:00
Gregory Hainaut
c32f1dfc23
gsdx-ogl: fix blend clear regression
...
Field selector are very dangerous to use.
Fix #764
2015-08-15 20:06:34 +02:00
Gregory Hainaut
0e3491bd58
gsdx-ogl: always do RW RT check
...
Jak uses it with triangle rendering.
2015-08-15 20:06:34 +02:00
Gregory Hainaut
c7b2f9d1d2
gsdx-ogl: setup fbo to always write to first buffer
...
GL_NONE was kind of useless because nothing was attached anyway
2015-08-15 20:06:34 +02:00
Gregory Hainaut
87f497af0a
gsdx-ogl: remove an useless variable
2015-08-15 20:06:34 +02:00
Gregory Hainaut
2e9ff045e1
gsdx-ogl: try another implementation for uniform buffer
...
It is slower but keep it for a bindless trial
2015-08-15 20:06:34 +02:00
Gregory Hainaut
3145031c05
gsdx-ogl: add glBindBufferRange function pointer
2015-08-15 20:06:34 +02:00
Jonathan Li
63c26c45ec
gsdx: Clean up Wild Arms hack cruft
...
The Wild Arms Offset hack can only be on or off. There is no third
state. Convert the three-state checkbox into a two-state checkbox, fix
the description and remove a leftover.
2015-08-15 10:54:03 +01:00
Jonathan Li
1915bf1a61
gsdx:linux: Fix tooltip and clarify/fix 2 labels
...
Half-pixel offset option now uses the correct tooltip.
Offset Hack -> Half-pixel Offset Hack
Wild arm Hack -> Wild Arms Hack
2015-08-15 09:53:48 +01:00
Gregory Hainaut
87dcb9336f
gsdx-ogl: don't bind the 0 texture to be compatible with the Nvidia debugger
2015-08-13 09:57:51 +02:00
Gregory Hainaut
84744d429e
gsdx: allow to test glsl shader without replayer
...
This way users can test it too.
2015-08-13 08:48:05 +02:00
Gregory Hainaut
2f9d5334ee
gsdx:EGL: prefer EGL over GLX + add some error messages
2015-08-13 08:48:05 +02:00
Gregory Hainaut
84e6fb45e8
gsdx-replayer:linux: allow to use env variable as default parameter
...
GSDUMP_SO <= the so plugin
GSDUMP_CONF <= the dir that contains the ini
2015-08-13 08:48:05 +02:00
Gregory Hainaut
6046d6c417
Merge pull request #749 from PCSX2/gsdx-micro-optimization
...
Gsdx micro optimization
2015-08-12 08:54:36 +02:00
Gregory Hainaut
98c74879bf
Merge pull request #718 from PCSX2/depth-color-direct-write
...
Depth color direct write
2015-08-10 15:50:48 +02:00
Gregory Hainaut
0663501d6f
gsdx-linux: disable perf monitor on release build
...
Code is rather slow on linux. Expect a 5-10% perf increase
2015-08-10 08:35:16 +02:00
Gregory Hainaut
9f92f63194
gsdx-ogl: Use GetAlphaMinMax to limit the scope of FULL accurate blending
...
Provide a massive speed up in this level.
2015-08-09 13:44:31 +02:00
Gregory Hainaut
61694013a5
gsdx-ogl: compact blending parameter structure
...
Save 656B of data. It is good for the cache.
2015-08-09 13:44:30 +02:00
Gregory Hainaut
df3ade896b
gsdx-ogl: use integer for blend factor
...
Integer argument&comparison might be lighter
V2: Forget to change one OMSetBlendState call
2015-08-09 13:44:05 +02:00
Gregory Hainaut
0e783f0003
Merge pull request #750 from nE0sIghT/feature/deoptimize
...
Use global compiler optimization flags instead of defining them for every plugin/binary
2015-08-08 16:42:12 +02:00
nE0sIghT
e1272dc2f9
Use global compiler optimization flags instead of defining them for every plugin/binary
2015-08-08 16:25:17 +03:00
bositman
ca22c1bdae
Merge pull request #747 from micove/Portaudio_Unicode
...
Windows: PortAudio Unicode - Fixes error when booting a game and using SPU2-X portaudio on UTF8 windows locales
2015-08-08 12:17:25 +03:00
Gregory Hainaut
5b57405517
gsdx-ogl: blend management cleanup
...
