Cutie Chinese comments, they were removed in commit
21522e71b2
It's better to have google translated comments than nothing, at least we
have something to go on when doing future testing.
Also ghosting and blur crc hacks might need to be updated as they may
not be necessary on native res only.
List: GSC_Tekken5, GSC_TombRaiderUnderWorld, GSC_XE3, GSC_AceCombat4,
GSC_SoTC, GSC_ResidentEvil4.
Note: I left GSC_ValkyrieProfile2 in there because it might need to be
re enabled for dx, someday will look in to it when I'm up for the task.
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.
Also remove unused GSTextureFX.cpp file.
Enabled caching of clut copies with PaletteMap also in the case 8-bit texture is disabled, which is the default (on #2344 the caching of clut copies and palette textures was done only when 8-bit texture was enabled).
Brings moderate speedups ~10% in the most concitated parts of the ZoE2 Anubis benchmark, but may improve performance in all the cases when there are many Source objects created with clut copies to be stored.
The quality of the comments has been improved to better highlight the mechanics of the caching system.
Removed crc id 0x7D4EA48F and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
This follows the 4th point of #2310.
The idea was to rework the current palette texture management to improve performances with games that uses multiple palettes for the same data texture.
The new management shows small to none performances improvement in almost every game in terms of FPS, and it lowers the GPU BUS usage by some percentage points in games like Baldur's Gate: Dark Alliance (9% to 7%) which uses many palettes.
The hot topic is that the performances in Zone Of The Enders 2 skyrocketed (2x), because of the fact that the game uses many palettes and a small number of textures to render it's effects.
For more detailed information check the PR #2344
Some users get confused and change the setting to a recommended option.
This can cause some issues when switching different hw render types.
Most of the time users shouldn't change the option and leave it on
Automatic.
Also remove ICO from crc Aggressive tooltip.
Only impacts custom resolution, there used to be a much weaker algorithm
which doens't consider scissor sizes and gives a minor performance boost
in costs of accuracy (which was used when large framebuffer was disabled
in custom resolutions)
I've removed this as the performance tradeoff is rather negligible after
the implementation of #1942 and the older one is no longer necessary.
Also added an extra parameter for considering the horizontal scissor,
I'm not sure where this might be useful so this is disabled in code for
now till I discover a testcase where this helps or run it on random data
ensuring it's working properly.
Also porting this to the general scaling function might help with memory
spikes which are experienced when large framebuffer is enabled.
We can't do a full port because channel shuffle and depth sampling need
to be ported to d3d but at the very least we can do a partial port that
skips the bad draw calls.
This way we can remove all the remaining crc hacks for ICO in GSHwHacks.
This should make things a bit easier for users when picking resolutions.
Native (PS2)
2x Native (~720p)
3x Native (~1080p)
4x Native (~1440p 2K)
5x Native (~1620p 3K)
6x Native (~2160p 4K)
8x Native (~2880p 5K)
Custom (Not Recommended)
Change the code so that some crc hacks on some games that remove
ghosting/blur issues on upscaled resolutions are disabled on native
resolution if crc hack level is below Aggressive state (most of the time).
They aren't needed then so why don't we aim for better accuracy.
Follow up from #2586 which ensures that MAC address is unique on Xlink Kai when using Windows.
Previous build was returning last two bytes as 00:00 rather than last two bytes of host adapter's MAC.
Let's keep the file clean and use 1 type of formatting and not a bunch.
It's easier to read this way and looks tidy.
Also correct some commented out code in Texture Sampler.
Hack will no longer be active on Intel or AMD gpus.
Also remove UserHacks_disable_NV_hack. sprite hack
basically does the same thing so it's kinda useless.
Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.
Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
dfmt is not supported but we can use the variable to select the
frame buffer format and later disable writting to the alpha channel.
MGS3 sees an improvement, and possibly other games as well.
So far didn't spot any regressions.
Commit:
d29e375f72
Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1
Credits to KrossX for porting the shader.
Adjust gui accross various gui windows.
Adjust naming, positioning of buttons, spacing ...etc.
The different windows should look more similar and not be different.
Also purge IDD_XAUDIO2 window that wasn't used anywhere.
Add a missing crc id for the US version,
, move the crc to DX level - effect is emulated correctly on OpenGL with
depth,
merge the two Yakuza hacks together and reformat it making it easier to
be read.
Skip 3 also seems to work on Yakuza 2.
Related commit:
7f0f19ee02
Reformat the code a bit, ocd satisfaction.
This prevents the dialog from preserving state after it is closed, which
simplifies the logic slightly for reopening the dialog.
Also remove an unused variable.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture
Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.
Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
Enhance the skipdraw hack by allowing skipdraw to skip a range of draw
calls.
For example: When the broken effects are at frames 90-100, the default
skipdraw always skips 0-100, possibly skipping several functioning
effects as well. By enhancing the skipdraw feature, it is now possible
to skip just frames 90-100.
For the example given above set the first box to 90 and the second box
to 100 to skip frames 90-100.
coauthor:turtleli (Linux GUI + tidy/simplify Windows GUI code)
Decrease spacing between Hardware Settings and Texture Filtering
slightly. It was a bit too much before,
Adjusted spacing to be equal between options, some had incorrect
spacing.
