Gregory Hainaut
4bf484c881
gsdx: move various games crc to dx level
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* GT3
* GT4
* GTConcept
* JamesBondEverythingOrNothing
* SkyGunner
* StarWarsBattlefront2
* StarWarsBattlefront
* TouristTrophy
* ICO
* DeathByDegreesTekkenNinaWilliams
2016-05-01 13:22:12 +02:00
Jonathan Li
6b5761dfa4
gui: Avoid out-of-bound access when sVU is disabled
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The radio buttons are ifdef'd out so they don't exist.
2016-05-01 09:52:36 +00:00
FlatOutPS2
424e7d65e5
Add several XGKick hacks ( #1332 )
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Add XGKicks for Formula One 2001-2003, World Of Outlaws and Sprint Cars
2016-04-30 21:27:22 +01:00
Gregory Hainaut
5676acaef9
glsl: support channel effect on depth texture too
2016-04-30 16:07:45 +02:00
Gregory Hainaut
e0581ee771
gsdx ogl: Finalize the urban chaos workaround
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Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut
14e1ed06df
glsl: add an HLE shader for Urban Chaos
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Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut
7d191ebf8e
gsdx tc: load palette for pseudo 8 bits depth
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Rendering is still broken but I'm afraid it will need a dedicated shader
2016-04-30 14:52:43 +02:00
Gregory Hainaut
12b8704502
gsdx dx: disable channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b4c7d32741
gsdx ogl: avoid to wrongly detect a channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
1011a757a8
gsdx hw: factorize redundant code
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b78c772a14
gsdx: improve detection of channel shuffle
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Improve rendering on Prince Of Persia (requires preload data hack)
Worth to re-test: MTGS2/3
Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut
2160d7da81
Merge pull request #1330 from PCSX2/gsdx-move-crc-separate-file
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Gsdx move crc separate file
2016-04-30 14:33:44 +02:00
Gregory Hainaut
02dff2653a
gsdx hack: sort the file
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* separate Dx only/aggresive hack
* add GSC_CrashNburn and GSC_BullyCC to Dx only section
2016-04-30 12:45:06 +02:00
Gregory Hainaut
60267790a1
gsdx: move (most) of the hw hack into a separate file
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GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut
7a5e1d4154
gsdx ogl: allow to use a separate texture for the channel effect
2016-04-29 17:34:17 +02:00
Gregory Hainaut
a9d25efcde
gsdx ogl: extend state to support up to 8 textures
2016-04-29 17:34:17 +02:00
Gregory Hainaut
e45f90fac3
gsdx: fix a gcc warning
2016-04-29 17:34:17 +02:00
Gregory Hainaut
e195e67a48
gsdx: move Metal Gear Solid CRC to DX level
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OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Jonathan Li
35e17127af
debugger: Use Bind instead of Connect for events
2016-04-29 00:16:16 +01:00
Jonathan Li
4227477fc4
ConsoleLogger: Use wxTE_NOHIDESEL style for pxLogTextCtrl
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It prevents the console logger text from disappearing on Windows and we
can remove a Windows specific fix.
2016-04-29 00:15:44 +01:00
Jonathan Li
f78d1a4018
utilities: Remove wx2.8 code and uses of wxMAJOR_VERSION
2016-04-29 00:09:47 +01:00
Jonathan Li
d89043d8ac
pcsx2: Remove wx2.8 code and uses of wxMAJOR_VERSION
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Technically wxMAJOR_VERSION wasn't the right thing to use, but it was
good enough.