* reorder the blend function
* remove OM bsel object
* add a bit to support pabe (miss the glsl part)
2015-08-08 09:18:09 +02:00
Gregory Hainaut
4d12410707
gsdx-ogl: latch constant buffer in rendering object
...
* Initialization of the object is done once
* Avoid to reupload it when an useless parameter toggle
=> -10% of UBO update
2015-08-08 09:18:09 +02:00
Gregory Hainaut
bd0de8fbaf
glsl: (colclip) HDR doesn't need wrapping neither clamping
...
Might save a couple of instruction in the PS
2015-08-08 09:18:09 +02:00
Gregory Hainaut
8a4c0e9782
cmake: drop extra alignment on GSdx
...
It requires extensive tests
2015-08-08 09:18:09 +02:00
Gregory Hainaut
1557f82b11
gsdx:clut: comment old unused clut code
2015-08-08 09:17:21 +02:00
Gregory Hainaut
d822b6bd1a
gsdx-ogl: add some comments for the future
2015-08-08 09:17:06 +02:00
Gregory Hainaut
b17803bb34
gsdx-ogl: wipeout of GL_ARB_bindless_texture
...
Code is completely broken. It doesn't help to improve speed.
Remove 200 lines ;)
2015-08-08 09:16:49 +02:00
Gregory Hainaut
b3919fde95
gsdx-linux: remove an old delay that pollute my benchmark mode
...
Also add a glFinish to ensure rendering is done
2015-08-08 09:16:13 +02:00
Miguel A. Colón Vélez
0e533e1630
Fix Unicode issues in SPU2-X with PortAudio.
2015-08-07 15:51:54 -04:00
gabest11
d826d925db
gsdx: eliminated a few bugs in the texture size changer algorithm
2015-08-07 02:08:29 +02:00
Jonathan Li
c09501ad9a
gsdx:linux: Add GSDrawingContext.cpp to CMakeLists.txt
...
Fixes the missing symbol error.
2015-08-06 18:17:28 +01:00
Gregory Hainaut
39ce8835f7
gsdx:linux: use unordered hash
...
It seems a bit faster on 'perf' tool
2015-08-05 22:55:12 +02:00
Gregory Hainaut
921b22ac31
gsdx-ogl: drop useless parameter of OMSetDepthStencilState
2015-08-05 22:55:12 +02:00
Gregory Hainaut
b7e16b5989
gsdx-ogl: clean the blending management
...
Intially GSBlendStateOGL was an alias of the m_blendMapD3D9 array
The object was replaced by an index in the array. Save 2k of memory duplication.
And too much useless code.
v2: push/pop blending state in DATE stuff
v3: remove m_state which is useless now
2015-08-05 22:55:12 +02:00
Gregory Hainaut
717f0fcb4d
gsdx-ogl: optimize fbmask setup
2015-08-05 22:55:12 +02:00
gabest11
49b3acea72
gsdx: texture size reduction in sw mode, fixes Stolen, less memory usage in general.
2015-08-05 19:11:41 +02:00
Gregory Hainaut
73e2ff6ff6
gsdx-ogl: change PrimitiveOverlap algo from O(n^2) to O(n)
...
+ only enable this optimization when it is useful (date or sw blending)
Less impact on the perf even for big vertex array
2015-08-05 17:59:55 +02:00
Miguel A. Colón Vélez
6462393aaf
Introduce end-of-line normalization
...
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-08-04 23:52:48 +02:00
Miguel A. Colón Vélez
a42a236961
Gsdx: Move the stdext namespace declaration.
...
This will eventually lead to
error C2871: 'stdext' : a namespace with this name does not exist.
might as well fix it now.
2015-08-04 22:16:15 +02:00
Miguel A. Colón Vélez
30c6389ed9
VS2015: Fix compilation
...
Error C2338 The C++ Standard forbids containers of const elements
because allocator<const T> is ill-formed. (compiling source file GS.cpp)
2015-08-04 22:16:04 +02:00
Miguel A. Colón Vélez
d45676b478
Merge local changes to xbyak 4.84
2015-08-04 22:15:52 +02:00
Miguel A. Colón Vélez
41094ac22e
Update from xbyak 4.00 to 4.84.
