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3058 Commits

Author SHA1 Message Date
Gregory Hainaut
58ba6789cc Bump version number
It's still time to switch to the new stable release before massive breakage ;)
2016-01-08 19:04:49 +01:00
Gregory Hainaut
3451f7e760 gsdx-ogl: handle invalid gl_lengh in debug message
Mesa intel sets it to -1.

Close #1089
2016-01-07 21:49:17 +01:00
Avi Halachmi (:avih)
165d2860e4 about dialog: add Devina 2016-01-05 06:30:26 +02:00
Avi Halachmi (:avih)
4ff5b9e7ce Games DB: update compatibility: (17 better, 1 worse):
Summary:

Worse:
- Degrading compat from 5 to 4 for SLUS-20573: Sims, The

Better:
- Improving compat from 3 to 5 for SLUS-21632: NHL 2K8
- Improving compat from 2 to 5 for SLUS-21425: NHL 2K7
- Improving compat from 4 to 5 for SLUS-20919: ESPN - NFL 2K5
- Improving compat from 2 to 5 for SLUS-21232: College Hoops 2K6
- Improving compat from 2 to 5 for SLUS-20225: Gadget Racers
- Improving compat from 2 to 5 for SLUS-21914: NHL 2K10
- Improving compat from 3 to 5 for SLUS-20235: Superman - Shadow of Apokolips
- Improving compat from 2 to 5 for SLUS-20842: Sims, The - Bustin' Out
- Improving compat from 4 to 5 for SLUS-21563: Horsez
- Improving compat from 4 to 5 for SLUS-20637: Chessmaster (Online)
- Improving compat from 3 to 5 for SLES-50874: F1 2002
- Improving compat from 2 to 5 for SLES-52298: IndyCar Series 2005
- Improving compat from 0 to 5 for SLUS-21680: Harvey Birdman - Attorney at Law
- Improving compat from 0 to 5 for SCES-51684: World Rally Championship 3
- Improving compat from 0 to 5 for SLUS-21235: MLB 2k6
- Improving compat from 0 to 5 for SLES-50252: Penny Racers
- Improving compat from 0 to 5 for SLES-54151: Let's Make a Soccer Team!
2016-01-04 21:00:22 +02:00
Avi Halachmi (:avih)
12650610aa widescreen patches (cheats_ws.zip): 56 new, 26 updated, overall 1994
Taken from Devina's archive at the forum (updated 2016-01-03), and removed the
three WIP patches: 1771BFE4, C77AF2CA and C77AF2CA.
2016-01-04 15:57:16 +02:00
Avi Halachmi (:avih)
d770a048aa GS window title: remove redundant ${pause} from commit 4626e489 2016-01-04 15:53:53 +02:00
Avi Halachmi (:avih)
4626e48980 GS window title: add <PAUSED> when paused
Mostly relevant if the GS window is set to not hide while paused, but also shows
when the emulation is paused due to plugin config etc.

The string <PAUSED> is configurable via the template at PCSX2_ui.ini (including
making it empty) but currently it always appear at the begining of the title.
2016-01-03 22:14:30 +02:00
Avi Halachmi (:avih)
e8b653ddf3 KB commands: change Sys_Suspend to Sys_SuspendResume (toggle)
It's now possible to press ESC once to pause, and ESC again to resume (or assign
any other key via PCSX2_keys.ini, e.g. to SPACE).

Note that resume only works if the GS window is NOT set to hide on pause (Emu
options -> GS Window), and if the key is pressed while the GS window is focused.

This includes two related changes:
- The command name at PCSX2_keys.ini is now changed to Sys_SuspendResume.
- If the GS window is NOT set to hide on pause, then it stays focused on pause.

--nogui also gains this behavior, so it's now possible to launch without a GUI
and still suspend/resume if the GS window is not set to hide on pause. If it is
set to hide on pause, then the behavior remains as it was: exit PCSX2 on pause,
or prompt to exit/resume if --noguiprompt is provided.
2016-01-03 22:13:14 +02:00
Avi Halachmi (:avih)
6300a47c15 GS window: improve keys/commands handling when paused
Only relevant if the GS window is set to NOT hide when paused. At this case
there were two issues on Windows:
- Commands were invoked twice.
- Non-special-keys (e.g. plain 'q') were not handled at all.

Not terribly important now, but it prepares for the next commit.
Also rename a function to have a more meaningful name.
2016-01-03 22:13:14 +02:00
Gregory Hainaut
73b22cac56 badges takes 3 2016-01-03 14:31:26 +01:00
Gregory Hainaut
6140fde60c badges take 2 2016-01-03 14:19:38 +01:00
Gregory Hainaut
ddc657a073 README.md: try to add some badges 2016-01-03 14:13:41 +01:00
Jonathan Li
f14797e64f Merge pull request #1079 from Kingcom/registerlist
Optimize register list drawing
Fixes a register list GUI issue on Linux.
2016-01-03 00:20:23 +00:00
Jonathan Li
bb37d1c339 gsdx:windows: Don't change renderer when changing adapter
The previous behaviour loaded the saved renderer config whenever the
adapter combobox was changed. The renderer will now only change if the
new adapter doesn't support the currently selected renderer (i.e
Direct3D11 might not be supported, so it'll revert to Direct3D 9).

Fixes #1080.
2016-01-02 22:20:30 +00:00
Jonathan Li
12e80c271b gsdx:windows: Widen Hacks dialog slightly
The Wild Arms Offset text was slightly cut off due to the label being
too small. Make the dialog slightly wider so the full text will fit.

Someone should probably make the dialog look nicer at some point.
2016-01-02 22:17:30 +00:00
Kingcom
c6b60d5376 Fix mouse position calculation 2016-01-02 22:02:33 +01:00
Kingcom
a3dea9b243 Optimize register list drawing 2016-01-02 22:02:33 +01:00
Gregory Hainaut
fc98fc9781 gsdx: only enable "please fix me" message on debug build 2016-01-02 18:53:15 +01:00
Gregory Hainaut
8b5e22dd7d i10n: update cs_CZ binary 2016-01-01 14:44:06 +01:00
Gregory Hainaut
7aae0ce394 gsdx ogl: minor string update 2016-01-01 14:43:47 +01:00
ramapcsx2
6e34f183ea Merge pull request #1070 from Kingcom/registerlist
Revert to old register list, make it scrollable
2015-12-31 17:13:06 +01:00
Gregory Hainaut
93e26f8117 Merge pull request #1076 from frantisekz/master
Czech translation
2015-12-31 09:59:50 +01:00
František Zatloukal
ec453c32a1 Czech translation 2015-12-31 01:17:58 +01:00
Kingcom
cbd7aed0f3 Make register list scrollable 2015-12-30 20:12:19 +01:00
Kingcom
80db2abe3d Fix debugger crash after using shutdown. Fixes #1074 2015-12-30 19:22:11 +01:00
Kingcom
de1f3d0df7 Remember size of debugger window 2015-12-30 19:22:11 +01:00
Kingcom
be0ad9be2f Scale the font size in debugger controls with DPI 2015-12-30 19:22:11 +01:00
Kingcom
1fe15c16cc Use alternating background colors in the register list 2015-12-30 19:22:10 +01:00
Kingcom
11bcb328f8 Revert to old register list 2015-12-30 19:22:10 +01:00
Gregory Hainaut
902e295089 gsdx: fix onimusha crash in custom resolution
I don't understand why but it seems it needs more than 8MB
2015-12-30 19:14:52 +01:00
Gregory Hainaut
bfa53af50f gsdx linux: fix ShadeBoost option case 2015-12-30 19:14:52 +01:00
ramapcsx2
d84d765aeb whops 2015-12-30 18:53:38 +01:00
ramapcsx2
8e3aec8aaf gsdx dialog: renderer order and naming changed. due to many factors, we can't yet remove any of the software options. naming / order changes are possible though, if a majority votes for it. 2015-12-30 18:06:54 +01:00
ramapcsx2
df0dd10c9f about box changes 2015-12-29 17:47:10 +01:00
Kingcom
191453d89a gsdx: fix windows compilation 2015-12-28 22:05:01 +01:00
Gregory Hainaut
a595a09fbd gsdx: increase buffer to have crash in case of overflow
Avoid a crash on Onimusha3 (PAL 60HZ)

In theory it will be better to find the root cause of overflow. I.e. somewhere in this
code below. Dirty rectangle is too big.

***********************************************************************
if(rowsize > 0 && offset % rowsize == 0)
{
    int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;

    if(r.bottom > y)
    {
        GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
                t->m_texture ? t->m_texture->GetID() : 0,
                t->m_TEX0.TBP0);
        // TODO: do not add this rect above too
        t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
        t->m_TEX0.TBW = bw;
        continue;
    }
}
***********************************************************************

So as a temporary solution (that will likely stay for a couple of
years), buffers were increased.
2015-12-28 21:40:06 +01:00
Gregory Hainaut
c36fccdd8e gsdx: fix crash when preload data frame is enabled
Height of the dirty rectangle must be the GS size of the RT. Of course
RT doesn't have any height so we compute the max safest value.

Fix issue #987

Candidate for 1.4 release
2015-12-28 18:00:14 +01:00
ramapcsx2
90ad6e89ad small pdfs update and an nsis fix 2015-12-28 17:44:15 +01:00
ramapcsx2
ef62d753d1 Merge pull request #1056 from ssakash/gsdx_swthreads
GSDX: Some change to software rendering threads
2015-12-28 17:23:32 +01:00
sudonim1
3042648ed4 Merge pull request #1069 from Kingcom/iop
Fix IOP bltzal and bgezal opcodes
2015-12-28 15:25:21 +00:00
Kingcom
4c36c12fb1 Fix IOP bltzal and bgezal opcodes 2015-12-28 10:05:26 +01:00
willkuer
0c4b25bcec gsdx: defaulting extra rendering threads to 2 2015-12-28 01:05:25 +05:30
Gregory Hainaut
ac0d7f74cf gsdx: reorder renderer config code & fix linux gui
Group all DX option into a unique section (avoid tons of ifdef)

Rename Null renderer as "None (Core Benchmark)"
2015-12-27 11:24:05 +01:00
Jonathan Li
20e36f8adf Merge pull request #1063 from achurch/master
Fix build error with wxWidgets 2.8.
2015-12-26 17:26:21 +00:00
Andrew Church
b66cd84b9a Fix build error with wxWidgets 2.8.
Regression introduced in 81891ac1097f28fc97c0bd4226b0b72394c2ef69;
assigning "" to a wxString results in an ambiguity error when building
with wxWidgets 2.8 (this could well be a bug in wxWidgets).  The default
wxString constructor creates an empty string anyway, so these assignments
are unnecessary.
2015-12-26 10:57:48 +09:00
Avi Halachmi (:avih)
df356694c5 spu2-x: stretcher: allow minimum latency of 15ms (was 30ms)
15ms latency is too little most of the time, but if the stars align (light game,
fast system, the correct audio output module - portaudio comes to mind), it
might work well/reasonably, so allow it.

Watch the console for stretcher related messages. If you hear bad audio (clicks
etc) or notice reset/underruns messages, it means the latency is too low. The
optimal behavior (stretching is locked to 1:1) is when a message "stretch: None (1:1)"
shows at the console, which isn't followed by a message "stretch: Dynamic" or
resets or spu2 underruns.

I'm pretty sure such low latency with good performance (mostly locked to 1:1)
was not possible in the past, but it seems possible (sometimes) now. Maybe the
previous "black magic" commit helps

The default is still 100ms which is still fine for most cases.

This commit affects Windows. Linux still has a different minimum, probably
mostly due to UI/constants. Maybe someone should test and change that too.
2015-12-25 01:49:53 +02:00
Avi Halachmi (:avih)
22c9d882a8 spu2-x: stretcher: dampen the tempo adjustment to reduce resonance
I don't have a fully scientific explanation here, but it seems that with big
buffers (~200ms and up), the stretcher adjustment can overshoot the target
equilibrium back and forth, in effect never stabilizing.

This commit makes it change slightly slower which somehow seems to improve its
behavior. Sorry for not having a better explanation, as at this stage tuning the
stretcher has become somewhat of a black magic.

But hey, if it works...

Tested with buffers from 30ms to 1000ms, and with playback speed and speed
changes between 30% and 500%, and as far as I can tell it only makes it better.

Fingers crossed.
2015-12-24 23:26:29 +02:00
Gregory Hainaut
3fc9643460 i10n: udpate binary translation files 2015-12-23 18:26:28 +01:00
IlDucci
361e261997 i10n: update es_ES
Greg: merge & conflict
2015-12-23 18:25:06 +01:00
Leucos
062212952d i10n: update it_IT
Greg: merge & conflict stuff
2015-12-23 18:18:15 +01:00
Gregory Hainaut
6edd8834dd Merge branch 'josephgbr-master' 2015-12-23 17:56:38 +01:00
Gregory Hainaut
1ee8130ffa Merge branch 'master' of git://github.com/josephgbr/pcsx2 into josephgbr-master
greg: resolve conflict

Conflicts:
	locales/pt_BR/pcsx2_Iconized.po
	locales/pt_BR/pcsx2_Main.po
2015-12-23 17:56:21 +01:00
Akash
21c6fa5f1b gsdx-gui: Label and Tooltip changes to RT option 2015-12-23 19:51:13 +05:30
ramapcsx2
f4dcb35bc8 Merge pull request #1055 from ssakash/gsdx_dlgelement_changes
GSDX: disable SW mode options on hardware renderer
2015-12-23 10:39:09 +01:00
Akash
acb82389c8 GSDX: disable SW mode options on hardware renderer 2015-12-23 12:30:22 +05:30
Jonathan Li
e5535ccc8f 3rdparty:wxwidgets: Preserve Win32 last error in wxTlsKey::Get()
This is commit e093a3b1b402c067254558d24ef2d7f39f552251 from the wx3.0
stable branch.

The correct error code and message is now output when an error takes
place. Previously it would report an error code of 0 and inform us that
"The operation completed successfully".
2015-12-22 23:33:22 +00:00
ramapcsx2
e34b509b20 nsis changes. removed the web install script as it was progressively harder to maintain.
also bundling only the vc2015(sp1) redist now.
2015-12-22 17:56:59 +01:00
Gregory Hainaut
816dc65262 i10n: refresh all languages 2015-12-22 16:58:07 +01:00
ramapcsx2
05f1dca151 Merge pull request #990 from turtleli/windows-fixes
Windows: Potential fix for XAudio2.7 unload crashes
2015-12-22 16:56:06 +01:00
Gregory Hainaut
81891ac109 pcsx2:cli: support the elf option properly 2015-12-22 16:34:58 +01:00
ramapcsx2
49123cca59 Merge pull request #1051 from ssakash/GSDX_cleanup
GSDX-OCL: remove OCL device combobox from GUI
2015-12-22 15:11:43 +01:00
Rafael Fontenelle
05e45b196b Update Brazilian Portuguese translation 2015-12-22 11:13:08 -02:00
Akash
5e67276b6c GSDX-OCL: remove OCL device combobox from GUI
The following patch hides the combobox from the GUI when ENABLE_OPENCL macro is not defined.
2015-12-22 04:15:56 +05:30
ramapcsx2
3fd0b10762 small fix for WinXP / GSdx renderer cleanup 2015-12-21 19:53:36 +01:00
ramapcsx2
3210740872 Patch by r5 that reorders renderers in GSdx' config dialog. Also removes some redundant options. 2015-12-21 19:30:03 +01:00
ramapcsx2
d008de7b37 Merge pull request #1049 from KrossX/lilypad_default
Lilypad default xinput controls
2015-12-21 12:38:28 +01:00
KrossX
7493570a0d Default config file for xinput 2015-12-21 08:07:12 -03:00
KrossX
ba8f34a594 Merge remote-tracking branch 'refs/remotes/PCSX2/master' 2015-12-21 07:57:11 -03:00
ramapcsx2
3bf86618fc nsis: include vc2015 (sp1) redist 2015-12-21 11:40:38 +01:00
Jonathan Li
000f4984cf spu2-x:windows: Potentially prevent XAudio2.7 unload crashes
The extra LoadLibrary call prevents XAudio2.7 from unloading since
LoadLibrary reference counts. See
http://blogs.msdn.com/b/chuckw/archive/2015/10/09/known-issues-xaudio-2-7.aspx

Should fix random XAudio2 crashes.
2015-12-20 20:08:20 +00:00
Gregory Hainaut
077f06562f gsdx-linux: use standard code for the renderer box
Fix the openCL issue and code is cleaner
2015-12-20 19:33:39 +01:00
ramapcsx2
9092be3a52 GSdx: better default renderer selection. Thanks, Gregory :) 2015-12-20 16:03:58 +01:00
ramapcsx2
16231f599b Merge branch 'master' of https://github.com/PCSX2/pcsx2 2015-12-20 14:47:27 +01:00
ramapcsx2
43b9caf735 GSdx: default renderer to DX11 hw. SPU2-X: default output module to xaudio2 (portaudio has issues selecting the proper hardware device) 2015-12-20 14:46:59 +01:00
Gregory Hainaut
cae0ac2d3f gsdx: change gl reporting color message 2015-12-20 14:15:46 +01:00
ramapcsx2
9170d2902c shuffle some names in about dialog 2015-12-20 13:20:53 +01:00
ramapcsx2
c73f87ac71 Merge pull request #1046 from ssakash/GSDX_mode
PCSX2: Fix up Video mode detection on GS Frame
2015-12-20 13:05:12 +01:00
ramapcsx2
279fc2ac79 round of nsis fixes 2015-12-20 02:55:17 +01:00
ramapcsx2
58aaea6277 Better MTVU thread cancel 2015-12-19 12:22:15 +01:00
ramapcsx2
1111e03901 Finally nailed the MTVU zombie processes bug. Thanks a lot for the tip,
@turtleli! Well, at least we hope it's gone for good now ;)
2015-12-17 23:19:11 +01:00
Akash
0f1fec40cf GSFrame: Fix up video mode detection.
Previously Interlaced (Field) was displayed as Progressive which was wrong since the tested games didn't even support Progressive mode and it misleaded most of the users so let's just display Interlaced during Field mode.
2015-12-17 19:51:33 +05:30
Avi Halachmi (:avih)
3820bf16fd GUI: presets: don't gray-out static text when presets are disabled
The EE/IOP and VUs panels were disabled completely when presets are enabled,
which apparently also means disabling (graying out) the static texts, however,
re-enabling them (when disabling presets) didn't un-gray-out the static text.

This is likely a wxWidgets bug, but we can avoid it by just enabling/disabling
all items explicitly (and keeping the panels themselves always enabled).

For these panels, this means adding explicit enable/disable of the he EE-cache
checkbox and the Restore-Defaults buttons.

The issue doesn't seem to happen on other panels (though some earlier revisions
apparently also had this issue for the static text at the game fixes panel, but
apparently it's not an issue now).
2015-12-17 06:59:33 +02:00
Gregory Hainaut
b1d7f0e3fd gsdx: remove openCL from the ini if it isn't enabled 2015-12-14 10:00:28 +01:00
ramapcsx2
c8a7a709dc bring vsyncinfocalc up to the revision that seems to fix 2 games that
got broken by the last update. debugger output still looks sensible.
2015-12-13 19:20:58 +01:00
refractionpcsx2
d3ec74be2b Merge pull request #980 from AdmiralCurtiss/ff12mcdfix
FolderMemoryCard: Fix issue #976: Corrupted FF12 saves when overwriting data.
2015-12-13 00:08:42 +00:00
refractionpcsx2
b5b5a51897 Merge pull request #947 from ssakash/EE_Control_V2
EE: Rework overclock and underclock function
2015-12-12 15:08:18 +00:00
Jonathan Li
60426a5dec linux: Fix and simplify stdout/stderr redirection
Use close() instead of some dodgy read unblocking and thread cancelling
sequence - it fixes a race condition when closing PCSX2.

Move most of the setup/cleanup into LinuxPipeThread. In addition to
simplifying things, it should also mean that no messages to
stdout/stderr are lost - in the previous code there was a small period
of time where messages would disappear.
2015-12-11 08:52:28 +00:00
refractionpcsx2
0bd7cb1ebe Merge pull request #1023 from ssakash/prafull_patches
GameDB: Add prafull's Gamefix patches
2015-12-07 11:10:40 +00:00
Akash
f67f3a3010 GameDB: Add prafull's Gamefix patches
Patches for 7 games have been added including default settings
modifications for Disney's Treasure Planet to prevent few issues.

Thanks to Prafull for the patches !
2015-12-07 13:21:00 +05:30
ramapcsx2
601d18272b Small fix to the timing revert: need to use gsRegionMode now since scansPerFrame isn't fixed anymore.
(NTSC modes would fail to update the vblank variable)
2015-12-05 02:07:27 +01:00
ramapcsx2
ff2845b2d2 When debugging vSyncInfoCalc(), some serious problems with the math resulted in a nearly saturated u64 and hRender being 0 in all video modes. Team decided to revert to the earlier version, even though it probably breaks "Legendz Gekitou! Saga Battle".
No one knows how any games even started in the broken state and we prefer code being sane('ish) over one game miraculously working. The change is pretty big so it needs some good testing!
2015-12-05 00:25:16 +01:00
Gregory Hainaut
ab962bf5c6 Merge pull request #994 from KrossX/master
Fix for odd DualShock rumble (Untested)
2015-12-04 10:01:19 +01:00
Gregory Hainaut
74c309b4ff i10n: refresh language files 2015-12-03 09:14:06 +01:00
Gregory Hainaut
31e80c1321 Merge pull request #1010 from turtleli/travisci_appveyor
Travis CI and Appveyor continuous integration
2015-12-03 09:08:53 +01:00
Gregory Hainaut
184deec510 Merge branch 'karv-patch-1' 2015-12-03 09:05:29 +01:00
Edgar Carballo Domínguez
e97b65c320 man: Update "Reporting bugs" section in manpage
Greg: squash the commits
2015-12-03 09:04:51 +01:00
rexcaptain501
4b25865108 README: Fix broken DirectX link
Old link leads to a page offering to upgrade/download Windows 10. It has
now been fixed so that it takes you to a working DirectX June 2010
Redist page.
2015-12-02 21:07:53 +00:00
Jonathan Li
2e1ea22532 gsdx: Make TV Shader F7 toggle temporary
Both the Linux and Windows config dialogs now have a TV Shaders combobox,
so the F7 toggle can be made temporary. This makes the hotkey behaviour
consistent with all the other hotkeys.
2015-12-02 19:45:24 +00:00
Jonathan Li
6e5b8c25dd gsdx:windows: Adjust dialog margin values 2015-12-02 19:07:36 +00:00
Jonathan Li
0f2cb4e2f5 Merge pull request #993 from ssakash/GSDX_dlgchanges
gsdx:windows: Add TV shaders and change GUI design
2015-12-02 18:58:09 +00:00
Gregory Hainaut
e01c1784f3 Merge branch 'master' of github.com:PCSX2/pcsx2 2015-12-02 19:10:06 +01:00
Gregory Hainaut
fb1a19f157 x86emitter: clean unused legacy type
Note: no need to check -1 on register allocation failure (a exception will be fired)
2015-12-02 19:09:43 +01:00
Gregory Hainaut
3684c26cbc ee: drop comma operator
New syntax is script friendly
2015-12-02 19:09:27 +01:00
Gregory Hainaut
9b19dfd562 ee: rename ptr variable
Avoid conflict with ptr[] function operator
2015-12-02 19:09:19 +01:00
Gregory Hainaut
255b592489 svu: rename ptr variable
Avoid conflict with ptr[] function operator
2015-12-02 19:09:12 +01:00
Gregory Hainaut
5dfe7ffc47 core: prepare the conversion to the new emitter naming 2015-12-02 19:09:04 +01:00
Gregory Hainaut
21445fe0d0 x86emitter: Add several architecture dependant wrapper
* A nice object to create the stack frame
* Various xStdCall/xFastCall to emulate standard & fast call
2015-12-02 19:06:52 +01:00
ramapcsx2
4c765a04f7 Change an outdated GSdx comment. It may confuse people nowadays. 2015-12-01 21:36:23 +01:00
Jonathan Li
332995096b ci: Add .travis.yml for trusty
Build with gcc-5 (whatever the ubuntu toolchain ppa uses - currently
gcc-5.2), gcc-4.9 and clang-3.7.

Instead of adding everything into the yml file, I've split off most of
the work into a separate shell script. It's easier to maintain and
extend that way, and Travis CI also recommends to do it this way.
2015-12-01 19:48:23 +00:00
Gregory Hainaut
3cefa54789 linux build: enable mfxsr option
Honestly GCC could have enabled it with sse.

Fix #1012
2015-12-01 18:52:59 +01:00
Gregory Hainaut
1f374e4b92 ee: add a comment on setjmp/longjmp behavior 2015-12-01 18:48:45 +01:00
Akash
e06d45c07d GUI: use green text for slider default values 2015-12-01 20:31:51 +05:30
Akash
1c6a717e93 GSDX: New shader dialog 2015-12-01 15:01:12 +05:30
Gregory Hainaut
5761eba529 Merge pull request #1008 from PCSX2/recompiler-stack-alignment
mvu: keep stack aligned on 16B
2015-11-30 21:54:35 +01:00
Gregory Hainaut
ba4d5b0b95 mvu: keep stack aligned on 16B
Fix a stack fault with address sanitizer (on linux)

v2: protect the code with GNUC (as it is already done in microVU_Execute.inl)
2015-11-30 21:53:41 +01:00
Jonathan Li
d9591b819d ci: Add appveyor.yml
Enforce CRLF line endings so Windows users can actually edit using
notepad.

Build buildbot.xml ReleaseAll target with both VS2013 and VS2015.

Create 7zipped build similar to what the buildbot makes.
2015-11-29 11:59:48 +00:00
Jonathan Li
52be531b8e utilities:windows: Use standard memset for memset_8
aka commit 2194685 for Windows
2015-11-29 11:46:59 +00:00
Jonathan Li
57ad97d212 x86emitter: Remove bool_to_char
It was unused.
2015-11-29 10:58:32 +00:00
Jonathan Li
4d97089990 x86emitter: Fix Windows AVX2 detection
Technically it did work, but it was undefined behaviour. Use __cpuidex,
which allows setting ecx as well.

Also fix the _xgetbv intrinsic - I have no idea how PCSX2 even
compiled on Windows.
2015-11-29 10:57:51 +00:00
Jonathan Li
7055e29670 Merge pull request #969 from toehead2001/about-box
Clean up the About dialog
2015-11-29 09:31:52 +00:00
toehead2001
61067e9c3f Clean up the About dialog
Logo resource doesn't need it's own special line

Layout adjustments
2015-11-29 02:25:32 -07:00
Gregory Hainaut
9aec4229d5 x86emitter: support AVX2 (linux only?)
Nah kidding, it is only the cpu detection for the log

x86 Features Detected:
	SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX.. AVX2.. FMA
2015-11-28 23:40:15 +01:00
Gregory Hainaut
02186d5a54 x86emitter: always use fxsave intrinsic/asm 2015-11-28 22:19:42 +01:00
Gregory Hainaut
d5efd6eacb x86emitter: remove the never called SIMD_ExceptionTest function 2015-11-28 22:02:08 +01:00
Gregory Hainaut
a026a1979f gsdx linux: align checkbox text vertically
like Windows :p
2015-11-28 13:24:12 +01:00
Jonathan Li
609442318a debugger:linux: Fix list view sizing
The breakpoints, threads and stack frames list view sizing now works
properly on wx3.0.

It's still completely broken on wx2.8. Oh well.
2015-11-28 08:51:32 +00:00
Gregory Hainaut
cfc8fc4e9b onepad: remove image of the new GUI
Some images aren't GPL compatibles
2015-11-28 09:48:04 +01:00
Jonathan Li
be7806b051 Merge pull request #991 from ssakash/gsdxtc_preloaddataframe
Texture-cache: check userhacks value for preload data frame
2015-11-26 00:07:40 +00:00
Jonathan Li
6a0f185335 padnull: Zero the whole event structure
It fixes an infinite loop when a key is pressed.
2015-11-25 20:03:44 +00:00
Jonathan Li
8a26a6e34c padnull:windows: Switch to unicode build
Fixes the PadNull crash when any window event occurs due to mixing and
matching Unicode and MBCS window handles. Thanks to Volkanite for
figuring out why it was broken.
2015-11-25 20:03:44 +00:00
Jonathan Li
a59a90c734 common:windows: Add unicode compatible functions
It's not great, but it will work.
2015-11-25 20:03:44 +00:00
Jonathan Li
4a73a157e1 padnull: Cleanup unnecessary stuff
There's already a SysMessage definition, so a second one is unnecessary.

Cleanup some headers as well. I wanted to remove the about box as well,
but that can wait.
2015-11-25 20:03:44 +00:00
Jonathan Li
31d6e05811 padnull:windows: Fix copypasted stuff from fwnull
By doing more copy/pasting.

The directory creation code was removed - it doesn't create any
necessary parent directories so it's not all that useful.

It would be great if all plugins shared config code, but it's probably
to have all the plugins use Unicode on Windows first.
2015-11-25 20:03:44 +00:00
refractionpcsx2
59dc0e8612 Merge pull request #982 from Sarania/LargeAddressAware
Enable LargeAddressAware by default
2015-11-23 21:24:51 +00:00
KrossX
f7a8ec7ee9 Fix for odd DualShock rumble
Only bit0 matters for the small motor. Fixes RE4 rumble on movies / map.
Was already fixed on xpad.
2015-11-22 19:18:02 -03:00
Akash
8b6ad4ff85 GSDX-TC: check userhacks for preload data frame 2015-11-22 10:49:46 +05:30
Gregory Hainaut
9f2fa79fe3 forget to remove a debug message 2015-11-21 18:34:59 +01:00
Gregory Hainaut
80bdbb5f24 onepad: add an option to workaround DS3 issue with SDL2
I don't understand the magic but sometimes pad buttons are detected as buttons
sometimes as axis. Create an option so people can test both and hopefully find a working solution

Note: you need to restart the plugin to take the option into account
Note2: fix dual pad init too

Related issue #938 and #414
2015-11-21 18:33:51 +01:00
Gregory Hainaut
a2887d1536 Merge pull request #986 from ssakash/SPU2-X_dlgchanges
SPU2-X: Minor changes to dialog and stuffs
2015-11-21 17:07:11 +01:00
Gregory Hainaut
df87b64ca5 gsdx-linux: left align label 2015-11-20 17:36:03 +01:00
Gregory Hainaut
a41308e8c3 gsdx-linux: add a gui option for the tv shaders 2015-11-20 17:36:03 +01:00
Gregory Hainaut
19c9a0b441 gsdx: remove aggressive threading
http://wiki.pcsx2.net/index.php/PCSX2_Documentation/Threading_Basics
2015-11-20 17:36:03 +01:00
Gregory Hainaut
a46204ef9e cmake: add a USE_LTO option
Note: nothing work so don't use it.
2015-11-20 17:36:03 +01:00
Akash
004ef3d451 SPU2-X: prevent signed/unsigned comparisons 2015-11-20 21:17:05 +05:30
Akash
f90eeb7861 SPU2-X: handling text during restore defautls
Previously the sound touch configure caption box will still have the outdated value of the sliders when using the restore defaults function, update the caption text also during restore defaults. ( use the first slider value for caption since that lies closer to the restore default box )
2015-11-20 21:17:04 +05:30
Blyss Sarania
791cd3055b Enable LargeAddressAware in linker configuration
Negates users needing the 4gb patch for some games
2015-11-18 05:38:12 -06:00
refractionpcsx2
1437640bc5 Merge pull request #979 from TheLastRar/master
Dev9ghz: Fix crash on close when ethernet adapter fails to load in winPcap
2015-11-18 09:53:43 +00:00
Admiral H. Curtiss
5865c030cb FolderMemoryCard: Be a bit more paranoid regarding metadata writes and don't allow a flush to assume that a previous flush has already written the metadata of a file. 2015-11-17 22:25:48 +01:00
Admiral H. Curtiss
25064e86b8 FolderMemoryCard: 4cbe9ad5ef happens for the file mod/access metadata time write too, fix that. 2015-11-17 22:25:39 +01:00
Admiral H. Curtiss
4cbe9ad5ef FolderMemoryCard: When metadata in a memory card page changed to point at a different file than what it was on memory card load, the file handle cache that was introduced in 879d0c601f to prevent modification of currently loaded files would get confused and return the wrong file handle. Fixes #976. 2015-11-17 22:17:44 +01:00
TheLastRar
63acc148dc Act like dev9null when fully disabled.
original code for dealing with disabled Ethernet support would cause
some games to freeze when they tried to use the adapter.
2015-11-17 19:22:10 +00:00
TheLastRar
4a24b434ce Disable Ethernet support if loading adapter fails. 2015-11-17 18:30:42 +00:00
Admiral H. Curtiss
186d58af01 FolderMemoryCard: Add some debugging functionality to examine the current memory card structure on load and flush. 2015-11-17 00:27:20 +01:00
Gregory Hainaut
7a69812b17 Merge pull request #927 from PCSX2/preload-rt
gsdx-tc: extend preload frame hack to load target too
2015-11-16 09:36:31 +01:00
Jonathan Li
96c921c776 gsdx: Update DirectX end user runtimes URL
The old one isn't working. I don't think there's a URL that redirects to
whatever language the user is using (unless my browser settings are
wrong), so I've just used the English US URL.
2015-11-15 22:10:00 +00:00
Jonathan Li
e347ad7723 gui: Fix theme directory path
wxDirName doesn't seem to work (and it should probably be called
pxDirName). Use plain old wxFileName instead.
2015-11-15 22:05:41 +00:00
Gregory Hainaut
21857ec12d Merge pull request #967 from PCSX2/remove-lazy-allocation
Reduce lazy allocation
2015-11-15 00:12:07 +01:00
TheLastRar
11e67c9db0 Check if WinPcap initialised correctly
Don't start the RX thread if it hasn't.

