pcsx2/plugins/GSdx
sudonim1@gmail.com 5f28d08286 GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
Now, a note about the actual issue.  Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils.  If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test.  This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update.  I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know).

Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%).  I'll be getting a new graphics card and looking into that.

And before some idiot says it, the answer is no.  OpenGL does not help.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5346 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-24 02:20:07 +00:00
..
baseclasses gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
res GSDX: Removed the collapsing of ge/g and le/l alpha tests in the shader code and the supporting code in the C++. This was presumably intended to reduce the number of shaders needed but a) this was never actually implemented, b) a single developer will generally not mix the functionally equivalent (with a different AREF) greater/less than with greater/less than or equal to in GS techniques, c) it really wouldn't make much of a difference to performance anyway and d) it would make an experimental change I'm working with more complicated and slower. 2012-07-23 16:39:56 +00:00
vsprops GSdx: vs2008 fix 2011-12-28 14:41:07 +00:00
xbyak GSdx: the x64 ABI on windows is not so nice after all. 2011-02-28 11:08:52 +00:00
CMakeLists.txt zzogl glsl4: 2012-06-12 18:14:01 +00:00
GPU.cpp gsdx-ogl: 2012-01-04 23:19:17 +00:00
GPU.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GPUDrawScanline.cpp GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GPUDrawScanline.h GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GPUDrawScanlineCodeGenerator.cpp GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. 2011-12-18 08:13:20 +00:00
GPUDrawScanlineCodeGenerator.h GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967) 2011-12-01 17:08:10 +00:00
GPUDrawingEnvironment.h GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why. 2011-10-24 21:34:38 +00:00
GPULocalMemory.cpp GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GPULocalMemory.h GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later. 2011-02-20 18:59:02 +00:00
GPURenderer.cpp GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths. 2012-02-29 00:29:29 +00:00
GPURenderer.h GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths. 2012-02-29 00:29:29 +00:00
GPURendererSW.cpp GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later 2012-01-08 17:10:00 +00:00
GPURendererSW.h GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later 2012-01-08 17:10:00 +00:00
GPUScanlineEnvironment.h GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. 2011-12-18 08:13:20 +00:00
GPUSettingsDlg.cpp GSdx: Renamed the sw thread setting to "extra threads". 2011-12-20 14:33:28 +00:00
GPUSettingsDlg.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GPUSetupPrimCodeGenerator.cpp GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GPUSetupPrimCodeGenerator.h GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967) 2011-12-01 17:08:10 +00:00
GPUState.cpp GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers. 2011-12-22 01:48:16 +00:00
GPUState.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GPUVertex.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GS.cpp GSdx: Disable CRC hacks - cleanups: 2012-06-20 18:51:30 +00:00
GS.h GSDx: Just slapping some consts on methods I needed to use with const references in testing. 2012-07-21 03:45:40 +00:00
GSAlignedClass.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSAlignedClass.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSBlock.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSBlock.h GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSCapture.cpp GSDX: 2011-10-08 13:05:15 +00:00
GSCapture.h GSDX: 2011-10-08 13:05:15 +00:00
GSCaptureDlg.cpp Patch to GSdx capture that offers RGB mode. By patrickdinh. 2011-05-02 21:04:33 +00:00
GSCaptureDlg.h Patch to GSdx capture that offers RGB mode. By patrickdinh. 2011-05-02 21:04:33 +00:00
GSClut.cpp GSDX: Put palette checking for alpha min/max calculation back in because of gabest's concerns about the software renderer's performance. Added a one line fix instead (m_clut.Read32(TEX0, TEXA)) 2012-06-19 01:57:13 +00:00
GSClut.h GSDX: Put palette checking for alpha min/max calculation back in because of gabest's concerns about the software renderer's performance. Added a one line fix instead (m_clut.Read32(TEX0, TEXA)) 2012-06-19 01:57:13 +00:00
GSCodeBuffer.cpp Implemented virtual alloc functions and changed the event class to use semaphores. 2011-02-19 10:27:10 +00:00
GSCodeBuffer.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSCrc.cpp GSdx: 2 more crcs for GoW and GoW2. 2012-07-07 20:46:03 +00:00
GSCrc.h GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290. 2012-06-07 11:53:53 +00:00
GSDevice.cpp GSdx: Use the simpler psmain0 shader in convert.fx for ShadeBoost. Thanks KrossX :) 2012-02-29 13:19:36 +00:00
GSDevice.h GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths. 2012-02-29 00:29:29 +00:00
GSDevice9.cpp GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver. 2012-06-11 02:31:44 +00:00
GSDevice9.h GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver. 2012-06-11 02:31:44 +00:00
GSDevice11.cpp GSDX: don't unnecessarily create and use a render target for the DATE setup stage, D3D10+ supports not having a render target set. (D3D9 doesn't, so that's untouched.) 2012-07-23 22:55:06 +00:00
