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EmuCR: PCSX2PCSX2 Git (2016/08/15) 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-ogl: improve alpha test for GTA vice city (letters)
I don't understand why but it seems depth is rounded down even in 16 bits.
So uses 0xFFFE to enable ate_all_color_then_depth in 16 bits format too :)
* gsdx ogl: new optimization to bypass the alpha test
In FB_ONLY mode the alpha test impacts (discard) only the depth value.
If there is no depth buffer, we don't care about depth write. So alpha
test is useless and we can do the draw with a single draw call and no program
switch
* gsdx ogl: only enable the alternate alpha test in FB_ONLY
RGB_ONLY requires to handle the alpha channel in the alpha test
* Merge branch 'pcsx2-verbose-thread-error'
* common: try to print a nice error message when pthread_create is bad
* build: remove most of the bashism
Various distribution still ship the true old shell to win 1 second at startup.
Besides, bash syntax is no way better
Not fully tested, some bashism might remain for some options but at least you can
do a standard build
* microVU: fix aliasing issue
Union is safer for the compiler
* x86emitter: use memcpy to avoid aliasing issue
Code is only called once anyway.
* gsdx: avoid aliasing issue
Extend GSVector to support float move
Initial code likely used integer move for performance reason. However due to
the nan correction, register is now in float domain.
* clang format: disable vertical alignment
Avoid issue of bad alignment on some versions
To reduce change impact
* Merge pull request #1514 from PCSX2/gsdx-nouveau-driver
Gsdx alpha test improvement
* gsdx ogl: implement another algo to handle alpha test
Fix rendering issue on letters on Kengo/burnout 3/...
Default algo will execute the alpha test in 2 passes. However due to blending
you can't handle accurately the color.
Fortunately for us, the rendering uses an always pass depth test so you
can execute first all the color rendering (which doesn't depends on the alpha test)
And then the depth part which depends on the alpha test.
* gsdx ogl: move zbuffer emulation code into a dedicated function
* Code was factorized a bit with the help of max_z
* Add an extra optimization if test is ZTST_GEQUAL and min z value is
the biggest value. Z test will always be pass.
Note: due to float rounding (23 bits mantissa vs 24 bits depth) the test
is done against 0xFF_FFFE and not 0xFF_FFFF. It is wrong but GPU will
also use float so impact will be null.
* gsdx ogl: align shader self test to atst previous change
* gsdx ogl: rework atst handling
* Move the rounding operation in the constant buffer
* Merge less with less equal. And merge greater with greater equal
Need test
* gsdx ogl: move ATST emulation in a dedicated function
Future commit will try to reduce the number of Alpha Test possibilities

Download: PCSX2 Git (2016/08/15)
Source: Here



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