Gregory Hainaut
951a1fed94
gsdx-hack: enable auto skip of depth texture for God of War
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Rendering is quite complex to emulate on the GPU due to several limitation.
Until we find a solution let's enable the old solution
You could find a description of the rendering here:
http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
2015-05-24 13:43:36 +02:00
Gregory Hainaut
a70c3bf5de
glsl: correct the alternate implementation of ps_main1
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Still not yet enabled by default
Potentially it can be optimized with the dot product but special care
need to be taken to ensure float accuracy.
Bonus: it could work on old GPU (aka DX9)
2015-05-24 13:43:36 +02:00
Gregory Hainaut
c82fd94c6c
gsdx-debug: use GL_INS instead of printf
2015-05-24 13:43:36 +02:00
Gregory Hainaut
c01686d252
gsdx-png: add a fixme message for 16 bits by channel image
2015-05-24 12:51:20 +02:00
Gregory Hainaut
7f614401a6
gsdx-ogl: set accurate_blend as default
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Rendering is better and I think speed impact remains small.
2015-05-23 15:10:04 +02:00
Gregory Hainaut
c507e816c2
gsdx-ogl: oups forget a break
2015-05-23 13:06:23 +02:00
Gregory Hainaut
b884e0c0c0
gsdx-debug: improve debug experience
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* Dump context before the increase of s_n
=> aligned with the global call number
* Don't print colclip not supported when it is optimized away
* dettach the input texture when it is useless
=> avoid to show a wrong texture in the debugger
2015-05-23 12:23:05 +02:00
Gregory Hainaut
f665180d11
gsdx-debug: use hex number for texture pointer
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Easier to grep
2015-05-23 12:20:26 +02:00
Gregory Hainaut
7609fdc576
gsdx: rename too much sr to sRect
2015-05-21 09:48:15 +02:00
Gregory Hainaut
b52ee6f1f6
gsdx-linux-gui: add an option for accurate color clipping
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Note: it is only for debug purpose
Sotc testcase 187 fps => 125 fps (2x scaling)
2015-05-20 09:42:22 +02:00
Gregory Hainaut
183af4ece6
gsdx-ogl: don't enable SW blending when there is no blending
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Mostly to avoid useless message
2015-05-20 09:36:01 +02:00
Gregory Hainaut
3d35e4f8ec
gsdx-ogl: implement all blends mode in shader
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+ 250 lines !!!
2015-05-20 09:11:36 +02:00
Gregory Hainaut
2d54d59add
gsdx-ogl: update assertion ps sel is 8B now
2015-05-20 08:40:08 +02:00
Gregory Hainaut
d3d5a436ea
gsdx-ogl: add code to read back depth texture
2015-05-20 08:07:40 +02:00
Gregory Hainaut
a4c74ef872
gsdx-ogl: disable GL_DITHER
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I really don't know the impact but it is not supported with integer texture.
2015-05-20 08:05:27 +02:00
Gregory Hainaut
8d3e3e6c5b
gsdx-ogl: more blend rework to support accurate_colclip
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So far few blending equations are implemented in PS. It is only
for test the behavior on GoW
2015-05-20 08:00:40 +02:00
Gregory Hainaut
c5341a2711
gsdx-ogl: update blending management
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This way it will allow to implement all blendings operartion in FS.
Of course it will be slow, but it would be nice for debug and quickly check
game error rendering.
2015-05-20 00:12:52 +02:00
Gregory Hainaut
358e0d445b
gsdx-ogl: add a shader to convert depth texture into uint
2015-05-19 18:56:32 +02:00
Gregory Hainaut
18a6403852
common-wx3: fix nasty bug between overload function of pxOnAssert
2015-05-19 17:40:38 +02:00
Gregory Hainaut
ac38ebbf29
Merge pull request #546 from ssakash/patch-3
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enables Anisotropic filtering option for OGL (HW mode) [Windows UI]
2015-05-19 15:20:12 +02:00
Gregory Hainaut
ec45090358
glsl: implement an alternative of convert 1 shader
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Code not yet enabled. Quick test show no heavy regression but I need
to carefully validate it.
2015-05-19 13:14:18 +02:00
Gregory Hainaut
a12acc0d24
gsdx-ogl: clean a bit Texture Cache OGL
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Add a placeholder for depth format but nothing done yet.
