Typical wrong draw:
1/ draw in 32 bits
2/ draw in 24 bits
3/ Use alpha as a texure. (Must reuse the GPU data)
4/ Write alpha from EE
5/ Use alpha as a texure. (Must upload new data)
This commit fixes the step 5.
Fix#917 (Conflict - Desert Storm)
CID 146973 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)2. uninit_member: Non-static class member overflow is not initialized in this constructor nor in any functions that it calls.
2999}
runion/rempty/rinter requires x < z and y < w
Help issue #762 (accurate blending issue)
If you want to shine, please put better GSVector code (AVX512 is 2 instruction :p)
In the DATE42 algo, first pass must find the primitive that write the
bad alpha value. If depth test is fail, alpha value won't be written therefore
you mustn't keep the primitive id.
In theory to ensure 100% correctness, depth would need to be fully executed
(currently depth write is disabled). However it requires to copy the depth buffer.
It is likely bad for the perf.
Issue reported on DBZInfWorld
Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.
Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.
glActiveTexture & glBlendColor are provided without symbol query.
CID 146834 (#2-1 of 2): Division or modulo by zero (DIVIDE_BY_ZERO)9. divide_by_zero: In expression tpf * 10000ULL / ttpf, division by expression ttpf which may be zero has undefined behavior.
CID 146839 (#1 of 1): Explicit null dereferenced (FORWARD_NULL)11. var_deref_model: Passing null pointer fb_pages to UsePages, which dereferences it.
CID 146840 (#1 of 1): Explicit null dereferenced (FORWARD_NULL)11. var_deref_model: Passing null pointer zb_pages to UsePages, which dereferences it.
* Prevent a potential null pointer deference in ```void GSRendererSW::UsePages()```
All combobox text can now be seen in full without having to click on the
combobox.
The internal and custom resolution stuff has been moved into the Hardware
Mode Settings groupbox since it doesn't affect software mode.
The dialog has also been rearranged a bit.
shaders/GSdx.fx is now the default location and is no longer hardcoded.
The external shader and external shader config can now be selected. (The
OpenGL renderer already has this feature.)
Note: It is still possible to not use a config file, just use an invalid
value for shaderfx_conf.
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.
Benefits:
Allows external shaders to be split into a config file and a shader file
without hardcoding the config file name.
Less code.
Yes, I more or less used the same message as the dx11 one.
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.
Benefits:
Easier move to D3DCompile when it becomes necessary.
Allows external shaders to be split into a config file and a shader
file without hardcoding the config file name.
Less code.
OpenGL does not use the cdecl calling convention (which is the default
calling convention for GSdx on Windows). Since DebugOutputToFile is used
by OpenGL, it needs to use the same calling convention that OpenGL uses.
This fixes a debug build crash when the OpenGL renderers are used and
debug_opengl is nonzero in the ini.
A couple of useless members were removed too.
Also fix wnd initialization
Coverity:
CID 146955 (#1 of 1): Uninitialized pointer read (UNINIT)
18. uninit_use: Using uninitialized value wnd[i].
Coverity:
CID 146816 (#1 of 1): Calling risky function (DC.STREAM_BUFFER)
dont_call: fscanf(FILE *, char const *, ...) assumes an arbitrarily large string, so callers must use correct precision specifiers or never use fscanf(FILE *, char const *, ...)
Without this patch, if a user initiates a recording and then cancels at the GSdx
dialog, the audio was recording anyway, which is probably highly unexpected.
However, while probably highly unexpected, it could still be useful to record
only audio, but with this patch it's now impossible.
We can reconsider if it turns out that people are actually using this "feature",
though one might as well set the video setting to be very unobtrusive (very low
resolution/bitrate) such that it uses very little CPU.
This is the internal resolution which GSdx uses and recording at this resolution
is optimal, i.e. without any dumb scaling, with all relevant pixels and without
redundant pixels.
The resulting clip still doesn't have the correct aspect ratio set, but that's
just a property which can be set to the clip afterwards, which is where the DAR
becomes useful. Since it's usually anamorphic, when muxing later with the audio
use the DAR to set the playback aspect ratio.
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
Previously it was saving the display name to the config but trying to restore
according to the friendly name.
Now store and restore according to the "displayName" which is more unique than
"friendlyName" since it includes GUID[s], and handle it consistently as _bstr_t.
This fixes the following issues when custom resolution is selected.
- When the width is smaller than the native resolution width, the
texture cache targets are removed on every Vsync signal, causing a
black screen issue.
- The texture cache code needs a 1 returned for the custom resolution
upscale multiplier or there'll be some really funny graphical issues.
It also removes unnecessary GetConfig (which I think unconditionally
does a a file read on Windows) calls if the width was increased - the
upscale multiplier is already stored, and the custom resolution width
and height calls are now unnecessary.
Also fix some whitespace issues.