Also additional null checks to prevent crashes.
2015-11-14 14:25:34 +00:00
Gregory Hainaut
91b2fd3c4a ee: create a dedicated _DynGen_DispatcherEvent function
for consistency of my doc
2015-11-14 10:29:03 +01:00
Gregory Hainaut
837b62d5e8 cmake: add an option to control PGO 2015-11-14 09:48:53 +01:00
Gregory Hainaut
07ec92175f Merge pull request #966 from PCSX2/game-starting-too-late-i627-v2
pcsx2: apply patch when first block is compiled
2015-11-13 18:50:44 +01:00
Gregory Hainaut
2a0cd77eef spu2x: avoid 64 bits compilation issue
Reported by 3kinox
Solution given by unknownbrackets
2015-11-13 18:48:03 +01:00
Gregory Hainaut
67551f31fd gsdx: use constant expression in offsetof
Well previous expression was a constant already but
compiler failed miserably.
2015-11-13 18:38:48 +01:00
Gregory Hainaut
7eb0f3564b gsdx: AVX is M_SSE == 0x500
0x501 is for AVX2
2015-11-13 18:29:34 +01:00
Gregory Hainaut
967cc0b37b gsdx: align variable 'offsetof' of x64.avx with x86 2015-11-13 18:25:23 +01:00
Gregory Hainaut
3fea5779df gsdx: align sprite test of x64.avx with x86.avx 2015-11-13 18:25:23 +01:00
Akash
c68714fd64 EE: add some nice comments 2015-11-13 15:30:28 +05:30
Gregory Hainaut
736656f7d6 gsdx: properly defined type for xbyak
Compatible 64 bits and avoid local modification
2015-11-13 09:30:48 +01:00
Johannes Obermayr
f4a76c48c2 Use GLsizeiptr on Mesa >= 20150122.
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-11-12 21:21:13 +01:00
Gregory Hainaut
9b2b024721 gsdx-linux: add the preload gs hack option 2015-11-12 21:00:10 +01:00
Gregory Hainaut
ef3aa17025 gsdx-ogl: disable useless Nvidia driver message 2015-11-12 17:04:54 +01:00
Gregory Hainaut
d67ba015c5 Merge pull request #962 from ssakash/GSDX_sizechecks
GSDX: Improve FB size handling
2015-11-12 12:17:31 +01:00
Gregory Hainaut
dfba17c7dc Merge pull request #957 from PCSX2/mvu-custom-search
Mvu custom search
2015-11-12 12:12:11 +01:00
Gregory Hainaut
a658609ae3 Merge pull request #956 from PCSX2/gcc-warning
Gcc warning
2015-11-12 12:11:59 +01:00
Gregory Hainaut
d68d378a48 pcsx2: sign compare 2015-11-12 12:11:44 +01:00
Gregory Hainaut
f2f28d1794 pcsx2: add missing case in switch 2015-11-12 12:11:44 +01:00
Gregory Hainaut
b53be72c6e lilypad: sign compare 2015-11-12 12:11:44 +01:00
Gregory Hainaut
c12958bf10 gsdx: sign-compare
Need review
2015-11-12 12:11:44 +01:00
Gregory Hainaut
abb4cb4810 plugin API: use const char* insead of char*
I hope it doesn't change the ABI

v2: fix GSnull/zzogl/zerogs
v3: duplicated code on windows...
2015-11-12 12:11:42 +01:00
Gregory Hainaut
6180515212 spu2x: sign compare 2015-11-12 12:10:49 +01:00
Gregory Hainaut
4bfb60865c common: ifdef x64 specific code
gcc warning:  set but unused
2015-11-12 12:10:49 +01:00
Gregory Hainaut
50ee00cfe5 ee: always handle manually page that contain thread context
There are 2 pages that contains a register context to handle Syscall/Interrupt.
Write protection is useless here.

The only purpose is to reduce the number of useless SIGSEGV at the start of a game
2015-11-12 10:48:30 +01:00
Gregory Hainaut
2a850cd5ad debian: update create tarball script 2015-11-12 10:37:12 +01:00
Gregory Hainaut
e4f407ae7c ee: use enum for mmap_GetRamPageInfo returned value 2015-11-12 10:35:10 +01:00
Gregory Hainaut
ef063b07b4 ee: move EE memory write protection into a function
recRecompile is already complex enough
2015-11-12 10:35:10 +01:00
Gregory Hainaut
26774a2fe0 recompilers: always allocate the first block
Avoid several annoying SIGSEGV at startup
2015-11-12 10:35:10 +01:00
Gregory Hainaut
a4a0b42f8f recompilers: handle the memory by big block (instead of 4KB)
VIF recompilers: full size
EE/MVU/IOP: 1/4th of the size

Lazy allocation is still enabled but it will less triggered.
Next step is to always commit the first block
2015-11-12 10:35:10 +01:00
Gregory Hainaut
7565bcc789 ee: drop SpatialArrayReserve allocator
Let's the kernel manage the memory either with builtin lazy allocation or
swapped memory.

Avoid to handle SIGSEGV manually (nicer for debug) and removes 250 lines of code.
2015-11-12 10:35:10 +01:00
Gregory Hainaut
330704a5e9 pcsx2: apply patch when first block is compiled
Previous behavior apply the patch when first block is executed (it is
already too late)

V2: First tentative crash some games :(

Fix #627
2015-11-12 10:20:24 +01:00
Gregory Hainaut
71c8adcfb2 Revert "pcsx2: apply patch when first block is compiled"
This reverts commit fa1199ac24.

Got a crash on Gran Turismo 4 (devil may cry 3 too)
2015-11-12 10:05:51 +01:00
Jonathan Li
4eb57cde0e gsdx: Adjust current renderer message
The leading space was really annoying me. Also make the variable local
instead of static.

And fix a bad indentation.
2015-11-11 18:52:52 +00:00
Jonathan Li
d952811ec8 debugger: fix help text typo 2015-11-11 18:48:04 +00:00
Akash
739faac264 EE: Invert the slider values logic 2015-11-11 18:46:09 +05:30
Akash
90b11b2fb9 EE: Rework overclock and underclock function 2015-11-11 18:45:40 +05:30
Gregory Hainaut
916c80d53f Merge pull request #963 from PCSX2/game-starting-too-late-i627
Call eeGameStarting sooner
2015-11-11 10:46:06 +01:00
refractionpcsx2
52802371e4 GSdx D3D11: Workaround for Gust games, must enable sprite hack (which these games need anyway) and it will fix the squares caused by the Nvidia fix. Not a perfect solution but we can't have it both ways :( 2015-11-10 22:58:53 +00:00
Gregory Hainaut
ac0e40a2b7 onepad: safely dispatch rumble action
Fix onepad crashes
2015-11-10 08:12:20 +01:00
Jonathan Li
d62d2abf59 Merge pull request #925 from willkuer/GS_Renderer_Enum
Gs renderer enum & default renderer handling
2015-11-10 00:09:01 +00:00
willkuer
9245d3ed7e gsdx: RendererEnum
1. Add GS_Renderer Enum

Replace all instances of int/uint32 renderer identifier by a strongly
typed enum and appropriate casts.

Only instances in GS[*].cpp/h classes were touched. GPU[*].cpp/h classes
do not to follow the same convention.

2. Add default renderer according to OS

The default renderer is OS dependent (Win -> Dx9HW, others -> OGLHW).
Consequently one should always check againt the appropriate default
value on config load.

The old behaviour was only - if a at all - problematic if the respective
element in the gsdx.ini was missing and probably even then didn't create
issues. The current implementation is still more stable and does not
depend on the implementation of GS.cpp -> GetConfig()
2015-11-10 00:26:39 +01:00
Gregory Hainaut
fa1199ac24 pcsx2: apply patch when first block is compiled
Previous behavior apply the patch when first block is executed (it is
already too late)

Fix #627
2015-11-09 22:44:11 +01:00
Gregory Hainaut
321193cf44 Merge branch 'master' of github.com:PCSX2/pcsx2 2015-11-09 22:43:27 +01:00
Jonathan Li
44d89308c9 Revert "Revert "gsdx|spu2-x: Use atlcomcli.h for CComPtr definition""
This reverts commit 9bb990e9ed.

Fight! Ahem...
2015-11-09 20:55:07 +00:00
Akash
d5ba546d2e GSDX: Improve CRTC output size handling 2015-11-09 05:52:42 +05:30
Jonathan Li
b6f78d8d95 gui:windows: Fix pxStaticText colours in Emulation Settings
The window is redrawn when Layout() is used (I think), so the text is
repainted with the correct colour.

This fixes the gray/ungray behaviour in the Emulation Settings dialog.
(Specifically, it affected the GS, Speedhacks, and Game Fixes Panel).
2015-11-08 22:07:20 +00:00
Jonathan Li
9bb990e9ed Revert "gsdx|spu2-x: Use atlcomcli.h for CComPtr definition"
This reverts commit 0eb771c2a6.

The buildbot apparently cannot find atlcomcli.h. Oh joy.
2015-11-08 20:46:41 +00:00
Gregory Hainaut
2ef9b732e2 build: reduce the scope of cppcheck
Faster for GSdx analysis
2015-11-08 21:37:03 +01:00
refractionpcsx2
dfd52282a7 Vif: Fix for Warship Gunner 2 geometry holes. Fixes Issue 665 2015-11-08 18:42:55 +00:00
refractionpcsx2
545e47aacc Merge pull request #960 from ssakash/SPU2-Xconlog
SPU2-X: Update Console log to display Delay Cycles from the INI
2015-11-08 14:31:15 +00:00
Jonathan Li
85a1817ecc gui: Make Plugin/BIOS selector dialog wider
If the plugin info is too long it becomes truncated on Windows, which
could be quite annoying for testing.
2015-11-08 13:32:32 +00:00
Jonathan Li
49ff324882 Merge pull request #955 from turtleli/replace-comptr-h
gsdx|spu2-x: Use atlcomcli.h for CComPtr definition
2015-11-08 13:27:28 +00:00
Akash
a45f3ac5d6 SPU2-X: Handle INI changes to variable on Conlog 2015-11-08 10:47:03 +05:30
refractionpcsx2
8ed56bd971 Merge pull request #953 from ssakash/SPU2-X_debug
SPU2-X: New INI variable for cycle delay
-Configurable for Higurashi no Naku Koro ni Matsuri Kakera Asobi (SPLM-66913)
2015-11-07 16:54:54 +00:00
Gregory Hainaut
d9610d25e5 mvu: enable custom cmp function
From the comment, it used to be bad to gcc alignment issue.

Recent gcc align the stack on 16B boundary. Maybe it solved the issue.
I play severals minutes without any crashes but it requires more tests.
2015-11-07 17:42:08 +01:00
Gregory Hainaut
870e799baa memcpy: remove AMD copyright
memcmp comes from zerofrog (him or external) but likely not AMD

https://www.cs.virginia.edu/stream/FTP/Contrib/AMD/memcpy_amd.asm
2015-11-07 15:57:34 +01:00
Akash
ff77708e0e SPU2-X: New INI variable for cycle delay 2015-11-07 20:16:23 +05:30
Gregory Hainaut
30866833ef mv fps2bios to unfree
Code are likely free but don't have any copyright header :(
2015-11-07 15:42:47 +01:00
Gregory Hainaut
0029956221 add an unfree directory
The idea is to copy files that don't have a clean situation.

Please edit the readme to explain the issue.
2015-11-07 15:08:18 +01:00
Gregory Hainaut
8fb6f0f328 debug: properly redo VU dissassembler function
I misses some calls in DisVUops. Use a macro to directly output the string
in the correct buffer position.
2015-11-07 13:55:47 +01:00
Gregory Hainaut
e5f9923f76 onepad: fix the reset screen saver commit...
Thanks @olegv11 for the review
2015-11-07 13:19:46 +01:00
Gregory Hainaut
2b02a7433f onepad: reset the screen saver every 4096 Vsync
I didn't put the code in PCSX2 because it requires the display pointer.
And I'm afraid of multithread issue.

Related to issue #942
2015-11-07 11:03:39 +01:00
Gregory Hainaut
83d578f39a onepad: release shift when losing the focus 2015-11-07 10:45:10 +01:00
Gregory Hainaut
43390ec240 onepad: remove remaining XAutoRepeat* call 2015-11-07 10:42:15 +01:00
Gregory Hainaut
4ef0572ceb gsdx-ogl: disable copy constructor
'class GSVertexBufferStateOGL' does not have a copy constructor which is recommended since the class contains a pointer to allocated memory.
2015-11-06 23:01:59 +01:00
Gregory Hainaut
345a538c84 pcsx2: Clarify calculation precedence for '>>' and '?'
(cppcheck)
2015-11-06 23:01:58 +01:00
Gregory Hainaut
3e4c3353ce gsdx-ogl: missing break 2015-11-06 23:01:58 +01:00
Gregory Hainaut
9f1649ae57 gsdx: use a type in sizeof
(warning) Suspicious usage of 'sizeof' with a numeric constant as parameter.
2015-11-06 23:01:58 +01:00
Gregory Hainaut
e4e68a6179 debug: 'ostr' is used as parameter and destination in s[n]printf(). 2015-11-06 23:01:58 +01:00
Gregory Hainaut
7c6d2361af gsdx: use scalar delete
(error) Mismatching allocation and deallocation: data
2015-11-06 23:01:58 +01:00
Gregory Hainaut
f3394b16b8 gsdx: use standard quote character
Nicer with tool that support ANSII text (cppcheck)
2015-11-06 23:01:58 +01:00
Gregory Hainaut
1aa6749956 cdvd: remove break after return
cppcheck:[pcsx2/CDVD/CDVD.cpp:1120]: (style) Consecutive return, break, continue, goto or throw statements are unnecessary.
2015-11-06 23:01:58 +01:00
Gregory Hainaut
d4e088b726 build: add clang-tidy support
Slow and generate a 100k log!

Better to fix cppcheck/coverity/gcc(/clang) report first.

Anyway, clang-tidy incorporates clang-modernize (port code
to use some C++11 features)
2015-11-06 23:01:58 +01:00
Jonathan Li
0eb771c2a6 gsdx|spu2-x: Use atlcomcli.h for CComPtr definition
VS2013/VS2015 community includes it, so everything will still compile
for everyone.

Also delete common/include/comptr.h.
2015-11-06 18:52:33 +00:00
Jonathan Li
4ab092d011 Merge pull request #911 from ssakash/gsdx_debug
Gsdx: Add Mipmap (Software mode) and preload data frame to GUI.
2015-11-06 13:01:49 +00:00
Akash
754a7eb7de GSDX: Update toggle key messages 2015-11-06 01:47:53 +05:30
Akash
d866b5592e GSDX: Add two new options to GUI.
The following patch adds Mipmap option (software mode exclusive) and Preload Data Frame (Hardware mode exclusive) to the GSDX plugin settings for debug purposes.
2015-11-06 01:47:44 +05:30
Jonathan Li
372db4b539 Merge pull request #946 from turtleli/linux-console
gui:linux: Redirect stdout/stderr to the PCSX2 console
2015-11-05 18:15:50 +00:00
Jonathan Li
5f5556ee69 gui:linux: Show plugin stdout/stderr in pcsx2 console
Behaviour is now similar to Windows, except we can also show messages in
the terminal as well.
2015-11-05 18:12:45 +00:00
Gregory Hainaut
fa487474d2 build: s/\t/ / 2015-11-05 18:24:36 +01:00
Gregory Hainaut
41081e1b40 build: add a nice cppcheck option 2015-11-05 09:49:06 +01:00
Jonathan Li
45fb0ebcdf Merge pull request #952 from PCSX2/hyperlink-copyright
spu2x: remove hyperlink in windows about box
2015-11-04 17:50:26 +00:00
Gregory Hainaut
d0ea904cdf spu2x: remove hyperlink in windows about box
Code isn't free (and kinda useless)
2015-11-04 07:43:00 +01:00
Gregory Hainaut
6e7962e06a pcsx2: replace memset_sse_a by standard memset
Code is only enabled in dev build.

In the future allocation (therefore the memset) will be done at startup anyway.
2015-11-03 09:17:31 +01:00
Gregory Hainaut
8ab9cea3f7 pcsx2: comment set but unused variable 2015-11-02 07:54:24 +01:00
Gregory Hainaut
82520555b3 cmake: reduce warning level on strict-overflow
It is quite verbose
2015-11-02 07:44:11 +01:00
Gregory Hainaut
5ba41306ea gsdx-tc: HasSharedBits uses PSM not address
Nice heap overflow. I'm surprised that it kinda worked.
2015-11-02 07:36:37 +01:00
Gregory Hainaut
6a38e1d06e onepad: init sigaction struct 2015-11-02 07:36:17 +01:00
Gregory Hainaut
a9af374be6 onepad: don't touch autorepeat setup
When X autorepeat is enabled, it will generate down/up, down/up, ... sequences

So it was decided to disable it. Unfortunately the configuration is for
the full system which is very annoying (state isn't restored after an
ASSERT or EXCEPTION)

Initially the plugin handles the event from the X loop. However since
the GSopen2 switch events are already intercepted by the WX core GUI.
The core will route them back to the input plugin.

Wx filters automatically generated event so initial sequence is now
down, down, down/up. No more autorepeat issue, so no need to screw up
the system.

Close #945
2015-11-01 10:48:54 +01:00
refractionpcsx2
83549e6f61 Merge pull request #940 from ssakash/dothack_fix
MicroVU: check for VF write on mvu flag hack .
2015-11-01 09:21:32 +00:00
Akash
6bf901faee MicroVU: check for VF write before flag set.
Fixes flickering issues on .Hack games, don't do a early break when Reg Index hasn't been written to a valid destination.
2015-11-01 04:38:58 +05:30
Gregory Hainaut
c3d8cc0978 Merge pull request #897 from PCSX2/coverity-spu2x-mixer
spu2x: correctly apply the volume to the external source
2015-10-31 20:10:43 +01:00
Jonathan Li
08dfa20da1 utilities:linux: Add function to change stdout stream
stdout is not necessarily at stdout - at least not after I'm done with it.
2015-10-31 13:50:02 +00:00
ramapcsx2
49688e2b0d Merge pull request #944 from ssakash/coverity_EE
EE: Prevent usage of uninitialized scalar variable
2015-10-31 13:39:19 +01:00
Gregory Hainaut
36361f04c6 Merge pull request #929 from PCSX2/spu-sdl-api-config
Spu sdl api config
2015-10-31 11:39:45 +01:00
Jonathan Li
e31cb8cbcd spu2x-sdl: restore WX2.8 build compilation
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-10-31 11:06:15 +01:00
Akash
491efd91a5 EE: Prevent usage of uninitialized scalar variable
Fixes CID 153601 , CID 153602 , CID 153603
2015-10-31 15:26:34 +05:30
Gregory Hainaut
2f0077a081 pcsx2-ee: more cleaning of BaseBlockArray
* Remove useless erase(first)
* Move reserve in private section
* if 0 GetByX86
2015-10-30 21:59:06 +01:00
Gregory Hainaut
9c75c84e83 pcsx2-ee: Use a single constructor for BaseBlockArray
Directly reserve the array instead to rely on the reserve function.

+ add a couple of comments
2015-10-30 18:57:46 +01:00
Gregory Hainaut
b215885188 pcsx2-ee: remove unused ManualPageTracking struct 2015-10-30 18:19:46 +01:00
Gregory Hainaut
66259dee17 spu2x-sdl: always use 16 bit formats
32 bits range is too big and requires to maximize the volume.
2015-10-30 17:38:12 +01:00
Gregory Hainaut
2a68c3585c spu2x-sdl: fiddle with SDL to init the selected API
Note: SDL_Init is mandatory oterwise SDL_OpenAudio will redo the init.
So the only sane way is to initialize pulseaudio, close everything, and finally
init the requested driver.

V2:
* ifdef SDL2 code

V3:
* use std::string for m_api (avoid issue issue with wx2.8)
* call the good function to properly close subsystem avoid crashes
2015-10-30 17:37:25 +01:00
Gregory Hainaut
84c6455c95 spu2x-sdl: add a gui setting to select the API
The purpose is to workaround bug with default API

Code is not ideal because SDL/gui are mixed. But it would be enough
for future release.

V2: ifdef SDL2 code
2015-10-30 17:13:45 +01:00
Gregory Hainaut
fee3d7c151 pcsx2: sed /branch/g_branch/
Be nice with grep.
2015-10-29 22:35:48 +01:00
Jonathan Li
618ef8b549 pcsx2:linux: Use narrow characters for stdout
Things seem to break when you mix wide and narrow characters.

Plugins messages sent to stdout are now viewable.
2015-10-29 19:09:49 +00:00
Gregory Hainaut
96fc260488 linux: restore default INT/TERM signal handler
Allow to use CTRL-C to quit PCSX2 ("regression" of SDL2)
2015-10-29 15:04:55 +01:00
Jonathan Li
6f4ba08d4a pcsx2:windows: Fix stdout/stderr redirection
The current redirection code doesn't work on VS2015:
 - It relies on undefined behaviour (*stdout/*stderr = *fp)
 - stdin/stdout/stderr are not pre-opened when compiled with the v140*
   toolkits
 - It seems to be the reason PCSX2 fails to terminate properly.

Use a combination of named pipes and freopen to redirect stdout/stderr.

Note: The redirect stuff doesn't seem to work in debug builds, both
before and after the change.
2015-10-28 19:27:15 +00:00
Gregory Hainaut
17e3c570ba pcsx2-ee: properly set the running variable
Fix exception propagation. Behavior is now equivalent to Windows.
2015-10-28 14:25:12 +01:00
Gregory Hainaut
2194685d76 memset-linux: use std memset for memset_8
This memset is only used in the init (to clear the page that will
contains the dynarec dispatcher
2015-10-28 14:25:12 +01:00
Jonathan Li
344d6c201e pcsx2|utilities: Remove Windows wx2.8 code
It's not used anymore.
2015-10-28 00:02:11 +00:00
refractionpcsx2
dc5885790a Merge pull request #816 from ssakash/EE_Control
Speedhacks: Add Overclock function for EE cycle rate.
2015-10-27 15:01:40 +00:00
Akash
156f573842 R5900: Add Overclock function for EE cycle rate.
Pratically, use lower scalar values which eventually increases the clockspeed of the R5900.
2015-10-27 16:24:00 +05:30
Gregory Hainaut
d81481a974 Merge pull request #926 from kust2708/onepad-gui-images
Onepad GUI for Linux - New wxWidget interface (Images)
2015-10-26 21:21:12 +01:00
Gregory Hainaut
b7c51922e8 pcsx2: print a nice message when SYSCALL 2 is called
This syscall is used to setup the CRTC display. Maybe the information
can be useful for GS rendering.
2015-10-26 17:53:25 +01:00
kust2708
9dff864de8 onepad:
Add images for the new GUI

Onepad : wxWidget GUI
Replace headers by png files.

OnePad: wxWidget HUI (Images)
Fix l2.png file (white background instead to a transparent one).
2015-10-26 14:28:32 +01:00
Gregory Hainaut
59be6c8710 gsdx: protect some options to avoid buffer overflow
Keep TVShader/interlace/aspectratio in the legal range.

Avoid a crash if the user (aka me) edit the ini file with bad value.
2015-10-25 21:44:20 +01:00
Gregory Hainaut
f1fc9dce36 Merge branch 'turtleli-glsl-fix-tv-shaders' 2015-10-25 21:30:23 +01:00
Gregory Hainaut
b87cda94c5 Merge branch 'glsl-fix-tv-shaders' of git://github.com/turtleli/pcsx2 into turtleli-glsl-fix-tv-shaders 2015-10-25 21:23:39 +01:00
Gregory Hainaut
6547881920 pcsx2: fix gcc reorder warning (due to previous init commit)
Lesson lear for myself, next time compile PR on my box before a merge
2015-10-25 21:17:59 +01:00
Gregory Hainaut
bba67fbd83 Merge pull request #912 from PCSX2/accurate-blending-issue-762
gsdx-ogl: PrimitiveOverlap requires real rectangle
2015-10-25 20:55:41 +01:00
Jonathan Li
1659d5974e gsdx-ogl: Fix scanline, diagonal, triangular TV shaders
PSin.p is normalised, so integer conversions won't work. Use
gl_FragCoord instead.
2015-10-25 19:20:22 +00:00
Gregory Hainaut
50e6306331 Merge pull request #919 from ssakash/coverity_init
Coverity: Initialize class members
2015-10-25 20:08:46 +01:00
Gregory Hainaut
03bf1ec7b3 gsdx-tc: extend preload frame hack to load target too
The goal is to check the impact on game that have wrong RT content.

It helps a bit Smash Court Tennis Pro Tournament 2 but the game suffers
another texture cache bug. (RT BW is 10 whereas texture BW is 8)

Note: Armored Core: Last Raven must be tested (only game so far
that rely on the option and I didn't want to add a new one).
2015-10-25 15:26:38 +01:00
Gregory Hainaut
fba5a8017c Merge pull request #921 from Leucos8/master
it_IT translation update
2015-10-25 10:12:49 +01:00
Akash
e4490694f1 SPU2-X: Initialize all class members
CID 147033 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)16. uninit_member: Non-static class member ActualPaCallback is not initialized in this constructor nor in any functions that it calls.
2015-10-25 14:11:44 +05:30
Akash
f6f8dc1a22 CDVD: Initialze all class members
CID 147025 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)8. uninit_member: Non-static class member m_current_count is not initialized in this constructor nor in any functions that it calls.
2015-10-25 14:11:43 +05:30
Akash
cfd02bff53 Utilities: Initialize all class members
CID 147010 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)4. uninit_member: Non-static class member Enabled is not initialized in this constructor nor in any functions that it calls.
2015-10-25 14:11:34 +05:30
Akash
b2ee732321 pcsx2-debug: Initialize all class members
CID 147005 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)2. uninit_member: Non-static class member PrePrefix is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:11:18 +05:30
Akash
1512b3ba6c pcsx2-debug: Initialize all class members
CID 146995 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)member_not_init_in_gen_ctor: The compiler-generated constructor for this class does not initialize cpu
2015-10-25 10:11:17 +05:30
Akash
f95664e846 GUI: Initialize all class members
CID 146990 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)6. uninit_member: Non-static class member PluginId is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:11:15 +05:30
Akash
55a88688a3 GUI: Initialize all class members
CID 146984 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)6. uninit_member: Non-static class member m_performFileWrites is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:11:14 +05:30
Akash
589e838fa0 GUI: Initialize all class members
CID 146980 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)2. uninit_member: Non-static class member m_panel is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:11:00 +05:30
Akash
c912064c8d GUI: Initialize all class members
CID 146979 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)2. uninit_member: Non-static class member m_miscGroup is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:03:35 +05:30
Akash
578b75aa76 GUI: Initialize all class members
CID 146978 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)4. uninit_member: Non-static class member s_rightside_buttons is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:03:33 +05:30
Akash
61e1686da3 GUI: Initialize all class members
CID 146977 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)6. uninit_member: Non-static class member SizeInMB is not initialized in this constructor nor in any functions that it calls.
2015-10-25 10:03:19 +05:30
ramapcsx2
79075282e5 Merge pull request #922 from ssakash/spu2-x_realtime
SPU2-X: Fix a "Fixme" part of the code.
2015-10-24 16:33:36 +02:00
Gregory Hainaut
295f867118 gsdx: invalid alpha after an EE write
Typical wrong draw:
1/ draw in 32 bits
2/ draw in 24 bits
3/ Use alpha as a texure. (Must reuse the GPU data)
4/ Write alpha from EE
5/ Use alpha as a texure. (Must upload new data)

This commit fixes the step 5.

Fix #917 (Conflict - Desert Storm)
2015-10-24 16:23:50 +02:00
Akash
5d13dfee25 SPU2-X: Remove a logically impossible break
* the break doesn't get used since HANDLE_CHECK consists of a break on the function itself.
* removed an outdated comment since realtime update of configure has been done.
2015-10-24 19:48:52 +05:30
Akash
0cc4287b59 SPU2-X: Realtime update for soundtouch configure
previously the soundtouch configure box required a total exit of the dialog to get the configure box value updated , now it's made to be done in an instant.
2015-10-24 19:34:24 +05:30
refractionpcsx2
286769dc03 VIF MFifo: Simulate buffer filling time from Scratchpad.
-Fixes other Chessmaster hang.
-having it say it has data really quickly if the data incoming was huge seemed to throw it off.  I suspect it may actually be the time it takes to fill 16qw (or whatever is incoming if lower) is the wait time but it seems rather happy with the incoming data size.
2015-10-24 13:25:29 +01:00
Gregory Hainaut
5cbd0cf42a gsdx-debug: add more push/pop debug group on the init 2015-10-24 14:14:37 +02:00
Gregory Hainaut
9ba949c2d9 gsdx-debug: support correct logging on mesa
By default low severity message were disabled. (thanks to be open source)
2015-10-24 14:14:37 +02:00
Gregory Hainaut
c26f2cc80a linux: remove an useless script 2015-10-24 14:14:37 +02:00
Gregory Hainaut
e8fdd99962 spu2x-sdl: keep only C++11 code path
Linux supports C++11 completely.
2015-10-24 14:14:37 +02:00
Leucos
6ab6473cd7 it_IT translation update
Translation update and fixes.
2015-10-24 10:42:38 +02:00
refractionpcsx2
8d22006165 Vif MFIFO: Logic fix for Chessmaster. Game still needs EE Timing Fix to solve later hang in video, but game is playable now. Thanks to Ssakash for looking in to this :) 2015-10-24 03:30:29 +01:00
Gregory Hainaut
e64bdbdb2c Merge pull request #920 from PCSX2/ee-recompiler-stack-alignment
Ee recompiler stack alignment
2015-10-23 22:49:55 +02:00
Gregory Hainaut
1f2d95db7e cmake: restore omit frame pointer optimization
Crash was related to unaligned stack in dyna_page_reset/dyna_block_discard
2015-10-23 22:17:14 +02:00
Gregory Hainaut
b07621f1a1 cmake: drop ASAN workaround
It was used to mask stack issues. It seems to be fixed with previous commits.

I managed to boot a game without any crash ^^
2015-10-23 22:17:14 +02:00
Gregory Hainaut
ccea764556 EE-rec: Don't jump directly to C++ function
On linux, it breaks the 16B stack alignment requirement.

2 dispatchers were added to handle the call to the function. It avoid
any performance impact and remove the extra inlined asm

Fix #506
2015-10-23 22:16:49 +02:00
Gregory Hainaut
40b5195f0e EE-rec: don't save useless variable
the 2 static variables are only used to debug stack issue.
It saves 2 move instructions by block
2015-10-23 22:02:41 +02:00
Gregory Hainaut
464aeecef8 EE-rec: use uptr for function pointer
Avoid potential issue on 64 bits port
2015-10-23 22:02:41 +02:00
Gregory Hainaut
3d5393a0e7 i10n: update template POT file
Nearly 1 year old but hopefully few strings where updated.
2015-10-23 20:00:16 +02:00
Akash
c1f1646dab GSDX: Initialize class members
CID 146973 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)2. uninit_member: Non-static class member overflow is not initialized in this constructor nor in any functions that it calls.
2999}
2015-10-23 01:35:15 +05:30
Gregory Hainaut
87001326f6 gsdx: remove 4Y-old unused code
It was never used.
2015-10-22 19:51:03 +02:00
Gregory Hainaut
a8968257db glsl: keep fract in [0;1] range
Shin Megami Tensei Lucifers seems to generate infinites values.
I suspect that DX always clamp fract output.

Finally fix #782 !
2015-10-22 18:36:45 +02:00
Gregory Hainaut
c0d0e2e89d gsdx-ogl: PrimitiveOverlap requires real rectangle
runion/rempty/rinter requires x < z and y < w

Help issue #762 (accurate blending issue)

If you want to shine, please put better GSVector code (AVX512 is 2 instruction :p)
2015-10-22 12:34:50 +02:00
Gregory Hainaut
56f2e74ff4 Merge pull request #893 from PCSX2/accurate-date-regression
gsdx-ogl: accurate date regression. Bad interaction between depth & DATE
2015-10-22 12:34:00 +02:00
Gregory Hainaut
92553add8e gsdx-ogl: accurate date regression. Bad interaction between depth & DATE
In the DATE42 algo, first pass must find the primitive that write the
bad alpha value. If depth test is fail, alpha value won't be written therefore
you mustn't keep the primitive id.

In theory to ensure 100% correctness, depth would need to be fully executed
(currently depth write is disabled). However it requires to copy the depth buffer.
It is likely bad for the perf.

Issue reported on DBZInfWorld
2015-10-22 12:31:51 +02:00
Gregory Hainaut
059d4a1306 Merge pull request #898 from PCSX2/gsdx-aniso-hw-unit
gsdx-ogl: only enable aniso when sampling from the HW texture unit
2015-10-22 12:22:21 +02:00
Gregory Hainaut
6561fbc831 gsdx-ogl: only enable aniso when sampling from the HW texture unit
Potentially help issue #884
2015-10-22 12:21:43 +02:00
micove
b13a1ff3dd Merge pull request #908 from micove/WX_PIZZA
Linux GUI: Fix invalid cast from 'wxPizza' to 'GtkBin'.
2015-10-21 16:38:21 -04:00
Gregory Hainaut
ffdc914c71 linux: SDL2
For older distribution you can still use SDL1.2

./build.sh ... --sdl12 ...
or
cmake ... -DSDL2_API=FALSE ...

