Gregory Hainaut
49516cbbca
gsdx-tc: allow to invalidate the depth/target if it is used as target/depth
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It is requires when game will uses sometimes an address as a RT sometimes as a depth
2015-07-01 09:30:20 +02:00
Gregory Hainaut
35081f922a
gsdx: GS kinds of support draw without framebuffer
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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
2015-07-01 09:30:20 +02:00
refractionpcsx2
c659b1aa18
Merge pull request #617 from ssakash/patch-26
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Console log message for current renderer.
2015-06-28 13:24:09 +01:00
bositman
59a66f87c3
Merge pull request #611 from turtleli/fix-toggling
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Fix renderer toggling behavior and other related stuff
2015-06-26 16:34:02 +03:00
Jonathan Li
acc6ad59ba
GSdx: Use correct renderer after config change
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Rework the renderer selection logic to reload the saved renderer after
it's been changed in the config panel and to properly detect whether a
renderer toggle has been requested.
2015-06-26 00:50:07 +01:00
Akash
4b472bb461
Console log message for current renderer.
2015-06-25 20:15:45 +05:30
Gregory Hainaut
f3c0c1bb88
gsdx-ogl: TexParamami is provided in core
2015-06-25 10:25:57 +02:00
Gregory Hainaut
8393ba56d6
gsdx-ogl: rework palette texture handling
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Redirect the red channel to alpha channel for 8 bits texture.
It avoid special management in the shader
2015-06-24 19:50:09 +02:00
Gregory Hainaut
cd4c8b5ce4
gsdx-debug: resolve alpha equation in the dump file
2015-06-24 19:42:53 +02:00
refractionpcsx2
ee9b1caaa4
GSdx-hw: Custom res native mixup stuff, best fix this one too.
2015-06-23 19:43:04 +01:00
refractionpcsx2
ad71ca4cc8
GSdx-hw: Make sure custom resolution doesn't affect Native Resolution
2015-06-22 17:23:47 +01:00
Gregory Hainaut
7135867119
gsdx: very old typo on option name
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Windows uses Renderer with an uppercase R
2015-06-20 16:18:10 +02:00
Gregory Hainaut
b44bccec6a
gsdx: fix previous commit with a scaling factor
2015-06-18 23:02:40 +02:00
Gregory Hainaut
5bc8f046b2
gsdx: fix snow engine issue in native resolution
2015-06-18 21:21:25 +02:00
Karasuhebi
4d1ca4bb76
Changes in title bar: DX -> D3D
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Changed the name of the Direct3D renderers so they would match the way
they are named in GSdx's Plugin Settings window. Also changed a printf
to say OpenCL instead of opencl.
2015-06-18 13:00:29 -04:00
Gregory Hainaut
ab6f26ff4d
Merge pull request #606 from turtleli/gsdx-title-renderer
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GSdx: Add renderer type to title bar
2015-06-18 09:49:26 +02:00
refractionpcsx2
f5e8503fa5
GSdx: Didn't need to change this :P
2015-06-17 22:41:16 +01:00
refractionpcsx2
c31c04d3db
GSdx: Fix CRC hacks not re-initialising after option change
2015-06-17 22:25:43 +01:00
refractionpcsx2
0b5e0df35d
Epic fail Visual Studio!
2015-06-17 22:11:06 +01:00
refractionpcsx2
fc24f039a8
GSdx: Add CRC Management to Windows Dialog.
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- Clean up tooltip
- Remove Auto Skip Depth and Disable CRC checkboxes
2015-06-17 22:06:18 +01:00
Jonathan Li
e182251fbc
GSdx: Add renderer type to title bar
2015-06-17 21:59:05 +01:00
Gregory Hainaut
1d84af573d
ofc I didn't test previous commit ater the merge...
2015-06-17 21:55:37 +02:00
Gregory Hainaut
b2f8fe3593
gsdx: drop the auto skip depth hack
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Just use 1 in skip draw if you want to use it
openGL code will soon be fixed to support depth correctly (and I hope dx in the future)
Conflicts:
plugins/GSdx/GSState.cpp
plugins/GSdx/GSState.h
2015-06-17 21:53:08 +02:00
Gregory Hainaut
263583ebcc
Revert "gsdx-ogl: enable again geometry shader on Mesa"
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This partially reverts commit e774fecb77
.