2015-08-04 22:15:46 +02:00
Miguel A. Colón Vélez
e20768d257
VS2015: Fix w32pthreads and xpad
2015-08-04 22:15:36 +02:00
Gregory Hainaut
9d1674db99
gsdx-gui: remove useless linux ifdef
2015-08-04 22:08:55 +02:00
Gregory Hainaut
36554c3375
Merge branch 'hdr-colclip-32bits'
2015-08-04 21:55:40 +02:00
Gregory Hainaut
45bb27d6db
gsdx-ogl: extend HDR colclip to 32 bits texture
...
Unfortunately 16 bits wasn't enough for Castlevania.
2015-08-04 21:54:27 +02:00
Gregory Hainaut
c6ff7531fb
gsdx-ogl: performance boost on virtuafighter
2015-08-04 21:26:03 +02:00
Gregory Hainaut
d80aa0b0bd
gsdx-ogl: remove 2 printfs
...
GL_INS is a better tracing solution
2015-08-04 20:47:02 +02:00
Gregory Hainaut
744f9ebc09
gsdx-ogl: rare corner case when both texture shuffle and date are enabled
...
In texture shuffle mode the texture data is either RG or BA. It means
that DATE must either checks MSB of G or A.
Close #693
2015-08-04 20:10:44 +02:00
Gregory Hainaut
6cb0443227
gsdx: disable depth rendering if rt == depth
...
I used to disable the RT but it doesn't work well with 50cents. It seems
texture writes weren't propagated correctly to the depth buffer. Besides
the game write an alpha value whereas depth is 24 bits only...
2015-08-04 19:39:29 +02:00
Gregory Hainaut
3784ea768f
gsdx: check null pointer when doing a texture clear
2015-08-04 19:26:17 +02:00
gabest11
42f51591df
gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet
2015-08-04 13:27:08 +02:00
gabest11
d631030608
gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd.
2015-08-04 03:36:42 +02:00
Maxxus
c0f85de17f
onepad: Minimum code needed to get Dualshock 3 working on recent linux and evdev releases.
...
Commit message edited by Gregory.
Comment below from Jonathan Li
On my system, /dev/input/event13 (evdev interface) and /dev/input/js0 (joystick interface) correspond to the DS3 on my system. User/group ownership are both root.
With /dev/input/event13 at 0640 and /dev/input/js0 at 0644 - SDL2 detects no pad, SDL1 detects a 19 button, 27 axis pad
With /dev/input/event13 at 0666 and /dev/input/js0 at 0644 - Both SDL1 and SDL2 report a 19 button, 4 axis pad.
SDL2 only uses the evdev interface, SDL1 uses the evdev interface but if that fails, it uses the joystick interface.
2015-08-03 19:34:08 +02:00
gabest11
e010004f1f
gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls.
2015-08-03 14:35:47 +02:00
gabest11
85117ecbdd
gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine.
2015-08-03 11:27:14 +02:00
Gregory Hainaut
6e1cd077a9
gsdx-debug: push ubo in a group
2015-08-03 08:46:25 +02:00
Gregory Hainaut
e972f4f4dd
gsdx-ogl: extend device to support an offset for normal draw
2015-08-02 21:30:19 +02:00
Gregory Hainaut
cabd7409e5
gsdx-ogl: don't validate the pipeline
...
Too noisy in debugger trace. Never catch any errors anyway.
2015-08-02 21:30:19 +02:00
Gregory Hainaut
59cdf77784
gsdx-ogl: create a new function to set the blending state
2015-08-02 21:30:19 +02:00
Gregory Hainaut
1da611fb75
gsdx-ogl: clean PS selector
2015-08-02 21:30:19 +02:00
gabest11
542dd33169
Merge branch 'master' of https://github.com/pcsx2/pcsx2
2015-08-02 20:27:33 +02:00
gabest11
a1a842b07f
gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode
2015-08-02 20:21:49 +02:00
Gregory Hainaut
8424c18e9f
Merge pull request #688 from PCSX2/hdr-colclip
...
Hdr colclip
2015-08-02 18:13:28 +02:00
Gregory Hainaut
1f402b1b56
gsdx-ogl: fix bad detection of overlapping
...
avoid rendering corruption with SW blending
2015-08-01 13:29:25 +02:00
Gregory Hainaut
ec007ac8d0
gsdx-ogl: support accurate blending without geometry shader
...