Note: there is a hard dependency between WxWidget and SDL. If Wx is linked against
SDL1.2, you must use SDL1.2. Crashes are expected otherwise.
2015-10-21 22:35:38 +02:00
Gregory Hainaut
b6d9ea86ee spu2x-sdl: memset the stream buffer in SDL2
Fix #382
2015-10-21 22:13:29 +02:00
Gregory Hainaut
53c38ef2cc spu2-sdl: move the ifdef to support automatic indentation 2015-10-21 20:54:09 +02:00
Gregory Hainaut
281c5e4c66 Properly swap the argument of the good option
AKA: redo commit d7afd7aae0 with the eye open...
2015-10-21 20:41:40 +02:00
Gregory Hainaut
96bf714d85 spu2x-sdl: unique_ptr is always supported
So let's drop various ifdef
2015-10-21 20:36:07 +02:00
Gregory Hainaut
2b06d34279 pcsx2: use Reassign of the scoped pointer to improve readability
Note: it is equivalent to a basic assignment due to operator overloading
2015-10-21 20:10:16 +02:00
Gregory Hainaut
826319ce34 gsdx-ogl: check null pointer
CID 151735 (#1 of 1): Dereference after null check (FORWARD_NULL)
61. var_deref_model: Passing null pointer rt to CopyRectConv, which dereferences it
2015-10-21 20:10:16 +02:00
Gregory Hainaut
d7afd7aae0 pcsx2:debug: swap 2 arguments
It changes nothing but it is more consistent

CID 146916 (#1 of 1): Arguments in wrong order i
(SWAPPED_ARGUMENTS)swapped_arguments: The positions of arguments in the call to disBranch do not match the ordering of the parameters:

    rt is passed to rs
    rs is passed to rt
2015-10-21 20:10:16 +02:00
Jonathan Li
aff1467ea3 debugger:linux: Fix wx2.8 compilation
Bind doesn't work on wx2.8. Replace with event tables and Connect.
wxString::Format also requires the format string to be L"something".
const char* requires an explicit conversion to wxString.
The show 128/64/32 bit menu column stuff doesn't have a direct wx2.8
replacement so just omit it - I'm not sure it's useful functionality
anyway.
2015-10-21 17:34:02 +01:00
Jonathan Li
ccb261a8a3 debugger: Set wxGrid label font as well
It makes the debugger window more vertically compact.
2015-10-21 17:34:02 +01:00
Jonathan Li
9d23fc222a Merge pull request #885 from byehi5299/ctrlregisterlist
Rewrite CtrlRegisterList to allow scrolling and fix size issues.
It now works better on small screens and has simpler code.
2015-10-21 17:33:10 +01:00
Gregory Hainaut
e5015faafa Merge pull request #906 from PCSX2/try-catch-register-allocation-error
pcsx2: generate an exception when recompilation failed
2015-10-21 15:16:45 +02:00
Gregory Hainaut
a4c37d7f51 pcsx2: fallback to the interpreter if bad register allocation 2015-10-21 13:16:51 +02:00
Miguel A. Colón Vélez
8cf51c5cf4 Linux GUI: Fix invalid cast from 'wxPizza' to 'GtkBin'.
(PCSX2:32189): GLib-GObject-WARNING **: invalid cast from 'wxPizza' to 'GtkBin'
.
Cast the wxPizza directly to a GtkWidget. Looking at the wx3.0 source code the pizza
constructor returns a GtkWidget. Also GetHandle() returns a GtkWidget:
http://docs.wxwidgets.org/trunk/classwx_window.html#a185e6cd7065367b552748cb722651b27
2015-10-20 18:23:48 -04:00
refractionpcsx2
2a21224ab8 Merge pull request #907 from ssakash/gameDB_update
GameDB: Update compatibility status of games.
2015-10-20 22:43:30 +01:00
Akash
78890f925c GameDB: Update compatibility status of games. 2015-10-21 03:08:43 +05:30
Gregory Hainaut
796f831296 pcsx2: generate an exception when recompilation failed
Avoid the cost of checking -1 for a very rare case.

It misses currently a good fallback
2015-10-20 18:23:38 +02:00
Gregory Hainaut
5f78644bb6 Merge pull request #902 from PCSX2/convert-auto_ptr-unique_ptr
pcsx2: auto_ptr is deprecated in favor of auto_ptr
2015-10-19 15:37:35 +02:00
Gregory Hainaut
c42f46eba4 pcsx2: auto_ptr is deprecated in favor of unique_ptr 2015-10-19 13:41:34 +02:00
byehi5299
369a6a30da A few small formatting changes. 2015-10-18 22:01:30 -04:00
Gregory Hainaut
395b4c25f3 Merge pull request #899 from ssakash/gsdx_nullcheck
gsdx: use old size of target if ds and rt is null
2015-10-18 19:25:39 +02:00
Jonathan Li
26de185f54 pcsx2: Fix OpenSUSE 13.2 wx3.0 compile
I have no idea why it fails to convert the wxString to a const wxChar *.
2015-10-18 15:13:59 +01:00
Jonathan Li
7fac189ab3 spu2-x:linux: Fix potential null deference
Coverity CID 146911: Dereference before null check (REVERSE_INULL)
2015-10-18 14:01:27 +01:00
Gregory Hainaut
d5e0899955 oups collision with ref commit 2015-10-18 11:19:39 +02:00
Gregory Hainaut
f99882c61c gsdx-ogl: keep gl_ActiveTexture & gl_BlendColor (fix MS compilation)
It seems openGL ABI isn't exactly the same between Windows and my PC.
2015-10-18 11:18:19 +02:00
refractionpcsx2
42a4c7d368 GameDB: Add comment for hack required for Dakar 2 on OPM Demo Disc 33 2015-10-18 02:38:58 +01:00
refractionpcsx2
179a4cead5 GSdx: Fix compilation 2015-10-18 02:01:56 +01:00
refractionpcsx2
b132557f04 GameDB: Fixed entry for PBPX-9505, serial incorrect, updated name 2015-10-18 01:26:13 +01:00
Akash
294b8d3c6e gsdx: use old size of target if ds and rt is null
CID 146843 (#1 of 1): Dereference after null check (FORWARD_NULL)6. var_deref_model: Passing null pointer ds to GetSize, which dereferences it.
2015-10-17 22:47:44 +05:30
Gregory Hainaut
0958b9db8e gsdx-ogl: use the standard openGL name
Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.

Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.

glActiveTexture & glBlendColor are provided without symbol query.
2015-10-17 17:05:15 +02:00
Gregory Hainaut
1c8f8a00b8 Merge pull request #894 from ssakash/coverity_fix
Coverity: Prevent NULL dereferences and other stuffs.
2015-10-17 16:00:28 +02:00
Gregory Hainaut
eb387e16f4 onepad: fix compilation on SDL1 2015-10-17 14:38:46 +02:00
refractionpcsx2
706bbcf8a9 IOP Counters: Silly error fixed.
-Coverity CID 152835 & 152834: The expression's value does not depend on the operands; often, this represents an inadvertent logic error.
In psxRcntWcount32(int, unsigned int): An operation with non-constant operands that computes a result with constant value (CWE-569)
2015-10-17 12:52:49 +01:00
Gregory Hainaut
4f86cca306 common: don't return a boolean for an assert
It might help to fix those 2 coverity reports.

CID 151744 (#1 of 1): Useless call (USELESS_CALL)
side_effect_free: Calling EnumAssert(id) is only useful for its return value, which is ignored

CID 151745 (#1 of 1): Useless call (USELESS_CALL)
side_effect_free: Calling EnumAssert(id) is only useful for its return value, which is ignored.
2015-10-17 11:49:04 +02:00
Gregory Hainaut
9b796d0f27 Merge pull request #892 from 3kinox/rumble_onepad
Implement rumble and isolate SDL code path
2015-10-17 11:00:06 +02:00
Akash
fedd07e4a8 gsdx: prevent a potential division by zero
CID 146834 (#2-1 of 2): Division or modulo by zero (DIVIDE_BY_ZERO)9. divide_by_zero: In expression tpf * 10000ULL / ttpf, division by expression ttpf which may be zero has undefined behavior.
2015-10-17 11:26:11 +05:30
Akash
b8caab5f3d pcsx2: prevent a potential null deference
CID 146889 (#1 of 1): Dereference null return value (NULL_RETURNS)4. dereference: Dereferencing a pointer that might be null wxGetApp()->GetDisassemblyPtr() when calling update

FindWindowById returns NULL if the Window with the given id is not found, no need to do a extra check for validation of the id. also do a check for wxGetApp()->GetDisassemblyPtr() to prevent a null deference.
2015-10-17 11:26:08 +05:30
Akash
04b765a674 gsdx: check for null deference.
CID 146839 (#1 of 1): Explicit null dereferenced (FORWARD_NULL)11. var_deref_model: Passing null pointer fb_pages to UsePages, which dereferences it.

CID 146840 (#1 of 1): Explicit null dereferenced (FORWARD_NULL)11. var_deref_model: Passing null pointer zb_pages to UsePages, which dereferences it.

* Prevent a potential null pointer deference in ```void GSRendererSW::UsePages()```
2015-10-17 09:14:07 +05:30
3kinox
d7155f839f onepad:
+ Implement and activate rumble.
2015-10-16 23:55:18 +02:00
3kinox
fb0d7139f2 onepad:
+ Isolate every SDL code paths and replace any call to them by call to a generic class "GamePad" of which JoystickInfo is now a child.
+ Now backends can be added by inheriting GamePad generic class.
+ There is just one function change which is redundant with next commits but otherwise commit will not compile(which is more evil).
2015-10-16 23:53:51 +02:00
3kinox
9ab554af5b onepad:
+ Objectify conf class.
+ Make some members private as they need to have their range checked before being set
+ Change "options" variables into an union contraining bitfield representation of it. Allows to make code more expressive/readable.
2015-10-16 23:47:55 +02:00
Gregory Hainaut
096e5e1fef spu2x: correctly apply the volume to the external source
CID 147046 (#1 of 1): Useless call (USELESS_CALL)
side_effect_free: Calling ApplyVolume(Ext, Cores[1].ExtVol) is only useful for its return value, which is ignored.
2015-10-16 23:17:07 +02:00
Gregory Hainaut
03bc304ecf gsdx-ogl: fix colclip regression when accurate blending is enabled
Fix #865
2015-10-16 22:07:50 +02:00
refractionpcsx2
9a2212c86e IOP Counter/IRQ: Misc Counter and IRQ handling changes based on NoCash documents for PS1. 2015-10-16 00:48:26 +01:00
refractionpcsx2
d01f8f9252 VSync/EE Counters: Fixes for Fatal Fury BA 1 & Legendz Gekitou! Saga Battle
-Fix up Vsync again, broken back in google code days, broke Fatal Fury, matches PS2 test again.
-Corrected the Vsync Gate 0, which was the wrong way around, Causing Legendz Gekitou not to work unless Vsync was wrong
2015-10-16 00:38:04 +01:00
byehi5299
f7e10ed53e Rewrite of CtrlRegisterList class to enable scrolling. 2015-10-14 18:11:22 -04:00
refractionpcsx2
bbd74e5a7e Merge pull request #891 from ssakash/MicroVU_branch_addr
MicroVU: Replace BranchAddr macro with an Inline function
2015-10-13 16:36:35 +01:00
Akash
71dbe3e4c4 MicroVU: Replace BranchAddr macro with an Inline function
Coverity seems to not like the assert trick and only considers the macro as a single statement, so let's rework branchAddr and branchAddrN to satisfy coverity and improve the code quality. The following patch fixes 8 coverity issues with the same problem , CID 151736 - 151743.

(#1 of 1): Misused comma operator (NO_EFFECT)extra_comma: Part !!((mVU.prog.IRinfo.curPC & 1U) == 0U) of statement (!!((mVU.prog.IRinfo.curPC & 1U) == 0U)) , ((mVU.prog.IRinfo.curPC + 2U + (s32)((mVU.code & 0x400U) ? 0xfffffc00U | (mVU.code & 0x3ffU) : (mVU.code & 0x3ffU)) * 2 & mVU.progMemMask) * 4U) has no effect due to the comma.
2015-10-13 20:25:02 +05:30
Gregory Hainaut
4d680b73dc pcsx2 debugger: don't use erased iterator
CID 146848 (#1 of 1): Using invalid iterator (INVALIDATE_ITERATOR)
8. use_iterator: Using invalid iterator existing.

Directly edit the value through the iterator.
2015-10-13 00:17:28 +02:00
Gregory Hainaut
7c69958c92 i10n: add zh_TW 2015-10-12 23:48:02 +02:00
Gregory Hainaut
3027b4b694 pcsx2: exit function if we can't allocate an xmm register
Allocation must always succeed
2015-10-12 23:45:43 +02:00
refractionpcsx2
4560620210 GS-Wnd: Fix UI to show UI percentage. Set defaults for the title bar. Add a sort of lie mode omodec, which says you are using progressive when Interlace(Field) is active as this most isn't technically interlaced but actually half FPS, see this comment https://github.com/PCSX2/pcsx2/issues/832#issuecomment-141248883 2015-10-12 21:21:46 +01:00
refractionpcsx2
b3d9feb1f2 Merge pull request #880 from PCSX2/coverity-negative-index-array
pcsx2: forbid negative index of array in case of register allocation failure
2015-10-12 20:52:28 +01:00
Gregory Hainaut
90df78c9e0 Merge pull request #874 from pcsx2fan/master
Update GUI Translation for Chinese Traditional aka zh_TW
2015-10-12 21:47:57 +02:00
Gregory Hainaut
63889d3bea pcsx2: replace error message with a dev assert
Code mustn't be reached. Otherwise registers aren't properly freed
2015-10-12 21:38:27 +02:00
Avi Halachmi (:avih)
5379b89dbd gui: kb shortcuts: handle Sys_TakeSnapshot with shift/ctrl better
There's only one plugin api for this, but GSdx also checks whether shift/ctrl
are held down, so PCSX2 needs to map those too to the same API.

Make this more systematic by only mapping one shortcut to this API, and then
deriving the other two from it amd mapping them too automatically.

This also makes it possible to override it at PCSX2_keys.ini since now it
doesn't need to handle different shortcuts for the same function (which it still
can't handle, but now it also doesn't need to for this function).
2015-10-12 04:04:14 +03:00
Avi Halachmi (:avih)
69a978fe05 gui: kb shortcuts: yet another fix for the ini parser
Apparently I logged the values incorrectly previously. I said
that shift-q  gets parsed as Q without shift, but actually the shift flag
is set correctly on such case (though the letter is still upper case for shift-q
and it's still lower case for plain q)

So I retested all the 8 modifiers combination, and noticed that the modifiers
are always parsed and set correctly, but the letter ends up upper case if any
modifiers are used, but lower case if no modifiers are used.

We still need to make lower if it's upper, but don't need to add the shift flag.
2015-10-12 03:33:50 +03:00
Avi Halachmi (:avih)
efeb66c852 gui: kb shortcuts: fix z shortcut 2015-10-12 01:55:45 +03:00
Avi Halachmi (:avih)
a76914a4b1 gui: kb shortcuts win: faster VK to WX translation with a table 2015-10-11 20:11:33 +03:00
avih
302bf29b6a Merge pull request #887 from PCSX2/wx-normal-keys
gui: kb shortcuts: fix incorrect wx key codes for "plain" keys
2015-10-11 09:28:35 -07:00
Avi Halachmi (:avih)
68b4d54f18 gui: kb shortcuts: fix key codes for "non-special" keys
This patch fixes 3 different issues for wx event key codes and the ini parser.
- The ini parser (for PCSX2_keys.ini) parses symbols and letters correctly,
  but parsed `shift-q` as `Q` without shift. Now it's parsed as `q` with shift.
- the wx event keycode has the shift flag set correctly, but always has the
  upper case code for letters (e.g. `Q` when `q` was pressed, and `Q` with shift
  flag when shift-q is pressed). Now uses lower case for letters.
- For symbol-only keys (e.g. `-` or `=`), the keycode is the MS VK_.. thingy,
  e.g. for `=` it passed 187 instead of 61, or for `.` it had 190 instead of 46.
  Now returns the ascii code where possible (assuming US KB layout).

Also, when the DevCon is enabled, all key presses are printed to the console in
a format which could be copied to pcsx2_keys.ini, so this should allow also
non-US KBs to be set up for arbitrary symbols.

It should now be possible to use letters and symbols at PCSX2_keys.ini or as
default accelerators definitions within the code.

Note: this should have supposedly been fixed at r4918 ( 851bfba ), but neither
that build from the buildbot archive, nor the official 1.2.1 release (r5875),
nor the current builds have this working, which is really weird (tested on win8)
2015-10-11 19:25:24 +03:00
refractionpcsx2
31ee576d6a Sif: Limit/Mask transfer size to 1mb-16, thanks to jpd002 (Play!) for the fix!
Fixes #643 Gregory Horror Show, which seems to be playable (from nothing!)
2015-10-08 20:02:15 +01:00
Avi Halachmi (:avih)
9b988ee12d GS window title: use a template system to satisfy everyone
This allows to choose which items appear at the title and at which order, as
well as the text and some of the textual values (at PCSX2_ui.ini).

The template's variables (include % if relevant but not the surrounding text):
${slot}, ${limiter}, ${speed}, ${vfps}, ${cpuusage}, ${omodef}, ${omodei}, ${gsdx}

The system treats the GSdx info as a single unit, as well as the CPU usage info.
The UI section (at the CPU usage section) is only visible in devel/debug builds.

The current template values which also demonstrate all the configurable values:
[UiTemplates]
LimiterUnlimited=-unlimited
LimiterTurbo=-turbo
LimiterSlowmo=-slowmo
LimiterNormal=
OutputFrame=frame
OutputField=field
OutputProgressive=p
OutputInterlaced=i
TitleTemplate=Slot: ${slot} | Speed${limiter}: ${speed} (${vfps}) | ${cpuusage} | ${omodef}-${omodei} | ${gsdx}

The previous longer template values:
[UiTemplates]
LimiterUnlimited=None
LimiterTurbo=Turbo
LimiterSlowmo=Slomo
LimiterNormal=Normal
OutputFrame=Frame
OutputField=Field
OutputProgressive=Progressive
OutputInterlaced=Interlaced
TitleTemplate=${gsdx} | Limiter: ${limiter} | ${omodei} (${omodef}) | Speed: ${speed} (${vfps}) | ${cpuusage} | State: ${slot}
2015-10-08 06:05:45 +03:00
refractionpcsx2
4e22dc4987 3rd Party: Update Soundtouch (Timestretching) to 1.9.2.
2 notable changes which are welcomed.

-Improved SoundTouch::flush() function so that it returns precisely the desired amount of samples for exact output duration control

-Redesigned quickseek algorithm for improved sound quality when using the quickseek mode. The new quickseek algorithm can find 99% as good results as the default full-scan mode, while the quickseek algorithm is remarkably less CPU intensive.
2015-10-08 01:18:15 +01:00
Jonathan Li
d3ddf55df1 gui: Remove unused memory card dialog drag and drop code
The code seems to be leftover from a much older implementation.
2015-10-07 21:54:24 +01:00
Jonathan Li
80727aa4cc gui:linux: Fix memory card dialog drag and drop assertion
The assertion is a wxDateTime invalid assertion. But I have no idea why
it happens, and why it only happens on Linux.
2015-10-07 21:54:24 +01:00
Jonathan Li
919bdf05fe gui: Fix/simplify memory card dialog drag and drop
wxDataObjectSimple derived classes do not use a wxDataFormatId
parameter (only the wxDF_INVALID, wxDF_TEXT, wxDF_BITMAP, wxDF_METAFILE,
wxDF_FILENAME, and wxDF_HTML wxDataFormatIds are allowed because they
are implicitly converted). So drag and drop probably should have been
broken on Windows, but wasn't for whatever reason.

Let's fix and simplify the code by just using the built in
wxCustomDataObject. Also make move the default drag behaviour on both
Windows and Linux (previously default on Windows only).

It now works on Windows and Linux wx2.8/wx3.0 (previously only working
on Windows).
2015-10-07 21:53:32 +01:00
Avi Halachmi (:avih)
abdb8266b6 GS window title: change State to Slot, minor limiter simplification 2015-10-07 04:44:05 +03:00
Avi Halachmi (:avih)
31813c29af GS window title info: improve, shorten
The goal here is to reduce clutter and to make it more useful by putting the
important values at the begining, and the less used values at the end. The GSdx
string is unmodified, and maybe we could simplify it too in the future.

Previously, the tile displayed the following items in this order:
<GSdx string>  - (e.g. GSdx OGL HW | 514x224 | None)
<output mode>  - Progressive/Interlaced (Frame/Field)
<limiter mode> - Limiter: None/Turbo/Slomo/Normal
<speed info>   - Speed: <100-based-percentage> (<vfps>)
<CPU usage>    - EE: <%> | GS: <%> | VU <%> | UI: <%>
<save state>   - State: <slot-number>

This patch changes the following to this order and format:
- Move the save state value to the front since it's actually useful.
- The speed value, which now includes the limiter value if not "Normal".
- Then the CPU usage parts, but the UI value only shows on debug/devel builds.
- The output mode, shortened to Frame/Field-i/p
- the GSdx string same as before only at the end

So all the info is still there as before (except UI), but more readable format.

E.g. before (normal limiter and turbo limiter):
GSdx D3D11 HW | 640x512 | None | Interlaced (frame) | Limiter: Normal | Speed: 100% (50.01) | EE:  43% | GS:   4% | UI:   0% | State 0
GSdx D3D11 HW | 640x512 | None | Interlaced (frame) | Limiter: Turbo | Speed: 443% (221.31) | EE:  99% | GS:  16% | UI:   0% | State 0

E.g. after (normal limiter and turbo limiter) for the same values as above:
State 0 | Speed: 100% (50.01) | EE:  43% | GS:   4% | frame-i | GSdx D3D11 HW | 640x512 | None
State 0 | Speed (Turbo): 443% (221.31) | EE:  99% | GS:  16% | frame-i | GSdx D3D11 HW | 640x512 | None
2015-10-07 04:08:09 +03:00
Avi Halachmi (:avih)
75b2406997 macros: fix pxReleaseCode (was inverted), add pxNonReleaseCode
pxReleaseCode was not used at the code so nothing is affected.
pxNonReleaseCode will be used at the next commit.
2015-10-07 04:08:09 +03:00
Jonathan Li
addf3d5331 pcsx2: Throw the exception
Coverity CID 146842: Dereference after null check (FORWARD_NULL)
2015-10-07 00:37:40 +01:00
Jonathan Li
76e61d4ef1 Merge pull request #863 from turtleli/gsdx-dx-select-shader
gsdx:windows: refactor dx9/dx11 compile shader code, allow external
shader selection via GUI, widen and rearrange GUI
2015-10-07 00:18:04 +01:00
Avi Halachmi (:avih)
7d6a73ab27 LilyPad: in PS2 mode - disable configs/hacks which PCSX2 doesn't need
Disable and overrides the following hacks at the config and dialog:
- Disable screensaver
- Safe fullscreen exit on escape
- save state in title

All of those are hacks which PCSX2 doesn't need anymore and therefore are just
confusing if enabled.

Note that we assume PCSX2 is synonym for PS2 mode in LilyPad, and while AFAIK it
is the case now, it might need a more fine grained override system.
2015-10-07 01:22:47 +03:00
Avi Halachmi (:avih)
fa04f0970e gui: ESC on fullscreen: better resilience
Make sure we exit fullscreen only if the GS window is visible and in fullscreen.

While we don't currently have such cases, it's possible that the Sys_Suspend
command is called while it's already suspended (and the GS window is hidden)
but the code without this patch would have incorrectly made it visible again.
2015-10-07 01:10:43 +03:00
Avi Halachmi (:avih)
9c1688a39a GS window: try to fix ESC on fullscreen sometimes not exiting correctly
This tries to emulate LilyPad's "Safe fullscreen exit on escape" hack, and
hopefully also makes this LilyPad hack redundant, such that it would fix the
issue also with other input plugins.
2015-10-06 19:09:45 +03:00
Avi Halachmi (:avih)
4522418890 GSFrame: remove unused style argument at ShowFullScreen 2015-10-06 19:01:24 +03:00
Avi Halachmi (:avih)
2cd0829a8d updated a comment that --noguiprompt also works correctly at fullscreen
The issue that fullscreen was not restored if the --noguiprompt confirmation
was aborted was already fixed implicitly via e4d8af0, therefore the comment
ended up incorrect. Also explain why it was broken when emulation was not
suspended before this commit, and how it could have been fixed.
2015-10-06 15:31:36 +03:00
Avi Halachmi (:avih)
e4d8af0c97 gui: exit prompt for --noguiprompt: suspend while visible
When using --nogui and --noguiprompt and the user presses ESC, a prompt is
displayed asking the user to confirm exiting/closing PCSX2. This patch suspends
the emulation while this prompt is displayed.

Also updated the comment that if LilyPad has "safe fullscreen exit on ESC", then
full screen is not restored automatically if this prompt is canceled.
2015-10-06 02:08:28 +03:00
Jonathan Li
5f2e60d751 gui:windows: Scale confirmation dialogs at high DPI
This should scale all the other dialogs that don't have specifics widths
set.
2015-10-05 20:11:20 +01:00
Jonathan Li
31b1e34ae8 gui:windows: Fix memory card dialogs at high DPI
Specifying a minimum size for the filename text controls seems to mess
up the size calculations at higher DPIs and causes usability issues.
Use sizers and proportions instead.

Also scale the dialog widths with the DPI.
2015-10-05 20:10:40 +01:00
Jonathan Li
f11596fabc gui: Fix missing retry and abort button labels
Retry and abort don't have default labels, so you end up with blank
buttons on both Windows and Linux. Fix it.

Retry is used by the portable mode settings dialog. I'm not sure if
abort is used anywhere.
2015-10-05 20:02:32 +01:00
Jonathan Li
84b17765c2 gui: Fix memory card dialog message truncation
Use sizer flags so the messages aren't truncated. The message truncation
wasn't noticeable in English.
2015-10-05 20:02:32 +01:00
Jonathan Li
5856d77371 pcsx2: Pass IsoFile parameter by reference
Coverity CID 146905, 146906: Big parameter passed by value
(PASS_BY_VALUE)
2015-10-05 20:02:31 +01:00
Avi Halachmi (:avih)
1093c816d0 gui: recording dialog modality: more resilience
A very slight refactor of commit 9eadf3 to also handle a future case where the
audio has a dialog but the GS doesn't (currently both conditions are false).
2015-10-05 21:20:43 +03:00
Avi Halachmi (:avih)
9eadf353d9 gui: recording dialog - make pseudo-modal also for the main window
The dialog was already modal for the GS window, but the main window wasn't
blocked and pcsx2 could crash if, e.g. the user tried to close the main window
while the recording dialog was visible.

Fixes #879
2015-10-05 20:57:19 +03:00
Gregory Hainaut
2eefc135e5 pcsx2: forbid negative index of array in case of register allocation failure
CID 146870 (#1 of 1): Negative array index write (NEGATIVE_RETURNS)
5. negative_returns: Using variable xmmreg as an index to array ...

Open discussion: how to handle correctly bad register allocation?
    Currently negative index is returned and a message printed. It means
    we need to propagate the index check everywhere in order to not use it.

    I suspect that Instruction Generation is more or less corrupted so
    potentially we could just fire an exception.
2015-10-05 19:55:25 +02:00
pcsx2fan
15907fcda0 Update GUI Translation for Chinese Traditional 2015-10-05 13:26:29 +08:00
pcsx2fan
560b57f812 Update pcsx2_Main.po 2015-10-05 13:17:38 +08:00
Jonathan Li
d7391badf4 Merge pull request #872 from turtleli/fix-memcard-dialog-properly
Make memory card dialog modal, fix resume on memory card dialog close bug
2015-10-04 23:00:14 +01:00
Jonathan Li
1cbae66bb3 pcsx2: Make memory card dialog modal
There were bugs in the UI handling that allowed you to resume emulation
when the memory card dialog was opened, which could potentially cause
data loss/corruption.

Make the memory card dialog modal to prevent this. Although it's
possible to do with a modeless dialog, the solution will be much more
complicated and less future proof.

This also fixes the emulation resume bug after closing the memory card
dialog.
2015-10-04 20:49:53 +01:00
Jonathan Li
c17eacec04 pcsx2: Move AppOpenModalDialog
Also avoid sending a change page event if an empty string is passed and
the dialog is already open.
2015-10-04 20:46:52 +01:00
refractionpcsx2
ad784a56ec superVU: Fix missing breaks.
-This was actually a bug, may improve some games that were buggy in superVU, but these functions aren't often used.
-Coverity CID 146865 & 146864:  In recVUMI_ESIN(VURegs *, int): Missing break statement between cases in switch statement (CWE-484)
-Coverity CID 146863 & 146862: In recVUMI_EEXP(VURegs *, int): Missing break statement between cases in switch statement (CWE-484)
-Coverity CID 146855 & 146854: In recVUMI_EATAN(VURegs *, int): Missing break statement between cases in switch statement (CWE-484)
2015-10-04 15:04:34 +01:00
refractionpcsx2
3618983aaa CDVD: Comment out unreachable code.
-Left in so future checks can see what's going on.
-Coverity CID 146818: In ISOreadSector(unsigned char *, unsigned int, int): Code can never be reached because of a logical contradiction (CWE-561)
2015-10-04 14:39:57 +01:00
refractionpcsx2
4a056fe55a VIF Unpack: Remove logically dead (and pointless) code
-Coverity CID  146829: In nVifUnpack<1>(unsigned char const*): Code can never be reached because of a logical contradiction (CWE-561)
2015-10-04 14:34:46 +01:00
refractionpcsx2
99095c0529 eeRec: Fixed Negative array index write
-Coverity CID 146868: In R5900::​Dynarec::​OpcodeImpl::​recWritebackHILOMMX(int, int, int, int): Negative value used to index an array in a write operation (CWE-129)
2015-10-04 14:12:45 +01:00
refractionpcsx2
5b4eb65e68 eeInt: Fix logically dead code in PMFLH.
-Coverity CID 146817: In R5900::​Interpreter::​OpcodeImpl::​MMI::​PMFHL(): Code can never be reached because of a logical contradiction (CWE-561)
-This code is used by both the Interpreter and Recompiler, however it was probably never checked because nothing much uses it. Out of 248 games, it was called 0 times.
2015-10-04 13:34:37 +01:00
Jonathan Li
39dc23e83b gsdx:windows: Widen and rearrange GUI
All combobox text can now be seen in full without having to click on the
combobox.

The internal and custom resolution stuff has been moved into the Hardware
Mode Settings groupbox since it doesn't affect software mode.

The dialog has also been rearranged a bit.
2015-10-03 22:33:55 +01:00
Jonathan Li
64cccda076 gsdx:windows: Add external shader selection to GUI
This lets Windows users select the external shader and config file via the
GUI.

Also, comment out an unused variable in the Hacks dialog code.
2015-10-03 22:33:15 +01:00
refractionpcsx2
379adf3a8e GameDB: Update entry for .hack/Fragment to include SkipMPEG. Fixes #867 2015-10-03 13:48:14 +01:00
Jonathan Li
a57b2a059a gsdx:windows: Add file selection support
The file open dialog will be usable for all GSdx dialogs if required.
2015-09-28 12:45:14 +01:00
Jonathan Li
133fd3113b Remove include from shader suite
This allows different shader configuration files to be used.
2015-09-28 12:45:14 +01:00
Jonathan Li
c0137227e6 gsdx:dx: Allow selection of external shader/shader config
shaders/GSdx.fx is now the default location and is no longer hardcoded.
The external shader and external shader config can now be selected. (The
OpenGL renderer already has this feature.)

Note: It is still possible to not use a config file, just use an invalid
value for shaderfx_conf.
2015-09-28 12:45:13 +01:00
Jonathan Li
df98c766e5 gsdx:dx9: Refactor shader compilation code
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.

Benefits:
Allows external shaders to be split into a config file and a shader file
without hardcoding the config file name.
Less code.

Yes, I more or less used the same message as the dx11 one.
2015-09-28 12:45:13 +01:00
Jonathan Li
fabd6075ef gsdx:dx11: Refactor shader compilation code
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.

Benefits:
Easier move to D3DCompile when it becomes necessary.
Allows external shaders to be split into a config file and a shader
file without hardcoding the config file name.
Less code.
2015-09-28 12:45:12 +01:00
Gregory Hainaut
c7000355fe gsdx-ogl: flush debug file before exiting the application 2015-09-28 09:41:30 +02:00
Jonathan Li
8e34af5b5e wxWidgets:windows: Fix debug build menu assertion
There was a version check in the menu handling, but Windows 8.1 and
Windows 10 weren't recognised and some pre Windows 98 code was used.

This is a combination of the following wxWidgets upstream commits.
9280f836c2569d0f50301a1117f7ba144e5240d2
1966dfb17d7cb106d1dfb44df6a15b92ba3b8d5f
c87c432033f4277bc9995a4de1390a59b810a005
a8c98a119145a77b1313337314853de75562e4ab

Thanks to micove for finding the commits.
2015-09-27 23:46:12 +01:00
Jonathan Li
cbd2417833 gsdx:ogl:windows: Fix calling convention mismatch
OpenGL does not use the cdecl calling convention (which is the default
calling convention for GSdx on Windows). Since DebugOutputToFile is used
by OpenGL, it needs to use the same calling convention that OpenGL uses.

