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EmuCR: PCSX2PCSX2 Git (2016/04/27) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 Git Changelog:
* onepad: Use Bind instead of Connect
It's the recommended dynamic event binding method since wx2.9.
* onepad: Remove wx2.8 compatibility code
* gsdx: glsl: fix silly typo
And regression on various games
* gsdx ogl: use GSUtil::GetClassVertexCount
* gsdx: fix Q NaN value
Avoid potential undefined results
* Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
gsdx tc: reduce texture cache overhead
* gsdx tc: reduce texture cache overhead
Cache page coverage of texture into a hash map
Test done on Champion of Norrath (paltex + DisablePartialInvalidation)
Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%
Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
* Merge pull request #1306 from PCSX2/gsdx-direct-depth-sample
Gsdx direct depth sample
* gsdx tc: allow to create a dummy Source without tons of memory allocation
It makes shared texture virtually free from the CPU PoV.
* gsdx tc: trick the texture cache to use a depth format for depth texture
This way we avoid the rescaling of the depth buffer and texture allocation.
* gsdx tc: properly support 16 bits depth conversion
* gsdx ogl: plug the new depth sampling in the renderer
Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
* gsdx glsl: extend hw shader to sample depth texture
Will use integral coordinate to avoid any rescaling.
Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
* gsdx tc: add a dedicated function to lookup a depth source
The hypothesis is that game will use a depth (aka Z32/Z24/Z16/Z16S)
format when sampling depth texture as color. Technically one could use
a standard color format but block/pixel order won't be the same.
(otherwise I'm screwed)
=> Hypothesis invalid on GoW. They just do a scrambled rendering...
Lookup info:
* The first searched list is the depth pool as we search a depth
texture.
* 2nd one is the render target pool (if a depth was converted to a
render target already)
To avoid any CPU overhead, the source will be a pointer to the real texture
* Conversion (if float texture) will be done on the fly by the shader (GPU).
* Relative rescaling won't be supported. Texture must be fetched with
integral coordinate
* gsdx tc: add a shareable texture flag
Plan is to bypass shader conversion/rescaling/copy for depth texture

Download: PCSX2 Git (2016/04/27)
Source: Here



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