Jonathan Li
2b2042e1c2
gsdx: Allow screenshot compression level to be changed
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At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.
This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).
Fixes #1527 .
2016-08-20 14:01:24 +01:00
Gregory Hainaut
086dfc8a14
gsdx sw: use acquire/release semantics for atomic operation
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* Avoid the generation of memory barrier (mfence)
2016-07-14 18:29:41 +02:00
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
Lauri Kasanen
994c9147f5
textureSW: fix Map with offset
2016-04-19 21:22:53 +03:00
Jonathan Li
6b950d0408
gsdx: Allow dump and capture PNG compression to be changed
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Valid values for png_compression_level are from 0 (no compression) to 9
(max compression). The default is 1.
v2: Use zlib Z_BEST_SPEED (1) and Z_BEST_COMPRESSION (9) defines.
2016-03-02 22:58:45 +00:00
Jonathan Li
ee5861efc8
gsdx: Remove non-PNG code
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It's no longer in use.
2016-03-02 22:57:12 +00:00
Jonathan Li
87dcfbc645
gsdx-png: Use libpng directly instead of via png++
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v2: Increase compression to maximum
v3: Add zlib to GSdx build dependencies
v4: Reduce memory usage
2016-03-02 22:48:54 +00:00
Gregory Hainaut
cb776d2f50
gsdx:atomic: better match the old if(!_interlockedbittestandset(&m_mapped, 0)) behavior
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Thanks @turtleli
2016-02-23 18:43:44 +01:00
Gregory Hainaut
9bbb0fe1f6
gsdx: add atomic for texture upload
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V2: fix init of atomic flag object
2016-02-21 18:17:53 +01:00
Jonathan Li
0f11838d93
gsdx: s/_WINDOWS/_WIN32/
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It's the proper Windows preprocessor macro.
2016-01-27 22:41:45 +00:00
Gregory Hainaut
02b478dfbc
gsdx: plug the new PNG wrapper
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Drop various duplicated code :)
2015-05-16 12:47:28 +02:00
Gregory Hainaut
004fa7aea4
gsdx debug: allow to dump alpha channel as a gray texture
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I would love to find an image viewer that allow to mask channel of the image
2015-05-01 13:38:58 +02:00
Gregory Hainaut
25997647f2
gsdx-ogl: add ENABLE_OGL_PNG_OPAQUE to dump texture without alpha
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Alpha is nice but fully transparent texture suck
The best will be an image viewer that can toggle the alpha channel
2015-04-30 23:06:54 +02:00
Gregory Hainaut
39a5d4c839
gsdx: add PNG support for SW renderer
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Easier to compare
2015-04-30 20:13:24 +02:00
gregory.hainaut
e06484adb8
gsdx: update the copyrigh address thank to sed
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
gabest11
0d7c58065a
GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4976 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-03 21:04:46 +00:00
gabest11
9b658615f5
GSdx: The revision makes every super robot taisen game look perfect! Just joking :P But I tested OG and Alpha 3, and didn't notice anything terribly bad till the beginning of the first battle stage.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4335 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-21 23:25:25 +00:00
gabest11
eeb9757e94
GSdx: GSDeviceSW almost ready, just need an image resizer.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4331 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-20 22:33:22 +00:00
gabest11
564c44bf7e
GSdx: updated linux project files.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4329 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-20 19:21:18 +00:00
gabest11
dcf81693f6
GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4328 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-20 18:59:02 +00:00