For the Mesa driver
2015-08-01 13:26:15 +02:00
Gregory Hainaut
4a3c145c72
gsdx-ogl: depth support: better support of 16 bits z buffer
...
Fix issue in socom2
2015-08-01 01:28:41 +02:00
Gregory Hainaut
eb0fa8c7dc
gsdx-ogl: fix bad detection of overlapping
...
avoid rendering corruption with SW blending
2015-08-01 01:27:22 +02:00
Gregory Hainaut
8452d2ccfe
gsdx-ogl: fbmask regression! don't use bit operation with integer
2015-07-31 21:10:58 +02:00
Gregory Hainaut
fff59f547d
gsdx-ogl: fbmask regression! don't use bit operation with integer
2015-07-31 19:43:06 +02:00
Gregory Hainaut
a0edcb58af
gsdx-ogl: extend cclip blending level with destination alpha blending
...
The purpose is to emulate correctly destination alpha factor
An alpha channel of 128 is 1.0 in the GS but only ~0.5 in the GPU
I think few draw call use destination alpha so impact on perf must remains small.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
97b38d9e1b
gsdx-ogl: directly set impossible mode in the blending table
...
Avoid to hack it in the creation
Allow in the future to reuse the table directly instead of converting
in a blend object
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8554f32086
gsdx-ogl: clean the blend table
...
Remove old shader define
Prefix macro with BLEND_
Add some notes to explain the special symbol
2015-07-31 09:45:28 +02:00
Gregory Hainaut
cfd0fd6cc8
gsdx-ogl: remove old colclip algo
2015-07-31 09:45:28 +02:00
Gregory Hainaut
93c47feb7c
gsdx-ogl: replace old colclip algo with the HDR algo
...
Similar speed but more accurate
Allow to clean the code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
83f874db93
gsdx-ogl: remove bsel.ps
...
Just clear bsel.abe to disable blending
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25298c70f7
gsdx-ogl: move blending management into a separate function
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25bd5f5e85
gsdx-ogl: request texture barrier to emulate accurate date
...
Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
2901e94ebc
gsdx-ogl: always bind the RT as input texture
...
To avoid code duplication
2015-07-31 09:45:28 +02:00
Gregory Hainaut
1fe3e04ce3
gsdx-ogl: don't alias m_env/m_context variable
...
It is cumbersome to move code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8f27a5a92b
gsdx-ogl: only enable fast accurate colclip in level3
...
Until we drop the old method
2015-07-31 09:45:05 +02:00
Gregory Hainaut
83dfc6b633
gsdx-ogl: clean a bit selector code
...
Use countof macro (avoid to duplicate the size)
Fix the size of array
Remove useless alpha_stencil case
2015-07-30 18:36:05 +02:00
Gregory Hainaut
e026f1bac6
gsdx-ogl: implement a fast accurate colclip algo
...
The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo
v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
fps@4x)
2015-07-30 18:34:52 +02:00
Gregory Hainaut
aa8f5848d1
gsdx-ogl: always issue a barrier when requested
...
Safer this way
2015-07-30 18:24:36 +02:00
refractionpcsx2
28fbae4791
gsdx-gui: Tidy up GUI options
2015-07-30 18:24:32 +02:00
Gregory Hainaut
88bd0996f5
gsdx-ogl: only print same tex/rt message when prims overlaps
...
Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Akash
350e373e3f
gsdx-gui: Remove Aggressive CRC hack.
...
The option is pretty much useless, CRC hack level controls the usage of hacks already.
2015-07-30 18:24:28 +02:00
Akash
68833e10d1
gsdx-gui: Accurate blending unit for Windows.
...
The following patch merges all the Accurate options related to the blending unit into a single one.
2015-07-30 18:24:19 +02:00
Gregory Hainaut
d191ae4aba
glsl: use rounding in convert 4 shader
...
It will avoid texture rouding error with negative number
2015-07-30 18:22:59 +02:00
Gregory Hainaut
7b9fa8fbe5
gsdx-ogl: add an assertion that will save me
2015-07-30 18:22:59 +02:00
Gregory Hainaut
46a1525668
gsdx-ogl: support various texture format creation
...
Such as GL_RGBA32F/GL_RGBA16F/GL_RGBA16UI/GL_RGBA16I/GL_RGBA16
Not yet used
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ee9edb0b19
gsdx-ogl: create a copy rect with conversion function
...
