Valid values for png_compression_level are from 0 (no compression) to 9
(max compression). The default is 1.
v2: Use zlib Z_BEST_SPEED (1) and Z_BEST_COMPRESSION (9) defines.
The following patch uses the height value of the display rectangle rather than make an estimation of the Frame buffer height when the game uses a non-referenceable height (or) width.
Don't lookup a depth buffer if depth test is always pass without write
Boost performance on Tekken5 when depth emulation is enabled in openGL
(Tekken5 sets same address for both the RT and the depth but depth is disabled)
v2:
Keep ds if DATE is enabled (some implementation uses a stencil buffer)
Be more aggressive to avoid an useless depth lookup
A couple of useless members were removed too.
Also fix wnd initialization
Coverity:
CID 146955 (#1 of 1): Uninitialized pointer read (UNINIT)
18. uninit_use: Using uninitialized value wnd[i].
This is the internal resolution which GSdx uses and recording at this resolution
is optimal, i.e. without any dumb scaling, with all relevant pixels and without
redundant pixels.
The resulting clip still doesn't have the correct aspect ratio set, but that's
just a property which can be set to the clip afterwards, which is where the DAR
becomes useful. Since it's usually anamorphic, when muxing later with the audio
use the DAR to set the playback aspect ratio.
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
This fixes the following issues when custom resolution is selected.
- When the width is smaller than the native resolution width, the
texture cache targets are removed on every Vsync signal, causing a
black screen issue.
- The texture cache code needs a 1 returned for the custom resolution
upscale multiplier or there'll be some really funny graphical issues.
It also removes unnecessary GetConfig (which I think unconditionally
does a a file read on Windows) calls if the width was increased - the
upscale multiplier is already stored, and the custom resolution width
and height calls are now unnecessary.
Also fix some whitespace issues.
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
* Greatly reduce the number of clut read (factor 10x)
* Avoid to get wrong TEXA texture in the cache.
* Fix "jump depends on uninitialized variable" Valgrind warning.
Fix#748
I try my best to avoid any breakage of DX but please test it too.
CID 146833 (#2-1 of 2): Division or modulo by zero (DIVIDE_BY_ZERO)
divide_by_zero: In expression this->m_width / this->m_upscale_multiplier, division by expression this->m_upscale_multiplier which may be zero has undefined behavior.
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...
Fix depth issue.
First issue: RT and Depth are located at the same address.
=> solution, just lookup the depth (done for any games)
Second issue: Instead to draw a X,Y rectangle, they draw a 32 pix, 4096 pix
rectangle with a FBW of 1.
=> solution, don't bother just write the depth directly
Please someone add some CRC to enable the code
Game can directly uploads a background or the full image in
"CTRC" buffer. Previous code was a full black screen.
It will also avoid various black screen issue in gs dump.
hidden option: preload_frame_with_gs_data
Note: impact on upscaling was not tested and it's likely broken
To clear a (W, H) RT/Depth, GS can only send a (W , H/2) primitive with
a Z (or RT) pointer in the middle of the buffer
Top-half will be cleared by the color (or the depth).
Bottom-half will be cleared by the depth (or the color).
Code isn't enabled yet but it was tested with success on GoW2.
Gow uses 24 bits buffer, so only color is updated but blending is configured as Cd
so it is a NOP
In this case, we don't lookup the target in the texture cache. It reduces the complexity
to handle depth which can be located at same address as RT
Note: please test DX renderer
Old way various check boxes to configure the plugin
New way an unified drop down list
* Level 0 (dev only) => disable (mostly) all hacks and auto skip depth.
* Level 1 (dev only ) => enable oi/oo/cu hacks, others remains disabled
* Level 2 (GL) => enable most hacks except a couple of one that were fixed on openGL (speed impact)
* Level 3 (DX) => enable all hacks
* Level 4 => enable also aggresive CRC
Note: windows gui must be updated, and it will be nice to create a global tooltip