GSDevice11.h GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver. 2012-06-11 02:31:44 +00:00
GSDeviceDX.cpp GSdx: The "enable hacks" checkbox works to toggle all hacks. 2012-03-06 20:01:27 +00:00
GSDeviceDX.h GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSDeviceNull.cpp GSdx: working on linux port again, almost ready to run. 2011-02-22 23:39:02 +00:00
GSDeviceNull.h GSdx: working on linux port again, almost ready to run. 2011-02-22 23:39:02 +00:00
GSDeviceOGL.cpp zzogl: rework dump test, to avoid bad mix between u32/u8 2012-05-27 08:13:27 +00:00
GSDeviceOGL.h gsdx-ogl: only enable AMD hack when linking ps2 related shader. Otherwise SV_Target1 in convert is wrongly remapped 2012-05-26 09:58:37 +00:00
GSDeviceSDL.cpp gsdx-ogl: 2012-01-04 23:19:17 +00:00
GSDeviceSDL.h gsdx-ogl: 2012-01-04 23:19:17 +00:00
GSDeviceSW.cpp GSdx: just saving minor changes. 2011-12-16 19:13:58 +00:00
GSDeviceSW.h GSdx: working on linux port again, almost ready to run. 2011-02-22 23:39:02 +00:00
GSDialog.cpp GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later. 2011-02-20 18:59:02 +00:00
GSDialog.h GSdx: just saving minor changes. 2011-12-16 19:13:58 +00:00
GSDirtyRect.cpp GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux. 2011-03-12 22:10:58 +00:00
GSDirtyRect.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSDrawScanline.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanline.h GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GSDrawScanlineCodeGenerator.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanlineCodeGenerator.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanlineCodeGenerator.x64.avx.cpp GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging. 2011-11-25 23:48:59 +00:00
GSDrawScanlineCodeGenerator.x64.cpp GSdx: ... and codeblocks. 2011-03-02 08:44:16 +00:00
GSDrawScanlineCodeGenerator.x86.avx.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanlineCodeGenerator.x86.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawingContext.h GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSDrawingEnvironment.h GSdx: more alignment fixes for gcc. 2011-02-20 02:22:00 +00:00
GSDump.cpp GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. 2012-01-05 02:40:24 +00:00
GSDump.h GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. 2012-01-05 02:40:24 +00:00
GSFunctionMap.cpp GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures) 2011-04-04 11:05:54 +00:00
GSFunctionMap.h GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. 2011-12-18 08:13:20 +00:00
GSLinuxDialog.cpp gsdx (Linux): fallback to opengl SW when SDL is selected but disabled 2012-05-07 16:07:05 +00:00
GSLinuxLogo.h gsdx-ogl: All the Windows versions get a fancy logo on top, so... 2012-01-08 04:59:29 +00:00
GSLocalMemory.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSLocalMemory.h GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSPerfMon.cpp GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast. 2011-12-22 14:36:54 +00:00
GSPerfMon.h GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSRasterizer.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSRasterizer.h GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSRenderer.cpp Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2. 2012-06-06 10:08:08 +00:00
GSRenderer.h gsdx-ogl: sync from trunk 5179:5091 2012-04-26 19:51:07 +00:00
GSRendererCS.cpp GSDX: Err, and another file, I should be asleep. 2012-06-11 02:57:28 +00:00
GSRendererCS.h Set some svn:eol-style properties. 2012-04-23 18:56:22 +00:00
GSRendererDX.cpp GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSRendererDX.h GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSRendererDX9.cpp GSdx: 2012-03-08 17:18:22 +00:00
GSRendererDX9.h GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererDX11.cpp GSdx: 2012-03-08 17:18:22 +00:00
GSRendererDX11.h GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererHW.cpp GSdx: Disable CRC hacks: Yet cleaner, better and more generic. Thx to sudonim. 2012-06-20 20:45:24 +00:00
GSRendererHW.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSRendererNull.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSRendererNull.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSRendererOGL.cpp zzogl: use the EXT version of fbo (fix the build on windows) 2012-06-13 10:43:04 +00:00
GSRendererOGL.h gsdx-ogl: * implement shadeboost (only test the compilation) 2012-04-26 21:42:16 +00:00
GSRendererSW.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSRendererSW.h GSdx: silent hill shattered memories purple street light fix, not block aligned filled rects were not correctly masked, may also fix games which store texture data in the alpha channel but use 24-bit target buffers (or just mask it in every time) and draw a lot of those unaligned rects. (tested many .gs dumps, very rare combination) 2012-01-28 10:07:17 +00:00
GSScanlineEnvironment.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSSetting.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSSetting.h gsdx-ogl: preliminary work of an opengl backend. So far only skeleton and various note. 2011-11-16 22:17:37 +00:00
GSSettingsDlg.cpp GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSSettingsDlg.h GSDx: dehacked hover description code for hacks 2012-04-23 18:46:09 +00:00
GSSetupPrimCodeGenerator.cpp GSdx: the x64 ABI on windows is not so nice after all. 2011-02-28 11:08:52 +00:00
GSSetupPrimCodeGenerator.h GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging. 2011-11-25 23:48:59 +00:00