Previous CopyRect function does a memcopy without conversion.
This function will allow to use different format for input/output. Just a
possibility for the future
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ae8df002af
gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
...
Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.
This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function
It is preliminary work to support fast color clipping with HDR
v2: fix assertion compilation failure
v3: fix regression in not accurate mode
v3: Cs * As/Af is not an accumulation
Those cases don't need the Cd addition and were already optimized anyway
Fix a regression on GoW2
2015-07-30 18:22:59 +02:00
Gregory Hainaut
12fdc37599
gsdx-ogl: reorganize blending in the renderer
...
Do DATE algo selection before blending. This way we can detect bad
interaction.
Regroup all blending/colclip in a single block. Avoid to check abe &&
rt multiple times.
v2: only enable sw blending when abe is true
2015-07-30 18:21:01 +02:00
Gregory Hainaut
caadc73e1b
gsdx-ogl: add a new level for accurate blending
...
The updated medium level will run for all sprites. It helps sotc blooming effect and it remains
fast enough to be enabled by default (at least on 3D games)
The new high level will run for all sprites + color clipping
2015-07-30 18:21:01 +02:00
Gregory Hainaut
95c374bbcc
glsl: Round 0.95+ to 1 for texel colors
...
It improves SotC blooming. Suikoden seems to be fine too.
2015-07-30 18:21:01 +02:00
Gregory Hainaut
01a1b1a5e6
gsdx-ogl: add the code to handle point and line in SW blending
2015-07-30 18:21:01 +02:00
Gregory Hainaut
a85894e159
gsdx-ogl: move texture shuffle and fbmask into a dedicated function
...
DrawPrims is really too big now
2015-07-30 18:21:01 +02:00
Gregory Hainaut
b632b2a478
gsdx-linux: add a new combo box to select the blend accuracy level
2015-07-30 18:21:00 +02:00
Gregory Hainaut
5c1b8986c6
gsdx-ogl: use SW blending when no barrier is required
...
Speed penality is small (only GPU) but it is more accurate
2015-07-30 18:21:00 +02:00
Gregory Hainaut
8c8fe633a5
gsdx-ogl: merge 3 accurate* option into a nice combobox
...
It is much easier to configure this way
2015-07-30 18:21:00 +02:00
Gregory Hainaut
8da63cf95a
gsdx-ogl: try to enable sw blending for sprite rendering
...
The idea is that sprites are often use for post-processing effect (ofc except 2D games)
Most of the time post-processing supports SW blending with a small speed penality. SW
blending is more accurate so it is better to use it.
2015-07-30 18:21:00 +02:00
Gregory Hainaut
f4e881ad30
gsdx: always set texture shuffle flag
...
Avoid bad effects in 16 bits RT games
2015-07-30 09:15:04 +02:00
Gregory Hainaut
7aa36133de
Merge pull request #657 from turtleli/wxwidgets3_switch
...
Windows: switch to wxWidgets 3.0
2015-07-29 14:16:02 +02:00
Gregory Hainaut
5c58bd2092
Merge pull request #682 from micove/Add_disable-build-date
...
Linux: Add DISABLE_BUILD_DATE and misc fixes
2015-07-29 11:45:32 +02:00
Pistachioman
c6c7d99fd2
Add default extension to lilypad's save/load config dialog
2015-07-27 20:30:50 +02:00
Miguel A. Colón Vélez
e4ab71abf3
Add authors comment that suggest public-domain license.
...
Sourceforge was dead for more than a week therefore add the license
information. I could not find the original TGM source (dead link) so I'm not
even sure if this still applies or if the glsl was totally rewritten. None
of the glsl files have a copyright header so it's hard to tell.
2015-07-27 14:21:29 -04:00
Gregory Hainaut
f2c77ffa08
gsdx:tc: detect texture shuffle in previous frame
...
GoW2 uses the effect at the start of a new frame and therefore need the
state of the previous frame. (Note 1 issue remains)
Ricky need to be tested.
2015-07-26 10:14:07 +02:00
Jonathan Li
25b9b24f77
spu2-x: windows: Fix incorrect use of scanf
...
Half width specifiers were not used, so scanf was writing ints into
bytes.
Note: Visual Studio 2013 doesn't support the hh format specifier.
