- Remove the silly upscale hacks from an earlier commit
- Replace them with a less silly version in CreateSource() :p
- Remove a few of the outer pixels from the visible area, as they often contain glitches
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2241 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added some sad attempt to fix small upscale annoyances. It's very hackish but better than nothing :p
- Small cleanups
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2169 96395faa-99c1-11dd-bbfe-3dabce05a288
* Removed GSTextureFX classes
* Built shaders right into GSState classes, using GSStateDX as an interface, so that all shader caches get auto-destroyed along with GSState.
In addition to being a bit of a code cleanup, it should be a bit more efficient too since all of the extra dereferences to GSState from GSTextureFX have been removed. :)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1849 96395faa-99c1-11dd-bbfe-3dabce05a288
* Software mode seems to work fine. Suspend and resume emulation work nicely, without flaws.
* Hardware DX9 mode suspends but displays only black after resuming.
* Hardware DX10 status is unknown.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1842 96395faa-99c1-11dd-bbfe-3dabce05a288
Initial pixel offsetting support via gsdx.ini.
Use pixoff_x = somevalue and pixoff_y = somevalue.
This can be used as a workaround for the various upscaling errors :)
Try these values for Takes of the Abyss for example:
pixoff_x=-8
pixoff_y=-8
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1650 96395faa-99c1-11dd-bbfe-3dabce05a288
- Automatic texture filtering should be ok now, occasionally point filtering was used. Tested it on the ps2 and figured with no mip levels LoD and minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference rasterizer and found a fatal flaw with it. It returns the four samples for bilinear sampling (in a funny order, which isn't documented of course, x = bl, y = br, z = tr, w = tl), but there is no way to guess which four were selected exactly. Due to some hidden rounding error it might grab different texels than I would when calculating the position of the upper-left texel, of which the fractional part is be used for the interpolation. When the texel positions do not match it leaves annoying discontinuity errors. Oh well...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1571 96395faa-99c1-11dd-bbfe-3dabce05a288
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288