This fixes a debug build crash when the OpenGL renderers are used and
debug_opengl is nonzero in the ini.
2015-09-26 22:38:05 +01:00
refractionpcsx2
953804c429 Merge pull request #849 from pgert/master
GameIndex > Added fix for the "The Incredibles" (SLUS-20905) by Prafull.
2015-09-26 19:52:52 +01:00
Jonathan Li
84bdd0ef45 pcsx2:debugger: Add missing break
Coverity CID 146856: Missing break in switch (MISSING_BREAK)
2015-09-26 19:33:36 +01:00
Miguel A. Colón Vélez
3dd3ed2602 Buildbot: Revert to using the sln instead of the project file.
Bot does not like using the project directly.
2015-09-26 10:49:25 -04:00
refractionpcsx2
b63590152a Vif: Fixed logically dead code (not that it mattered)
-Coverity CID 146826: In vifExecQueue(int): Code can never be reached because of a logical contradiction (CWE-561)
2015-09-26 13:55:50 +01:00
refractionpcsx2
4b63847e04 microVU: Fix logically dead code + bug
-Coverity CID 146821: In _mVUflagPass(microVU &, unsigned int, unsigned int, unsigned int, std::​vector<unsigned int, std::​allocator<unsigned int>> &): Code can never be reached because of a logical contradiction (CWE-561)

-Coverity CID 146822: In mVUcompileSingleInstruction(microVU &, unsigned int, unsigned int, microFlagCycles &): Code can never be reached because of a logical contradiction (CWE-561)
2015-09-26 13:34:20 +01:00
refractionpcsx2
a89307c5ba Vif: Fix logically dead code with something slightly quicker. Coverity CID 146827: In _vifCode_MPG(int, unsigned int, unsigned int const*, int): Code can never be reached because of a logical contradiction (CWE-561) 2015-09-26 13:00:28 +01:00
Gregory Hainaut
00e37224ed gsdx: check the return value of mkdir function
Reported by coverity
2015-09-26 13:51:23 +02:00
refractionpcsx2
457362ba84 VU Interpreter: Fix uninitialized scalar variable Coverity CID #146964. 2015-09-26 12:35:03 +01:00
micove
166818670e Merge pull request #833 from micove/Build_Bot
Simplify BuildBot and add a helper script for compilation.
2015-09-26 06:58:17 -04:00
Miguel A. Colón Vélez
f201aac946 Simplify BuildBot and add a helper script for compilation. 2015-09-26 06:27:34 -04:00
pgert
406c56e3d8 GameIndex > Added fix for the "The Incredibles" (SLUS-20905) by Prafull. 2015-09-25 22:56:04 +02:00
refractionpcsx2
931fdf0bcd Merge pull request #839 from ssakash/patch-1
MicroVU: Fix a logically dead code for XGKick Instruction
2015-09-25 21:50:10 +01:00
Gregory Hainaut
070afe57af svu: fix buffer overrun on ialu&fmac
CID 146904 (#1 of 1): Out-of-bounds write (OVERRUN)
10. overrun-local: Overrunning array VU->ialu of 8 16-byte elements at element index 8 (byte offset 128) using index i (which evaluates to 8).

CID 146903 (#1 of 1): Out-of-bounds write (OVERRUN)
10. overrun-local: Overrunning array VU->fmac of 8 32-byte elements at element index 8 (byte offset 256) using index i (which evaluates to 8).
2015-09-25 21:04:58 +02:00
Gregory Hainaut
037bd3109e pcsx2: extend the size of plugin m_info array to avoid out-of-bounds
Note: previous fix +1 wasn't enough.
2015-09-25 21:00:16 +02:00
Gregory Hainaut
78b73ba585 gsdx: avoid null pointer deferencement 2015-09-25 20:59:36 +02:00
Gregory Hainaut
421043ed12 Merge branch 'coverity-qa-extra' 2015-09-25 18:42:20 +02:00
Gregory Hainaut
927dd827ce common: make DESTRUCTOR_CATCHALL macro really exception safe
Console.Error() can trigger some exceptions (like out of memory)

v2:
Add a default fallback catch(...) in case someone badly add a new
exception in the codebase
2015-09-25 18:41:19 +02:00
Gregory Hainaut
bb6b792d06 Merge pull request #843 from pgert/master
sv_SE - update & improvements of Swedish translation.
2015-09-25 18:27:04 +02:00
Akash
ffebefb65e MicroVU: Rework a logically dead code for XGkick.
mVU_XGKICK_CYCLES can only take delay cycle values 1 and 6, it can't take NULL value. the conditional check and parameter is useless here.
2015-09-24 03:05:40 +05:30
Gregory Hainaut
2eb73644e9 pcsx2|common: use DESTRUCTOR_CATCHALL to catch exception in various destructor
Allow to print a nice error message instead of a brutal abort in case of
massive failure
2015-09-23 09:47:27 +02:00
Gregory Hainaut
0bb62bb0fd pcsx2:init IsInterpreter member in constructor 2015-09-23 09:47:27 +02:00
Gregory Hainaut
4d8a23c1fc pcsx2:gui: init all members in constructor 2015-09-23 09:47:27 +02:00
Gregory Hainaut
e41f786c72 pcsx2:gui: drop useless m_FrameCounter 2015-09-23 09:47:27 +02:00
Gregory Hainaut
5b4ba02012 pcsx2: init members in constructor 2015-09-23 09:47:27 +02:00
Gregory Hainaut
1c14389c7f pcsx2:DebugTools: init members in constructor 2015-09-23 09:47:27 +02:00
Gregory Hainaut
78ed0495ce pcsx2:CDVD: init members in constructor 2015-09-23 09:47:27 +02:00
Gregory Hainaut
8083b2c754 common: init values in the constructors of SpatialArrayReserve and pxStaticText 2015-09-23 09:47:27 +02:00
Gregory Hainaut
2c914b9b8f common:FastFormatString: remove unimplemented m_Length 2015-09-23 09:47:27 +02:00
Gregory Hainaut
a6c29a5061 common: always set a default color in trace log 2015-09-23 09:47:27 +02:00
Gregory Hainaut
3064d0c300 common: init m_handled in the SrcType_PageFault constructor
Coverity:
CID 147021 (#1 of 1): Uninitialized scalar field (UNINIT_CTOR)i
2. uninit_member: Non-static class member m_handled is not initialized in this constructor nor in any functions that it calls.
2015-09-23 09:47:27 +02:00
Gregory Hainaut
23591deb81 pcsx2: initialize members in constructor of objects 2015-09-23 09:47:27 +02:00
Gregory Hainaut
5fb8c7e65c gsdx: initialize members in constructor of objects
A couple of useless members were removed too.

Also fix wnd initialization

Coverity:
CID 146955 (#1 of 1): Uninitialized pointer read (UNINIT)
18. uninit_use: Using uninitialized value wnd[i].
2015-09-23 09:46:53 +02:00
Gregory Hainaut
c4a3d57499 gsdx: protect fscanf string read
Coverity:
CID 146816 (#1 of 1): Calling risky function (DC.STREAM_BUFFER)
dont_call: fscanf(FILE *, char const *, ...) assumes an arbitrarily large string, so callers must use correct precision specifiers or never use fscanf(FILE *, char const *, ...)
2015-09-23 09:39:09 +02:00
Gregory Hainaut
7bec15b99f gsdx: remove useless condition check
Base pointer and format are always positive (unsigned int BTW) so drop
>= 0 comparison
2015-09-23 09:39:08 +02:00
Gregory Hainaut
4184d6eef5 pcsx2:cso: NULL pointer check
Coverity:

CID 146846 (#1 of 1): Dereference after null check (FORWARD_NULL)
5. var_deref_model: Passing null pointer fp to fclose, which dereferences it
2015-09-23 09:39:08 +02:00
Gregory Hainaut
b9e00ab611 i10n: update es_ES mo file. 2015-09-23 09:26:24 +02:00
pgert
d256ecb6db sv_SE - update & improvements of Swedish translation. 2015-09-22 15:44:40 +02:00
Avi Halachmi (:avih)
cee0b795ee Recording: handle cancel (at the GS[dx] dialog) gracefully
Without this patch, if a user initiates a recording and then cancels at the GSdx
dialog, the audio was recording anyway, which is probably highly unexpected.

However, while probably highly unexpected, it could still be useful to record
only audio, but with this patch it's now impossible.

We can reconsider if it turns out that people are actually using this "feature",
though one might as well set the video setting to be very unobtrusive (very low
resolution/bitrate) such that it uses very little CPU.
2015-09-22 01:11:25 +03:00
Avi Halachmi (:avih)
4474d4391b GSdx: capture - print recomended resolution and DAR to the console
This is the internal resolution which GSdx uses and recording at this resolution
is optimal, i.e. without any dumb scaling, with all relevant pixels and without
redundant pixels.

The resulting clip still doesn't have the correct aspect ratio set, but that's
just a property which can be set to the clip afterwards, which is where the DAR
becomes useful. Since it's usually anamorphic, when muxing later with the audio
use the DAR to set the playback aspect ratio.
2015-09-22 01:11:13 +03:00
Avi Halachmi (:avih)
3f81fc98dd gsdx: custom resolution - use 0 instead of 9 2015-09-22 01:00:53 +03:00
Jonathan Li
4208267966 gsdx|spu2-x:windows: Scale GUI logo with DPI
The SS_REALSIZECONTROL style resizes image to fit the control window, so
let's use that.
2015-09-21 20:45:50 +01:00
Jonathan Li
c088039394 gsdx:linux: Fix clang compile
Everything seems to compile and run with clang 3.7.0 now. I don't know
if clang 3.6.x works or not. 3.5.x doesn't.
2015-09-21 20:45:50 +01:00
Jonathan Li
2c2c61920e cmake: Don't add -std=c++11 to CMAKE_C_FLAGS
Fixes a cmake detection problem when compiling with clang (3.7.0 in my
case). clang outputs the error "Invalid argument '-std=c++11' not allowed
with 'C/ObjC'", which causes lzma, Xext and other things to be
considered "not found".
2015-09-21 20:45:50 +01:00
Jonathan Li
b0803a4bc6 pcsx2:debugger: Fix potential buffer overrun
CID 146914 (#1 of 1): Copy into fixed size buffer (STRING_OVERFLOW)

The overflow can be triggered using the Debugger's Rename Function
feature.
2015-09-21 20:44:46 +01:00
Jonathan Li
39c5cd4f84 pcsx2:cdvd: Fix memleak
CID 146832 (#4-1 of 6): Non-array delete for scalars (DELETE_ARRAY)

ScopedPtr is for non-array objects only. Use ScopedArray instead.
2015-09-21 20:13:55 +01:00
Jonathan Li
69d27dfb4b Merge pull request #829 from ssakash/rework_internalres
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
2015-09-21 20:12:47 +01:00
Gregory Hainaut
130a84d2af pcsx2:debugger: miss a coma
Thanks RebelliousX
2015-09-21 09:32:13 +02:00
Gregory Hainaut
d42cef891c gsdx: remove ALIGN_STACK feature on GCC
Stack is already aligned correctly. Besides GCC optimizes the variable so it doesn't
have any effect except that it generates useless warnings.
2015-09-20 22:19:45 +02:00
Gregory Hainaut
9b69afe541 gsdx-ogl: typo that broke TC offset hack 2015-09-20 22:19:45 +02:00
Gregory Hainaut
b60dd9d1fe Merge pull request #814 from PCSX2/coverity-qa-high
Fix a bunches of coverity warning/errors.
2015-09-20 22:18:03 +02:00
Avi Halachmi (:avih)
94c5eab776 GSdx: capture dialog - actually remember the last used codec
Previously it was saving the display name to the config but trying to restore
according to the friendly name.

Now store and restore according to the "displayName" which is more unique than
"friendlyName" since it includes GUID[s], and handle it consistently as _bstr_t.
2015-09-20 20:04:36 +03:00
Jonathan Li
d4f6894e1b gsdx: Fix custom resolution and minor cleanup
This fixes the following issues when custom resolution is selected.
 - When the width is smaller than the native resolution width, the
   texture cache targets are removed on every Vsync signal, causing a
   black screen issue.
 - The texture cache code needs a 1 returned for the custom resolution
   upscale multiplier or there'll be some really funny graphical issues.

It also removes unnecessary GetConfig (which I think unconditionally
does a a file read on Windows) calls if the width was increased - the
upscale multiplier is already stored, and the custom resolution width
and height calls are now unnecessary.

Also fix some whitespace issues.
2015-09-20 07:49:46 +05:30
Gregory Hainaut
28191baa80 gsdx-linux: merge native/upscaling/custom into a single box 2015-09-20 07:49:44 +05:30
Akash
a9b0cfc519 GSDX: Add 8X native to Internal resolution. 2015-09-20 07:49:32 +05:30
Admiral H. Curtiss
051a7f3451 FolderMemoryCard: Handle empty files on load and write 2015-09-20 01:13:54 +03:00
avih
56452481e2 Merge pull request #834 from PCSX2/gsdx-prog-rec
GSdx: recording: Progressive: make the recorded clip play at full speed
2015-09-19 04:46:05 -07:00
Avi Halachmi (:avih)
54afd377ee GSdx: recording: Progressive: make the recorded clip play at full speed
Before this patch, when recording Progressive (frame) mode, it recorded all
the frames correctly but set the clip's fps property to 25/29.97, so when
played back it played at half the speed (but was fine when played at double speed).

This patch does not affect the number of frames recorded per second, but rather
only sets the resulting clip fps property to the correct one (double than before).

Also fixes a bug that in a non-managed window in progressive mode, the title
displayed "200%" speed when it should have displayed 100% speed.

Fixes #832
2015-09-19 14:44:48 +03:00
Avi Halachmi (:avih)
ddb87027f9 folderMemoryCard: hack - don't call hundreds of times per second
In order to flush data with some delay after save-to-memory-card, the code was
calling sioNextFrame() on each frames (60 times/s) continuously as long as the
emulation is active, regardless if FMC is in use or if memory cards in general
are in use.

Further to that, each call to sioNextFrame calls 8 times into the memory card
plugin even if FMC is not in use, resulting in overall ~500 calls/sec with the
sole goal of facilitating delayed flush after MCD save with folder memory cards.

This patch is a hack to call it once per second instead of 60 per second, but we
need to remove this call completely.

The delayed flush will now happen after 60-120 frames instead of exactly 60.
2015-09-19 13:41:24 +03:00
Avi Halachmi (:avih)
ef9016e363 folderMemoryCard: hack - don't hang PCSX2 if a file has zero size
I'm not sure if it breaks the state of the folderMemoryCard (FMC) or not, but
at least it doesn't hang PCSX2.

Might need followup to make sure the state ends up valid.
2015-09-19 13:36:49 +03:00
Jonathan Li
e576f259e4 Merge pull request #807 from turtleli/windows-dpi-image-scaling
Scale images according to DPI (Windows)
Partially fix theming
2015-09-19 10:31:53 +01:00
Avi Halachmi (:avih)
f5a38ab954 gameindex.dbf: update compatibility from the forum: 31 better, 1 worse 2015-09-18 15:06:25 +03:00
Avi Halachmi (:avih)
dfe08e3c96 gameindex.dbf updater: slightly more verbose by default
Now also summarizes regions by default and also lists compatibility improvements
by default (both can be configured to be silent).
2015-09-18 15:02:23 +03:00
pgert
9eb5f36ecc Specifications & Corrections of PAL languages in GameIndex.
What this PR primarily does is to sort out the PAL-E mess.
Some have used PAL-E for Englsh, others for Europa (PAL-M5), and others still for España.
With this PR all PAL-E should refer to English, while the ones referring to Europa have PAL-M5 or something as a code, and the ones referring to España have PAL-S as a code.

Generally only one letter is used for the more common languages; English etc.
So is the case in this PR.

For some PAL-M2 entries in particular, though maybe also for some PAL-M3 entries, there can be 2 or more discs of the same game having this code; it's not necessarily a disc specific code - it only tells how many languages the disc supports.
So is the case in this PR.

Language codes used:
E - English
G - German
I - Italian
S - Spanish
F - French
P - Portuguese
R - Russian
DU - Dutch
NO - Norwegian
SE - Swedish
DA - Danish
FI - Finnish
CZ - Czech
PL - Polish
HR - Croatian
HI - Hindu
2015-09-18 13:46:44 +03:00
Avi Halachmi (:avih)
ece9c7f2d2 GS window title: remove "align" space at fps value.
This value doesn't fluctuate frequently between 2/3 digits, so there's no need
for alignment, and it also saves some space most of the time.
2015-09-17 05:32:15 +03:00
Avi Halachmi (:avih)
a6737b87fd Custom frame rate: improve message, respect also for NTSC-progressive
When a custom PAL/NTSC frame rate is used, PCSX2 respects it for PAL and NTSC,
but disrespected it for NTSC-progressive mode (used hardcoded 30/60). Fixed.

Also, when a custom rate was used, the console message displayed half the rate
which was configured. Now print the actual rate.
2015-09-17 01:40:05 +03:00
avih
ca5e9d872f Merge pull request #827 from ssakash/patch-2
GS window title: Add speed in percentage and make it the main speed value
2015-09-16 15:38:25 -07:00
Akash
304fc990a1 PCSX2: Add Percentage Counter for FPS.
The FPS has been Indicated in Paranthesis whereas Speed would provide the Integer percentage value based on the FPS limit for NTSC, PAL games. (59.94, 50)

Thanks to avih for the suggestions.
2015-09-17 03:59:48 +05:30
Avi Halachmi (:avih)
d10bbb73f7 FixedInt - round instead of truncate on construction
This could have caused issues where e.g. Fixed100(59.94) differed from
Fixed100::fromString("59.94") due to precision compilation flags
(the former could, and did on Devel builds, end up with Raw == 5993, which
differs from the value constructed from the string at the ini file,
and then it would be incorrectly identified as a custom rate).

Rounding seems the more likely intention when effectively decreasing the
precision of a value.

Unlikely that we have code which depends on truncating behavior, though not
impossible.
2015-09-17 00:30:08 +03:00
Gregory Hainaut
2d97f6dd53 Merge pull request #823 from IlDucci/master
Updating Spanish translation
2015-09-15 10:31:46 +02:00
Jonathan Li
f8104137ce Merge pull request #821 from turtleli/fix-linux-aligned-realloc
Fix _aligned_realloc implementation on linux
2015-09-14 22:51:07 +01:00
IlDucci
d78dd0c8d0 Updating Spanish translation
Fixed the SSE2 strings, rewrote other ones. Adding colons where needed.
2015-09-14 12:55:26 +02:00
IlDucci
e11cc951de Merge remote-tracking branch 'PCSX2/master' 2015-09-14 12:21:07 +02:00
Akash
b97018932d GSDX: Rework Internal Resolution function
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
2015-09-14 10:26:27 +05:30
Jonathan Li
67dc65ea91 linux: Fix _aligned_realloc implementation
Out-of-bounds memory is no longer accessed if the realloc size is larger.
If reallocation fails, the old memory will not be freed and a memcpy
will not take place.

This should match the Windows _aligned_realloc behaviour, except that an
extra parameter is used.
2015-09-13 21:05:33 +01:00
Miguel A. Colón Vélez
4760d71a86 Remove the remaining postbuild stuff.
The bot should work now.
2015-09-13 04:33:17 -04:00
Pistachioman
3df5c2835e Remove useless postBuild stuff 2015-09-13 04:31:41 -04:00
micove
f062b0f671 Merge pull request #818 from micove/Linux_Segfault
Linux: Fix segmentation fault with the new libstdc++ ABI.
Closes #780
2015-09-13 00:31:09 -04:00
Miguel A. Colón Vélez
f1cb2cfa35 Fix segmentation fault with the new libstdc++ ABI.
Local variable goes out of scope and everything goes boom.
2015-09-12 17:35:45 -04:00
micove
53680d538d Merge pull request #817 from micove/GIT_TZ
Fix git version detection.
2015-09-12 06:33:00 -04:00
Jonathan Li
5c6915f633 utilities: Simplify _aligned_malloc wrapper
Windows doesn't actually use it at all, so let's exclude it from the
VS build. Also include ScopedAlloc.h into the VS project file.
2015-09-12 10:01:04 +01:00
Jonathan Li
8312e21f00 utilities: Cleanup unused memcpy defines
All refer to memcpy, and only memcpy_fast is used, so there's no point
keeping them.

Also remove the _memset16_unaligned function prototype since there's no
function definition for it.
2015-09-12 10:00:49 +01:00
Jonathan Li
239306e9a2 pcsx2|gsdx:linux: Fix posix_memalign
The AddressSanitizer can be used on Linux again. Well, PCSX2 doesn't get
very far when it's used though.
2015-09-12 09:58:00 +01:00
Miguel A. Colón Vélez
49072d6e02 Fix git version detection
- It currently fails to detect a 64bit git.
- It currently breaks with a TZ left of the Greenwich meridian.
- The output of git show -s can cause compilation errors pipe to NUL.
- Pipe the two can't find the git command error messages to NUL too.
2015-09-11 19:20:23 -04:00
Gregory Hainaut
fc67e372d2 pcsx2:gui: fix potential infinite loop 2015-09-11 21:01:23 +02:00
Gregory Hainaut
0422854384 pcsx2:interpreter: always false condition
Both fields are 10 bits but the ~ operation apply on the 32 bits.
Therefore msb bits were always '1' and the condition always false.

Code is only used on the interpreter but it could explain some hangs
2015-09-11 20:01:01 +02:00
Gregory Hainaut
bfe1236d98 pcsx2|lilypad: Unintentional integer overflow
Add some cast to do the intermediate operation in 64 bits
2015-09-11 16:50:02 +02:00
Gregory Hainaut
0a7eed686c Merge pull request #763 from PCSX2/gsdx-texture-format
Gsdx improves texture format setup
2015-09-11 14:44:31 +02:00
Gregory Hainaut
cee0fde940 gsdx-tc: improve support of TEXA register
* Greatly reduce the number of clut read (factor 10x)
* Avoid to get wrong TEXA texture in the cache.
* Fix "jump depends on uninitialized variable" Valgrind warning.

Fix #748

I try my best to avoid any breakage of DX but please test it too.
2015-09-11 14:16:11 +02:00
Gregory Hainaut
78569ee833 gsdx-ogl: redo properly the setup of texture format
* add lengthly comment to explain the format
* Likely reduce the number of shader permutation
* Avoid slow AEM (on GPU)

Expect regressions because TC needs some fixes

v2: fix palette mode
2015-09-11 14:14:22 +02:00
Gregory Hainaut
6c7ce3465e pcsx2:CDVD: guarantee that index of mg_zones array is below than 8
CID 146917 (#1 of 1): Untrusted array index read (TAINTED_SCALAR)
tainted_data: Using tainted variable cdvd.Result[1] as an index into an array mg_zones
2015-09-11 09:25:09 +02:00
Gregory Hainaut
8928c3e7f1 onepad: be sure pad variable is 0 or 1
CID 146918 (#1 of 1): Use of untrusted scalar value (TAINTED_SCALAR)
tainted_data: Passing tainted variable pad to a tainted sink
2015-09-11 09:18:49 +02:00
Gregory Hainaut
113c0aa411 pcsx2: use sizeof of object instead of pointer (portability)
CID 146912 (#1 of 1): Sizeof not portable (SIZEOF_MISMATCH)
suspicious_sizeof: Passing argument recConstBuf of type u32 * and argument 131072U /* RECCONSTBUF_SIZE * sizeof (recConstBuf) */ to function memset is suspicious. In this case, sizeof (u32 *) is equal to sizeof (u32), but this is not a portable assumption.
2015-09-11 08:54:29 +02:00
Gregory Hainaut
2430abed33 gsdx: potential division by zero
CID 146833 (#2-1 of 2): Division or modulo by zero (DIVIDE_BY_ZERO)
divide_by_zero: In expression this->m_width / this->m_upscale_multiplier, division by expression this->m_upscale_multiplier which may be zero has undefined behavior.
2015-09-11 08:54:29 +02:00
Gregory Hainaut
e6d1a4cccf gsdx: avoid a potential division by zero
CID 146835 (#1 of 1): Division or modulo by float zero (DIVIDE_BY_ZERO)
50. divide_by_zero: In expression (float)(end - start) / (float)frame_number, division by expression frame_number which may be zero has undefined behavior
2015-09-11 08:54:29 +02:00
Gregory Hainaut
2934a15902 gsdx: remove a duplicated check 2015-09-11 08:54:29 +02:00
Gregory Hainaut
f092f9045c pcsx2: initialize the block pointer
There is a check on it on the resize function
2015-09-11 08:54:29 +02:00
Gregory Hainaut
ac8f4e69d6 pcsx2|gsdx: avoid potential null deferencement 2015-09-11 08:54:29 +02:00
Gregory Hainaut
0260c9119e common: suspicious missing comma 2015-09-11 08:54:29 +02:00
Gregory Hainaut
1baa6be6de debugger: enforce a null terminated char of a C-string
CID 146728 (#1 of 1): Buffer not null terminated (BUFFER_SIZE_WARNING)
buffer_size_warning: Calling strncpy with a maximum size argument of 128 bytes on destination array mod.name of size 128 bytes might leave the destination string unterminated
2015-09-11 08:52:05 +02:00
Gregory Hainaut
b082147c4d onepad: avoid potential resource leak 2015-09-10 14:21:27 +02:00
Gregory Hainaut
f4f08b9c99 pcsx2: avoid couple of out-of-bounds access 2015-09-10 14:20:51 +02:00
Gregory Hainaut
c687c73edd pcsx2:debugger: avoid strlen call on random data 2015-09-10 13:46:36 +02:00
Gregory Hainaut
0bcaff4214 pcsx2:cdvd/debug: various uninitialized data
Most of the time, code is correct. In doubt always init the value.
2015-09-10 13:45:42 +02:00
Gregory Hainaut
5e8f899620 pcsx2:debug: miss a break that lead to a mem leak 2015-09-10 13:42:23 +02:00
Gregory Hainaut
5c933a7faf pcsx2:gzip: free the index
Normally index will be NULL if len is 0 but it won't hurt
2015-09-10 13:41:22 +02:00
Gregory Hainaut
8b2de15096 build: add an option to build a coverity DB 2015-09-10 13:40:45 +02:00
refractionpcsx2
2a8bae187f Merge pull request #811 from micove/GSdx_Debug
Rename Release/Debug SSE2 to Release/Debug.
2015-09-09 23:28:05 +01:00
Miguel A. Colón Vélez
26e2b4a5be Rename Release/Debug SSE2 to Release/Debug. 2015-09-08 23:17:07 -04:00
Jonathan Li
d8a7bfd438 gui: Adjust mainframe size and status bar position
There are a few odd things with Windows and the background logo.
1. The windows containing the logo is smaller than the logo.
2. The fitting algorithm doesn't work at 200% DPI.

Both make no sense, but can apparently be worked around.
2015-09-08 18:47:45 +01:00
Jonathan Li
bcc125ceb6 gui:windows: Implement image DPI scaling
This should reproduce the old non-DPI aware pre-wxWidgets 3.0 behaviour
for the main dialogs, except the font rendering should be better.

And add comments that I should have already added but didn't.
2015-09-08 18:47:44 +01:00
Jonathan Li
59ffed85ba gui: Fix image list scaling
The listbook images aren't rescaled unless the embedded icons are used.
Make sure all the images are correctly rescaled.
2015-09-08 18:27:48 +01:00
Jonathan Li
5cf94e5a15 gui: Allow screenshot icon to be themed.
The logo and all the other icons can apparently be themed (though
theming is a bit broken). Let's allow the camera screenshot to be
themed as well.
2015-09-08 18:27:48 +01:00
Jonathan Li
2263961d4d gui: Simplify and rework EmbeddedImage class
The wxImage Scale/Rescale methods with wxIMAGE_QUALITY_HIGH upsamples
and downsamples using the bicubic and box resampling methods
respectively, so let's just use that instead of the ResampleBox method,
which is undocumentated and probably shouldn't be used.

The Rescale function also modified the image when it was not supposed
to. Fix it, and rename it scale to avoid confusion with the wxWidgets
class.
2015-09-08 18:27:48 +01:00
Gregory Hainaut
ddc03cbccf gsdx: add a nice enum to replace the hardcoded convert shader 2015-09-08 16:51:24 +02:00
Gregory Hainaut
1ae0fed83b gsdx: fix a regression due to the shader renaming 2015-09-08 16:06:15 +02:00
Gregory Hainaut
81e056e79a gsdx: always enable the boost queue
ifdef was for VS2010

GSThread.h is useless. I keep it for the transactional queue implementation
2015-09-08 14:43:09 +02:00
Gregory Hainaut
3706cfe908 gsdx: always enable CXX11 mutex feature.
ifdef was only useful for VS2010
2015-09-08 14:34:17 +02:00
Gregory Hainaut
ca9b5ce11d gsdx-ogl: move depth conversion shader
Add 2 new shaders:
* ps_main12: cast a 16 bit depth to a RGB5A1 color
* ps_main16: cast a a RGB5A1 color to a 16 bit depth

Shader might be used in future commit as it seems Silent Hill uses this
kind of format.

Fix tab/indentation too
2015-09-08 12:41:05 +02:00
Gregory Hainaut
4eed4ca3a1 gsdx-debug: restore 16 bit dump format in the SW renderer
Actually dump both 32/16 bits (former for texture shuffle and later
for real 16 bits RT)
2015-09-08 12:41:05 +02:00
Jonathan Li
9d4a8688c1 Merge pull request #801 from turtleli/windows-left-list-icons
Have listbook icons (Emulation Settings, Plugin BIOS selector) on the left for all platforms.
Don't set minimum widths for Framelimiter and Frameskip panels.
2015-09-07 08:46:49 +01:00
Jonathan Li
1d2d8cd38b gui: Don't set min widths for Framelimiter/skip panels
It causes weird behaviour at higher DPIs.
2015-09-07 08:26:20 +01:00
Jonathan Li
5e9ba64db8 gui: Have listbook icons on left for all platforms
On Windows, this fixes the minimise/restore weird dialog bug on the
Emulation Settings and Plugin/BIOS selector dialogs. It also fixes a bug
at high DPI, where it becomes difficult to click on GUI elements at the
top of the dialog.

It also makes it easier for me to work on the Windows DPI stuff, I don't
have a 4k monitor.
2015-09-07 08:25:56 +01:00
Jonathan Li
ca0aeb8e62 Windows: Avoid lockup for RuntimeError exception
This is the same problem that the Plugin Open and BIOS load exceptions
had - The message box pops up, intercepts the hide event for GSFrame and
leaves you with no alternative but to terminate PCSX2 via the Task
Manager.

The same solution applies - Close the GSFrame first.
2015-09-06 20:36:19 +01:00
Jonathan Li
d87b34ab36 gui: Increase presets message width
This prevents clipping at 200% DPI on Windows.
2015-09-05 23:10:15 +01:00
Jonathan Li
e2f1bafeef gui:windows: Fix tooltip wrapping
wxWidgets 3.0 now wraps tooltips automatically on Windows, so the custom
tooltip wrapping functionality is no longer necessary.
2015-09-04 22:54:11 +01:00
Jonathan Li
31a505768d gui: Use SetSizerAndFit after dialogs are constructed.
It seems to fix the button UI problem for Linux wx3.0 builds.
2015-09-04 17:58:25 +01:00
Jonathan Li
9052930ebc Merge pull request #791 from turtleli/gsdx-gui-changes
Add tooltips to Windows GUI. Fixes #578.
Rearrange Window GSdx GUI a bit.
Reformat tooltip descriptions to be both Linux and Windows (un)friendly.
Add new tooltip descriptions.
2015-09-03 22:49:41 +01:00
Jonathan Li
2b6d44a043 gui: Fix Emulation Settings dialog, GS section
Expand "Disable Framelimiting" and "Synchronised MTGS". Fixes message
truncation on Linux, and Windows at higher DPI.

Don't use pxFitDigits on Spin Controls - the sizing algorithm fails
horribly on GTK3, which means you can't see anything.

And don't use a row of spacers - it causes a minor display issue with
GTK3.
2015-09-03 17:22:12 +01:00
Jonathan Li
288931ddc3 Merge pull request #781 from ssakash/patch-49
Fix Windows Lilypad local volume control GUI checkbox.
Make MicroVU E-bit delay slot warning a Dev warning.
Don't minimise GS Window if main window is minimised.
2015-09-02 21:51:04 +01:00
Akash
b5aceceef2 don't minimize GS window along with main window.
previously the GS window (rendering window) also gets minimized with the Main window (GUI) whenever it gets minimized. many users didn't like this behavior, hence make it so that GS window doesn't get minimized along with the main one.

The parent window pointer parameter is no longer needed, since the parent parameter at WX Frame has been replaced with Null which doesn't force minimize it due to no parent relationship.
2015-09-02 08:27:18 +05:30
Akash
8ebe03a89d MicroVU: use DevCon.Warning for E-bit delay slot.
The following E-bit delay slot warning initially used a console error message which has a sort of bright red which would cause users to provide a lot of attention towards to it, whereas it isn't much to be bothered since it doesn't cause any issues on the game according to refraction it was already dealt with on the code.

So, use a proper warning indicator instead of a error log message.
2015-09-02 08:27:15 +05:30
Jonathan Li
e5f045c375 gsdx: Add new tooltips and descriptions.
For Linux and Windows, add tooltip descriptions for AF, AA1, extra
rendering threads, Enable Shade Boost, FX Shader/External Shader, FXAA.

For Windows, also add Alpha Correction and Logarithmic Z tooltips.

For Linux, add software mipmap tooltip.

Thanks to tsunami2311, ssakash, gregory38 and whoever did the wiki for
helping with descriptions.
2015-09-01 19:25:28 +01:00
Jonathan Li
55adc7e728 gsdx: tooltip description formatting and minor fixes
The hack description box messages were replaced by tooltips on Windows,
so there is no need for the first line in the description to refer to
the hack anymore.

3-state checkboxes were also converted to comboboxes, so remove any
references to checkbox states.

Reformat the descriptions so it looks okay on both Windows and Linux.
Could be better, but I'm out of ideas.

Also fix a few typos and missing punctuation.
2015-09-01 19:25:27 +01:00
Jonathan Li
b687b106f1 gsdx: Removed unnecessary defines and functions
The changes to the Hacks dialog removes the need for these defines.

Also remove the swap_state function since it's now unused.
2015-09-01 19:25:26 +01:00
Jonathan Li
c72b4d6e8a gsdx:windows: Rework hacks dialog to use tooltips
Changes the three-state checkboxes to comboboxes.
Removes the hack description box.
Hides Alpha and Alpha Stencil when OpenGL is selected.
Rearranges the hacks dialog.
2015-09-01 19:25:26 +01:00
Jonathan Li
fcc8a941b0 gsdx:windows: Redo main dialog
This moves the hardware, non-renderer dependent options to the top and
makes the renderer options visible only when it affects the current
renderer.

The texture filtering checkbox has been changed to a combobox and now
uses the same description as Linux does.