2015-07-23 19:01:15 +01:00
Jonathan Li
150c53af0f
spu2-x: windows: Remove Unicode to Ascii conversion
...
Use swscanf instead of sscanf to read wide characters directly
2015-07-23 18:58:24 +01:00
Gregory Hainaut
cb4af8fe83
gsdx-ogl: small optimization for the GPU
...
Gain: 1% at 4x on SotC (it partially compensates recent additions)
When the color is constant and equal to 128, the MODULATE mode is
equivalent to the DECAL mode. It saves 5 instructions on the FS.
2015-07-21 08:19:36 +02:00
Gregory Hainaut
7ca463bf75
gsdx: NaN is likely not well supported for S & T
...
Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
Gregory Hainaut
223b7daa1d
gsdx-ogl: fix fbmask regression
...
I forget to remove an useless 255.0f factor
2015-07-19 23:55:27 +02:00
Gregory Hainaut
a54e636364
gsdx-linux: add a tooltip for the filtering option
2015-07-19 23:27:45 +02:00
Gregory Hainaut
5c740ff41e
gsdx-ogl: wipeout AlphaStencil & Alpha hack
...
Accurate options do a better jobs. Technically it can still
be useful for old gpu/driver that doesn't support the GL4.5 extension.
On Windows, you can still rely on Dx
On linux, free driver support it (except Intel)
2015-07-19 22:43:48 +02:00
Gregory Hainaut
759e75091a
gsdx-gui: yes openGL support correctly 8 bits texture
2015-07-19 17:29:25 +02:00
Gregory Hainaut
6719fc89a6
gsdx-sw: Nan is not well supported in Vertex
...
It fixes the bad light on Silent Hill with the SW renderer.
Full story
if Q is NaN, m_vt.m_eq.q becomes wrongly true
/Q will wrongly be optimized in the "Vertex Shader" of the SW
Note: Add an assert for the STQ handler
Code path is quite hot so no need to add extra check for nothing
2015-07-19 16:41:05 +02:00
Gregory Hainaut
7f76883b98
Merge pull request #658 from ssakash/patch-34
...
Add Accurate Frame Buffer mask for Windows [GUI] and remove some old options.
2015-07-19 09:07:13 +02:00
Gregory Hainaut
38c086008d
glsl: round blending as SW renderer
...
Better tone on God of War with ultra accurate mode
2015-07-18 17:16:46 +02:00
Gregory Hainaut
88cd333839
gsdx-ogl: don't enable both HW&SW blending
2015-07-18 16:15:52 +02:00
Gregory Hainaut
c4e165067d
glsl: use signed integer when working with substraction...
...
It mostly fixes rendering of GoW with ultra blending
Color is still a bit wrong but rounding is likely incorrect
2015-07-18 14:41:03 +02:00
Gregory Hainaut
c701ab4368
glsl: don't use normalized value for color range
...
Globally shader uses less intruction (except blending part)
It would also allow to improve the rounding of color
2015-07-18 14:41:03 +02:00
Gregory Hainaut
57394a03e0
partially revert: glsl: disable computing of extra alpha coeff in SW blending
...
It generates undefined data in screen. Maybe blending isn't switch off properly.
I need to investigate it.
2015-07-18 14:41:03 +02:00
Gregory Hainaut
5f5266ba45
gsdx-ogl-debug: don't optimize alpha channel in dump
...
Allow to dump AEM part of the shader
2015-07-18 14:40:57 +02:00
Gregory Hainaut
036cb229a3
glsl: add various comment for future idea
...
For example GL4 GPU supports special bit operation
2015-07-18 14:40:57 +02:00
Gregory Hainaut
6c1c857024
gsdx-ogl-debug: properly detect start of instruction in dump
2015-07-18 14:40:46 +02:00
Akash
37897eb922
add accurate framebuffer mask for windows.
2015-07-18 11:24:00 +05:30
Akash
7c4f3d28ce
remove is_gsopen stuffs since old GUI is deprecated.
2015-07-18 10:50:34 +05:30
Gregory Hainaut
698dda2310
gsdx-ogl: remove subroutine from the gui too
2015-07-17 22:28:59 +02:00
Gregory Hainaut
36e83b42ce
glsl: round texture and fragment color as the SW renderer
...
GS uses integer value and does integer operation too.