Maybe Accurate Date and Blending Unit Accuracy can be swapped.
Makes all the tabs scrollable, which makes the dialog more usable (the
OK button should always be present unless the screen is absurdly small).
Only checked on GTK3.
Use hexpand instead of expand, and use margin-start instead of
margin-left (margin-left is deprecated in GTK+ 3.12). IMO it looks
better this way.
Also, set the properties using gtk_widget_set_* instead of g_object_set.
Adjust/tidy up the gui to make it more appealing,
some bad positioning has been fixed.
Properly grey out Audio Expansion Mode text when
the option is inactive.
Add God of War Demo ntsc,
Add Burnout Takedown E3 Demo ntsc,
Adjust regions for Harry Potter ATCOS/ATPOA,
Add comment for crc 0x7ACF7E03 - multiloader.
Automatic mipmapping: Harry Potter (Chamber Of Secrets,
Prisoner of Azkaban, Order Of The Phoenix), The Incredible Hulk:
Ultimate Destruction.
Add some missing crc ids for GT4 demo discs.
Fixes some issues with opening ini/log files when the path contains
characters that are not present in the current codepage for the
following plugins:
SPU2-X
LilyPad
cdvdGigaherz
Dev9null
USBnull
FWnull
Adjust Spartan crc hack: Combine/ease the hacks in to one.
Only remove the glow/yellow bloom effect and don't skip any other effects that shouldn't be skipped. UI and some other post processing effects work properly now.
Add crc id CrashBandicootWoC RU.
Add some missing RU crc ids: Onimusha3, ICO, TombRaiderUnderworld, SoulReaver2, LegacyOfKainDefiance.
Removed crc id 7ACF7E03 and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
Add FinalFightStreetwise RU, SoulCalibur3 RU. Correcting the wrong id TenchuFS RU (the elf was modified widescreen cheat, sorry). Delite Kunoichi RU (the elf was modified widescreen cheat, the original coincides with the EU).
Move a hack that removed burning/hot air effect. The effect is rendered properly but causes slowdowns so it's best to move it to aggressive for now.
Add comments explaining what the crc hacks do.
Ease the crc hack and skip less effects, makes shadows and some other effects work properly.
The game experiences a bit more upscaling issues which can be resolved with Merge Sprite and Wild Arms offset HW hacks.
Avoid always setting the dialog to the centre of the screen - the GTK+3
documentation advises against it.
Avoid using a GUI callback - it's unnecessary since the value can just
be retrieved afterwards.
Simplify the GUI construction - a container to handle layout isn't
necessary due to the GUI's lack of complexity.
IOCTL_SCSI_PASS_THROUGH_DIRECT will return success even if the read
fails (I'm not sure when it'll return failure). Assume the read is
successful only when the read length is correct.
Purge Hw hack fixes for Spyro New Beginning and Eternal Night that fixed
HUD and menu display.
They will be replaced with EE patches in GameDB that work for both
software and hardware mode. A much better alternative and less GSdx
hacks.
Port from commit b0af54d3
Fixes shadows in Star Ocean 3.
Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.
Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.
Revert merge of Spyro Eternal Night / New Beginning hw hack.
Update Spyro New Beginning hack - fixes menu/hud flicker in HW mode.
SW mode still has issues with the menu/hud elements.
Improve #1490
The following games in the crc list are not used anywhere so
we can clean this list up. If some are needed in the future then
they can be re added.
List of removed games:
CaptainTsubasa,
Dororo,
HarvestMoon,
Jak1,
JamesBondEverythingOrNothing,
NamcoXCapcom,
SDGundamGGeneration,
SeintoSeiya,
SengokuBasara,
SilentHill2,
SilentHill3,
Siren,
TalesofDestiny,
VF4,
VF4EVO.
The crc hack broke graphics ingame, causing flickering/transparent
textures and other similar issues.
On a side note the game experiences upscaling issues that can be fixed
with Half Pixel offset hack.
Update it to the version found at
https://github.com/Microsoft/Windows-classic-samples , which is in an
MIT licensed repo, and add the LICENSE file (edited to remove the SIL
Open Font LICENSE part since that doesn't apply).
Some modifications have been made to reduce the diff/stop git
complaining (not including any file that wasn't in the previous version
and removing the related header includes in streams.h, and fixing some
but not all of the whitespace issues).
Move CRC hacks do DX level.
Hack that fixes shadows:
Shadows/glitchy black ground textures can be fixed with Preload Frame Data.
Hack that removed vertical stripes:
D3D10/11 correctly emulates texture shuffle but also needs depth support.
Don't skip draw calls on Jackie Chan Adv and SVC Chaos,
fixes regressions on Jackie Chan Adv and SVC Chaos.
Gregory: The correct fix would be to trace all textures writes to
be sure of the source. But it is a much bigger work.
Purge Sengoku Basara crc hacks. Texture shuffle is emulated correctly on
d3d11/ogl. d3d9 skips the bad draw call.
Move Eternal Poison crc hack to d3d level. Not needed on ogl since
the game is emulated correctly.
Move hack that removes texture shuffle for Demon Stoneback back to ogl level,
half screen bottom issue remains.
Extent CRC hack for The Getaway and The Getaway Black Monday to work on
EU regions.