2016-05-16

PCSX2 Git (2016/05/16)

EmuCR: PCSX2PCSX2 Git (2016/05/16) 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:
* gsdx: add crc hack for Ar tonelico 2
It would requires some texture dynamic width convert shaders.
So as a quick solution, let's add a new CRC hack.
For issue #1362 (granted the CRC is correct)
* gsdx ogl: performance note of texture clear vs framebuffer clear
In case of render target. FB clear is better
* gsdx-ogl: implement previous DATE optimization in a single shader pass
Faster :) Reduce further the cost of accurate date
The optimization will clear the stencil to 1. So all pixels will have a
single sample that pass both the depth & stencil test. No primitive
overlaps So the destination alpha test can be done directly in the
shader.
* gsdx ogl: accelerate special case of accurate date.
Game often uses date to allow a single pixel pass. If this
use case is detected, stencil buffer will be cleared after first pixels
that pass both depth&stencil test.
It seems to reduce the load on the GPU.
Note: with the help of texture barriere, maybe we could implement the algo
with a single pass.
* gsdx-ogl: allow to fallback to a slow accurate DATE when GL_ARB_shader_image_load_store isn't supported
The best is still to have a DX11 generation GPU
* gsdx ogl: replace ClearRenderTarget_i by glClearTexSubImage
Avoid state change, avoid potential texture buffer reallocation
Note: require GL_ARB_clear_texture
* gsdx ogl: use draw list size for sprite instead of vertex number to select date algo
Latest overlap detection allow to draw multiple sprite instead of 1,
so the limit based on vertex number is too conservative.
* gsdx ogl: fix wrong depth clear
If a color buffer is still attached and is smaller than depth buffer,
the latter won't be fully cleared.
As a faster alternative, use GL4.4 clear texture function. Avoid to fiddle with
framebuffer and pixel tests.
Fix #1362x Ar Tolenico 2 map clip
* gsdx-ogl: add texure clear function (GL4.4)
* gsdx-ogl: fix a minor gcc warning

Download: PCSX2 Git (2016/05/16)
Source: Here

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