GSdx v.0.1.15 SVN R.1598 03.08.09 - 模擬器
By Kristin
at 2009-08-03T12:11
at 2009-08-03T12:11
Table of Contents
http://forums.pcsx2.net/thread-3031-page-1.html
http://212.92.18.46/gsdx/index.php#GSdx
r1598
fixed dx9 + msaa=0
r1597
experimenting with msaa, add msaa=N to gsdx.ini to activate it (N=2,4,8)
r1591
little code cleanup
r1584
- Trippled the number of cached textures, many games constantly recreated them
- Don't clear some shaders at each drawcall (in dx10) , which is a nice
speedup (but could potentially be bad, please check..)
r1571
- Automatic texture filtering should be ok now, occasionally point filtering
was used. Tested it on the ps2 and figured with no mip levels LoD and
minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference
rasterizer and found a fatal flaw with it. It returns the four samples for
bilinear sampling (in a funny order, which isn't documented of course, x =
bl, y = br, z = tr, w = tl), but there is no way to guess which four were
selected exactly. Due to some hidden rounding error it might grab different
texels than I would when calculating the position of the upper-left texel, of
which the fractional part is be used for the interpolation. When the texel
positions do not match it leaves annoying discontinuity errors. Oh well...
--
http://212.92.18.46/gsdx/index.php#GSdx
r1598
fixed dx9 + msaa=0
r1597
experimenting with msaa, add msaa=N to gsdx.ini to activate it (N=2,4,8)
r1591
little code cleanup
r1584
- Trippled the number of cached textures, many games constantly recreated them
- Don't clear some shaders at each drawcall (in dx10) , which is a nice
speedup (but could potentially be bad, please check..)
r1571
- Automatic texture filtering should be ok now, occasionally point filtering
was used. Tested it on the ps2 and figured with no mip levels LoD and
minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference
rasterizer and found a fatal flaw with it. It returns the four samples for
bilinear sampling (in a funny order, which isn't documented of course, x =
bl, y = br, z = tr, w = tl), but there is no way to guess which four were
selected exactly. Due to some hidden rounding error it might grab different
texels than I would when calculating the position of the upper-left texel, of
which the fractional part is be used for the interpolation. When the texel
positions do not match it leaves annoying discontinuity errors. Oh well...
--
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模擬器
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