Also changes the Title to GSdx Settings.
2015-09-01 19:25:25 +01:00
Jonathan Li
e6b9805167 gsdx:windows: Show tooltips on main dialog 2015-09-01 19:25:25 +01:00
Jonathan Li
48bba4d581 gsdx:windows: Add tooltip support
Tooltips will be usable for all Gsdx dialogs if required.
2015-09-01 19:25:24 +01:00
Jonathan Li
9929962d54 gui:windows: Scale settings dialog widths with DPI
Height is calculated automatically, so that's sort of ok. A lot more
fixes will be needed to fix the rest of the DPI stuff.
2015-09-01 18:25:19 +01:00
Jonathan Li
149b7fc347 gui: Fix Windows screenshot workaround comment.
It's an actual wx3.0 bug, not a bug in dialog construction.
2015-09-01 18:14:03 +01:00
Jonathan Li
cc1d50a06c gui:windows: Show tooltips for as long as possible.
It'll show for 32.767s. Windows unfortunately doesn't have an infinite
value, and also uses a signed 16-bit integer for the delay.
2015-09-01 18:14:03 +01:00
Miguel A. Colón Vélez
4a743ac2fb Remove Dependency and UAC info from the manifest file.
Visual Studio adds the dependency info automatically and /MANIFESTUAC
adds the UAC part.
2015-08-31 21:03:53 -04:00
micove
287672d3c1 Merge pull request #795 from micove/Recognize_Win8-10
Recognize Win 8, 8.1 and 10.
2015-08-27 08:36:10 -04:00
Miguel A. Colón Vélez
f29dd8b927 Fix Windows XP Home vs Pro detection.
VER_SUITE_PERSONAL is set for XP Home therefore the check was backwards.
2015-08-26 16:02:26 -04:00
Miguel A. Colón Vélez
45fc9603e3 Recognize Win 8, 8.1 and 10.
https://msdn.microsoft.com/en-us/library/windows/desktop/dn481241(v=vs.85).aspx
Windows 8.1 and 10 require a manifest file or they will be reported as
6.2 which is Windows 8.
.
Also add the information for Win 8, 8.1 and 10 in the WinMisc.cpp file.
2015-08-25 21:30:27 -04:00
micove
9e7a2bf1b9 Merge pull request #792 from micove/Update_Pthreads291
Update pthreads to 2.9.1
2015-08-25 13:59:02 -04:00
Gregory Hainaut
bdc8038e7e glsl: set a size to gl_ClipDistance array
The purpose is to avoid issue on MS-Intel driver without
a dedicated hack in the compilation.

Code doesn't use it so I suspect others implement to discard the
statement.
2015-08-25 18:58:39 +02:00
Gregory Hainaut
a1957a685d glsl: drop an useless min in FS
GPU will clamp color anyway. It reduces the number of instruction of 25% (4->3)
2015-08-25 18:58:39 +02:00
Miguel A. Colón Vélez
c97c4f878a Update pthreads project.
- Add x64
- Use static library
2015-08-25 09:53:00 -04:00
Miguel A. Colón Vélez
05500bf759 Add local pthread changes.
- Move the 3 public headers to a include directory.
  + pthreads ships a config.h therefore leaving them in the top dir
    pollutes the include path.
- Starting with VS2015, MS defines timespec. Declare to only have it
  if _MSC_VER >= 1900.
- On Linux pthread_t is an integer and you can easily do ==. On Windows
  pthread_t is a structure and ==/!= have to be overloaded or every use of
  those operator must be guaded with #ifdef's.
2015-08-25 09:51:16 -04:00
Miguel A. Colón Vélez
70aba9d3ff Update pthreads to 2.9.1
- It adds support for x64.
2015-08-25 09:00:12 -04:00
Jonathan Li
6b11497cdc Don't log errors when initially setting the default language
The PCSX2 log system isn't in place yet, so on Windows it's possible for
a language error message to pop up, which might cause alarm. Suppress
the error - it's harmless and it's done everywhere else for locales
(though perhaps the code should be reworked to avoid this).
2015-08-24 19:17:59 +01:00
Jonathan Li
995a09a2a6 gui: Use full dialog width for Enable Speedhacks text
The "Enable Speedhacks" description on the Emulation Settings dialog
now uses the entire dialog width instead of word wrapping at the
half-way point.
2015-08-24 15:43:48 +01:00
micove
94d8d3217c Merge pull request #767 from charliebruce/master
Improve nVidia Optimus and AMD PowerXpress compatibility
2015-08-24 08:15:20 -04:00
Charlie
37cfdf6fe2 Request the use of the high-performance graphics card on systems where
multiple graphics processors are available (nVidia Optimus, AMD Hybrid
Graphics).
2015-08-24 12:35:08 +01:00
Jonathan Li
48745a3bc5 Ignore "Do not show dialog again" checkbox when cancelled
It's undesirable to not be able to reboot or change plugin if you
checked the checkbox and then pressed Cancel.
2015-08-23 23:35:13 +01:00
Jonathan Li
3f39741d0a Remove do not show checkboxes from swap/reset dialogs
It didn't make any sense to have them there.
2015-08-23 23:35:12 +01:00
refractionpcsx2
1800770c94 Merge pull request #789 from AdmiralCurtiss/memcard-filter-dont-load-root-files
FolderMemoryCard: Don't load files in the root dir when filtering.
2015-08-23 19:10:04 +01:00
Jonathan Li
6f6a7b92e4 gsdx:windows: Move CRC box to main dialog
The CRC hack option is always used regardless of whether the HW Hack
checkbox is ticked. Move it to the main gsdx dialog and make it use the
same descriptions that are used in Linux.

And fix the accurate_blend_unit whitespace formatting.
2015-08-23 14:04:09 +01:00
micove
e65a223c91 Merge pull request #790 from micove/Update_3rdparty
Update some of the 3rd party libraries.
2015-08-23 08:31:49 -04:00
Miguel A. Colón Vélez
9565aaf469 Backport wx30 fix for VS2015.
This is commit f350babf36818ba805ab0b4510b6616aaf3063fc.
.
Reading "Please update wx/compiler.h to recognize this VC++ version" gets
old pretty quickly.
2015-08-22 10:30:11 -04:00
Admiral H. Curtiss
5ffc6e0558 FolderMemoryCard: Don't load files in the root dir when filtering.
No official game stores files there. You can easily check this by putting any file in the root dir and loading the PS2 BIOS, which will show it as corrupted data with an unknown filesize.
2015-08-22 16:27:29 +02:00
Miguel A. Colón Vélez
09c8a41294 Update SoundTouch to 1.9.0.
It claimed to be 1.7.1 but it had a mixture from various
versions. It was hard to update as everything in the top directory
so I used upstream's way to organize files. I renamed include to
soundtouch since I did not want to #ifdef that for windows.
.
Wavfile.h is a private header so I used the private path instead of
moving the file over. This changed 3 files in the plugin folder.
2015-08-22 10:16:27 -04:00
Gregory Hainaut
bfadd884c9 glsl: expand tab into space
The mix of the 2 was awful
2015-08-22 13:34:02 +02:00
Gregory Hainaut
a46c11b088 gsdx-ogl: delete various leftovers 2015-08-22 13:33:32 +02:00
Gregory Hainaut
7002ff3ec3 gsdx-ogl: move texture scale from vs_cb to fs_cb
It avoid useless update of the vs_cb.
2015-08-22 13:33:04 +02:00
Miguel A. Colón Vélez
9f2642a714 Update glext.h to the latest version. 2015-08-22 07:00:56 -04:00
Miguel A. Colón Vélez
3ef69c7fe9 Update zlib 1.2.7 to 1.2.8.
There were no local changes done to zlib.
.
The examples were added later and are from 1.2.8.
.
This syncs the library to the examples.
2015-08-22 06:27:07 -04:00
Gregory Hainaut
499206f0ea gsdx-ogl: disable advance rendering when drivers don't support it 2015-08-22 12:22:35 +02:00
Gregory Hainaut
d9cf326879 gsdx: windows requires a static cast 2015-08-22 12:22:35 +02:00
Miguel A. Colón Vélez
5761e475ee Update bzip from 1.0.4 to 1.0.6.
- Only adds 2 security fixes.
- Add the CHANGES file.
- Add local changes:
  + setmode to _setmode
  + fileno to _fileno
  + fdopen to _fdopen
- sudonim1 removed all trailing whitespaces in svn2897 so I ran:
find . -type f -name '*.c' -o -name '*.h' | xargs sed -i 's/[[:space:]]\+$//'
  This makes the delta of changes smaller.
2015-08-22 05:57:20 -04:00
micove
8223b09f60 Merge pull request #786 from Pistachioman/lilyxinput
Avoid potential header clash between DirectX' and lilypad's xinput.h
2015-08-22 05:14:49 -04:00
Pistachioman
a002e5ff0a Avoid potential header clash between DirectX' and lilypad's xinput.h 2015-08-21 16:44:21 +02:00
Jonathan Li
6e826d5193 Merge pull request #754 from ssakash/patch-45
gsdx: little changes on AF value behavior.
2015-08-21 11:29:49 +01:00
Akash
111653833f AF checkbox status depends on paltex.
according to some of the internal functions in GSDevice files, Anisotropic Filtering is only done when paltex is disabled. do the same on the GUI for user awareness.
2015-08-21 15:50:13 +05:30
Akash
3c9ca799a6 Remove anisotropic filtering checkbox value.
Removes the checkbox of Anisotropic filtering from the GSDX plugin settings, the checkbox was usually used to enable & disable the AF which is not necessary since there is an option in the drop down list for disabling AF.
the internal function value of "AnisotropicFiltering" has been replaced with "MaxAnisotropy" for detection.
the detection uses the function getconfig("MaxAnisotropy", value)  where value 0 means disabled and value is the default value when no value is set in the INI file.
2015-08-21 09:45:00 +05:30
Jonathan Li
55eebb5fd2 Fix cheats path and folder creation
For the install version on Linux, PCSX2 now searches for cheats in $HOME
instead of /usr. For the install version on Windows, PCSX2 now searches
for cheats in Documents/PCSX2 instead of the cheats directory where
PCSX2 is installed.

Also make a few small consistency changes.
2015-08-21 00:14:49 +01:00
refractionpcsx2
60a90aa51c GSdx-dx11: Another attempt at the nvidia hack, changing the viewport top left slightly also seems to alleviate the issue. Lets see how well this goes down.
At worst things will look zoomed out by like, a pixel :P
2015-08-20 23:45:26 +01:00
Gregory Hainaut
d2e4dac9ab Merge pull request #782 from PCSX2/gsdx-texture-format-v2split
Improve GSdx texturing
2015-08-21 00:42:56 +02:00
Jonathan Li
579507a6d1 Merge pull request #783 from jobermayr/master
Fixes wx2.8. Mkdir() doesn't allow const qualifier [-fpermissive]
2015-08-20 23:18:50 +01:00
Gregory Hainaut
37f9bcf9cb gsdx-ogl: reduce state change
* don't dirty aref when a fog color is uploaded
* only set clamp mode in clamp mode (region clamp is handled in shader)

v2: fix SSE2/3 compilation
2015-08-20 23:01:43 +02:00
Gregory Hainaut
c5a786ed2c gsdx-ogl: remove support WMS/T == 2 in hardware unit
I think behavior was wrong because only first texel coordinate was clamped.

Beside we can't interpolate if AEM isn't yet applied
2015-08-20 23:01:43 +02:00
Gregory Hainaut
53d1fdd8f1 glsl:debug: disable fst when testing texturing shader
Reduce clutter in ASM dump
2015-08-20 23:01:43 +02:00
Gregory Hainaut
78dd957717 gsdx-ogl: use normalized index coordinate for palette texture
In palette mode, 90% of texture accesses are done in 8 bits.
So let's keep this path as light as possible. It reduces GPU load.
2015-08-20 23:01:43 +02:00
Gregory Hainaut
42c08e6123 gsdx-debug: infinite replay for value > 90
Allow to use Nvidia debugger & give time to see the glitches
2015-08-20 23:01:20 +02:00
Johannes Obermayr
a0527fc53b Mkdir() doesn't allow const qualifier [-fpermissive]
Fixes: error: passing 'const wxFileName' as 'this' argument of 'bool wxFileName::Mkdir(int, int)' discards qualifiers [-fpermissive]
2015-08-20 22:35:20 +02:00
Akash
1039df5077 Fix Vista volume control on Lilypad. 2015-08-20 21:41:05 +05:30
refractionpcsx2
9f291a6666 Merge pull request #776 from micove/Fix_Bot
Windows: Fix bot
2015-08-19 23:47:02 +01:00
Miguel A. Colón Vélez
a5a510656f x86emitter requires the setup.h generated by wx.
Build wx30config before x86emitter.
2015-08-19 18:28:42 -04:00
refractionpcsx2
561fa8a95e GSdx-dx: Workaround for NVidia Win10 Issues, possibly? at least seems to fix it.. 2015-08-19 23:01:39 +01:00
Jonathan Li
70990002d8 debugger: Fix Assemble Opcode functionality
For some reason it was working in wx2.8 with a GetLabel(). Strange that.
2015-08-19 19:17:20 +01:00
avih
b55d6539b5 Merge pull request #773 from micove/Fixes_MSVS
Visual Studio: Fixes for Compilation
2015-08-19 10:59:35 -07:00
Miguel A. Colón Vélez
96df56ca8e VS2015: Fix Devel. 2015-08-19 13:31:56 -04:00
Miguel A. Colón Vélez
157565eaa0 Remove extra debug configurations from sln.
Removed
- Debug SSE2 (same as Debug)
- Debug SSSE3
- Debug SSE4
- Debug AVX
- Debug AVX2
- Release SSE2 (same as Release)
.
I also checked the x64 part and made sure no skips and
Debug/Devel/Release used the correct configurations.
.
GSdx can still be compiled with these debug flavors but requires
to manually select them.
2015-08-19 11:59:47 -04:00
Miguel A. Colón Vélez
fd78b7bbf8 ZeroGS: Add 61 missing symbols.
Apparently only Debug/Devel require
- comctl32.lib
- RpcRT4.lib
- pthreads.lib
2015-08-19 11:08:24 -04:00
Miguel A. Colón Vélez
6cddd04518 old_plugins: Remove unused configurations + more.
I went a bit of trigger happy since compiling so much is not fun. Changes:
Solution
- Remove all SSE2/SSSE3/SSSE4/AVX/AVX2 configurations. Not used.
- Remove wxAdv3.0 and x86emitter. Compiled but not used.
- Make sure Release compiles Release.
- Make sure Debug compiles Debug.
- Make sure Devel compiles Release or Devel.
- Make sure nothing get skipped.
- Do the last 4 for the x64 build.
.
CDVDolio
- Remove SSE2/SSSE3/SSSE4/AVX/AVX2 configurations. Not used.
- Remove props. Cruft.
- Remove _M_SSE from stdafx.h. Pointless and only reference to it.
xpad
- Remove SSE2/SSSE3/SSSE4/AVX/AVX2 configurations. Not used.
- Remove props. Cruft.
- No reference to _M_SSE.
.
Only GSdx uses _M_SSE.
2015-08-19 09:35:21 -04:00
Gregory Hainaut
03ee62971e Merge pull request #689 from micove/Update_gitignore
Update .gitignore file.
2015-08-19 14:10:15 +02:00
Miguel A. Colón Vélez
3193eb5106 Update .gitignore file.
- Remove *.mo. Not needed.
 - Add *.aps and delete USBqemu.aps.
 - Don't ignore asm files.
 - Ignore the cmake obj-i586-linux-gnu build folder in Linux.
 - Fix the regex pattern for /bin/pcsx2*
 - Don't ignore the changelog of libjpeg.
 - portaudio line not needed and ignored vcxproj/props/etc.
 - update to the new rcdefs.h location
 - Don't ignore pcsx2/gui/Resources/EmbeddedImage.h
 - Remove autogenerated file plugins/dev9ghzdrk/Win32/postBuild.cmd
 - Simplify lines using '**' or '*.exe'.
Remaining issues:
$ git status --ignored
Ignored files:
 plugins/CDVDiso/src/mkiso/mkiso.dsp
 plugins/CDVDiso/src/mkiso/mkiso.dsw
.
These can be deleted.
2015-08-19 07:45:02 -04:00
Miguel A. Colón Vélez
69b056e121 Devel: Don't mix Devel with Debug.
Devel uses /MD
Release uses /MD
Debug uses /MDd
.
Don't mix /MD with /MDd.
2015-08-19 07:11:49 -04:00
Miguel A. Colón Vélez
fd813a002c Lilypad: Fix compilation error in Debug target.
It could not find dxguid.lib since it was only available for Release.
.
This should go on a prop but that is a different PR.
.
I also fixed it for x64 while I'm at it.
2015-08-19 05:37:14 -04:00
Miguel A. Colón Vélez
b07608d438 Debug: Make sure everything builds using Debug.
Skipped: 45
Release to Debug: 6
2015-08-19 02:07:36 -04:00
Miguel A. Colón Vélez
683c003622 Add Debug target for CDVDnull.
It's the only one w/o it.
2015-08-19 01:38:36 -04:00
Miguel A. Colón Vélez
dab37e0fe2 MSVS: Compile all plugins. Missing 7. 2015-08-18 23:32:00 -04:00
Pistachioman
223eb44f19 Don't use ASIO in release builds of portaudio
Just like in Debug and Devel builds

Conflicts:
	pcsx2_suite_2013.sln
2015-08-18 23:21:14 -04:00
Avi Halachmi (:avih)
4dd53a732f .gitignore: add another auto-generated instance of rcdefs.h 2015-08-18 22:48:17 +03:00
Avi Halachmi (:avih)
fd7d05d003 cheats_ws: 1938 widescreen patches (176 new, 1 removed, 33 modified)
and 1729 patches remain identical.

Updated to Devina's latest archive (2015-08-18), with 3 WIP patches removed
(1771BFE4, C77AF2CA, DA3DD765).

See:
- http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=476028#pid476028
- http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=271674#pid271674
2015-08-18 22:00:41 +03:00
Gregory Hainaut
6b84a89b6a gsdx-ogl: remove old ati hack for point sampler
Was never used on openGL

In the future absolute coordinate will be use anyway
2015-08-18 19:09:45 +02:00
Gregory Hainaut
ed21d88735 gsdx-ogl: add support of Intel GPU on Windows
It requires at least an Ivy Bridge GPU.
2015-08-18 19:06:43 +02:00
refractionpcsx2
8539805691 Merge pull request #690 from micove/VS_universal_sln
VS Now uses a universal solutions file - VS 2012 and below dropped due to incompatibility with C++11
2015-08-18 11:40:53 +01:00
refractionpcsx2
a4f8c6d5b3 Merge pull request #770 from micove/Lintian_Fixes
Fix things found using lintian by micove. Grammatical changes only.
2015-08-18 10:19:37 +01:00
Gregory Hainaut
37661f3a86 gsdx-ogl: fix blending regression (VP2)
Negative factor must be disabled in negative accumulation "-Cs*As + Cd"
Shader must output Cs*As and blending unit will do the Cd - C subtraction
2015-08-18 09:14:11 +02:00
Miguel A. Colón Vélez
961e0b5d28 Remove wx2.8 from the 3rdparty folder. 2015-08-18 01:16:59 -04:00
Miguel A. Colón Vélez
5997e680d0 Remove unused vs2013 file. 2015-08-18 01:16:43 -04:00
Miguel A. Colón Vélez
a1de0614d7 Remove vs2012 files.
It does not support several things from C99/C++11 that are
used in the project.
2015-08-18 01:15:51 -04:00
Miguel A. Colón Vélez
f22bc63fee Disable 8,000+ warnings.
Someone can try renaming v,a,b,m,t but since they are
shadowed one mistakes can mess too much hence the warning.
2015-08-18 00:45:14 -04:00
Miguel A. Colón Vélez
51bd9fe40e Fix compilation errors of the old plugins.
- zerospu2: include stdint.h in Windows. (VC2012+)
- CDVDolio: Remove hash_map (not used, VC2015+)
- zerogs: Fix extern and link to utilities. (VC2012+)
- zzogl: Port windows part to wx30. (VC2012+)
2015-08-18 00:45:03 -04:00
Miguel A. Colón Vélez
a1e56518a5 Rename inside the files. 2015-08-18 00:44:49 -04:00
Miguel A. Colón Vélez
277217353e Rename files. 2015-08-18 00:44:35 -04:00
Miguel A. Colón Vélez
1fe5aceded Enable round-tripping.
- Remove ToolsVersion
- Use $(DefaultPlatformToolset)_xp until XP support is dropped.
Note: opencl had no XP support and was not enabled in VS2012.
2015-08-18 00:44:19 -04:00
Miguel A. Colón Vélez
f52988b93c Run devenv /upgrade
This ensures the solution can do round-tripping.
2015-08-18 00:44:02 -04:00
Miguel A. Colón Vélez
42d64b027e Add wx30 to old plugins.
- Remove wx28
- Add libpng since wx30 depends on it
- Add wx30 dependencies to ZZogl.
2015-08-18 00:43:50 -04:00
Miguel A. Colón Vélez
21c4e6caa6 Fix things found by lintian.
I: pcsx2: spelling-error-in-binary usr/lib/i386-linux-gnu/pcsx2/libGSdx-1.0.0.so allows to allows one to
I: pcsx2: spelling-error-in-binary usr/lib/i386-linux-gnu/pcsx2/libGSdx-1.0.0.so Allow to Allow one to
.
Apparently lintian checks grammar too (most common ones).
2015-08-17 22:00:07 -04:00
ramapcsx2
9e97742a95 Merge pull request #771 from AdmiralCurtiss/linux-compile-fix-memcard-wxtime
FolderMemoryCard: Fix Linux compile error.
2015-08-17 23:21:38 +02:00
Admiral H. Curtiss
b2831ac2fd FolderMemoryCard: Fix Linux compile error. 2015-08-17 23:10:29 +02:00
bositman
f9e6a02346 Merge pull request #757 from AdmiralCurtiss/folder-memcard-keep-files-open
FolderMemcard: Keep open handles on files.
2015-08-17 11:38:38 +03:00
Gregory Hainaut
260c12756a gsdx-ogl: accelerate Cd - Cs * Alpha in sw blending
It is similar as Cd + Cs * Alpha except the operator

It would help to emulate other color clipping case correctly in basic
mode at full speed
2015-08-16 18:12:34 +02:00
Jonathan Li
6580f4922f gsdx-ogl: correct fbmask conversion on texture shuffle
Fbmask is RGBA8 and must be converted to RGB5A1
=> bit 31 must be moved to bit 15

Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-08-16 14:06:10 +02:00
Gregory Hainaut
92dae56ff8 common: fix gcc warning
Macro is already declared in intrin header file
2015-08-16 14:04:30 +02:00
Gregory Hainaut
c32f1dfc23 gsdx-ogl: fix blend clear regression
Field selector are very dangerous to use.

Fix #764
2015-08-15 20:06:34 +02:00
Gregory Hainaut
0e3491bd58 gsdx-ogl: always do RW RT check
Jak uses it with triangle rendering.
2015-08-15 20:06:34 +02:00
Gregory Hainaut
c7b2f9d1d2 gsdx-ogl: setup fbo to always write to first buffer
GL_NONE was kind of useless because nothing was attached anyway
2015-08-15 20:06:34 +02:00
Gregory Hainaut
87f497af0a gsdx-ogl: remove an useless variable 2015-08-15 20:06:34 +02:00
Gregory Hainaut
2e9ff045e1 gsdx-ogl: try another implementation for uniform buffer
It is slower but keep it for a bindless trial
2015-08-15 20:06:34 +02:00
Gregory Hainaut
3145031c05 gsdx-ogl: add glBindBufferRange function pointer 2015-08-15 20:06:34 +02:00
refractionpcsx2
9c7d4171e8 mVU: Tweak the flag hack again so it plays nice with Bloody Roar (and any other which started experiencing issues).
- Now makes sure the previous 4 calculations are taken.
2015-08-15 12:54:40 +01:00
Gregory Hainaut
f9fe2ee2d4 Merge pull request #765 from turtleli/gsdx-minor-gui-fixes
Gsdx: Linux tooltip and label fixes, Wild Arms hack description fix and cleanup
2015-08-15 12:07:50 +02:00
Jonathan Li
63c26c45ec gsdx: Clean up Wild Arms hack cruft
The Wild Arms Offset hack can only be on or off. There is no third
state. Convert the three-state checkbox into a two-state checkbox, fix
the description and remove a leftover.
2015-08-15 10:54:03 +01:00
Jonathan Li
1915bf1a61 gsdx:linux: Fix tooltip and clarify/fix 2 labels
Half-pixel offset option now uses the correct tooltip.
Offset Hack -> Half-pixel Offset Hack
Wild arm Hack -> Wild Arms Hack
2015-08-15 09:53:48 +01:00
Gregory Hainaut
87dcb9336f gsdx-ogl: don't bind the 0 texture to be compatible with the Nvidia debugger 2015-08-13 09:57:51 +02:00
Gregory Hainaut
84744d429e gsdx: allow to test glsl shader without replayer
This way users can test it too.
2015-08-13 08:48:05 +02:00
Gregory Hainaut
2f9d5334ee gsdx:EGL: prefer EGL over GLX + add some error messages 2015-08-13 08:48:05 +02:00
Gregory Hainaut
84e6fb45e8 gsdx-replayer:linux: allow to use env variable as default parameter
GSDUMP_SO <= the so plugin
GSDUMP_CONF <= the dir that contains the ini
2015-08-13 08:48:05 +02:00
Gregory Hainaut
52e12baca2 pcsx2: fix gcc warning: may be used uninitialized 2015-08-13 08:48:05 +02:00
refractionpcsx2
3415da216f Whoops, too many clamps 2015-08-12 22:33:35 +01:00
refractionpcsx2
6664936529 microVU/COP2: Add clamping to solve hangs on Superman - Shadow Of Apokolips 2015-08-12 22:31:05 +01:00
Gregory Hainaut
6046d6c417 Merge pull request #749 from PCSX2/gsdx-micro-optimization
Gsdx micro optimization
2015-08-12 08:54:36 +02:00
refractionpcsx2
68de5228a8 GIF Unit: Stop multiple fires of FINISH IRQ's
- Fixes Indiecar Series 2005.
- Savestate bump was required, sorry, not sorry :P
2015-08-12 02:16:23 +01:00
Admiral H. Curtiss
7a388c73c5 FolderMemoryCard: Correctly write the internal memory card file creation/modification timestamps to the host file system's file attributes. 2015-08-11 02:41:42 +02:00
Admiral H. Curtiss
cb01523677 FolderMemoryCard: Fix the metadata writing problem that was introduced in 30eb292b48. 2015-08-11 02:11:41 +02:00
Admiral H. Curtiss
879d0c601f FolderMemoryCard: Keep handles to all accessed files while a memory card is open. This prevents users from modifying card contents while the emulator is running. 2015-08-11 02:11:39 +02:00
Admiral H. Curtiss
30eb292b48 FolderMemoryCard: Remove the Mode parameter for opening files, just always open in r+b so we can both read and write with the same handle.
This breaks metadata writes when a file is read before it's written.
2015-08-11 01:05:03 +02:00
Gregory Hainaut
98c74879bf Merge pull request #718 from PCSX2/depth-color-direct-write
Depth color direct write
2015-08-10 15:50:48 +02:00
bositman
1e4bc7dc18 Merge pull request #746 from willkuer/master
Replace background image by a compatible version that doesn't produce a warning message in png-lib
2015-08-10 12:05:20 +03:00
refractionpcsx2
2798cadb78 Merge pull request #755 from turtleli/rename-math-h
Rename common/include/Utilities/Math.h to common/include/Utilities/MathUtils.h
2015-08-10 09:22:01 +01:00
Gregory Hainaut
67c3587c0b cmake: fatal error if miss dependencies in package mode
+ don't install lilypad in package mode (not ready for distribution)
2015-08-10 08:49:55 +02:00
Gregory Hainaut
0663501d6f gsdx-linux: disable perf monitor on release build
Code is rather slow on linux. Expect a 5-10% perf increase
2015-08-10 08:35:16 +02:00
Jonathan Li
0a0008cf97 Rename Utilities/Math.h to Utilities/MathUtils.h
Math.h conflicts with <math.h> on Visual Studio and causes the utilities
project to fail. Rename it to MathUtils.h instead.
2015-08-09 22:41:18 +01:00
refractionpcsx2
76d84bf6a5 Merge pull request #753 from micove/Fix_Revert
Fix the messy revert.
2015-08-09 15:35:29 +01:00
Miguel A. Colón Vélez
1cb47f3c80 Fix the messy revert.
Because someone had to do it.
2015-08-09 10:01:56 -04:00
Gregory Hainaut
9f92f63194 gsdx-ogl: Use GetAlphaMinMax to limit the scope of FULL accurate blending
Provide a massive speed up in this level.
2015-08-09 13:44:31 +02:00
Gregory Hainaut
61694013a5 gsdx-ogl: compact blending parameter structure
Save 656B of data. It is good for the cache.
2015-08-09 13:44:30 +02:00
Gregory Hainaut
df3ade896b gsdx-ogl: use integer for blend factor
Integer argument&comparison might be lighter

V2: Forget to change one OMSetBlendState call
2015-08-09 13:44:05 +02:00
Gregory Hainaut
68379802cd Merge pull request #751 from micove/Debug_FLAGS
Linux: Don't use O2 in the Debug Build.
2015-08-09 12:39:03 +02:00
Miguel A. Colón Vélez
ddc9c394a2 Don't use O2 in the Debug Build. 2015-08-08 22:10:40 -04:00
Gregory Hainaut
0e783f0003 Merge pull request #750 from nE0sIghT/feature/deoptimize
Use global compiler optimization flags instead of defining them for every plugin/binary
2015-08-08 16:42:12 +02:00
nE0sIghT
e1272dc2f9 Use global compiler optimization flags instead of defining them for every plugin/binary 2015-08-08 16:25:17 +03:00
bositman
ca22c1bdae Merge pull request #747 from micove/Portaudio_Unicode
Windows: PortAudio Unicode - Fixes error when booting a game and using SPU2-X portaudio on UTF8 windows locales
2015-08-08 12:17:25 +03:00
Gregory Hainaut
bf7ae3a53e Merge pull request #744 from micove/Cmake_Options
Linux: Add Cmake Options
2015-08-08 09:37:53 +02:00
Gregory Hainaut
5b57405517 gsdx-ogl: blend management cleanup
* reorder the blend function
* remove OM bsel object
* add a bit to support pabe (miss the glsl part)
2015-08-08 09:18:09 +02:00
Gregory Hainaut
4d12410707 gsdx-ogl: latch constant buffer in rendering object
* Initialization of the object is done once
* Avoid to reupload it when an useless parameter toggle
 => -10% of UBO update
2015-08-08 09:18:09 +02:00
Gregory Hainaut
bd0de8fbaf glsl: (colclip) HDR doesn't need wrapping neither clamping
Might save a couple of instruction in the PS
2015-08-08 09:18:09 +02:00
Gregory Hainaut
8a4c0e9782 cmake: drop extra alignment on GSdx
It requires extensive tests
2015-08-08 09:18:09 +02:00
Gregory Hainaut
1557f82b11 gsdx:clut: comment old unused clut code 2015-08-08 09:17:21 +02:00
Gregory Hainaut
d822b6bd1a gsdx-ogl: add some comments for the future 2015-08-08 09:17:06 +02:00
Gregory Hainaut
b17803bb34 gsdx-ogl: wipeout of GL_ARB_bindless_texture
Code is completely broken. It doesn't help to improve speed.

Remove 200 lines ;)
2015-08-08 09:16:49 +02:00
Gregory Hainaut
99d81868fc cmake: use -ggdb instead of -g
Enable all gdb extensions for debug
2015-08-08 09:16:20 +02:00
Gregory Hainaut
b3919fde95 gsdx-linux: remove an old delay that pollute my benchmark mode
Also add a glFinish to ensure rendering is done
2015-08-08 09:16:13 +02:00
Miguel A. Colón Vélez
0e533e1630 Fix Unicode issues in SPU2-X with PortAudio. 2015-08-07 15:51:54 -04:00
Miguel A. Colón Vélez
2c4cda1e0a Use Unicode in portaudio. 2015-08-07 14:28:02 -04:00
willkuer
26226e2094 replace background image by a compatible version that doesn't produce a warning message in png-lib 2015-08-07 17:57:55 +02:00
Miguel A. Colón Vélez
44bb093438 Run update_svnrevision.sh. 2015-08-07 06:06:36 -04:00
Miguel A. Colón Vélez
5a860d87c7 Merge back the local changes. 2015-08-07 05:57:35 -04:00
Miguel A. Colón Vélez
c17667971c Update portaudio to svn1954. 2015-08-07 05:53:01 -04:00
Miguel A. Colón Vélez
0d344605e1 Use glibc for strcmp and memcmp.
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=43052
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=59048
.
The bug is 5+ years old with no fix in sight.
Mesa did some test that showed 50% improvement and enabled it by default.
http://lists.freedesktop.org/archives/mesa-dev/2011-June/009078.html
.
It could also be coded but glibc version has mmx, sse2, and sse4 support.
2015-08-07 05:04:19 -04:00
Miguel A. Colón Vélez
1db74162e6 Update the gcc version requirements.
It no longer builds with 4.6 and 4.7 since it requires features from 4.8.
Start using c++11 since we no longer support 4.5 & 4.6.
2015-08-07 05:03:37 -04:00
Miguel A. Colón Vélez
8a87981d94 Add options to not install optional files. 2015-08-07 02:39:39 -04:00
gabest11
d826d925db gsdx: eliminated a few bugs in the texture size changer algorithm 2015-08-07 02:08:29 +02:00
Gregory Hainaut
241367ec5c Merge pull request #742 from turtleli/gsdx-linux-fix-missing-symbol
gsdx:linux: Add GSDrawingContext.cpp to CMakeLists.txt
2015-08-06 19:54:13 +02:00
Gregory Hainaut
7bb506c5bb Merge pull request #739 from Asmodean-/master
GSdx: Post-processing updates
2015-08-06 19:53:03 +02:00
Jonathan Li
c09501ad9a gsdx:linux: Add GSDrawingContext.cpp to CMakeLists.txt
Fixes the missing symbol error.
2015-08-06 18:17:28 +01:00
avih
68a89bbac8 Merge pull request #741 from turtleli/wx3-regression-fixes
wxWidgets 3.0 fixes
2015-08-05 16:04:12 -07:00
Jonathan Li
cecdc64f51 Fix dialog screenshot function on Windows
wxWidgets 3.0 seems to have a different default device context alpha
channel handling on Windows, which makes the screenshot function
unusable.

