Akash
58ed49f3c9
GSDX: Clean up warnings on MSVC
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* Explicitly cast w_pages and h_pages into uint32.
* Prevent signed/unsigned comparison by converting lod into unsigned integer, honestly how coud a mipmapping level be negative?
2016-11-05 10:28:04 +01:00
Akash
437afbbbf3
GSDX-PCRTC: Move Saturation hack to displayrect()
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Fixes custom resolution scaling on Tribes aerial assault.
2016-11-01 17:54:46 +01:00
Gregory Hainaut
defdd27987
gsdx: set m_nativeres to true in replayer
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Otherwise you can't compare draw call between native and upscaled
2016-10-16 16:48:23 +02:00
Gregory Hainaut
24684033ca
gsdx: enable clut_load_before_draw option on Harley Davidson (CRC hack)
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At least the game is good until we find how the HW really behave
2016-10-14 20:47:18 +02:00
Gregory Hainaut
fbf7ccbdda
gsdx: by default new will throw std::bad_alloc
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So catch/use it and don't bother with GSDXErrorOOM
2016-10-13 20:44:59 +02:00
Gregory Hainaut
c2777ff989
gsdx state: split IsMipmapActive in 2 pieces
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This way we can test if a draw call requires a triliner filtering.
It will be used in next commit to implement automatic trilinear
2016-10-13 20:16:38 +02:00
Gregory Hainaut
b695e0065a
gsdx mipmap: use a 3 state option
2016-10-13 20:16:38 +02:00
Gregory Hainaut
c66004bbb2
gsdx: hidden option to better support dual context clut
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Option is on by default. Just a safety net in case of regression
Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
2016-10-06 19:08:21 +02:00
Gregory Hainaut
9cd4984f7c
gsdx debug: more log
2016-10-06 18:56:31 +02:00
Gregory Hainaut
d827497403
gsdx: let's handle illegal 4 bits format too
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In doubt if some games use them.
2016-10-05 22:07:49 +02:00
Gregory Hainaut
9b93c07339
gsdx: Handle illegal 8 bits format. Found the most silly GS dev trick
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Fix Berserk #1526 Well done guys but we're more clever than you ;)
So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format
2016-10-05 22:07:43 +02:00
Gregory Hainaut
6fd46eb36a
gsdx: move the validation of the texture format before the draw call
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Avoid false positive when game write dummy stuff
2016-10-05 22:07:23 +02:00
Gregory Hainaut
677f890c5c
gsdx debug: static GSState::s_n
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This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut
61333ecb40
gsdx debug: trace register access
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I didn't include high frequency register such as vertex stuff
main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut
cf13cccb1e
gsdx: avoid useless spamming of INVALID PSM in release build
2016-10-02 18:21:41 +02:00
Gregory Hainaut
c5f086b385
gsdx ate: separate the code that depends on TEST.AFAIL
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Easier to read and allow a switch optimization
Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut
8d4fadb3c8
Revert "gsdx state: TEX0 write behavior might depends on the context"
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This reverts commit b34243fa7b
.
Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut
adb8be3287
gsdx: add/update comment
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Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut
749037346c
gsdx: report an error if PSM is invalid
2016-09-28 19:41:12 +02:00
Gregory Hainaut
97172f5e51
gsdx debug: count draw call in a different way
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* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB
Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Gregory Hainaut
b34243fa7b
gsdx state: TEX0 write behavior might depends on the context
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Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw ctx 0
Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.
To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.
Next draw will use the ctx1 clut so I apply TEX0 when the context is switched
Please test harley davidson :)
v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut
be9995bd1e
gsdx mipmap: improve robustness to avoid potential crash
2016-09-26 09:27:03 +02:00
Gregory Hainaut
78b2848622
gsdx: factorize the TEX0 generation for mipmap
2016-09-25 11:51:48 +02:00
Gregory Hainaut
d89b09427f
gsdx: gl logging is only available in MTGS thread
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Fix crash in debug build
2016-09-22 17:54:44 +02:00
Gregory Hainaut
6966e08306
gsdx: move alpha test optimization in base class
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One code for all renderers :)
2016-09-19 08:48:32 +02:00
Gregory Hainaut
1a1d6ab478
gsdx: handle the invalid format 0x3
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International Super Star Soccer seems to use it.
It could be a core bug, in doubt uses the likely expected standard 0x13
2016-09-14 19:22:45 +02:00
Gregory Hainaut
029d74f855
gsdx: add an auto flush hack to implement a Read Write GS effect.
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It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)
Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
easily.
Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect
Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
2016-09-08 17:25:59 +02:00
Gregory Hainaut
c9a1558c60
gsdx: save the blit buffer register when a transfer is started
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Fix motocross mania missing texture. Close #1319
As far as I understand, transfer is initialized in DIR. But the real
write only occured later so the blit buffer could have been overwritten
by a new value.
BLIT 0 13700
TREG 40 40
DIR 0 0
BLIT 0 13f00 <=== the bad guy
Write! ... => 0x3f00 W:1 F:C_32 (DIR 00), dPos(0 0) size(64 64)
v2: set a value in m_tr.m_blit for load state
2016-09-01 09:59:38 +02:00
Gregory Hainaut
90707f8d4e
gsdx: avoid aliasing issue
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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.
2016-08-14 20:48:34 +02:00
Gregory Hainaut
0dcce91a6e
Merge pull request #1504 from ssakash/RemoveFunction
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GSDX: Remove GetDeviceSize()
2016-08-08 16:15:07 +02:00
Akash
bc24e90070
GSDX: Remove GetDeviceSize()
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It's not used anywhere and it doesn't seem needed.
2016-08-07 12:43:03 +05:30
Gregory Hainaut
e9e1b33884
gsdx: log a nice string instead of the hex format of PSM
2016-08-03 18:07:54 +02:00
Gregory Hainaut
25bc2dff07
gsdx: dump and log EE texture read
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It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:45:06 +02:00
Akash
e05e7bee82
GSDX: Add proper detection of internal resolution
2016-06-19 17:10:03 +05:30
Gregory Hainaut
a9c18c57e4
gsdx option: use the new GetConfig* function
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v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Jonathan Li
db81925c4b
Merge pull request #1335 from turtleli/freebsd
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Support FreeBSD
2016-05-25 18:55:51 +01:00
Jonathan Li
571432a7aa
gsdx:freebsd: Fix compilation
2016-05-21 13:34:18 +01:00
Akash
2166980f91
GSDX: Calculate dimensions of rectangle after merge
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* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Akash
58b43dbb6c
GSDX: Rework video mode detection code
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* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Gregory Hainaut
37c7fa7663
gsdx: add draw exception (OOM and Recoverable)
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The exception will free the unused (but allocated) texture aka the emergency break ;)
Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Gregory Hainaut
c8dddfed06
gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
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Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut
21d1bd48ec
gsdx hack: move the CRC setup into a separate function
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In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +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
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
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
cb8088216b
Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
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GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut
59ef668fd2
Merge pull request #1222 from PCSX2/gsdx-black-fmv
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Gsdx black fmv
2016-04-21 09:25:36 +02:00
Gregory Hainaut
4611264ce3
gsdx: add CRC hack for Nocturne PAL
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Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
Akash
a1b0ae467e
GSDX: Remove dubious/unnecessary hacks
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* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
2016-04-07 15:15:39 +05:30
Akash
69c9a3d793
GSDX: Add an option to disable NTSC saturation
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v2: convert it into a member variable.
2016-04-07 15:15:17 +05:30