Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.
This reverts commit
d6383e6c21
It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
The code is now a mirror of the ::add. So 1 insert == 1 erase
This way it won't crash on future update. And it will support future GS
memory wrapping improvement.
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !
However insertion is a bit slower. Due to the begin() after the push_front
v2: use std:: for lists and arrays
This reverts commit f77c1900fa.
Conflicts:
plugins/GSdx/GSTextureCache.cpp
Another fix was done later for Jak cut scene (or FMV). One game got a regression (don't remember which)
Previously, we only calculated the width of a single output circuit which lead to missing a single pixel from the other output circuit which in turn causes offset issues in Persona games, I have customized GetDisplayRect() to now also calculate the dimensions of the merged rectangle when both the output circuits are enabled through the PMODE register, so this hack is no longer needed. :)
TL;DR - The above commit of mine accurately handles the offset issues by calculating union of the rects, removing this stupid hack. (not insulting any other developers, this stupid hack was mine :)
Passes the merged output circuit as the base size for texture cache scaling code. Helps fixing scaling issues where games use both of the output circuits for rendering.
Future Note: Alter the behavior of IsEnabled() check always preferring the second output circuit for some weird reason. I plan on changing it to a better auto-output circuit selection mechanism but that could probably be done some time in the future.
Previously the dedicated custom resolution scaling equation was ignored for the second SetScale() call, generalizing the equations will also fix the DMC scaling issue on custom resolution. Also remove unnecessary checks for null on scale factors. The possibility for having a null scale factor value only exists on custom resolution and it will only happen on cases where the output circuit isn't ready yet. So the ideal way would be to handle all the required conditions of output circuit on "m_renderer->CanUpscale()" itself.
Just clear the buffer. The generic solution will be a copy from buffer A
to buffer B But it requires
1/ a big buffer A (otherwise it would overflow)
2/ a line width rescaling (+ the upscaling mess support)
It must work fine without it now.
From the google code comments:
It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)
v2: update Dx code to use the good format
It creates a regression on game that uses a small temporary target to
upload textures of various sizes. Inital code was done to handle direct
frame write (background, FMV) so big target
CID 168626 (#1 of 1): Uninitialized scalar field
uninit_member: Non-static class member m_end_block is not initialized in this constructor nor in any functions that it calls.
Update done on f712c5c6d0
Previous code use the size of the draw to compute latest block. I
don't know why I use .x/.y which are the origin offset so the start of the block.
Fix#1457 (GTA)
The game uses a depth format for a pure color buffer (cokes do ravage
in gaming industry)
However I'm really afraid that it migth break another effect in other games.