Fix issue #605
2015-06-16 18:33:22 +02:00
Gregory Hainaut
c1d39a5f57
gsdx-ogl: drop UserHacks_DateGL4
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Initial goal was to avoid slowdown in buggy driver
2015-06-16 09:57:45 +02:00
Gregory Hainaut
62beb3aaf4
gsdx: don't do bad stuff if aggressive hack isn't enabled
2015-06-14 10:27:02 +02:00
Gregory Hainaut
f765a195e2
gsdx: Don't set CRC function pointer when disabled
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Less costly than an extra check for each draw calls
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1699289162
gsdx: move 4 hacks from level2 to level3
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remains tons of them :(
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1be8d07f85
gsdx: auto CRC management
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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
2015-06-14 10:27:02 +02:00
Gregory Hainaut
c6220bf836
gsdx-debug: print an error on unsupported draw call
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Typically GTA
2015-06-14 10:27:02 +02:00
Gregory Hainaut
c11ac928ba
Merge pull request #599 from ssakash/patch-12
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inclusion of jap version of dr2 in gscrc.cpp
2015-06-11 09:45:41 +02:00
Gregory Hainaut
237ffcf796
gsdx-ogl: Make GL_ARB_draw_buffers_blend optinal for limited DX10 drivers
2015-06-10 22:55:27 +02:00
Akash
343ecca6ba
crc hack
2015-06-10 20:13:27 +05:30
Gregory Hainaut
cbcb7962ce
Merge pull request #593 from turtleli/gsdx-cleanup-and-fixes
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Gsdx cleanup and fixes
2015-06-10 08:14:44 +02:00
Jonathan Li
b1acc08c58
GSdx: Linux: Fix wording
2015-06-09 19:30:16 +01:00
Gregory Hainaut
4e82073bfc
gsdx-ogl: improve setting bilinear of palette
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Instead to disable it, uses GS settings
2015-06-09 09:53:50 +02:00
i30817
4e7e7f2dd5
Nocturne, DDS1 and DDS2 CRC hacks to remove motion blur and smudge filter
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Signed-off-by: i30817 <i30817@gmail.com>
2015-06-09 00:25:33 +02:00
Gregory Hainaut
2503d9698c
gsdx-ogl: re enable bilinear fitlering on palette for paltex mode
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However keep it disabled for StarOcean 3 use cases
2015-06-08 21:01:18 +02:00
refractionpcsx2
95c2622b7f
Gsdx: Typo'd!
2015-06-07 18:31:51 +01:00
refractionpcsx2
b5171dfe5d
Gsdx: De-crapify Native resolution, potential fix for custom resolutions.
2015-06-07 16:57:55 +01:00
refractionpcsx2
0946958acf
Gsdx: Height change on Gregory's recommendation :)
2015-06-07 16:12:14 +01:00
Gregory Hainaut
c3c29945b2
gsdx-ogl: only set a cst blend factor when Ad is used
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Fix GT4 and potentially FFX
2015-06-07 16:10:59 +02:00
Gregory Hainaut
5daf7aa98f
gsdx-debug: keep s_n/pop in sync
2015-06-07 12:39:48 +02:00
Gregory Hainaut
5bf5b5bca4
gsdx-ogl: extend StretchRect to write in depth texture
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It will allow to convert color texture to depth texture
2015-06-07 12:39:23 +02:00
Gregory Hainaut
0518aaedc9
gsdx-ogl: unattach palette to avoid noise in debug
2015-06-07 12:39:15 +02:00
Gregory Hainaut
23f8203a22
gsdx-ogl: add some shaders to convert depth <-> color
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I'm afraid of rounding error
2015-06-07 12:39:00 +02:00
Gregory Hainaut
a5fe8478ae
Merge pull request #575 from PCSX2/gsdx-half-screen-snow-engine-v2
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gsdx-texture-cache: Improve fix for snow engine game
2015-06-07 10:18:56 +02:00
refractionpcsx2
0a467291f9
Gsdx: Height thing didn't work so well, using old buffer width test again
2015-06-07 03:50:34 +01:00
Gregory Hainaut
0e3349f953
Merge pull request #590 from PCSX2/OpenGL-printf-corrections-removed-shadow-hearts-crc
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OpenGL printf wording corrections, removed Shadow Hearts CRC
2015-06-06 21:56:07 +02:00
bositman
1de58349c5
Bleh
2015-06-06 22:39:34 +03:00
bositman
8d61ab2af2
OpenGL printf wording corrections, removed Shadow Hearts CRC (not used anymore in GSstate)
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Some minor grammar fixes to OpenGL prints and removed Shadow Hearts CRC
which has been left behind
2015-06-06 22:28:59 +03:00
refractionpcsx2
1fa13163e4
GSDX: Fix for games which change height but keep the same buffer width
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- Fix for games that specify a double height, like Pool Paradise
2015-06-06 20:24:10 +01:00
Gregory Hainaut
97467f9e30
Merge pull request #579 from PCSX2/drop-vs2010-support
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Drop vs2010 support
2015-06-06 10:47:16 +02:00
Gregory Hainaut
68e44fd354
gsdx: reload the state when GSconfigure is called
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It fixes the reloading of openGL option and it avoids
issue during pause/resume.