GSSetupPrimCodeGenerator.x64.avx.cpp GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures) 2011-04-04 11:05:54 +00:00
GSSetupPrimCodeGenerator.x64.cpp GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures) 2011-04-04 11:05:54 +00:00
GSSetupPrimCodeGenerator.x86.avx.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSSetupPrimCodeGenerator.x86.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSState.cpp GSdx: Removed the CRC hack for Drakengard 2 as per issue 1303. 2012-06-27 16:06:25 +00:00
GSState.h GSdx: Add GUI for disabling all CRC hacks (for testing purposes only, disabled by default). The new checkbox is at the "HW Hacks" section, and is only relevant when the global "Enable HW Hacks" box is checked. 2012-06-13 23:53:08 +00:00
GSTables.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSTables.h The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSTexture.cpp GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSTexture.h gsdx-ogl: LINUX-ONLY 2011-12-21 23:09:36 +00:00
GSTexture9.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTexture9.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTexture11.cpp GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSTexture11.h GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSTextureCache.cpp GSDX: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think? 2012-06-27 00:57:44 +00:00
GSTextureCache.h GSDX: Put the sprite hack back in because apparently it wasn't fixed. 2012-06-19 01:12:01 +00:00
GSTextureCache9.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureCache9.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureCache11.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureCache11.h Reverted r3063 as the last revision obsoleted it and it was causing suspend/resume issues with the software renderer, removed an unnecessary GSclose() and ResetDevice() call each 2010-05-23 17:26:37 +00:00
GSTextureCacheOGL.cpp GSdx-ogl: LINUX only 2012-03-05 20:16:26 +00:00
GSTextureCacheOGL.h GSdx-ogl: LINUX only 2012-02-11 10:22:02 +00:00
GSTextureCacheSW.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSTextureCacheSW.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSTextureFX.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureFX9.cpp GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSTextureFX11.cpp GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSTextureFXOGL.cpp zzogl glsl4: 2012-06-12 18:14:01 +00:00
GSTextureNull.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureNull.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureOGL.cpp gsdx-ogl: LINUX ONLY 2012-03-30 19:02:37 +00:00
GSTextureOGL.h GSdx-ogl: LINUX only 2012-03-05 20:16:26 +00:00
GSTextureSW.cpp 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. 2011-12-03 21:04:46 +00:00
GSTextureSW.h GSdx: GSDeviceSW almost ready, just need an image resizer. 2011-02-20 22:33:22 +00:00
GSThread.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSThread.h zzogl: use the EXT version of fbo (fix the build on windows) 2012-06-13 10:43:04 +00:00
GSUniformBufferOGL.h gsdx ogl: 2012-05-13 17:09:18 +00:00
GSUtil.cpp GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P 2012-01-13 18:10:05 +00:00
GSUtil.h GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P 2012-01-13 18:10:05 +00:00
GSVector.cpp GSdx: made a little mistake masking the unused giftag regs, when all 16 were in-use 2012-01-20 00:34:44 +00:00
GSVector.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSVertex.h GSdx-ogl: LINUX only. sync from trunk (5068:5090) 2012-02-09 21:40:39 +00:00
GSVertexArrayOGL.h gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h 2012-05-13 17:22:36 +00:00
GSVertexHW.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSVertexList.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSVertexList.h gsdx: fix some Visual Studio build error of the previous merge. 2012-04-28 17:58:45 +00:00
GSVertexSW.cpp Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative. 2011-02-18 01:56:05 +00:00
GSVertexSW.h GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later 2012-01-08 17:10:00 +00:00
GSVertexTrace.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSVertexTrace.h GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSWnd.cpp zzogl glsl4: 2012-06-12 18:14:01 +00:00
GSWnd.h zzogl glsl4: 2012-06-12 18:14:01 +00:00
GSdx.cpp gsdx: remove sdl and ogl from the win32 dialogs 2012-06-04 18:45:54 +00:00
GSdx.def gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GSdx.gcc.cbp GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5. 2011-12-19 01:20:55 +00:00
GSdx.gcc.workspace GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSdx.h GSDX: Forgot a file. 2012-06-11 02:56:44 +00:00
GSdx.icc.cbp GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSdx.props gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GSdx.rc GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
GSdx.vcxproj GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths. 2012-02-29 00:29:29 +00:00
GSdx.vcxproj.filters GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths. 2012-02-29 00:29:29 +00:00
GSdx_vs2008.vcproj GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
config.h GSdx: Disable CRC hacks - cleanups: 2012-06-20 18:51:30 +00:00
linux_replay.cpp zzogl glsl4: 2012-06-12 18:14:01 +00:00
resource.h GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects. 2012-07-24 02:20:07 +00:00
stdafx.cpp pcsx2: gcc 4.7 compilation fix 2012-03-17 11:21:51 +00:00
stdafx.h gsdx: merge the opengl branch to ease futur development and allow GSdx by default on linux 2012-04-28 15:24:02 +00:00