2015-05-19 13:14:18 +02:00
Gregory Hainaut
1837001e75
gsdx: extend CopyOffscreen with a new shader parameter
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Currently we're trying to infer the conversion shader based on the output format
It only works if the input data is RGBA8. It might not be true in the future
2015-05-19 13:14:18 +02:00
Gregory Hainaut
9554b5dd56
gsdx-lzma: drop CONCAT flag
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I have some issue with it. Unlikely to use multi-stream gs anyway
2015-05-19 13:14:18 +02:00
Gregory Hainaut
fa761a129d
gsdx-linux: add an option to enable/disable recording
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Avoid to kill the computer/application if the user press F12 by accident
2015-05-19 13:14:18 +02:00
Gregory Hainaut
4c7b151851
debian: drop libglew dependency
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It was only required for zzogl
2015-05-19 13:14:18 +02:00
Gregory Hainaut
1518a57284
Merge pull request #548 from nE0sIghT/fix-desktop
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Fix .desktop file
2015-05-19 12:57:24 +02:00
nE0sIghT
19febdad06
Changed executable to "env __GL_THREADED_OPTIMIZATIONS=1 PCSX2"
2015-05-18 22:03:28 +03:00
nE0sIghT
19391b71cc
Changed icon name in PCSX2.desktop to uppercase
2015-05-18 22:03:01 +03:00
Gregory Hainaut
34202933da
GSdx-linux-recorder: add various option to control it
2015-05-18 19:57:21 +02:00
Gregory Hainaut
388f46b577
gsdx-png: use array interface instead of set_pixel
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Doc says it is "non-checking equivalent of set_pixel". Still slow as ass
At least syntax is nicer
2015-05-18 17:25:14 +02:00
Gregory Hainaut
a4d6722b26
gsdx-thread: add a CAPACITY parameter to GSJobQueue
2015-05-18 17:08:18 +02:00
Gregory Hainaut
e7665ee7dd
gsdx-linux-recorder: upgrade code to use n threads
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Unfortunately it requires too much memory (easily 6GB)
2015-05-18 16:56:44 +02:00
Gregory Hainaut
cff168e002
gsdx-linux-recorder: implement multithread to save the image
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Currently only a dedicated thread. It is still too slow!
2015-05-18 16:56:44 +02:00
Gregory Hainaut
012f1b4f05
gsdx-thread: remove deprecated boost code
2015-05-18 16:55:49 +02:00
Gregory Hainaut
19d9349b0b
gsdx-debug: remove old assert
2015-05-18 16:45:38 +02:00
pgert
c9508298b4
Update GSCrc.cpp
2015-05-18 16:37:28 +02:00
Akash
70b8772bb4
enables Anisotropic filtering option for Opengl (Hardware mode) [Windows UI]
2015-05-18 19:16:22 +05:30
Gregory Hainaut
503459798a
gsdx-linux: add a basic implementation to record the gameplay as png file
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The idea was to merge them later with ffmpeg or other external tool
It kinds of work but current fps is around 2 !!! So not really usable
The speed issue is related to PNG.
So either the code to store pixels data must be optimized. Or maybe it misses some MT loves :)
2015-05-18 11:56:20 +02:00
Gregory Hainaut
2783da4a22
gsdx-ogl: use a local buffer to store offscreen texture
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It will allow to read texture in // (and potentially could be useful
for recording)
2015-05-18 11:29:04 +02:00
Gregory Hainaut
79a9254894
gsdx-ogl: print some error messages if extenal shader is wrongly configured
2015-05-18 10:56:32 +02:00
Gregory Hainaut
f2e8785cb0
forget 2 files + upgrade googledoc path to github path
2015-05-18 10:14:19 +02:00
Gregory Hainaut
8d6d8067fd
linux: rename everything. It is PCSX2 is uppercase letter
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Sorry for all maintainers that will need to upgrade their packages
2015-05-18 10:04:23 +02:00
Gregory Hainaut
5bd724e651
PCSX2-linux.sh: update the script due to the renaming
2015-05-18 09:55:17 +02:00
Gregory Hainaut
432a73e039
Rename the linux launcher script
2015-05-18 09:51:09 +02:00
Gregory Hainaut
bf0213ca47
linux: rename pcsx2-* exe file to PCSX2
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Alwawys the same name and uppercase
It was useful on the past to reduce compilation time but there is
less plugins now and ccache just does the job fine.
2015-05-18 09:49:59 +02:00
Gregory Hainaut
4787565e14
linux: reduce complexity of launch_pcsx2_linux.sh script
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Don't screw up the shell context so no need to restore it. As a bonus, it supports
interruption(kill/abort) properly
2015-05-18 09:26:34 +02:00
Gregory Hainaut
540717b295
gsdx-ogl: don't force logz only on debug build
2015-05-18 07:24:26 +02:00
Gregory Hainaut
eb59f8b72c
i10n: update tr_TR (turkish)
2015-05-18 07:23:28 +02:00
Gregory Hainaut
5c046180a1
cmake: properly add detection of lzma
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Code is 100% optional.
Code will allow be enabled if lzma-dev is installed at compile time
2015-05-17 22:08:10 +02:00