Fix issue #584
2015-06-06 08:51:53 +02:00
Gregory Hainaut
7e662c50d4
Revert "gsdx: always restore the full gs state object (s_gs)"
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This reverts commit 2ea049b5a5
.
2015-06-06 00:22:15 +02:00
Gregory Hainaut
4feeaac7d1
Merge branch 'alignment' of git://github.com/xsacha/pcsx2 into xsacha-alignment
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Gregory: Get all changes but keep C11 code path which will be the future
(if someone can find info on Visual Studio support)
* Keep the old posix api to use address sanitizer on gcc 4.9
Conflicts:
common/build/Utilities/utilities.vcxproj.filters
common/build/Utilities/utilities_vs2012.vcxproj.filters
common/build/Utilities/utilities_vs2013.vcxproj.filters
common/include/Utilities/MemcpyFast.h
common/include/Utilities/StringHelpers.h
common/src/Utilities/AlignedMalloc.cpp
common/src/Utilities/vssprintf.cpp
plugins/GSdx/stdafx.cpp
2015-06-05 20:31:14 +02:00
Gregory Hainaut
e774fecb77
gsdx-ogl: enable again geometry shader on Mesa
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Please use a recent Mesa version (10.5 if possible)
2015-06-05 18:59:10 +02:00
Gregory Hainaut
6c8f7a0147
Merge pull request #580 from PCSX2/issue-565-option
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gsdx: always restore the full gs state object (s_gs)
2015-06-05 17:51:02 +02:00
Gregory Hainaut
7d124e6a83
gsdx-texture-cache: Improve fix for snow engine game
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Instead to hardcode the half-buffer size to 0x140, the new code
compute it.
To avoid regression, I limit the code to big target (>= 1024 pixels)
2015-06-05 09:06:12 +02:00
refractionpcsx2
65b83a36a7
GSDX: Removed some printf's I left in.
2015-06-05 00:13:21 +01:00
refractionpcsx2
91f775f3f0
GSDX: Fixed up some of the scaling height settings
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-Last commit broke Snowblind games again
-Width now based on output circuit
-Try to use the smallest possible while being at least the size of the screen
2015-06-05 00:12:15 +01:00
Gregory Hainaut
6f4ec98bc3
gsdx: try to reduce the size of target as much as possible
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I suspect too consume too much memory (issue #576 )
2015-06-04 22:15:52 +02:00
Gregory Hainaut
f8f6117ea9
gsdx-debug: allow to track texture move
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Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut
979ea92754
gsdx: make png++ optional
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Some distributions (Fedora) doesn't have a png++ package...
2015-06-04 20:22:05 +02:00
Gregory Hainaut
bd2c04a0ec
ooups bad copy/past
2015-06-04 19:58:58 +02:00
Gregory Hainaut
2ea049b5a5
gsdx: always restore the full gs state object (s_gs)
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It will force a reload of opengl option
2015-06-04 18:29:31 +02:00
Gregory Hainaut
c2e851b3a5
gsdx-ogl: don't use slow SW blend for nothing
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When A == B, coeff is 0 so <= 1
When C == 2, just check the value of coeff
Barely faster in accurate_blend = 2
2015-06-04 18:18:47 +02:00
Gregory Hainaut
ba5b367ae8
drop support of Visual Studio 2010
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* Severals PR uses C++11 features
* 2015 will soon be released
* Win 10 will soon be released
Time to upgrade
2015-06-04 08:55:22 +02:00
Gregory Hainaut
85266abd71
gsdx-ogl: use a 8MB vbo/ibo
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Dirge of Cerberus draw 143,360 vertices in a single draw!
It is likely to emulate a particle effects
Hopefully improve issue #573
2015-06-04 08:28:40 +02:00
bositman
e34477a497
Merge pull request #547 from pgert/master
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GSdx > HW-hacks > Rewording comments on duplicate CRC's and minor cleanup
2015-06-03 15:58:28 +03:00
Gregory Hainaut
0d5d94f56e
Merge pull request #570 from ssakash/patch-3
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Three new Opengl settings for Windows [GUI]
2015-06-03 14:01:39 +02:00
Gregory Hainaut
3dd3bf6e2b
gsdx-ogl: new hidden option accurate_blend = 2
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Debug option to emulate all blending draw call in the shader
Of course it is slow but it is very accurate
2015-06-03 09:56:07 +02:00
Gregory Hainaut
cd6c93cd9e
gsdx: silly mistake
2015-06-03 09:31:52 +02:00
Akash
f2d193edcf
Add three new Opengl options.
