// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
Configures the settings in include/wx/msw/setup.h.
Removes icons from include/wx/msw/wx.rc.
Deletes include/wx/msw/rcdefs.h (autogenerated by build process).
Updates .gitignore by including wxWidgets3.0 build files and adds a
missing '/' to build.
This configure the VS2013 files so that the now external libpng and
libjpeg libraries are used, and to place some of the common stuff into a
property sheet.
For deleted files, I've chosen to exclude from build instead of removing
them from the project file. It's less work to re-add them if they're
required at a later stage.
Move libpng out of wxWidgets 3.0 so it's available to other projects.
Delete libjpeg since there's a newer copy already available in 3rdparty
(still outdated though).
This prevents a PCSX2 lock up that requires Task Manager to kill. It
seems the messagebox intercepts the GSframe's close event, hides itself
and then leaves you with no way of ending PCSX2 normally. So close the
GS frame before the message box appears.
It is mostly the texture shuffle effect which is now emulated correctly on openGL
They remain in the Dx level as speedhack in particular for
* Castlevania;
* GodOfWar;
* StarOcean3;
* ValkyrieProfile2;
* RadiataStories;
Remove old commented hack: Drakengard2, ArctheLad, ReZ
Separate hacks that are only enabled in aggressive mode
It might save a couple of fps
Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack :( Or find a way to replace all if with a lookup table
Note: it is only supported on OpenGL currently
Code unscale the texture to ease the conversion. Quality is awful (same as before)
but I'm not sure we can support an upscaled texture
Maybe the quality loss is due to the reduction without mipmap
Maybe the best solution will be to add an hack to extract the blue channel
(with texture swizzle), and uses a "full page/screen" spirte instead.
(it would be faster too)
Note: won't be compatible with MSAA (but gl doesn't support it anyway)
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.
Game can directly uploads a background or the full image in
"CTRC" buffer. Previous code was a full black screen.
It will also avoid various black screen issue in gs dump.
hidden option: preload_frame_with_gs_data
Note: impact on upscaling was not tested and it's likely broken
Improve the rendering in MGS3 (even if the game is still broken
due to others TC issues)
// Typical bug (MGS3 blue cloud):
// 1/ RT used as 32 bits => alpha channel written
// 2/ RT used as 24 bits => no update of alpha channel
// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
// because of the previous draw call format
//
// Solution: consider the RT as 32 bits if the alpha was used in the past
"Regression" introduced in 8 bits RT support
The case appears when
1/ address of RT is the same as input texture
2/ input format is 8 bits
3/ previous lookup of RT was miss
It avoid various upscaling glitches on GS post-processing effect
// 1/ Palette is used to interpret the alpha channel of the RT as an index.
// Star Ocean 3 uses it to emulate a stencil buffer.
// 2/ Z formats are a bad idea to interpolate (discontinuties).
// 3/ 16 bits buffer is used to move data from a channel to another.
//
// I keep linear filtering for standard color even if I'm not sure that it is
// working correctly.
// Indeed, texture is reduced so you need to read all covered pixels (9 in 3x)
// to correctly interpolate the value. Linear interpolation is likely acceptable
// only in 2x scaling
//
// Src texture will still be bilinear interpolated so I'm really not sure
// that we need to do it here too.
//
// Future note: instead to do
// RT 2048x2048 -> T 1024x1024 -> RT 2048x2048
// We can maybe sample directly a bigger texture
// RT 2048x2048 -> T 2048x2048 -> RT 2048x2048
// Pro: better quality. Copy instead of StretchRect (must be faster)
// Cons: consume more memory
//
// In distant future: investigate to reuse the RT directly without any
// copy. Likely a speed boost and memory usage reduction.
It might help to fix a bit the color on a couple of games
accurate_fbmask = 1
Code uses GL4.5 extensions. So far it seems the effect is ony used a couple
of time and often in non-overlapping primitive. Speed impact will likely remain small