2016-04-29 00:09:47 +01:00
Gregory Hainaut
5e5069423b
Merge pull request #1321 from PCSX2/gsdx-preloadcrash
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GSDX: Avoid crash when TBW == 0 - Preload data frame
2016-04-28 23:06:29 +02:00
Gregory Hainaut
cb19451418
gsdx ogl: implement RT channel fetch
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Fix blending of Metal Gear Solid/KillZone (and potentially other games)
Potentially impact issue #905 , #594 , #914 , #896
2016-04-28 22:56:38 +02:00
Gregory Hainaut
c445a14c46
gsdx ogl: extend shader to lookup a single channel
2016-04-28 22:56:38 +02:00
Gregory Hainaut
eaa4fd41e2
gsdx ogl: improve logging of special effect
2016-04-28 22:56:38 +02:00
refractionpcsx2
0aa8fe0f20
GSDX: Avoid crash when TBW == 0
2016-04-28 21:36:21 +01:00
Gregory Hainaut
f946f38f26
gsdx hw: keep the debug counter in sync
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Otherwise I'm screwed :p
2016-04-28 20:03:53 +02:00
Gregory Hainaut
04a578495f
gsdx hw: disable channel shuffle effect
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Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB
Remove a couple of (slow) draw calls
2016-04-28 19:46:26 +02:00
Gregory Hainaut
f63e38a59e
gsdx ogl: as always some games do bad stuff
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Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
2016-04-28 19:42:00 +02:00
Gregory Hainaut
45bfe2ad58
gsdx hw: trace some special post processing effect
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* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue
So far nothing is emulated
2016-04-28 19:39:57 +02:00
Gregory Hainaut
5b04f4dab9
gsdx: add optimization note for the future
2016-04-28 18:01:21 +02:00
Gregory Hainaut
4808d89449
gsdx ogl: use enum pretty name
2016-04-28 18:01:20 +02:00
Jonathan Li
f7495c6867
ConsoleLogger: Use Bind instead of Connect
2016-04-27 23:24:17 +01:00
Jonathan Li
de6b7752d4
ConsoleLogger: Define events in a Bind compatible way
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Also remove the pxEvt_LogWrite event, since that isn't used.
2016-04-27 23:24:17 +01:00
Jonathan Li
a6ba7a19b9
ConsoleLogger: Removed DockedMove
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It's unused.
2016-04-27 23:24:17 +01:00
Jonathan Li
5d81fa70ff
windows: Remove USBqemu from old_plugins solution
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USBqemu is included in the main PCSX2_suite solution, so it doesn't need
to be in old_plugins as well.
2016-04-27 20:38:37 +01:00
Jonathan Li
91161b37dd
pcsx2: Remove duplicate license blurb in BreakpointWindow.cpp
2016-04-27 20:38:08 +01:00
Jonathan Li
0de8f4a3a6
onepad: Use Bind instead of Connect
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It's the recommended dynamic event binding method since wx2.9.
2016-04-27 08:59:11 +01:00
Jonathan Li
0d43de516c
onepad: Remove wx2.8 compatibility code
2016-04-27 08:59:11 +01:00
Gregory Hainaut
ab31915ce9
gsdx: glsl: fix silly typo
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And regression on various games
2016-04-27 09:52:35 +02:00
Gregory Hainaut
aeb92592e7
gsdx ogl: use GSUtil::GetClassVertexCount
2016-04-26 19:29:04 +02:00
Gregory Hainaut
df70b8bb0e
gsdx: fix Q NaN value
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Avoid potential undefined results
2016-04-26 19:09:32 +02:00
Gregory Hainaut
726b901dc5
Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
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gsdx tc: reduce texture cache overhead
2016-04-26 16:46:44 +02:00
Gregory Hainaut
c7f0a85d41
Merge pull request #1306 from PCSX2/gsdx-direct-depth-sample
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Gsdx direct depth sample
2016-04-26 16:46:22 +02:00
Gregory Hainaut
49d175b677
gsdx tc: allow to create a dummy Source without tons of memory allocation
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It makes shared texture virtually free from the CPU PoV.
2016-04-24 22:30:56 +02:00
Gregory Hainaut
ad08701cb1
gsdx tc: trick the texture cache to use a depth format for depth texture
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This way we avoid the rescaling of the depth buffer and texture allocation.
2016-04-24 22:18:26 +02:00
Gregory Hainaut
1960d51e60
gsdx tc: properly support 16 bits depth conversion
2016-04-24 22:18:26 +02:00
Gregory Hainaut
de38963904
gsdx ogl: plug the new depth sampling in the renderer
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Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
2016-04-24 22:18:26 +02:00
Gregory Hainaut
fda511a949
gsdx glsl: extend hw shader to sample depth texture
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Will use integral coordinate to avoid any rescaling.
Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
2016-04-24 22:18:26 +02:00