2015-06-02 16:02:56 +05:30
Gregory Hainaut
995ae51bf4
gsdx-ogl: disable a log message
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Too verbose and code was fixed anyway
2015-06-02 09:28:35 +02:00
Gregory Hainaut
9fe13f7a6b
gsdx linux: fix a memory leak
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Not important but pollute the valgrind log
2015-06-02 09:28:35 +02:00
refraction
4914620178
GSDX: Fix for 6x Native, fixed GH3 in native mode taking up quarter of the screen after the snowblind changes
2015-06-01 19:04:39 +01:00
Gregory Hainaut
2cbde89084
Merge pull request #555 from PCSX2/real-fb-format
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GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
f81cf360bc
Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
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Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut
9fa473a57d
gsdx-ogl: glDebugMessageCallback is optional
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Not even used in release build
2015-05-31 17:55:34 +02:00
Gregory Hainaut
9d69ff1f91
gsdx-debug: create the savef option
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The idea is to easily extract bad frame from gs dump and to compare them
with the sw renderer.
Here the summary of the options:
savet => dump all input textures
save => dump the render target
savez => dump the depth buffer
savef => dump the frame
2015-05-31 17:38:52 +02:00
Gregory Hainaut
d301848848
gsdx-ogl: fix paltex on opengl
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RT uses as palette must use the alpha channel
Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
Gregory Hainaut
2f2ae2bc89
gsdx-ogl: enable gl tracing on windows
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Trace info is enabled in dbg/dev build for the opengl renderer
Info is stored in GSdx_opengl_debug.txt when debug_opengl option is 1
2015-05-30 09:58:47 +02:00
Gregory Hainaut
009dd103ae
gsdx-ogl: protect the trace with if statement
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And mark the function as optional
2015-05-30 09:58:46 +02:00
Gregory Hainaut
a639634769
gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
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It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB
The 3.0 function could work too. It just need to be added
2015-05-30 09:58:46 +02:00
Gregory Hainaut
92d68b70d3
gsdx-ogl: add a performance note for later
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The idea will be to replace StretchRect for standard case with a framebuffer
blit. Potentially it toggles less gl state.
Worth a test on Star Ocean 3 that uses a lots this function for stencil emulation
2015-05-30 09:58:46 +02:00
Gregory Hainaut
01e4a5148d
gsdx-ogl: avoid crash in debug/dev build
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Don't be silly, don't put gl trace in EE thread.
2015-05-29 16:50:27 +02:00
Gregory Hainaut
0cb6c37f14
gsdx-tc: add an explanation of the magic number 0x140
2015-05-29 12:27:05 +02:00
refraction
97b237712c
gsdx: detect RT size based on fb size and gs output configuration
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* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +02:00
Gregory Hainaut
02274601b3
gsdx-ogl: always copy texture into 0,0
2015-05-29 12:18:54 +02:00
Gregory Hainaut
e5326d1bd2
gsdx-tc: allow to reuse the right part of large RT as source
2015-05-29 12:18:54 +02:00
Gregory Hainaut
7ac533a4d1
gsdx-tc: invalidate half-RT src
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snow engines uses the RT as 2 half RT.
2015-05-29 12:18:54 +02:00
Gregory Hainaut
da0b77e09b
gsdx-ogl: new logo
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Thanks bmate for the logo.
Close issue #192
2015-05-29 11:05:52 +02:00
refraction
8f54da5fd3
GSDX: Removal of Nvidia hack.
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- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
refraction
5d00c00826
GSDX: Fixed UserHacks_AutoSkipDrawDepth dialog creation on windows.
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- CheckDlgButton was just wrong
- Changed tag to say "Auto-skip depth" as you could only see "Auto-skip draw" which was highly ambiguous on GSDX!
2015-05-28 21:21:19 +01:00
Gregory Hainaut
31ffdd8c53
Merge pull request #559 from ssakash/patch-5
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Auto depth skip hack initialization.[GUI]
2015-05-28 19:21:45 +02:00
Gregory Hainaut
8e32d71c07
Merge branch 'patch-3' of git://github.com/ssakash/pcsx2 into ssakash-patch-3
2015-05-28 18:30:49 +02:00
Akash
5f7e09268c
change "D3D Internal Resolution" to "Internal Resolution"
2015-05-28 16:33:16 +05:30
Akash
bf743fec17
add logo for Opengl renderer.
2015-05-28 01:34:51 +05:30
Gregory Hainaut
c43ddaec4f
gsdx: add Castlevania hack explanation
2015-05-26 17:03:13 +02:00