zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5209 96395faa-99c1-11dd-bbfe-3dabce05a288
various: apply some patch of Micove to disable debug logging in GSdx release mode
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5206 96395faa-99c1-11dd-bbfe-3dabce05a288
* drop hack for of Natty and use the std FindGtk2 module, time to upgrade to Precise.
* Bump cmake requirement to 2.8.5 to avoid multiarch issue
* Create new cmake variable GLSL_SHADER_DIR for glsl file. Default value /usr/share/games/pcsx2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5200 96395faa-99c1-11dd-bbfe-3dabce05a288
pcsx2: don't print window title in fullscreen because it create a white frame flickering. Seem like a wx regression
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5199 96395faa-99c1-11dd-bbfe-3dabce05a288
* Add 2 new dev options: REBUILD_SHADER (nvidia cg) & BUILD_REPLAY_LOADERS
* zzogl-pg-cg will use the shader of zzogl-pg.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5190 96395faa-99c1-11dd-bbfe-3dabce05a288
* for the moment only the SW render is supported, hopefully HW will come some day. And linux only for the moment.
* Require an OpenGL3 GPU (==Dx10) ie Nvidia >= 8800, AMD >= HD2000)
* Require an OpenGL4.2 compatible drivers => no opensource driver supported neither Intel driver.
* Build by default without SDL support which will dropped later. You need to add this define "ENABLE_SDL_DEV" on Win.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5186 96395faa-99c1-11dd-bbfe-3dabce05a288
* put shade boost in HW setting (not sure it is HW only)
* Remove logz, useless since openGL support 32bits Z buffer
* Update hack section with a table. Note don't put MSAA (not yet implemented) to have a nice square
Note: user hack is enabled with "UserHacks" instead of "allowHacks"
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5184 96395faa-99c1-11dd-bbfe-3dabce05a288
The detection is based on a quickly reversed smode1 flag and needs to be done properly.
The timing itself also needs reversing and has only been tested on the VP2 intro video.
(That video now runs without audio / video desync when progressive scan is enabled :) )
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5179 96395faa-99c1-11dd-bbfe-3dabce05a288
Previously: GSdx was switching between the configured renderer and the best SW renderer (best = DX11 if supported).
Now: If using DX: Switch SW/HW renderer and use the same DX version. If using SDL: same as before.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5164 96395faa-99c1-11dd-bbfe-3dabce05a288
cmake: keep all library for the linking of plugins
hex2h.pl: add svn:executable
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5157 96395faa-99c1-11dd-bbfe-3dabce05a288
* update missing copyright on
+ plugins/GSdx/config.h
+ pcsx2/MTVU.h
+ plugins/zzogl-pg/opengl/ZZHacks.h
+ plugins/spu2-x/src/DplIIdecoder.cpp
* put a copyright for trivial script file
+ pcsx2/gui/Resources/rebuild.sh
+ tools/bin2app.sh
+ plugins/zzogl-pg/opengl/shaders.sh
* remove autotool from zzogl
* apply the patch for issue 1257. Thanks very much Micove for the hard work.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5154 96395faa-99c1-11dd-bbfe-3dabce05a288
* Keep the state of the draw buffer (save few opengl call)
* AMD fix the shader unloading (12.2 and above). So disable the workaround
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5137 96395faa-99c1-11dd-bbfe-3dabce05a288
Change a texture cache hack to fix half the flickering FMV games.
It could have issues though, or randomly fix other stuff. Please test :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5130 96395faa-99c1-11dd-bbfe-3dabce05a288
Another refinement to the Wild Arms hack by KrossX.
The hack now only applies to one kind of geometry (sent using the unpacked UV handler).
This works nicer in Wild Arms as it fixes "jumpy" characters.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5124 96395faa-99c1-11dd-bbfe-3dabce05a288
Mouse over descriptions for the hacks. Thanks to KrossX again, these are great :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5123 96395faa-99c1-11dd-bbfe-3dabce05a288
Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling.
It should be generalized and renamed later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5120 96395faa-99c1-11dd-bbfe-3dabce05a288
Team effort of KrossX and myself:
Finally adding that special game fixes / hack dialog I talked about for a while.
Committing this in several steps to clean up any issues easier.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5116 96395faa-99c1-11dd-bbfe-3dabce05a288
* request a minimum of 1 for texture dimension
* Use offscreen texture likes DX11.
* add more bits for extra texture format
* do operation on texture unit 0 to avoid ping-pong between unit 0/2
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5114 96395faa-99c1-11dd-bbfe-3dabce05a288