As a incomplete fix, remove the alpha channel information from the final
image on Windows. Screenshots degrade slightly.
2015-08-05 22:59:00 +01:00
Jonathan Li
c62cbbfa97 Make GS Frame Panel black
People prefer it that way and it's an easy enough fix.
2015-08-05 22:59:00 +01:00
Jonathan Li
2ea51dd594 Fix wxCore30's rcdefs.h pathname
Visual Studio flags wxCore30 as being out of date because it can't find
the rcdefs.h header file. Use the arch dependent pathname so it is
located correctly.
2015-08-05 22:59:00 +01:00
Jonathan Li
fb14f81f64 Show full descriptions for Speedhacks checkboxes
The "Other Hacks" and "microVU Hacks" checkbox descriptions are
truncated in both Windows and Linux. Use sizer flags so the descriptions
show up properly.
2015-08-05 22:59:00 +01:00
Jonathan Li
02077821d4 Simplify and fix EE and VU slider behaviour
The custom scroll event handler increments/decrements the slider value
by one when a click event is detected. It also propagates the event to
the wxWidgets3.0 built in slider scroll event handler, which repeats the
same action. This causes the slider to add/subtract 2 whenever it is
clicked on Windows.

Remove the custom function.
2015-08-05 22:59:00 +01:00
Avi Halachmi (:avih)
d38d046f7a gui: EE and VU panels: restore defaults programatically
The code was restoring the defaults with hardcoded values. This patch
restores the values however they're defined as defaults for AppConfig.

The code still uses hardcode values to set the highlights (bold) of the
default radio button text - using SetDefaultItem.

Note that other than these two panels, the speedhacks panel is the only other
which has a restore-defaults button, and it already does so programatically.

It's probably not worth trying to unify these three restore-defaults button
into a single system.
2015-08-06 00:38:13 +03:00
Avi Halachmi (:avih)
adf01ec668 gui: EE panel: fix restore-default to also restore EE-cache
The EE/VU config panels use hardcoded values to restore defaults, and
this patch does the same for the EE-cache checkbox.

This fixes GH #737
2015-08-06 00:38:13 +03:00
Gregory Hainaut
39ce8835f7 gsdx:linux: use unordered hash
It seems a bit faster on 'perf' tool
2015-08-05 22:55:12 +02:00
Gregory Hainaut
921b22ac31 gsdx-ogl: drop useless parameter of OMSetDepthStencilState 2015-08-05 22:55:12 +02:00
Gregory Hainaut
b7e16b5989 gsdx-ogl: clean the blending management
Intially GSBlendStateOGL was an alias of the m_blendMapD3D9 array

The object was replaced by an index in the array. Save 2k of memory duplication.
And too much useless code.

v2: push/pop blending state in DATE stuff
v3: remove m_state which is useless now
2015-08-05 22:55:12 +02:00
Gregory Hainaut
717f0fcb4d gsdx-ogl: optimize fbmask setup 2015-08-05 22:55:12 +02:00
gabest11
49b3acea72 gsdx: texture size reduction in sw mode, fixes Stolen, less memory usage in general. 2015-08-05 19:11:41 +02:00
Gregory Hainaut
73e2ff6ff6 gsdx-ogl: change PrimitiveOverlap algo from O(n^2) to O(n)
+ only enable this optimization when it is useful (date or sw blending)

Less impact on the perf even for big vertex array
2015-08-05 17:59:55 +02:00
Kieran Hanrahan
a1a5b25b91 Update GSdx.fx
Update to 2.3 & resolve OGL.
2015-08-05 16:34:40 +01:00
Kieran Hanrahan
3a14a63b0f Update GSdx_FX_Settings.ini
Update to 2.3 and resolve OGL.
2015-08-05 16:33:51 +01:00
Miguel A. Colón Vélez
6462393aaf Introduce end-of-line normalization
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-08-04 23:52:48 +02:00
Miguel A. Colón Vélez
a42a236961 Gsdx: Move the stdext namespace declaration.
This will eventually lead to
error C2871: 'stdext' : a namespace with this name does not exist.
might as well fix it now.
2015-08-04 22:16:15 +02:00
Miguel A. Colón Vélez
30c6389ed9 VS2015: Fix compilation
Error   C2338   The C++ Standard forbids containers of const elements
because allocator<const T> is ill-formed. (compiling source file GS.cpp)
2015-08-04 22:16:04 +02:00
Miguel A. Colón Vélez
d45676b478 Merge local changes to xbyak 4.84 2015-08-04 22:15:52 +02:00
Miguel A. Colón Vélez
41094ac22e Update from xbyak 4.00 to 4.84. 2015-08-04 22:15:46 +02:00
Miguel A. Colón Vélez
e20768d257 VS2015: Fix w32pthreads and xpad 2015-08-04 22:15:36 +02:00
Gregory Hainaut
9d1674db99 gsdx-gui: remove useless linux ifdef 2015-08-04 22:08:55 +02:00
Gregory Hainaut
36554c3375 Merge branch 'hdr-colclip-32bits' 2015-08-04 21:55:40 +02:00
Gregory Hainaut
45bb27d6db gsdx-ogl: extend HDR colclip to 32 bits texture
Unfortunately 16 bits wasn't enough for Castlevania.
2015-08-04 21:54:27 +02:00
Gregory Hainaut
c6ff7531fb gsdx-ogl: performance boost on virtuafighter 2015-08-04 21:26:03 +02:00
Gregory Hainaut
d80aa0b0bd gsdx-ogl: remove 2 printfs
GL_INS is a better tracing solution
2015-08-04 20:47:02 +02:00
Gregory Hainaut
744f9ebc09 gsdx-ogl: rare corner case when both texture shuffle and date are enabled
In texture shuffle mode the texture data is either RG or BA. It means
that DATE must either checks MSB of G or A.

Close #693
2015-08-04 20:10:44 +02:00
Gregory Hainaut
6cb0443227 gsdx: disable depth rendering if rt == depth
I used to disable the RT but it doesn't work well with 50cents. It seems
texture writes weren't propagated correctly to the depth buffer. Besides
the game write an alpha value whereas depth is 24 bits only...
2015-08-04 19:39:29 +02:00
Gregory Hainaut
3784ea768f gsdx: check null pointer when doing a texture clear 2015-08-04 19:26:17 +02:00
gabest11
42f51591df gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet 2015-08-04 13:27:08 +02:00
gabest11
d631030608 gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd. 2015-08-04 03:36:42 +02:00
Gregory Hainaut
762930516a Merge branch 'JasonBrownDeveloper-master' 2015-08-03 19:37:12 +02:00
Maxxus
c0f85de17f onepad: Minimum code needed to get Dualshock 3 working on recent linux and evdev releases.
Commit message edited by Gregory.
Comment below from Jonathan Li

On my system, /dev/input/event13 (evdev interface) and /dev/input/js0 (joystick interface) correspond to the DS3 on my system. User/group ownership are both root.

With /dev/input/event13 at 0640 and /dev/input/js0 at 0644 - SDL2 detects no pad, SDL1 detects a 19 button, 27 axis pad

With /dev/input/event13 at 0666 and /dev/input/js0 at 0644 - Both SDL1 and SDL2 report a 19 button, 4 axis pad.

SDL2 only uses the evdev interface, SDL1 uses the evdev interface but if that fails, it uses the joystick interface.
2015-08-03 19:34:08 +02:00
gabest11
e010004f1f gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls. 2015-08-03 14:35:47 +02:00
gabest11
85117ecbdd gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine. 2015-08-03 11:27:14 +02:00
Gregory Hainaut
6e1cd077a9 gsdx-debug: push ubo in a group 2015-08-03 08:46:25 +02:00
Gregory Hainaut
e972f4f4dd gsdx-ogl: extend device to support an offset for normal draw 2015-08-02 21:30:19 +02:00
Gregory Hainaut
cabd7409e5 gsdx-ogl: don't validate the pipeline
Too noisy in debugger trace. Never catch any errors anyway.
2015-08-02 21:30:19 +02:00
Gregory Hainaut
59cdf77784 gsdx-ogl: create a new function to set the blending state 2015-08-02 21:30:19 +02:00
Gregory Hainaut
1da611fb75 gsdx-ogl: clean PS selector 2015-08-02 21:30:19 +02:00
gabest11
542dd33169 Merge branch 'master' of https://github.com/pcsx2/pcsx2 2015-08-02 20:27:33 +02:00
gabest11
a1a842b07f gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode 2015-08-02 20:21:49 +02:00
Gregory Hainaut
8424c18e9f Merge pull request #688 from PCSX2/hdr-colclip
Hdr colclip
2015-08-02 18:13:28 +02:00
Gregory Hainaut
1f402b1b56 gsdx-ogl: fix bad detection of overlapping
avoid rendering corruption with SW blending
2015-08-01 13:29:25 +02:00
Gregory Hainaut
ec007ac8d0 gsdx-ogl: support accurate blending without geometry shader
For the Mesa driver
2015-08-01 13:26:15 +02:00
Gregory Hainaut
4a3c145c72 gsdx-ogl: depth support: better support of 16 bits z buffer
Fix issue in socom2
2015-08-01 01:28:41 +02:00
Gregory Hainaut
eb0fa8c7dc gsdx-ogl: fix bad detection of overlapping
avoid rendering corruption with SW blending
2015-08-01 01:27:22 +02:00
Gregory Hainaut
8452d2ccfe gsdx-ogl: fbmask regression! don't use bit operation with integer 2015-07-31 21:10:58 +02:00
Gregory Hainaut
fff59f547d gsdx-ogl: fbmask regression! don't use bit operation with integer 2015-07-31 19:43:06 +02:00
refractionpcsx2
0c86dd5763 Merge pull request #687 from AdmiralCurtiss/memcard-type-detection-fix
Auto-detect memory card types instead of trusting the config ini.
2015-07-31 09:56:31 +01:00
Gregory Hainaut
a0edcb58af gsdx-ogl: extend cclip blending level with destination alpha blending
The purpose is to emulate correctly destination alpha factor

An alpha channel of 128 is 1.0 in the GS but only ~0.5 in the GPU

I think few draw call use destination alpha so impact on perf must remains small.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
97b38d9e1b gsdx-ogl: directly set impossible mode in the blending table
Avoid to hack it in the creation

Allow in the future to reuse the table directly instead of converting
in a blend object
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8554f32086 gsdx-ogl: clean the blend table
Remove old shader define
Prefix macro with BLEND_
Add some notes to explain the special symbol
2015-07-31 09:45:28 +02:00
Gregory Hainaut
cfd0fd6cc8 gsdx-ogl: remove old colclip algo 2015-07-31 09:45:28 +02:00
Gregory Hainaut
93c47feb7c gsdx-ogl: replace old colclip algo with the HDR algo
Similar speed but more accurate

Allow to clean the code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
83f874db93 gsdx-ogl: remove bsel.ps
Just clear bsel.abe to disable blending
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25298c70f7 gsdx-ogl: move blending management into a separate function 2015-07-31 09:45:28 +02:00
Gregory Hainaut
25bd5f5e85 gsdx-ogl: request texture barrier to emulate accurate date
Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
2901e94ebc gsdx-ogl: always bind the RT as input texture
To avoid code duplication
2015-07-31 09:45:28 +02:00
Gregory Hainaut
1fe3e04ce3 gsdx-ogl: don't alias m_env/m_context variable
It is cumbersome to move code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8f27a5a92b gsdx-ogl: only enable fast accurate colclip in level3
Until we drop the old method
2015-07-31 09:45:05 +02:00
refractionpcsx2
a346ce7640 Vif: Assume weird numbers with interrupts in NOPs are okay in when transferring the DMA tag. Stops Tarzan hanging without killing Onimuisha Blade Warriors 2015-07-31 01:09:11 +01:00
Admiral H. Curtiss
1f6a1241f4 Remove memory card type from config ini.
No longer necessary with the auto-detect.
2015-07-31 01:12:46 +02:00
Admiral H. Curtiss
9efb8a341d MemoryCard: Auto-detect memory card type.
Should fix the issue discussed here:
http://forums.pcsx2.net/Thread-Memory-cards-not-showing
2015-07-31 01:06:31 +02:00
refractionpcsx2
71180504e9 GameDB: Add XGKick hack to gamedb for World Rally Championship 3 2015-07-30 19:42:09 +01:00
refractionpcsx2
def2d3f19b GameDB: Added more gamefix patches by Prafull 2015-07-30 19:40:06 +01:00
Gregory Hainaut
83dfc6b633 gsdx-ogl: clean a bit selector code
Use countof macro (avoid to duplicate the size)
Fix the size of array
Remove useless alpha_stencil case
2015-07-30 18:36:05 +02:00
Gregory Hainaut
e026f1bac6 gsdx-ogl: implement a fast accurate colclip algo
The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo

v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
  fps@4x)
2015-07-30 18:34:52 +02:00
Gregory Hainaut
aa8f5848d1 gsdx-ogl: always issue a barrier when requested
Safer this way
2015-07-30 18:24:36 +02:00
refractionpcsx2
28fbae4791 gsdx-gui: Tidy up GUI options 2015-07-30 18:24:32 +02:00
Gregory Hainaut
88bd0996f5 gsdx-ogl: only print same tex/rt message when prims overlaps
Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Akash
350e373e3f gsdx-gui: Remove Aggressive CRC hack.
The option is pretty much useless, CRC hack level controls the usage of hacks already.
2015-07-30 18:24:28 +02:00
Akash
68833e10d1 gsdx-gui: Accurate blending unit for Windows.
The following patch merges all the Accurate options related to the blending unit into a single one.
2015-07-30 18:24:19 +02:00
Gregory Hainaut
d191ae4aba glsl: use rounding in convert 4 shader
It will avoid texture rouding error with negative number
2015-07-30 18:22:59 +02:00
Gregory Hainaut
7b9fa8fbe5 gsdx-ogl: add an assertion that will save me 2015-07-30 18:22:59 +02:00
Gregory Hainaut
46a1525668 gsdx-ogl: support various texture format creation
Such as GL_RGBA32F/GL_RGBA16F/GL_RGBA16UI/GL_RGBA16I/GL_RGBA16

Not yet used
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ee9edb0b19 gsdx-ogl: create a copy rect with conversion function
Previous CopyRect function does a memcopy without conversion.

This function will allow to use different format for input/output. Just a
possibility for the future
2015-07-30 18:22:59 +02:00
Gregory Hainaut
ae8df002af gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.

This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function

It is preliminary work to support fast color clipping with HDR

v2: fix assertion compilation failure

v3: fix regression in not accurate mode

v3: Cs * As/Af is not an accumulation

Those cases don't need the Cd addition and were already optimized anyway

Fix a regression on GoW2
2015-07-30 18:22:59 +02:00
Gregory Hainaut
12fdc37599 gsdx-ogl: reorganize blending in the renderer
Do DATE algo selection before blending. This way we can detect bad
interaction.

Regroup all blending/colclip in a single block.  Avoid to check abe &&
rt multiple times.

v2: only enable sw blending when abe is true
2015-07-30 18:21:01 +02:00
Gregory Hainaut
caadc73e1b gsdx-ogl: add a new level for accurate blending
The updated medium level will run for all sprites. It helps sotc blooming effect and it remains
fast enough to be enabled by default (at least on 3D games)
The new high level will run for all sprites + color clipping
2015-07-30 18:21:01 +02:00
Gregory Hainaut
95c374bbcc glsl: Round 0.95+ to 1 for texel colors
It improves SotC blooming. Suikoden seems to be fine too.
2015-07-30 18:21:01 +02:00
Gregory Hainaut
01a1b1a5e6 gsdx-ogl: add the code to handle point and line in SW blending 2015-07-30 18:21:01 +02:00
Gregory Hainaut
a85894e159 gsdx-ogl: move texture shuffle and fbmask into a dedicated function
DrawPrims is really too big now
2015-07-30 18:21:01 +02:00
Gregory Hainaut
b632b2a478 gsdx-linux: add a new combo box to select the blend accuracy level 2015-07-30 18:21:00 +02:00
Gregory Hainaut
5c1b8986c6 gsdx-ogl: use SW blending when no barrier is required
Speed penality is small (only GPU) but it is more accurate
2015-07-30 18:21:00 +02:00
Gregory Hainaut
8c8fe633a5 gsdx-ogl: merge 3 accurate* option into a nice combobox
It is much easier to configure this way
2015-07-30 18:21:00 +02:00
Gregory Hainaut
8da63cf95a gsdx-ogl: try to enable sw blending for sprite rendering
The idea is that sprites are often use for post-processing effect (ofc except 2D games)

Most of the time post-processing supports SW blending with a small speed penality. SW
blending is more accurate so it is better to use it.
2015-07-30 18:21:00 +02:00
Gregory Hainaut
f4e881ad30 gsdx: always set texture shuffle flag
Avoid bad effects in 16 bits RT games
2015-07-30 09:15:04 +02:00
Gregory Hainaut
7aa36133de Merge pull request #657 from turtleli/wxwidgets3_switch
Windows: switch to wxWidgets 3.0
2015-07-29 14:16:02 +02:00
Gregory Hainaut
5c58bd2092 Merge pull request #682 from micove/Add_disable-build-date
Linux: Add DISABLE_BUILD_DATE and misc fixes
2015-07-29 11:45:32 +02:00
bositman
2af021129f Merge pull request #681 from Pistachioman/lilyext
Add default extension to lilypad's save/load config dialog - Prevents saving a file with no extension
2015-07-28 15:56:52 +03:00
Miguel A. Colón Vélez
2c05426db1 Only check for EGL if using EGL_API.
Missed this one.
2015-07-27 19:19:47 -04:00
Miguel A. Colón Vélez
41cc153bff Only check for the needed dependencies.
Helpful for dropping dependencies package dependencies.
- Git only needed if there is a .git folder
- bzip2 only needed by CDVDiso
- CG/GLEW was for zerogs and ZZogl
- jpeg was for ZZogl
.
I also added that EGL_API is also for GSdx in option comment.
2015-07-27 18:54:04 -04:00
Pistachioman
c6c7d99fd2 Add default extension to lilypad's save/load config dialog 2015-07-27 20:30:50 +02:00
Miguel A. Colón Vélez
e4ab71abf3 Add authors comment that suggest public-domain license.
Sourceforge was dead for more than a week therefore add the license
information. I could not find the original TGM source (dead link) so I'm not
even sure if this still applies or if the glsl was totally rewritten. None
of the glsl files have a copyright header so it's hard to tell.
2015-07-27 14:21:29 -04:00
Miguel A. Colón Vélez
6f681743ca Use set -e in the body of the script.
The script passes -e to the shell on the #! line rather than using set -e in
the body of the script. This is fine for normal operation, but if the script
is run by hand with sh /path/to/script (common in debugging), -e will not be
in effect. It's therefore better to use set -e in the body of the script.
2015-07-27 14:13:03 -04:00
Miguel A. Colón Vélez
83a4b37bcf Add an option to disable the inclusion of the build date.
Debian has a goal to make reproducible builds therefore make it an
option instead of distro specific.
.
I added an "OR openSusE" to not "break" the old openSUSE behavior but ideally
they should just use -DDISABLE_BUILD_DATE=TRUE instead.
.
The old -DopenSUSE is not used for anything else so I removed it.
2015-07-27 14:00:47 -04:00
ramapcsx2
000e11e270 Merge pull request #678 from Leucos8/master
Italian translation update
2015-07-27 11:35:13 +02:00
Leucos
14534fbcf8 Italian translation update
Added memory card conversion related strings.
Minor style changes.
2015-07-26 22:10:35 +02:00
avih
07648d9ea6 Merge pull request #675 from turtleli/fix-ctrl-and-shift-detection
windows: Fix detection of Ctrl and Shift key presses
2015-07-26 05:02:48 -07:00
Jonathan Li
83076af25a windows: Fix detection of Ctrl and Shift key presses
Credit for this fix goes to @poodle111

Commit 760de9915b broke the detection of
Ctrl and Shift key presses since it misses the VK_CONTROL and VK_SHIFT
virtual keys.
2015-07-26 12:31:17 +01:00
Gregory Hainaut
f2c77ffa08 gsdx:tc: detect texture shuffle in previous frame
GoW2 uses the effect at the start of a new frame and therefore need the
state of the previous frame. (Note 1 issue remains)

Ricky need to be tested.
2015-07-26 10:14:07 +02:00
Jonathan Li
f5f3bc4e60 wxWidgets3.0: Always include correct manifest
If pcsx2 is compiled for 32-bits and then compiled for 64-bits without
cleaning the build files, the wrong wx3.0 manifest will be included. The
same will happen vice versa.

Place the generated rcdefs.h file in a platform specific directory so
the correct manifest will always be used.
2015-07-25 17:29:59 +01:00
ramapcsx2
107a96c1bc Merge pull request #669 from turtleli/spu2-x-fix-dsound-guid
spu2-x: windows: Fix incorrect sscanf, remove unnecessary unicode to ascii conversion
2015-07-25 13:17:37 +02:00
Jonathan Li
8879866b32 wxWidgets3.0: use relative paths for wxConfig30
This lets wxWidgets3.0 build even when the full pathname has non ASCII
characters or spaces in it.

Note that pcsx2 and some of the plugins that rely on custom build
commands still fail.
2015-07-25 00:33:37 +01:00
Gregory Hainaut
94443afbfc i10n: update russian mo file 2015-07-24 19:26:43 +02:00
Gregory Hainaut
9ffb76798d cmake: fix an old regression with CMAKE_BUILD_STRIP option
Fix issue #673
2015-07-24 19:26:16 +02:00
refractionpcsx2
786944098a Merge pull request #671 from y-salnikov/update_russian_locale
Update russian locale
2015-07-23 23:27:25 +01:00
Y.Salnikov
2ea1f03b79 Update russian locale 2015-07-23 23:53:24 +03:00
Jonathan Li
25b9b24f77 spu2-x: windows: Fix incorrect use of scanf
Half width specifiers were not used, so scanf was writing ints into
bytes.

Note: Visual Studio 2013 doesn't support the hh format specifier.
2015-07-23 19:01:15 +01:00
Jonathan Li
150c53af0f spu2-x: windows: Remove Unicode to Ascii conversion
Use swscanf instead of sscanf to read wide characters directly
2015-07-23 18:58:24 +01:00
Gregory Hainaut
cb4af8fe83 gsdx-ogl: small optimization for the GPU
Gain: 1% at 4x on SotC (it partially compensates recent additions)

When the color is constant and equal to 128, the MODULATE mode is
equivalent to the DECAL mode. It saves 5 instructions on the FS.
2015-07-21 08:19:36 +02:00
Gregory Hainaut
7ca463bf75 gsdx: NaN is likely not well supported for S & T
Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
refractionpcsx2
539a1767a3 Merge pull request #359 from AdmiralCurtiss/memcard-folder-cache
Memory Card as folder support by AdmiralCurtiss
2015-07-20 23:15:59 +01:00
Admiral H. Curtiss
d331d59a9f MemoryCard: When converting a file to a folder, simulate the conversion process once before writing the data. This prevents half-converted/corrupted cards by ensuring we crash before any actual writes occur. 2015-07-21 00:08:09 +02:00
Gregory Hainaut
223b7daa1d gsdx-ogl: fix fbmask regression
I forget to remove an useless 255.0f factor
2015-07-19 23:55:27 +02:00
Gregory Hainaut
a54e636364 gsdx-linux: add a tooltip for the filtering option 2015-07-19 23:27:45 +02:00
Gregory Hainaut
5c740ff41e gsdx-ogl: wipeout AlphaStencil & Alpha hack
Accurate options do a better jobs. Technically it can still
be useful for old gpu/driver that doesn't support the GL4.5 extension.

On Windows, you can still rely on Dx

On linux, free driver support it (except Intel)
2015-07-19 22:43:48 +02:00
Gregory Hainaut
759e75091a gsdx-gui: yes openGL support correctly 8 bits texture 2015-07-19 17:29:25 +02:00
Gregory Hainaut
6719fc89a6 gsdx-sw: Nan is not well supported in Vertex
It fixes the bad light on Silent Hill with the SW renderer.

Full story
if Q is NaN, m_vt.m_eq.q becomes wrongly true
/Q will wrongly be optimized in the "Vertex Shader" of the SW

Note: Add an assert for the STQ handler

Code path is quite hot so no need to add extra check for nothing
2015-07-19 16:41:05 +02:00
Gregory Hainaut
7f76883b98 Merge pull request #658 from ssakash/patch-34
Add Accurate Frame Buffer mask for Windows [GUI] and remove some old options.
2015-07-19 09:07:13 +02:00
refractionpcsx2
063f42be81 Merge pull request #664 from josephgbr/master
Updated Brazilian Portuguese translation
2015-07-19 00:34:55 +01:00
Rafael Ferreira
66c84f769b Updated Brazilian Portuguese translation
Signed-off-by: Rafael Ferreira <rafael.f.f1@gmail.com>
2015-07-18 17:33:47 -03:00
Gregory Hainaut
38c086008d glsl: round blending as SW renderer
Better tone on God of War with ultra accurate mode
2015-07-18 17:16:46 +02:00
Gregory Hainaut
88cd333839 gsdx-ogl: don't enable both HW&SW blending 2015-07-18 16:15:52 +02:00
Gregory Hainaut
c4e165067d glsl: use signed integer when working with substraction...
It mostly fixes rendering of GoW with ultra blending

Color is still a bit wrong but rounding is likely incorrect
2015-07-18 14:41:03 +02:00
Gregory Hainaut
c701ab4368 glsl: don't use normalized value for color range
Globally shader uses less intruction (except blending part)

It would also allow to improve the rounding of color
2015-07-18 14:41:03 +02:00
Gregory Hainaut
57394a03e0 partially revert: glsl: disable computing of extra alpha coeff in SW blending
It generates undefined data in screen. Maybe blending isn't switch off properly.
I need to investigate it.
2015-07-18 14:41:03 +02:00
Gregory Hainaut
5f5266ba45 gsdx-ogl-debug: don't optimize alpha channel in dump
Allow to dump AEM part of the shader
2015-07-18 14:40:57 +02:00
Gregory Hainaut
036cb229a3 glsl: add various comment for future idea
For example GL4 GPU supports special bit operation
2015-07-18 14:40:57 +02:00
Gregory Hainaut
6c1c857024 gsdx-ogl-debug: properly detect start of instruction in dump 2015-07-18 14:40:46 +02:00
Akash
37897eb922 add accurate framebuffer mask for windows. 2015-07-18 11:24:00 +05:30
Akash
69ce2a1de6 remove stored_renderswitch since, console message is no longer needed. 2015-07-18 10:50:48 +05:30
Akash
2deb0f3e46 remove F9 switch log statement since, renderer change log statement is already present. 2015-07-18 10:50:47 +05:30
Akash
7c4f3d28ce remove is_gsopen stuffs since old GUI is deprecated. 2015-07-18 10:50:34 +05:30
Jonathan Li
1da4232138 Fix wxWidgets3.0 and libpng build file pathnames
This puts the wxWidgets3.0 and libpng generated library files into the
deps folder, and puts the other builds files in a subdirectory from
where the project files are located. This is consistent with all the
other 3rdparty projects.

The output libraries for Devel builds are also suffixed with -dev
instead of -dbg now.
2015-07-17 23:12:40 +01:00
Gregory Hainaut
698dda2310 gsdx-ogl: remove subroutine from the gui too 2015-07-17 22:28:59 +02:00
Gregory Hainaut
36e83b42ce glsl: round texture and fragment color as the SW renderer
GS uses integer value and does integer operation too.

This commit trunc the sampled texture, the interpoled fragment color
and the product of the 2.

It impacts negatively the perf of about 3/4% (GPU) but it fixes rendering on
suikoden and potentially some others games too.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
5f247a6e16 glsl: rewrite tfx function to ease future update
No need to put lots of ifdef, compiler will optimize everything
It increases a bit the readability
2015-07-17 21:08:49 +02:00
Gregory Hainaut
ea9e608288 gsdx-ogl: fix texture palette mask 2015-07-17 21:08:49 +02:00
Gregory Hainaut
b4c04ed00a gsdx-ogl: wipeout subroutine code
Code was completey bitrotten
Code was a partial test (and yet 500 lines already)
Shader is more and more complex and multithreading support greatly
reduce the cost of shader switch
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e3751f6cd9 glsl: disable computing of extra alpha coeff in SW blending
Hum, I'm curious of the impact to enable only this code when it is actually used.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
784822a5c2 glsl: redo blending management to use A/B/C/D directly
1/ Code is much more readable
2/ It will allow to round differently the operation in the future
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e245b27c97 gsdx-ogl-debug: allow to dump various ps shader
Nvidia allows to get the ASM of the shader of the compiled shader. It is useful
to check the performance.

It also allow me to compile most of shader code path for QA

Dump is enabled in linux replayer + debug_glsl_shader = 2
2015-07-17 21:08:48 +02:00
Gregory Hainaut
344030cbe4 Merge pull request #656 from turtleli/gsreplay-opengl-windows
GSdx: windows: Make GSReplay work with OpenGL renderers
2015-07-16 14:39:43 +02:00
Jonathan Li
6c300288f9 gsdx: windows: Make GSReplay work for OpenGL
On Windows, GSReplay does not work with the OpenGL hardware and software
renderer. Make it work.
2015-07-15 20:40:47 +01:00
Admiral H. Curtiss
39e1de4d13 MemoryCard: Add options to convert FolderMemoryCards to 16MB, 32MB, and 64MB FileMemoryCards. 2015-07-14 21:41:50 +02:00
Jonathan Li
837046218e windows: Don't log errors for PS2EsetEmuVersion
On wxWidgets3.0, using GetSymbol() on a nonexistent symbol causes error
messages to be logged. This causes all plugins except GSdx to output
error messages when an attempt to load the PS2EsetEmuVersion symbol fails.
Suppress the error message - it'll probably just cause unnecessary
confusion.
2015-07-13 21:19:13 +01:00
Jonathan Li
db6a32ac33 windows: switch to wxWidgets 3.0
This replaces wxWidgets 2.8 with wxWidgets 3.0 plus all the necessary
include/referencing to get PCSX2 to compile.

VS2012 change is untested.
2015-07-13 21:19:12 +01:00
Gregory Hainaut
6ed137dc9c gsdx-ogl: log openGL driver version 2015-07-13 12:35:55 +02:00
Gregory Hainaut
45e0cfae01 linux: add an example for the validation of tfx fs shader of GSdx 2015-07-13 12:06:32 +02:00
Gregory Hainaut
363a3100c0 linux: use latest profile on cg to validate shader
Otherwise it doesn't work with GSdx
2015-07-13 12:06:32 +02:00
refractionpcsx2
854403af81 Merge pull request #654 from TheLastRar/empty-ethernet-setting-crash
Dev9ghz: Fix crash when ethernet adapter is not selected
2015-07-12 22:34:04 +01:00
TheLastRar
ebafb24099 dev9ghz: proper casing 2015-07-12 18:38:23 +01:00
TheLastRar
820323bc1e dev9ghz: Check if user has selected an adapter
Avoid copying from an invalid pointer
2015-07-12 18:37:38 +01:00
Gregory Hainaut
c9d6ce3b63 Merge pull request #653 from PCSX2/texture-shuffle-again
gsdx: texture shuffle detection
2015-07-12 18:48:00 +02:00
Gregory Hainaut
8be32e4661 gsdx-tc: fix a memory leak when depth isn't fully supported
Fix issue #642
2015-07-12 17:57:42 +02:00
Gregory Hainaut
f6f28042bd gsdx: texture shuffle detection
Don't check rt 32 bits state, it give false positive on suikoden
2015-07-12 15:21:04 +02:00
Admiral H. Curtiss
6bd578ccbe FolderMemoryCard: Reduce unnecessary file I/O by only flushing files that have actually changed since the last known memory card state on the host file system.
This means that we are now no longer touching files that haven't technically been written to. Some games use timestamp information to automatically highlight the save that was last written to, so this should fix a small but annoying bug where it would highlight the wrong one.