This commit trunc the sampled texture, the interpoled fragment color
and the product of the 2.
It impacts negatively the perf of about 3/4% (GPU) but it fixes rendering on
suikoden and potentially some others games too.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
5f247a6e16
glsl: rewrite tfx function to ease future update
...
No need to put lots of ifdef, compiler will optimize everything
It increases a bit the readability
2015-07-17 21:08:49 +02:00
Gregory Hainaut
ea9e608288
gsdx-ogl: fix texture palette mask
2015-07-17 21:08:49 +02:00
Gregory Hainaut
b4c04ed00a
gsdx-ogl: wipeout subroutine code
...
Code was completey bitrotten
Code was a partial test (and yet 500 lines already)
Shader is more and more complex and multithreading support greatly
reduce the cost of shader switch
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e3751f6cd9
glsl: disable computing of extra alpha coeff in SW blending
...
Hum, I'm curious of the impact to enable only this code when it is actually used.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
784822a5c2
glsl: redo blending management to use A/B/C/D directly
...
1/ Code is much more readable
2/ It will allow to round differently the operation in the future
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e245b27c97
gsdx-ogl-debug: allow to dump various ps shader
...
Nvidia allows to get the ASM of the shader of the compiled shader. It is useful
to check the performance.
It also allow me to compile most of shader code path for QA
Dump is enabled in linux replayer + debug_glsl_shader = 2
2015-07-17 21:08:48 +02:00
Jonathan Li
6c300288f9
gsdx: windows: Make GSReplay work for OpenGL
...
On Windows, GSReplay does not work with the OpenGL hardware and software
renderer. Make it work.
2015-07-15 20:40:47 +01:00
Jonathan Li
db6a32ac33
windows: switch to wxWidgets 3.0
...
This replaces wxWidgets 2.8 with wxWidgets 3.0 plus all the necessary
include/referencing to get PCSX2 to compile.
VS2012 change is untested.
2015-07-13 21:19:12 +01:00
Gregory Hainaut
6ed137dc9c
gsdx-ogl: log openGL driver version
2015-07-13 12:35:55 +02:00
refractionpcsx2
854403af81
Merge pull request #654 from TheLastRar/empty-ethernet-setting-crash
...
Dev9ghz: Fix crash when ethernet adapter is not selected
2015-07-12 22:34:04 +01:00
TheLastRar
ebafb24099
dev9ghz: proper casing
2015-07-12 18:38:23 +01:00
TheLastRar
820323bc1e
dev9ghz: Check if user has selected an adapter
...
Avoid copying from an invalid pointer
2015-07-12 18:37:38 +01:00
Gregory Hainaut
c9d6ce3b63
Merge pull request #653 from PCSX2/texture-shuffle-again
...
gsdx: texture shuffle detection
2015-07-12 18:48:00 +02:00
Gregory Hainaut
8be32e4661
gsdx-tc: fix a memory leak when depth isn't fully supported
...
Fix issue #642
2015-07-12 17:57:42 +02:00
Gregory Hainaut
f6f28042bd
gsdx: texture shuffle detection
...
Don't check rt 32 bits state, it give false positive on suikoden
2015-07-12 15:21:04 +02:00
Gregory Hainaut
c660ea858b
gsdx: move some CRC hacks to full level
2015-07-11 15:14:11 +02:00
Gregory Hainaut
5f8d3b9e4b
gsdx-tc: remains in the memory
...
avoid a crash with kungfu panda
2015-07-11 14:35:35 +02:00
Gregory Hainaut
a4bad8fdbc
gsdx-ogl: avoid a bad conflict between accurate option
2015-07-11 14:35:35 +02:00
Gregory Hainaut
15b934eb2a
gsdx-ogl: remove useless colclip message
2015-07-11 14:35:35 +02:00
Gregory Hainaut
91fbe6f108
gsdx-ogl: add some code to fix black netting on some renderings
...
Code is not yet enabled because it requires extensive test
The idea is to replace point by a 1 pixels sprite with the help of
a geometry shader. In 4x, point will be replaced by a 4x4 sprite.
2015-07-11 14:35:35 +02:00
Gregory Hainaut
5e7ce63ed1
glsl: add a geometry shader to upscale GS_POINT
...
The purpose is to avoid upscaling issue on POINT rendering (black netting on some FMVs)
2015-07-11 14:35:34 +02:00