Do note that while there is a much simpler check that looks like this:
	// Remove (== don't flush) all memory card pages that haven't actually changed.
	for ( auto oldIt = m_oldDataCache.begin(); oldIt != m_oldDataCache.end(); ++oldIt ) {
		auto newIt = m_cache.find( oldIt->first );
		assert( newIt != m_cache.end() ); // if this isn't true something broke somewhere, the two maps should always contain the same pages
		if ( memcmp( &oldIt->second.raw[0], &newIt->second.raw[0], PageSize ) == 0 ) {
			m_cache.erase( newIt );
		}
	}
	m_oldDataCache.clear();
It can fail in edge cases that don't actually seem too unlikely. Imagine a save being deleted, and then a new save from the same game but in a different slot being created quickly afterwards. It seems quite possible that the new save's file data then occupies the exact same pages as the old save's, and since it's from the same game it might be close enough to where a page sized section (juse 0x200 bytes!) matches the data from the old save that previously resided in that location -- which would cause this code to throw away and not flush this data! It's a shame too, since this variant would be a few ms faster as well, but I feel it's better to be safe than sorry here.
2015-07-12 14:38:21 +02:00
Admiral H. Curtiss
03a6be28c0 FolderMemoryCard: Write the SuperBlock as part of Flush() instead of when the card is Close()d.
This mainly means that the superblock is now no longer written every single time the memory card is closed, but only when it's changed (which should be exactly once, when the memory card is formatted). It also means that you can format a memory card and then have the emulator crash later without having to reformat the card next time.
2015-07-12 14:38:20 +02:00
Admiral H. Curtiss
3a55360572 FolderMemoryCard: Fix a bug where the cache wouldn't be populated properly on first write to any given page.
I'm kinda surprised this didn't horribly break things, honestly. I guess it's because memory card data is always written in blocks, but still.
2015-07-12 14:38:20 +02:00
Admiral H. Curtiss
8e92d25b75 FolderMemoryCard: Add support for deleting of files/folders.
We're not actually deleting files though, we just rename them to prepend _pcsx2_deleted_, in case something breaks or whatever, so the user can in an emergency just restore the save by removing that part of the filename.
2015-07-12 14:38:19 +02:00
Admiral H. Curtiss
798ec3eb9c FolderMemoryCard: Some code cleanup. Use more named constants, mark methods as const where appropriate, and some other minor things. 2015-07-12 14:38:18 +02:00
Admiral H. Curtiss
c0cc91fd0a FolderMemoryCard: Only add folders if all files and subfolders in it also fit into the remaining memory card space.
This avoids situations where, for example, it would only add the icon file but not the game data file because the memory card was near-full.
2015-07-12 14:38:18 +02:00
Admiral H. Curtiss
c4570750ea FolderMemoryCard: Put the initialization of the file entry flushing logic into its own method. 2015-07-12 14:38:17 +02:00
Admiral H. Curtiss
fbc8d30b67 FolderMemoryCard: Cleaned filenames should be used for directories, as well. 2015-07-12 14:38:16 +02:00
Admiral H. Curtiss
65058df3da Move the CopyDirectory() and RemoveDirectory() functions into FileUtils.cpp. 2015-07-12 14:38:16 +02:00
Admiral H. Curtiss
40e6a5c515 FolderMemoryCard: Don't assume that C limits are defined. 2015-07-12 14:38:15 +02:00
Admiral H. Curtiss
a886f6e7e1 Fix some gcc warnings. 2015-07-12 14:38:15 +02:00
Admiral H. Curtiss
eab49dbfa3 FolderMemoryCard: Reduce console logs. 2015-07-12 14:38:14 +02:00
Admiral H. Curtiss
c651d28cc0 Clear memory card ejection timeout when a game boots.
This eliminates prompts at the start of a game complaining about no
memory card being inserted.
I'm honestly not entirely sure if this is safe (is there some memory
card driver that could cache results between different executables?) but
if it isn't we'll see it soon enough!
2015-07-12 14:38:14 +02:00
Admiral H. Curtiss
e774011d71 FolderMemoryCard: Load the network configuration file regardless of filters. 2015-07-12 14:38:13 +02:00
Admiral H. Curtiss
af3dfd39b0 FolderMemoryCard: Create directories recursively. 2015-07-12 14:38:13 +02:00
Admiral H. Curtiss
0976e124e8 FolderMemoryCard: More robust way of checking validity of a subdirectory.
Fixes this memory card:
http://forums.pcsx2.net/Thread-New-feature-Needs-testing-Automatically-managed-Folder-Memory-Card-Public-Test?pid=463506#pid463506
Presumably related to something LaunchElf writes into the memory card
file entries.
2015-07-12 14:38:12 +02:00
Admiral H. Curtiss
50ad3a8bf5 FolderMemoryCard: Clean PS2 filenames that would be illegal in Windows and write the actual names into the metadata files.
This fixes issues with game such as Rayman Revolution, http://forums.pcsx2.net/Thread-New-feature-Needs-testing-Automatically-managed-Folder-Memory-Card-Public-Test?pid=463482#pid463482
2015-07-12 14:38:12 +02:00
Admiral H. Curtiss
92c794f03b FolderMemoryCard: Fix bug that could cause crashes on memory cards that have leftover data from older saves in their file entry clusters. 2015-07-12 14:38:11 +02:00
Admiral H. Curtiss
385bdfb869 FolderMemoryCard: Further optimize file access times.
* Reduce the amount of times path strings are constructed.
* Move file metadata writing to the file helper, which means it will only be written once per consecutive file access instead of on every file chunk.
2015-07-12 14:38:10 +02:00
Admiral H. Curtiss
80feb1087c FolderMemoryCard: Add a helper structure to quickly access a file entry from a file data FAT cluster. Speeds up file access, especially when a lot of files are loaded in the virtual memory card. 2015-07-12 14:38:10 +02:00
Admiral H. Curtiss
bee4f0578d GameIndex.dbf: Add Armored Core Memcard filters. 2015-07-12 14:38:09 +02:00
Admiral H. Curtiss
c3694c4ad1 FolderMemoryCard: Abort Flush operation when remnants of an incomplete save operation are found. 2015-07-12 14:38:08 +02:00
Admiral H. Curtiss
541a254c60 FolderMemoryCard: Clean up Flush logic. 2015-07-12 14:38:07 +02:00
Admiral H. Curtiss
f731e3dc1b FolderMemoryCard: On reads and writes to actual data, check if the relevant data is actually in use according to the FAT.
This allows us to skip a bunch of accesses trying to find a matching file or memory location, presumably without actual consequences. This isn't really gonna change much in actual game use, but does speed up conversions of FileMemoryCards.
2015-07-12 14:38:07 +02:00
Admiral H. Curtiss
41c3eacb6f FolderMemoryCard: Move file existence check into the helper class, so that it gets called much less often.
This *drastically* increases performance, bizarrely enough.
2015-07-12 14:38:06 +02:00
Admiral H. Curtiss
f73db1a572 FolderMemoryCard: Optimize file access by keeping a file open between consecutive reads/writes to the same file. 2015-07-12 14:38:05 +02:00
Admiral H. Curtiss
5f8391f9f1 FolderMemoryCard: Fix sneaky bug that could occur in directories with odd number of files.
It was possible for an invalid (because never written to, so filled with 0xFF) file entry to be recognized as valid in GetFileEntryPointer(), which cascaded up to it flushing file data as fileEntryDict data and thus losing the relevant file data page.

Not sure if the other two entry accesses changed here are affected as well but better be safe than sorry, I suppose.
2015-07-12 14:38:04 +02:00
Admiral H. Curtiss
7e194f1a26 MemoryCard: Add option to convert a memory card to another type in the Memory Card Manager. 2015-07-12 14:38:04 +02:00
Admiral H. Curtiss
d19facfb43 FolderMemoryCard: Add abililty to (re)set simulated memory card size.
This will probably only be used to reset a converted card back to 8MB.
Actually using a card as over 8MB is completely untested.
2015-07-12 14:37:58 +02:00
Admiral H. Curtiss
8029412fb7 FolderMemoryCard: Some code cleanup. 2015-07-12 14:37:58 +02:00
Admiral H. Curtiss
f40b679653 Add option to enable/disable the filtering of the FolderMemoryCard. 2015-07-12 14:37:56 +02:00
Admiral H. Curtiss
72dcb9b94c MemoryCardListPanel: Minor visual bugfix.
If you inserted a PSX memory card into a slot, then swapped that with a
PS2 one, the memory card manager still displayed that card as a PSX one
with "MBit" instead of "MiB" as the size unit. Fixed.
2015-07-12 14:37:56 +02:00
Admiral H. Curtiss
f32f42678c FolderMemoryCard: Filter only system data by default.
This reduces memory card initialization time.
Without this, it always indexes all files when the emulator boots, which
can take a few seconds if you have lots of files.
With this, the only file indexed is the PS2 "your system configuration"
file.

This has the side-effect of not being able to see save files in the PS2
BIOS unless you insert a game disc matching the files you want to see. I
don't think this is a big problem, but there should probably be a "don't
filter" option somewhere in case you want to manage files in the BIOS.
2015-07-12 14:37:55 +02:00
Admiral H. Curtiss
b4b55289d6 FolderMemoryCard: Remember filter so it can be reapplied when memory cards are changed while game is running. 2015-07-12 14:37:55 +02:00
Admiral H. Curtiss
02ae12c555 GameIndex.dbf: Add a the initial set of Memory Card Filters.
This informs PCSX2 which games want to access more than just their own save files so it can load them into the virtual folder memory card.
This includes:
- Multi-disc games which obviously need to access saves from the other disc(s).
- Games that allow importing data from prequels.
- Games that unlock bonuses if they find data from other games in the series, by the same developer, etc.

This is almost certainly not all games that would want to access other saves, but it should cover a lot them.
2015-07-12 14:37:54 +02:00
Admiral H. Curtiss
bcb71ae368 GameIndex.dbf: Fixed a few names, added a few missing games and multi-discs, added a few missing regions. 2015-07-12 14:37:53 +02:00
Admiral H. Curtiss
98012f82aa MemoryCard: Add support to override the memory card filter string via GameIndex.dbf. 2015-07-12 14:37:53 +02:00
Admiral H. Curtiss
2ee1cb81dd FolderMemoryCard: Allow multiple save names in the save file filtering.
Split multiple save names to be filtered with a "/", ie the filter "A/B" matches both save folders that contain "A" and save folders that contain "B".
2015-07-12 14:37:52 +02:00
Admiral H. Curtiss
880be6f602 FolderMemoryCard: Only load data relevant to game. Please read commit description!
Essentially, I'm telling the memory card to re-index itself with a
filter based on the game's disc serial every time a new executable boots
in the emulator.

This currently works for a lot of games, but fails in edge cases where
the game disc's serial does not match the game serial that is written to
the memory card as part of the save file's directory name. This affects
mostly (only?) games that have multiple discs. We could circumvent this
by adding a "save game serial" or something into the GameDatabase which
tells us what we should filter by for those cases.

Apart from this edge case, this appears to work surprisingly well. Try
it and see if you can find other issues!
2015-07-12 14:37:51 +02:00
Admiral H. Curtiss
139e28988d FolderMemoryCard: Store nonstandard file and folder metadata. Fixes issues with Star Ocean 3 battle trophies, and probably some other games. 2015-07-12 14:37:50 +02:00
Admiral H. Curtiss
f15c07653c MemoryCard: Add support for folder memcards in GUI and make both implementation function side-by-side. 2015-07-12 14:37:49 +02:00
Admiral H. Curtiss
1d46800888 MemoryCard: Full initial implementation of the FolderMemoryCard.
FileMemoryCard: Log reads and writes so I know what kind of commands I have to deal with.

FolderMemoryCard: Create basic class/method outline based on FileMemoryCard.

FolderMemoryCard: Add a FolderMemoryCardAggregator so I don't have to write every method in a way that has to handle more than one memory ca

Also shuffle around the location of code because C++ cares about stuff
needing to be defined before they're usable.

FolderMemoryCard: Implement Open().

FolderMemoryCard: Implement GetSizeInfo().

FolderMemoryCard: Implement some basic structure of Read()

FolderMemoryCard: Implement parts of Read() and Save().

Shouldn't it be Write() or Load()? Anyway, this doesn't work yet, but it
gets part of the formatting procedure done which is at least something!

FolderMemoryCard: Add method to calculate ECC.

FolderMemoryCard: Start implementing the FAT.

MemoryCard: More logging.

FolderMemoryCard: Formatting works now!

Formatted memory card isn't actually recognized as formatted yet because I don't store folder metadata yet, but we're getting there!

FolderMemoryCard: Recognize when it's trying to access a data cluster.

FolderMemoryCard: Add directory/file entry support.

On further inspection this might not a be a good way to handle erasing.

FolderMemoryCard: Method to get a file entry and file path from a file's data cluster.

FolderMemoryCard: wxDirName is garbage, let's just use wxFileName for the folder too...

FolderMemoryCard: Fix Erase method.

FolderMemoryCard: Start implementing file writes.

This is still quite broken but we're getting somewhere here!

FolderMemoryCard: Load the data from the host file system into the memory card on emulation start.

Also store superblock to host file system on end.

FolderMemoryCard: Fix a few warnings.

FolderMemoryCard: Implement file reads.

FolderMemoryCard: Proper ECC reads.

FolderMemoryCard: Reads to unmapped locations should return all 0xFF.

FolderMemoryCard: Some sort of working WriteToFile.

(Note: Doesn't always work depending on what order data gets written...)

FolderMemoryCard: Forgot a 'b' for reading files in binary mode. Whoops.

FolderMemoryCard: Load timestamps from the host filesystem.

FolderMemoryCard: r+b needs the file to exist so create if it doesn't.

FolderMemoryCard: Failsafe to allow non-sequential writes.

FolderMemoryCard: Use a cache for writes. Does not flush to host FS yet!

FolderMemoryCard: Flush the data written to the cache to the host file system on exit.

FolderMemoryCard: Since we have a cache now, remove code related to formatting, it's no longer needed.

FolderMemoryCard: More binary file mode mistakes...

FolderMemoryCard: Make it actually possible to disable/eject cards.

FileMemoryCard: Revert changes made for logging data.

FolderMemoryCard: Remove excessive logging.

MemoryCard: Note that the superblock struct is no longer unused.

FolderMemoryCard: A disabled card shouldn't try writing data on exit.

FolderMemoryCard: Log when flushing data.

FolderMemoryCard: Replace plain constants with const variables.

Should make it easier in the future to change the memory card size, if
needed.

FolderMemoryCard: Sort of handle the case when the total size of files in the memory card folder exceed the size of the card.

Not elegant but prevents ugly errors. The file that caused the card to
"overflow" will be seen as corrupted data by the PS2 browser.

FolderMemoryCard: Some sanity checks.

FolderMemoryCard: superBlock member really should have that m_ too to be consistent.

MemoryCard: Switch back to FileMemoryCard for merging.

FolderMemoryCard: Implement GetCRC() via a timestamp of the last memory card write.

Reasoning:
Regarding auto-ejecting on save load, I see that the current
implementation checks that by comparing memory card CRC and reinserting
if it mismatches. Since it's actually just about seeing if the memory
card state of the savestate and the current state match, my GetCRC() now
returns a millisecond timestamp of the last time the card was written
to. This should work out to the intended result, though I had to use
wxGetLocalTimeMillis() instead of wxGetUTCTimeMillis() since the latter
isn't available for some reason.

Fix GCC warnings and error.

MemoryCard: Switch implementations via a #define.

FolderMemoryCard: Add a NextFrame() method that should be called once per frame. Flushes written data to the host file system after a certain amout of frames have passed without any writes (currently 60).

MemoryCard: Add the NextFrame() method to the plugin API.

Counters: If the FolderMemoryCard is selected, inform it every frame in VSyncEnd() that a frame has passed.

VSyncEnd: Probably better to inform the memory card before the frame limiting.

Fix error when using wxWidgets >= 3.0.

FolderMemoryCard: Extract into its own .h/.cpp files.

FolderMemoryCard: Change cache to a map to reduce memory usage.

FolderMemoryCard: More gracefully handle lack of space when adding files.
2015-07-12 14:37:49 +02:00
refractionpcsx2
875be67a7e Merge pull request #619 from pgert/master
Improvement of the HD-fix for Drakan 2 PAL.
2015-07-12 00:22:08 +01:00
Gregory Hainaut
c660ea858b gsdx: move some CRC hacks to full level 2015-07-11 15:14:11 +02:00
Gregory Hainaut
5f8d3b9e4b gsdx-tc: remains in the memory
avoid a crash with kungfu panda
2015-07-11 14:35:35 +02:00
Gregory Hainaut
a4bad8fdbc gsdx-ogl: avoid a bad conflict between accurate option 2015-07-11 14:35:35 +02:00
Gregory Hainaut
15b934eb2a gsdx-ogl: remove useless colclip message 2015-07-11 14:35:35 +02:00
Gregory Hainaut
91fbe6f108 gsdx-ogl: add some code to fix black netting on some renderings
Code is not yet enabled because it requires extensive test

The idea is to replace point by a 1 pixels sprite with the help of
a geometry shader. In 4x, point will be replaced by a 4x4 sprite.
2015-07-11 14:35:35 +02:00
Gregory Hainaut
5e7ce63ed1 glsl: add a geometry shader to upscale GS_POINT
The purpose is to avoid upscaling issue on POINT rendering (black netting on some FMVs)
2015-07-11 14:35:34 +02:00
Gregory Hainaut
2ccf108534 gsdx-ogl: add back a selector for the Geometry Shader 2015-07-11 14:35:34 +02:00
Gregory Hainaut
b46f159ff2 Merge pull request #631 from turtleli/wxwidgets3_3rd_party_prep_v3
wxWidgets 3.0: Windows: Prepare 3rdparty files for switchover
2015-07-11 09:52:01 +02:00
Gregory Hainaut
67807908ca Merge pull request #641 from ssakash/patch-32
3rd party: update to latest version of Wglext.h and deprecate other glew files.
2015-07-11 09:49:14 +02:00
Gregory Hainaut
7f7f6c3b51 Merge pull request #640 from turtleli/gs-frame-title-fixes
GS frame title fixes
2015-07-11 09:47:27 +02:00
Gregory Hainaut
5ed45b6806 Merge pull request #644 from PCSX2/improve-texshuffle-detection
Improve texshuffle detection
2015-07-11 09:34:33 +02:00
Gregory Hainaut
ec61ad3667 gsdx-tc: Add some code for the future
Partially invalidate RT when there is a write in the middle of it (actually 2 pages below)

Code is not yet enabled because
1/ I want to stabilize latest update
2/ not sure of the impact of the code
3/ maybe it need a more generic version
2015-07-10 22:35:26 +02:00
Gregory Hainaut
5888913052 gsdx-debug: don't print any "notify" message
Too verbose
2015-07-10 22:35:26 +02:00
Gregory Hainaut
6f9a89dcf2 gsdx-debug: print memory usage of all textures pools
It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut
babb5480ce pcsx2: init some variables
Avoid gcc warning
2015-07-10 22:35:26 +02:00
ramapcsx2
a749367300 small tweak to cdvd read console logs. a little alignment > much more readable. 2015-07-10 21:08:55 +02:00
Gregory Hainaut
350db223d3 gsdx: only propagate texture shuffle detection if tex shuffle is detected 2015-07-10 14:06:39 +02:00
Gregory Hainaut
22f11958e9 gsdx: better detection of texture shuffle
Some effects were missed on Wallace & Gromit
2015-07-09 23:05:07 +02:00
Gregory Hainaut
ad86bb5faa gsdx-tc: clear 32 bits state after vsync
Avoid issue on game that uses only 16 bits RT
2015-07-09 23:03:55 +02:00
Akash
08d0946b78 3rd party: update to latest version of Wglext.h and deprecate other glew files. 2015-07-09 21:36:09 +05:30
Jonathan Li
bff1b2a3bf GSdx: Show plugin info in title bar when paused
When GSdx is paused by opening the config panel, GSdx does not pass any
info back to PCSX2. Pass the plugin name and renderer even when paused.
2015-07-09 16:11:26 +01:00
Jonathan Li
badfcb6e3f Fix uninitialised variable use in GS title bar
When the GS plugin is suspended and resumed, PCSX2 will set GS frame
title using an uninitialised array, making it prone to crashing in
those situations. Initialise the array.
2015-07-09 16:11:04 +01:00
Gregory Hainaut
4fcf460447 gsdx: fix DoC black screen video
The game also set both depth and rt buffer at the same location
but disable the depth test (ZTE is 0)
2015-07-09 16:20:43 +02:00
bositman
3debd3ae12 Merge pull request #637 from ssakash/patch-30
Fix a Function name typo for the Superman Returns CRC patch
2015-07-07 19:18:52 +03:00
Akash
a02a9aac8f Fix a Function name typo. 2015-07-07 21:26:04 +05:30
Gregory Hainaut
345efed473 Merge pull request #633 from ssakash/patch-22
Update the variable name and region of the CRC hack used for Superman
2015-07-07 15:27:08 +02:00
Gregory Hainaut
1d10383924 Merge pull request #632 from turtleli/wx3-windows-fixes
Fix plugin open error handling for wx3.0 on Windows
2015-07-07 15:25:27 +02:00
Akash
f39aa181cc Update the variable name to suit the game's original name and change to accurate region of the game. 2015-07-06 00:59:35 +05:30
Gregory Hainaut
986754bde7 glsl: don't declare gl_FragDepth
Fix compilation issue on Mesa driver

(hope it doesn't break Catalyst)
2015-07-05 18:12:36 +02:00
Gregory Hainaut
edc9d23566 gsdx: fix a crash with UserHacks_ColorDepthClearOverlap 2015-07-05 14:13:24 +02:00
Gregory Hainaut
e1144d7a18 gsdx:hack: add a CRC for SuperMan
Extracted from the GS dump
2015-07-05 14:11:35 +02:00
Gregory Hainaut
95e1cd9ea8 gsdx-tc: don't considerer frame as a 32 bits RT
Frame is always 32 bits but game can reuse it later as a 16 bits RT.

Fix half screen issue with Ricky Ponting Cricket

Unfortunately it triggers texture shuffle wrongly. I hope there is no
regression.
2015-07-04 11:00:32 +02:00
Gregory Hainaut
8640b44e02 gsdx-hack: implement a hack for SuperMan (need CRC to enable it)
Fix depth issue.

First issue: RT and Depth are located at the same address.
=> solution, just lookup the depth (done for any games)

Second issue: Instead to draw a X,Y rectangle, they draw a 32 pix, 4096 pix
rectangle with a FBW of 1.
=> solution, don't bother just write the depth directly

Please someone add some CRC to enable the code
2015-07-04 10:59:21 +02:00
Gregory Hainaut
0a07762f6b gsdx-tc: only track 32 bits fmt if the texture is not a palette fmt
Fix a regression on ricky ponting cricket (texture shuffle was triggered without any valid reason)
2015-07-03 23:04:48 +02:00
Gregory Hainaut
b9bc5b5c60 gsdx: add UserHacks_ColorDepthClearOverlap to test some new code
debug only
2015-07-03 22:13:35 +02:00
Gregory Hainaut
621d1d93db gsdx-linux: drop the logz option
logz will only enabled if GL_ARB_clip_control is not found.

Note: logz will likely break depth support. Be sure to use a recent driver
2015-07-03 21:29:49 +02:00
Gregory Hainaut
82ed6eac13 gsdx-linux: remove alpha hack from the GUI
Normally you don't need it anymore on OpenGL :)

You can still use this option from the ini file for debug purpose
2015-07-03 21:24:17 +02:00
Gregory Hainaut
abec4bd760 gsdx-ogl: don't enable aout when using accurate fbmask 2015-07-03 21:21:56 +02:00
Gregory Hainaut
d71b2c1ded gsdx: update accurate fbmask tooltip 2015-07-03 21:21:08 +02:00
Gregory Hainaut
4dbe71cba8 gsdx-ogl: disable SW blending when running DATE GL42
// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
2015-07-03 20:34:52 +02:00
Gregory Hainaut
705c88f193 gsdx-ogl: disable blending when cleaning integer texture
Avoid a warning message on Nvidia
2015-07-03 20:26:56 +02:00
Gregory Hainaut
c6f026ee68 gsdx-tc: keep 32 bits status when converting from/to depth
Partially fix conan effect
2015-07-03 19:02:44 +02:00
Jonathan Li
bb4a155c73 configure wxWidgets 3.0, update .gitignore
Configures the settings in include/wx/msw/setup.h.
Removes icons from include/wx/msw/wx.rc.
Deletes include/wx/msw/rcdefs.h (autogenerated by build process).

Updates .gitignore by including wxWidgets3.0 build files and adds a
missing '/' to build.
2015-07-03 10:05:59 +01:00
Jonathan Li
c3755b82a4 wxWidgets3.0: setup VS2012 project files
Same as previous commit, but with VS2012 and no extra property sheet.
2015-07-03 10:05:59 +01:00
Jonathan Li
1bada25a79 wxWidgets3.0: setup VS2013 project files
This configure the VS2013 files so that the now external libpng and
libjpeg libraries are used, and to place some of the common stuff into a
property sheet.

For deleted files, I've chosen to exclude from build instead of removing
them from the project file. It's less work to re-add them if they're
required at a later stage.
2015-07-03 10:05:58 +01:00
Jonathan Li
253f635f56 libpng: setup Visual Studio project files
This also moves scripts/pnglibconf.h.prebuilt to pnglibconf.h
2015-07-03 10:05:58 +01:00
Jonathan Li
2ab97aaa49 libpng: upgrade from 1.6.2 to 1.6.17
This upgrades the customised 1.6.2 wxWidgets3.0 version to 1.6.17 from
the zip version. CMakeLists.txt and the contrib directory have been
removed.
2015-07-03 10:05:57 +01:00
Jonathan Li
f1547c14e0 wxWidgets3.0: rename Visual Studio project files
This renames the project files for consistency with the names of the
other project files.
2015-07-03 10:05:56 +01:00
Jonathan Li
9a9e93da83 wxWidgets3.0: upgrade from 3.0.1 to 3.0.2 2015-07-03 10:05:56 +01:00
Jonathan Li
24d5e59c32 wxWidgets3.0: trim files and rename directory
Delete files and directories that won't be used, and rename the
wxWidgets 3.0 directory to reduce confusion when doing maintenance
version upgrades.
2015-07-03 10:05:55 +01:00
Jonathan Li
2e791c762b wxWidgets3.0: move libpng out, delete libjpeg
Move libpng out of wxWidgets 3.0 so it's available to other projects.
Delete libjpeg since there's a newer copy already available in 3rdparty
(still outdated though).
2015-07-03 10:05:43 +01:00
Jonathan Li
29ccbfe140 Fix plugin error handling for wx3.0 on Windows
This prevents a PCSX2 lock up that requires Task Manager to kill. It
seems the messagebox intercepts the GSframe's close event, hides itself
and then leaves you with no way of ending PCSX2 normally. So close the
GS frame before the message box appears.
2015-07-02 23:01:43 +01:00
Gregory Hainaut
0c12f232ca gsdx-ogl: don't write depth in first step of DATE 42
Fix shadows in Fifa
2015-07-02 21:08:47 +02:00
refractionpcsx2
193f47ebb1 Merge pull request #616 from ssakash/patch-22
swap value functions for Round sprite hack.
2015-07-02 19:33:03 +01:00
Gregory Hainaut
28815db7cc gsdx: fix depth option 2015-07-02 19:13:38 +02:00
Akash
6f515b220e update the description text 2015-07-02 01:39:55 +05:30
Gregory Hainaut
de644c5437 Merge pull request #628 from PCSX2/gsdx-depth-and-16-bits-support
Gsdx 1.0
2015-07-01 20:50:09 +02:00
Gregory Hainaut
cd8e31d85f gsdx-ogl: always copy date to offset 0,0
Fix snow engine game on driver that don't support yet GL_ARB_copy_image
(Mesa drivers)
2015-07-01 18:27:20 +02:00
Gregory Hainaut
831c24de51 gsdx-dx: only enable new code when CRC is below FULL level
Code is not ready. It allow to test the new code without a massive
regression
2015-07-01 09:36:54 +02:00
Gregory Hainaut
074881228d gsdx:comment: small explanation of the half offset hack 2015-07-01 09:36:54 +02:00
Gregory Hainaut
76f96ddbb6 gsdx-tooltip: MSAA is not implemented on OpenGL 2015-07-01 09:36:54 +02:00
Gregory Hainaut
50c9988018 gsdx-ogl: disable all accurate options when not supported + No Intel support on windows 2015-07-01 09:36:54 +02:00
Gregory Hainaut
a9f49ab9ab glsl: fix rounding error for shadow computation
Better shadow on Castlevania/Nemo (others :) )
2015-07-01 09:36:54 +02:00
Gregory Hainaut
d46e41533d gsdx: remove various CRC of the openGL level
It is mostly the texture shuffle effect which is now emulated correctly on openGL

They remain in the Dx level as speedhack in particular for
    * Castlevania;
    * GodOfWar;
    * StarOcean3;
    * ValkyrieProfile2;
    * RadiataStories;

Remove old commented hack: Drakengard2, ArctheLad, ReZ

Separate hacks that are only enabled in aggressive mode
2015-07-01 09:36:54 +02:00
Gregory Hainaut
be1403cdc2 gsdx-ogl: support texture shuffling on !FST
Mostly fix "Finding Nemo"

It remains a shadows issue when you enable accurate_fbmask and depth
2015-07-01 09:36:54 +02:00
Gregory Hainaut
beafbd9768 gsdx: add a warning for the future 2015-07-01 09:36:54 +02:00
Gregory Hainaut
6121677aa1 gsdx-tc: use a single shader pass to convert texture in 8 bits format
It might save a couple of fps

Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack :( Or find a way to replace all if with a lookup table

Note: it is only supported on OpenGL currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut
2ecca529d1 gsdx-tc: log dirty target 2015-07-01 09:36:54 +02:00
Gregory Hainaut
e2727f10ba glsl: fix for AMD
I hope :)
2015-07-01 09:36:54 +02:00
Gregory Hainaut
2af7dcbda2 gsdx-tc: GPU accelerate 8 bits texture when upscaling is enabled
Code unscale the texture to ease the conversion. Quality is awful (same as before)
but I'm not sure we can support an upscaled texture

Maybe the quality loss is due to the reduction without mipmap

Maybe the best solution will be to add an hack to extract the blue channel
(with texture swizzle), and uses a "full page/screen" spirte instead.
(it would be faster too)

Note: won't be compatible with MSAA (but gl doesn't support it anyway)
2015-07-01 09:36:54 +02:00
Gregory Hainaut
6ca7a802bf gsdx-tc: add a big comment to explain the scaling of src in TC 2015-07-01 09:36:54 +02:00
Gregory Hainaut
d29e375f72 gsdx-tc: GPU accelerate 8 bits texture conversion
Only native is supported currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut
a8bcc760b4 gsdx-tc: only clean RT in openGL
It is a debug feature for myself
2015-07-01 09:36:54 +02:00
Gregory Hainaut
3f6edc39cf gsdx-linux-gui: update option
Add mipmap for SW
Add tc depth for HW

Remove nvidia MT, always on
2015-07-01 09:36:54 +02:00
Gregory Hainaut
db5468afcf glsl: fix shadow on Shin Megami Tensei Nocturne 2015-07-01 09:36:54 +02:00
Gregory Hainaut
61a717db14 gsdx-tc: clean the RT in debug build
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.
2015-07-01 09:36:53 +02:00
Gregory Hainaut
99b03b4632 gsdx-debug: log all write (texture) from the EE
It is verbose but it might help to understand the invalidation of texture
2015-07-01 09:36:53 +02:00
Gregory Hainaut
e66aac8ab7 gsdx-hw: add an hidden option to preload the final frame with GS mem data
Game can directly uploads a background or the full image in
"CTRC" buffer. Previous code was a full black screen.

It will also avoid various black screen issue in gs dump.

hidden option: preload_frame_with_gs_data

Note: impact on upscaling was not tested and it's likely broken
2015-07-01 09:36:53 +02:00
Gregory Hainaut
a751db5f2b gsdx-ogl: merge 2 log (too verbose otherwise) 2015-07-01 09:36:53 +02:00
Gregory Hainaut
85543db094 gsdx-tc: trace the alpha channel update in TC
Improve the rendering in MGS3 (even if the game is still broken
due to others TC issues)

// Typical bug (MGS3 blue cloud):
// 1/ RT used as 32 bits => alpha channel written
// 2/ RT used as 24 bits => no update of alpha channel
// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
//    because of the previous draw call format
//
// Solution: consider the RT as 32 bits if the alpha was used in the past
2015-07-01 09:36:53 +02:00
Gregory Hainaut
4a65e5e723 gsdx-tc: don't try to read a 0 pixels texture
"Regression" introduced in 8 bits RT support

The case appears when
1/ address of RT is the same as input texture
2/ input format is 8 bits
3/ previous lookup of RT was miss
2015-07-01 09:36:53 +02:00
Gregory Hainaut
a588f61a8a gsdx: add an assert for unsupported case 2015-07-01 09:36:53 +02:00
Gregory Hainaut
9802ba6621 gsdx-tc: add support of pseudo 8 bits RT conversion
Code is obviously slow but at least it works.

It fixes the blur effect of VP2
2015-07-01 09:36:53 +02:00
Gregory Hainaut
77e718c61f gsdx: disable linear interpolation when converting texture in texture cache
It avoid various upscaling glitches on GS post-processing effect

// 1/ Palette is used to interpret the alpha channel of the RT as an index.
// Star Ocean 3 uses it to emulate a stencil buffer.
// 2/ Z formats are a bad idea to interpolate (discontinuties).
// 3/ 16 bits buffer is used to move data from a channel to another.
//
// I keep linear filtering for standard color even if I'm not sure that it is
// working correctly.
// Indeed, texture is reduced so you need to read all covered pixels (9 in 3x)
// to correctly interpolate the value. Linear interpolation is likely acceptable
// only in 2x scaling
//
// Src texture will still be bilinear interpolated so I'm really not sure
// that we need to do it here too.
//
// Future note: instead to do
// RT 2048x2048 -> T 1024x1024 -> RT 2048x2048
// We can maybe sample directly a bigger texture
// RT 2048x2048 -> T 2048x2048 -> RT 2048x2048
// Pro: better quality. Copy instead of StretchRect (must be faster)
// Cons: consume more memory
//
// In distant future: investigate to reuse the RT directly without any
// copy. Likely a speed boost and memory usage reduction.
2015-07-01 09:36:53 +02:00
Gregory Hainaut
ae3b768de9 bump gsdx version to 1.0.0 2015-07-01 09:36:53 +02:00
Gregory Hainaut
839003467e gsdx-ogl: add support of partial frame buffer masking
It might help to fix a bit the color on a couple of games

accurate_fbmask = 1

Code uses GL4.5 extensions. So far it seems the effect is ony used a couple
of time and often in non-overlapping primitive. Speed impact will likely remain small
2015-07-01 09:36:53 +02:00
Gregory Hainaut
87f54ae0ff gsdx: report error on unsupported case in texture cache
It seems to impacts lots of games that still have issue (VP2, MTG3, PoP)

The PSMT32 format is read a PSMT8. I think we need to convert it as PSMT8H (i.e.
unpack it to have only an alpha channel)
2015-07-01 09:36:53 +02:00
Gregory Hainaut
82818dab3c gsdx-ogl: make some room in AlphaCoefficient variable
The idea will be to use the remaining int to store the FB mask
2015-07-01 09:36:53 +02:00
Gregory Hainaut
3b127f663b gsdx-tc: trace the texture format to detect texture shuffling
It fixes games that uses 16 bits RT (like snow engine games)
2015-07-01 09:36:53 +02:00
Gregory Hainaut
33c9e9da0a gsdx: new generic OI hack
To clear a (W, H) RT/Depth, GS can only send a (W , H/2) primitive with
a Z (or RT) pointer in the middle of the buffer

Top-half will be cleared by the color (or the depth).
Bottom-half will be cleared by the depth (or the color).

Code isn't enabled yet but it was tested with success on GoW2.
2015-07-01 09:36:35 +02:00
Gregory Hainaut
42e911c78f gsdx-ogl: mask alpha channel in depth conversion
Might not work if depth is recasted as a rt (we lost the alpha channel)
2015-07-01 09:30:20 +02:00
Gregory Hainaut
05c72980fc gsdx: avoid to detect PSMT8H as 16 bits 2015-07-01 09:30:20 +02:00
Gregory Hainaut
b62a2d6a3c gsdx-debug: dump texture in 32 bits when a shuffing effect is detected
Otherwise it is unreadable
2015-07-01 09:30:20 +02:00
Gregory Hainaut
6b5a3dedd9 gsdx-debug: add the format in texture cache logging 2015-07-01 09:30:20 +02:00
refractionpcsx2
955fc3aa35 GSdx-DX: Mirror round value change from OGL 2015-07-01 09:30:20 +02:00
refractionpcsx2
af09d7e063 GSdx-DX: Modified shader slightly as some bits were incorrect. 2015-07-01 09:30:20 +02:00
Gregory Hainaut
7ee3dbd615 gsdx-tc: use the virtual function to check the state
This ways it will be disabled for dx
2015-07-01 09:30:20 +02:00
refractionpcsx2
de189b67a2 GSdx: Add option to toggle Texture Cache Depth support.
- Forced off for DX currently to save fallover.
2015-07-01 09:30:20 +02:00
refractionpcsx2
2dc4e2a04c GSdx: Gave accurate blend option an extra state, can now do super accurate blending from the GUI 2015-07-01 09:30:20 +02:00
Gregory Hainaut
c925b1d135 gsdx-tc: support GS mem to depth buffer transfer
Please test SMT games

(issue #572)
2015-07-01 09:30:20 +02:00
refractionpcsx2
4bc8bfc23e GSdx-DX: Rough port of texture switching from OGL 2015-07-01 09:30:20 +02:00
Gregory Hainaut
58ce7d4bb8 gsdx-ogl: emulate texture shuffle
GS doesn't supports texture shuffle/swizzle so it is emulated in a
complex way.

The idea is to read/write the 32 bits color format as a 16 bit format.
This way, RG (16 lsb bits) or BA (16 msb bits) can be read or written with
square texture that targets pixels 1-8 or pixels 8-16.
However shuffle is limited. For example you can copy the green channel
to either the alpha channel or another green channel.

Note: Partial masking of channel is not yet implemented

V2: improve logging
V3: better support of green channel in shader
V4: improve detection of destination (issue due to rounding)
2015-07-01 09:30:20 +02:00
Gregory Hainaut
2d812deb84 gsdx-tc: Depth and Target are interchangeable on the GS !!!
Extend the texture cache to search Color target in Depth target
2015-07-01 09:30:20 +02:00
Gregory Hainaut
76160505f7 gsdx-tc: add an option to avoid blow up dx :p
texture_cache_depth = 1 (default for openGL)
2015-07-01 09:30:20 +02:00
Gregory Hainaut
74d84aafb5 gsdx-tc: allow to search the depth in the old target list
Yes it is possible on PS2 world
2015-07-01 09:30:20 +02:00
Gregory Hainaut
b59a347ad7 gsdx-tc: allow to use depth buffer as input texture 2015-07-01 09:30:20 +02:00
Gregory Hainaut
49516cbbca gsdx-tc: allow to invalidate the depth/target if it is used as target/depth
It is requires when game will uses sometimes an address as a RT sometimes as a depth
2015-07-01 09:30:20 +02:00
Gregory Hainaut
35081f922a gsdx: GS kinds of support draw without framebuffer
Gow uses 24 bits buffer, so only color is updated but blending is configured as Cd
so it is a NOP

In this case, we don't lookup the target in the texture cache. It reduces the complexity
to handle depth which can be located at same address as RT

Note: please test DX renderer
2015-07-01 09:30:20 +02:00
Gregory Hainaut
e3adf823b3 Merge pull request #625 from turtleli/onepad-fix
linux: onepad: Prevent dereference of deleted pointer
2015-06-29 23:47:44 +02:00
Jonathan Li
b96609cb51 onepad: fix possible dereference of deleted pointer
onepad will dereference conf after it has been deleted if a PADinit,
PADshutdown, PADinit sequence takes place.
2015-06-29 20:53:00 +01:00
refractionpcsx2
c659b1aa18 Merge pull request #617 from ssakash/patch-26
Console log message for current renderer.
2015-06-28 13:24:09 +01:00
refractionpcsx2
c753f0d206 VIF-MFIFO: Fix for stalls on wait instructions, fixes Stuart Little 3
- VIF Waits for Path3 to flush, but it was firing before it had finished.
-Condition is much cleaner and less hacky now.
2015-06-27 22:47:44 +01:00
ramapcsx2
15944feea1 Merge pull request #620 from turtleli/ui-fixes-again
More gui fixes ( Close console using X, Plugin/BIOS error dialog)
2015-06-27 19:21:50 +02:00
Jonathan Li
f9ea013b60 gui: Fix/improve plugin/BIOS error dialog handling
If the user encounters a plugin/BIOS error and the plugin/BIOS dialog is
already open, make the dialog switch to the panel that corresponds with
the error.

Also, fix the open dialog detection and provide a slightly different
messagebox if the plugin/BIOS dialog is already open - for these cases it
won't say "Click Ok to go to the x configuration panel" anymore.
2015-06-27 13:37:30 +01:00
Jonathan Li
0b42db11bd gui: Fix Console close behaviour
When the Console is closed (except through Misc -> Show Console), PCSX2
does not remember that you closed the Console and will reopen it the next
time. You also have to press Show Console twice if you want to reopen
the Console after closing it.

This is caused by the Console looking for its "parent" main emulator
window, when secretly, they're siblings :)

Make the console properly register when it is closed.
2015-06-27 13:37:13 +01:00
pgert
2e4c3c9a17 Improved the HD-fix for Drakan 2 PAL. 2015-06-27 13:56:04 +02:00
bositman
59a66f87c3 Merge pull request #611 from turtleli/fix-toggling
Fix renderer toggling behavior and other related stuff
2015-06-26 16:34:02 +03:00
Gregory Hainaut
f4c22ce932 Merge pull request #612 from turtleli/ui-event-handling-fixes
gui: Dialog handling fixes and cleanup
2015-06-26 15:23:50 +02:00
Gregory Hainaut
0c2dcf26f2 Merge pull request #598 from turtleli/wxwidgets3_prep
Changes to make transition to wxWidgets3.0 on Windows easier
2015-06-26 15:18:13 +02:00
Jonathan Li
acc6ad59ba GSdx: Use correct renderer after config change
Rework the renderer selection logic to reload the saved renderer after
it's been changed in the config panel and to properly detect whether a
renderer toggle has been requested.
2015-06-26 00:50:07 +01:00
Jonathan Li
bfa46b7f54 Fix when the toggling message appears
Make the toggling message appear only when F9 is actually pressed.
2015-06-26 00:49:30 +01:00
Jonathan Li
9a171a5928 gui: Make Msgbox more consistent
Just use ShowModal. That will invoke pxMessageDialog on the main thread
anyway.
2015-06-25 16:53:10 +01:00
Jonathan Li
2a4bd85f53 gui: Fix looping dialog event handling
The dialog event handling is a bit messed up. An ok/cancel event sends a
close event, which sends a cancel event and repeats. This would actually
be an infinite loop if wxWidgets didn't detect a loop.

Rework the event handling to avoid the loop and to remember the
positions of modal dialogs as well.
2015-06-25 16:46:20 +01:00
Akash
4b472bb461 Console log message for current renderer. 2015-06-25 20:15:45 +05:30
Jonathan Li
d9447de492 linux: Fix close button on minimisable modal dialogs
Keep Windows platform specific fixes ifdef'd to Windows only.
2015-06-25 15:45:45 +01:00
Jonathan Li
d6d4a1a983 linux: wx3.0: fix broken messagebox handling
Do not do additional processing on an event after EndModal is called.

This fixes a message box bug on Linux wx3.0 builds. Without this fix,
Release and Devel builds emit cancel signals even if 'Ok' or other
buttons are pressed, and Debug builds trip an assertion with the message
"EndModal called twice or ShowModal not called."
2015-06-25 15:26:55 +01:00
Akash
1d4dff9e42 Remove break statement (return already ends the function execution) 2015-06-25 19:48:22 +05:30
Gregory Hainaut
f3c0c1bb88 gsdx-ogl: TexParamami is provided in core 2015-06-25 10:25:57 +02:00
refractionpcsx2
42b1f81b8e dev9ghzdrk: I've got a good idea, lets not match the host mac ;) 2015-06-24 23:42:28 +01:00
refractionpcsx2
cc6ebff48e dev9ghzdrk: Update the virtual_mac too (bridged?) Won't hurt either way! 2015-06-24 22:14:50 +01:00
Gregory Hainaut
8393ba56d6 gsdx-ogl: rework palette texture handling
Redirect the red channel to alpha channel for 8 bits texture.

It avoid special management in the shader
2015-06-24 19:50:09 +02:00
Gregory Hainaut
cd4c8b5ce4 gsdx-debug: resolve alpha equation in the dump file 2015-06-24 19:42:53 +02:00
refractionpcsx2
819133ee45 dev9ghzdrk: Make the MAC truely unique, fixes issue #552
-Version bump to reflect the awesomeness
-Put most of the mac variables in one place (not that they do much)
2015-06-24 01:36:01 +01:00
refractionpcsx2
ee9b1caaa4 GSdx-hw: Custom res native mixup stuff, best fix this one too. 2015-06-23 19:43:04 +01:00
Akash
85c4184ea5 swap value functions for Round sprite hack. 2015-06-23 20:07:46 +05:30
refractionpcsx2
ad71ca4cc8 GSdx-hw: Make sure custom resolution doesn't affect Native Resolution 2015-06-22 17:23:47 +01:00
bositman
eb0f6eb953 Merge pull request #607 from TheLastRar/dev9settings
dev9ghz: Use .ini for saving settings and delete old registry keys
2015-06-22 17:35:37 +03:00
TheLastRar
dcd477f2b6 dev9ghz: Look in registry for settings first
If settings found in the registry, create ini, fill with settings and
then delete the settings stored in the registry.

If no settings found in registry, load from ini.
2015-06-22 15:13:18 +01:00
Jonathan Li
98a7058794 Remove 'Disable vsync in software rendering' code
PCSX2 doesn't know whether it is in hardware or software mode. So this
code does not work if the user is using software rendering mode without
F9 toggling.

Don't disable vsync if the user toggles rendering mode.
2015-06-21 20:39:31 +01:00
Gregory Hainaut
7135867119 gsdx: very old typo on option name
Windows uses Renderer with an uppercase R
2015-06-20 16:18:10 +02:00
Jonathan Li
e0da81a44e Reworked missing BIOS handling
When booting a game, a missing BIOS (and possibly other BIOS errors)
will crash or lockup PCSX2 (except for a Windows wxWidgets 2.8 build,
I have no idea why). The messagebox that appears is also badly
formatted.

Use the event queue to handle the error instead of dealing it with
immediately and fix the appearance of the messagebox.

This also deletes the BiosSelectorDialog code since it isn't used
anymore and fixes a condition where, on plugin load failure, the
component selector dialog may open up at the wrong page.
2015-06-20 13:46:18 +01:00
Jonathan Li
3e69113f48 Fix logging in wxWidgets 3.0
wxWidgets 3.0 requires DoLogRecord, instead of DoLog, to be overridden.
2015-06-19 22:14:49 +01:00
Jonathan Li
8de94a3714 Fix string handling on Windows wxWidgets 3.0 2015-06-19 22:14:49 +01:00
Jonathan Li
cde4670cbd Include rpcrt4.lib as pcsx2 linker dependency 2015-06-19 22:14:48 +01:00
Jonathan Li
fbf71218f1 Remove wxWidgets linker dependencies in property sheet
The wxWidgets projects have already been specified as references for
both the SPU2-X and pcsx2 project, so there is no need to also specify
the static libraries as additional linker dependencies.
2015-06-19 22:14:47 +01:00
Jonathan Li
283d4fa57c Use wc_str for Windows only code
This fixes the build for wxWidgets 3.0. The paths are Windows specific,
so c_str and WX_STR already evaluate to a wide string in wxWidgets 2.8.
2015-06-19 22:14:47 +01:00
Jonathan Li
2a7d7b54d3 Fix wxWidgets 3.0 Windows command line help hack
wxWidgets 3.0 now calls Output() instead of Printf() for wxMessageOutput
derived classes. Fix the command line help hack so it works for that.
Also use wxString instead of FastFormatUnicode, it's simply not needed
here.
2015-06-19 22:14:46 +01:00
Jonathan Li
760de9915b Add Virtual Key to WX Key Translator
wxCharCodeMSWToWX() has been removed from wxWidgets 3.0 and the
replacement does not have the same behaviour. Add a replacement function
to translate Windows VK_* keycodes to WXK_ keycodes.
2015-06-19 22:14:46 +01:00
TheLastRar
0be0f13acf dev9ghz: delete leftover registry keys 2015-06-19 15:46:51 +01:00
TheLastRar
0d04ee440d dev9ghz: fix a typo... 2015-06-19 15:39:49 +01:00
Gregory Hainaut
cfff229977 Merge pull request #603 from turtleli/fix-change-language
Fix language panel glitch on Windows
2015-06-19 15:03:27 +02:00
Gregory Hainaut
b44bccec6a gsdx: fix previous commit with a scaling factor 2015-06-18 23:02:40 +02:00
Jonathan Li
ac99735b5b Revert "pcsx2:gui:wx3: wrong order of language in wizard"
This reverts commit 8afd2edd1d and removes
the leading space from "System Default".
2015-06-18 21:05:22 +01:00
Gregory Hainaut
5bc8f046b2 gsdx: fix snow engine issue in native resolution 2015-06-18 21:21:25 +02:00
Gregory Hainaut
d8cf4f83d0 Merge pull request #608 from karasuhebi/master
Changes in title bar: DX -> D3D (plus a grammar fix)
2015-06-18 19:49:57 +02:00
Karasuhebi
4d1ca4bb76 Changes in title bar: DX -> D3D
Changed the name of the Direct3D renderers so they would match the way
they are named in GSdx's Plugin Settings window. Also changed a printf
to say OpenCL instead of opencl.
2015-06-18 13:00:29 -04:00
Gregory Hainaut
ab6f26ff4d Merge pull request #606 from turtleli/gsdx-title-renderer
GSdx: Add renderer type to title bar
2015-06-18 09:49:26 +02:00
refractionpcsx2
f5e8503fa5 GSdx: Didn't need to change this :P 2015-06-17 22:41:16 +01:00
refractionpcsx2
c31c04d3db GSdx: Fix CRC hacks not re-initialising after option change 2015-06-17 22:25:43 +01:00
refractionpcsx2
0b5e0df35d Epic fail Visual Studio! 2015-06-17 22:11:06 +01:00
refractionpcsx2
fc24f039a8 GSdx: Add CRC Management to Windows Dialog.
- Clean up tooltip
- Remove Auto Skip Depth and Disable CRC checkboxes
2015-06-17 22:06:18 +01:00
Jonathan Li
e182251fbc GSdx: Add renderer type to title bar 2015-06-17 21:59:05 +01:00
Gregory Hainaut
1d84af573d ofc I didn't test previous commit ater the merge... 2015-06-17 21:55:37 +02:00
Gregory Hainaut
b2f8fe3593 gsdx: drop the auto skip depth hack
Just use 1 in skip draw if you want to use it

openGL code will soon be fixed to support depth correctly (and I hope dx in the future)

Conflicts:
	plugins/GSdx/GSState.cpp
	plugins/GSdx/GSState.h
2015-06-17 21:53:08 +02:00
TheLastRar
5f068ec46a dev9ghz: Use .ini for saving settings
Import settings from the registry if needed.
2015-06-17 19:24:48 +01:00
Gregory Hainaut
263583ebcc Revert "gsdx-ogl: enable again geometry shader on Mesa"
This partially reverts commit e774fecb77.

Fix issue #605
2015-06-16 18:33:22 +02:00
Gregory Hainaut
c1d39a5f57 gsdx-ogl: drop UserHacks_DateGL4
Initial goal was to avoid slowdown in buggy driver
2015-06-16 09:57:45 +02:00
Jonathan Li
29463b9e52 Fix language panel glitch on Windows
On Windows, the languages displayed in the dropdown box of the language
panel selector are not in alphabetical order. This is caused by the
CBS_SORT window style, which is set by wxCB_SORT, having a ridiculous
sorting order. Remove the option to fix the language order and sort a
minor UI glitch.
2015-06-14 17:11:50 +01:00
Gregory Hainaut
62beb3aaf4 gsdx: don't do bad stuff if aggressive hack isn't enabled 2015-06-14 10:27:02 +02:00
Gregory Hainaut
f765a195e2 gsdx: Don't set CRC function pointer when disabled
Less costly than an extra check for each draw calls
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1699289162 gsdx: move 4 hacks from level2 to level3
remains tons of them :(
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1be8d07f85 gsdx: auto CRC management
Old way various check boxes to configure the plugin

New way an unified drop down list

* Level 0 (dev only) => disable (mostly) all hacks and auto skip depth.
* Level 1 (dev only ) => enable oi/oo/cu hacks, others remains disabled
* Level 2 (GL) => enable most hacks except a couple of one that were fixed on openGL (speed impact)
* Level 3 (DX) => enable all hacks
* Level 4 => enable also aggresive CRC

Note: windows gui must be updated, and it will be nice to create a global tooltip
2015-06-14 10:27:02 +02:00
Gregory Hainaut
c6220bf836 gsdx-debug: print an error on unsupported draw call
Typically GTA
2015-06-14 10:27:02 +02:00
Jonathan Li
5cab4f8b35 Fix includes for Windows wxWidgets 3.0 build
wxWidgets 3.0 and w32pthreads both define mode_t on Windows, causing a
redefinition error. The w32pthreads mode_t doesn't get used, so I've
chosen the wxWidgets definition.

Also add <algorithm> (required by min and max) which is no longer
implicitly included on Windows, and wx/crt.h, required by wxVsnprintf in
wxWidgets 3.0
2015-06-12 18:29:09 +01:00
Jonathan Li
b6375686ff Use standard allocator for pxEventList/wxEventList
wxWidgets3.0 does not have the WXObjectAllocator anymore, so remove it.
2015-06-12 18:29:09 +01:00
bositman
93168069db Merge pull request #601 from TheLastRar/dev9logging
Dev9ghz: Respect user Log dir setting, use PluginLog. Fixes init crashes
2015-06-12 12:08:08 +03:00
TheLastRar
d0af2033e9 Dev9ghz: Respect user Log dir setting, use PluginLog
for logging as it checks if log file was created/opened successfully
Enable full logging in debug builds.
2015-06-11 23:18:25 +01:00
Gregory Hainaut
c11ac928ba Merge pull request #599 from ssakash/patch-12
inclusion of jap version of dr2 in gscrc.cpp
2015-06-11 09:45:41 +02:00
Gregory Hainaut
237ffcf796 gsdx-ogl: Make GL_ARB_draw_buffers_blend optinal for limited DX10 drivers 2015-06-10 22:55:27 +02:00
Akash
343ecca6ba crc hack 2015-06-10 20:13:27 +05:30
refractionpcsx2
72b828ef0d Finish previous revert as TortoiseGit failed epicly at it. 2015-06-10 10:11:06 +01:00
Gregory Hainaut
cbcb7962ce Merge pull request #593 from turtleli/gsdx-cleanup-and-fixes
Gsdx cleanup and fixes
2015-06-10 08:14:44 +02:00
refractionpcsx2
809ccc2479 Revert "Merge branch 'master' of https://github.com/PCSX2/pcsx2"
This reverts commit bbf4b58306, reversing
changes made to 5f201e21ee.
2015-06-09 23:55:46 +01:00
bositman
bbf4b58306 Merge branch 'master' of https://github.com/PCSX2/pcsx2 2015-06-10 01:40:52 +03:00
Jonathan Li
b1acc08c58 GSdx: Linux: Fix wording 2015-06-09 19:30:16 +01:00
Gregory Hainaut
206d2008f3 Merge pull request #582 from PCSX2/external-shader-opengl
external glsl: use define macro for matrix constructor
2015-06-09 19:57:33 +02:00
Gregory Hainaut
d71be88f6a Merge branch 'xsacha-clz' 2015-06-09 19:56:37 +02:00
Gregory Hainaut
d608d97ab7 common: add new file in project and fix condition ordering 2015-06-09 19:56:05 +02:00
Gregory Hainaut
ed9dbd9fae Merge branch 'clz' of git://github.com/xsacha/pcsx2 into xsacha-clz 2015-06-09 19:51:58 +02:00
TheLastRar
3636ebda3c Use CorePlugins to load plugins during FT Config 2015-06-09 19:46:22 +02:00
TheLastRar
430f2159ff SetEmuVersion, pass actual PCSX2 version 2015-06-09 19:46:22 +02:00
TheLastRar
51671e9391 Fix for old GSDX config GUI showing.
during 1st time config.
2015-06-09 19:46:22 +02:00
bositman
5f201e21ee Merge branch 'Alt-FTWizard-GS-Fix' of https://github.com/TheLastRar/PCSX2-Dev9-irq-thread-safer 2015-06-09 16:27:40 +03:00
Gregory Hainaut
4e82073bfc gsdx-ogl: improve setting bilinear of palette
Instead to disable it, uses GS settings
2015-06-09 09:53:50 +02:00
i30817
4e7e7f2dd5 Nocturne, DDS1 and DDS2 CRC hacks to remove motion blur and smudge filter
Signed-off-by: i30817 <i30817@gmail.com>
2015-06-09 00:25:33 +02:00
Gregory Hainaut
2503d9698c gsdx-ogl: re enable bilinear fitlering on palette for paltex mode
However keep it disabled for StarOcean 3 use cases
2015-06-08 21:01:18 +02:00
refractionpcsx2
ce5ccf8a4b Merge pull request #592 from AmbientMalice/master
GameDB: Fix Cold Winter Graphics (vu clamp extra)
2015-06-08 12:20:43 +01:00
Ambient_Malice
f180b2731a Fix Cold Winter Graphics
Game still doesn't look quite right in hardware renderer (too bright)
but the hideous graphics errors are fixed by changing clamp mode. This
game is considered something of a "hidden FPS gem", so it's nice to
think people will be able to play it on PCSX2 now.
2015-06-08 20:03:58 +10:00
Gregory Hainaut
649b46bdfe Merge pull request #591 from Azelphur/master
Fix PCSX2-linux.sh argument passing
2015-06-07 23:15:42 +02:00
Azelphur
548396b3e5 Fix PCSX2-linux.sh argument passing
$@ should be wrapped in quotes, otherwise arguments with spaces do not work eg currently you cannot run any game that has spaces in the filename with this script, this patch fixes that.
2015-06-07 22:13:23 +01:00
refractionpcsx2
2f20e6da65 microVU: Fixed up Cond Branch tBit + eBit. True Crime and DT Racer both work properly now.
- I had the wrong comparison in there, doh!
- tBit was jumping to the wrong place, not sure what games use it though
2015-06-07 20:21:53 +01:00
refractionpcsx2
95c2622b7f Gsdx: Typo'd! 2015-06-07 18:31:51 +01:00
refractionpcsx2
b5171dfe5d Gsdx: De-crapify Native resolution, potential fix for custom resolutions. 2015-06-07 16:57:55 +01:00
refractionpcsx2
0946958acf Gsdx: Height change on Gregory's recommendation :) 2015-06-07 16:12:14 +01:00
Gregory Hainaut
c3c29945b2 gsdx-ogl: only set a cst blend factor when Ad is used
Fix GT4 and potentially FFX
2015-06-07 16:10:59 +02:00
Gregory Hainaut
5daf7aa98f gsdx-debug: keep s_n/pop in sync 2015-06-07 12:39:48 +02:00
Gregory Hainaut
5bf5b5bca4 gsdx-ogl: extend StretchRect to write in depth texture
It will allow to convert color texture to depth texture
2015-06-07 12:39:23 +02:00
Gregory Hainaut
0518aaedc9 gsdx-ogl: unattach palette to avoid noise in debug 2015-06-07 12:39:15 +02:00
Gregory Hainaut
23f8203a22 gsdx-ogl: add some shaders to convert depth <-> color
I'm afraid of rounding error
2015-06-07 12:39:00 +02:00
Gregory Hainaut
a5fe8478ae Merge pull request #575 from PCSX2/gsdx-half-screen-snow-engine-v2
gsdx-texture-cache: Improve fix for snow engine game
2015-06-07 10:18:56 +02:00
Gregory Hainaut
1bd15a0d2b glsl: fix bad copy/past
Thanks  @turtleli
2015-06-07 10:02:39 +02:00
refractionpcsx2
0a467291f9 Gsdx: Height thing didn't work so well, using old buffer width test again 2015-06-07 03:50:34 +01:00
refractionpcsx2
1e83145c0c microVU: Fixed bug in ebit conditional branches (DT Racer) 2015-06-07 03:50:34 +01:00
refractionpcsx2
7ff36afd35 microVU: Improved existing flag hack slightly 2015-06-07 03:50:33 +01:00
refractionpcsx2
51fbb2c313 Put PC references in to COP2 flag warning 2015-06-07 03:50:33 +01:00
Gregory Hainaut
0e3349f953 Merge pull request #590 from PCSX2/OpenGL-printf-corrections-removed-shadow-hearts-crc
OpenGL printf wording corrections, removed Shadow Hearts CRC
2015-06-06 21:56:07 +02:00
bositman
1de58349c5 Bleh 2015-06-06 22:39:34 +03:00
bositman
8d61ab2af2 OpenGL printf wording corrections, removed Shadow Hearts CRC (not used anymore in GSstate)
Some minor grammar fixes to OpenGL prints and removed Shadow Hearts CRC
which has been left behind
2015-06-06 22:28:59 +03:00
refractionpcsx2
1fa13163e4 GSDX: Fix for games which change height but keep the same buffer width
- Fix for games that specify a double height, like Pool Paradise
2015-06-06 20:24:10 +01:00
TheLastRar
93a9ba8b6f Use CorePlugins to load plugins during FT Config 2015-06-06 12:09:19 +01:00
TheLastRar
b7ad408773 SetEmuVersion, pass actual PCSX2 version 2015-06-06 11:17:42 +01:00
Gregory Hainaut
c3dc51826f Merge pull request #541 from TheLastRar/master
DEV9ghzdrk - thread safer calls to DEV9irq
2015-06-06 10:47:32 +02:00
Gregory Hainaut
97467f9e30 Merge pull request #579 from PCSX2/drop-vs2010-support
Drop vs2010 support
2015-06-06 10:47:16 +02:00
Gregory Hainaut
68e44fd354 gsdx: reload the state when GSconfigure is called
It fixes the reloading of openGL option and it avoids
issue during pause/resume.

Fix issue #584
2015-06-06 08:51:53 +02:00
refractionpcsx2
8361369008 Re-add OpenCL project files, remove VS2010 Solution. 2015-06-06 00:49:09 +01:00
TheLastRar
4577f2f0a5 Fix for old GSDX config GUI showing.
during 1st time config.
2015-06-06 00:42:53 +01:00
refractionpcsx2
151fe43551 Vif Unpacks: After further tests on the PS2, think i have these down.
-Corrections to V3-16, the rest was right (woohoo!)
2015-06-06 00:05:52 +01:00
Gregory Hainaut
ce2b87343b fix linux compilation sigh... 2015-06-06 00:25:26 +02:00
Gregory Hainaut
7e662c50d4 Revert "gsdx: always restore the full gs state object (s_gs)"
This reverts commit 2ea049b5a5.
2015-06-06 00:22:15 +02:00
Gregory Hainaut
091f0d5ee9 Merge pull request #585 from turtleli/fix-broken-aligned-malloc
Fix AlignedMalloc on Windows
2015-06-05 23:34:26 +02:00
Jonathan Li
467e40fa81 Fix AlignedMalloc on Windows 2015-06-05 21:55:17 +01:00
Gregory Hainaut
a2a9b6252a common: fix compilation 2015-06-05 21:18:21 +02:00
Gregory Hainaut
4feeaac7d1 Merge branch 'alignment' of git://github.com/xsacha/pcsx2 into xsacha-alignment
Gregory: Get all changes but keep C11 code path which will be the future
 (if someone can find info on Visual Studio support)
* Keep the old posix api to use address sanitizer on gcc 4.9

Conflicts:
	common/build/Utilities/utilities.vcxproj.filters
	common/build/Utilities/utilities_vs2012.vcxproj.filters
	common/build/Utilities/utilities_vs2013.vcxproj.filters
	common/include/Utilities/MemcpyFast.h
	common/include/Utilities/StringHelpers.h
	common/src/Utilities/AlignedMalloc.cpp
	common/src/Utilities/vssprintf.cpp
	plugins/GSdx/stdafx.cpp
2015-06-05 20:31:14 +02:00
Gregory Hainaut
e774fecb77 gsdx-ogl: enable again geometry shader on Mesa
Please use a recent Mesa version (10.5 if possible)
2015-06-05 18:59:10 +02:00
Gregory Hainaut
868d82a22b Merge pull request #574 from AdmiralCurtiss/gui-hotkeys-in-menu
Show default keyboard shortcuts in the menu next to Save and Load State.
2015-06-05 18:49:28 +02:00
Gregory Hainaut
6c8f7a0147 Merge pull request #580 from PCSX2/issue-565-option
gsdx: always restore the full gs state object (s_gs)
2015-06-05 17:51:02 +02:00
refractionpcsx2
46b0a790d4 Vif: Fix up V2-32 and V3-32 Indeterminate Data on MTVU
- MTVU didn't do this correctly as it relied on vif packet size to check alignment, which it doesn't know.
- Packet sent to MTVU was too small for V3-32 to work properly, rounded up to nearest QW
- V2-32 fixed up on interpreter which was just wrong, can't fix V3-32 in it's current setup, but who cares ;)

These could still be wrong, but I can't confirm this until i run larger tests on my PS2
2015-06-05 16:24:03 +01:00
Gregory Hainaut
b49d65295f Merge pull request #457 from PCSX2/clean-gcc-flags
cmake: use O2 instead of every compiler flags
2015-06-05 16:26:42 +02:00
Gregory Hainaut
7d124e6a83 gsdx-texture-cache: Improve fix for snow engine game
Instead to hardcode the half-buffer size to 0x140, the new code
compute it.

To avoid regression, I limit the code to big target (>= 1024 pixels)
2015-06-05 09:06:12 +02:00
refractionpcsx2
65b83a36a7 GSDX: Removed some printf's I left in. 2015-06-05 00:13:21 +01:00
refractionpcsx2
91f775f3f0 GSDX: Fixed up some of the scaling height settings
-Last commit broke Snowblind games again
-Width now based on output circuit
-Try to use the smallest possible while being at least the size of the screen
2015-06-05 00:12:15 +01:00
Gregory Hainaut
6f4ec98bc3 gsdx: try to reduce the size of target as much as possible
I suspect too consume too much memory (issue #576)
2015-06-04 22:15:52 +02:00
Gregory Hainaut
f8f6117ea9 gsdx-debug: allow to track texture move
Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut
880900d306 external glsl: use define macro for matrix constructor
This way, matrix can be filled by column in glsl and by row in hlsl
2015-06-04 21:03:59 +02:00
Gregory Hainaut
979ea92754 gsdx: make png++ optional
Some distributions (Fedora) doesn't have a png++ package...
2015-06-04 20:22:05 +02:00
Gregory Hainaut
bd2c04a0ec ooups bad copy/past 2015-06-04 19:58:58 +02:00
Gregory Hainaut
cf6eae7bab debian: drop very old conflict/replace 2015-06-04 19:35:41 +02:00
Gregory Hainaut
2ea049b5a5 gsdx: always restore the full gs state object (s_gs)
It will force a reload of opengl option
2015-06-04 18:29:31 +02:00
Gregory Hainaut
c2e851b3a5 gsdx-ogl: don't use slow SW blend for nothing
When A == B, coeff is 0 so <= 1
When C == 2, just check the value of coeff

Barely faster in accurate_blend = 2
2015-06-04 18:18:47 +02:00
Gregory Hainaut
dd5868f9ba Also remove file of 3rdparty 2015-06-04 08:56:19 +02:00
Gregory Hainaut
ba5b367ae8 drop support of Visual Studio 2010
* Severals PR uses C++11 features
* 2015 will soon be released
* Win 10 will soon be released

Time to upgrade
2015-06-04 08:55:22 +02:00
Gregory Hainaut
85266abd71 gsdx-ogl: use a 8MB vbo/ibo
Dirge of Cerberus draw 143,360 vertices in a single draw!

It is likely to emulate a particle effects

Hopefully improve issue #573
2015-06-04 08:28:40 +02:00
bositman
e34477a497 Merge pull request #547 from pgert/master
GSdx > HW-hacks > Rewording comments on duplicate CRC's and minor cleanup
2015-06-03 15:58:28 +03:00
Gregory Hainaut
0d5d94f56e Merge pull request #570 from ssakash/patch-3
Three new Opengl settings for Windows [GUI]
2015-06-03 14:01:39 +02:00
Gregory Hainaut
3dd3bf6e2b gsdx-ogl: new hidden option accurate_blend = 2
Debug option to emulate all blending draw call in the shader

Of course it is slow but it is very accurate
2015-06-03 09:56:07 +02:00
Gregory Hainaut
cd6c93cd9e gsdx: silly mistake 2015-06-03 09:31:52 +02:00
Admiral H. Curtiss
c9e9df95ac Show default keyboard shortcuts in the menu next to Save State and Load State.
I can't figure out how to get the keycodes that have been modified by PCSX2_keys.ini, but this should give a decent base. I think you would just need to call AppendKeycodeNamesToMenuOptions again after GlobalAccels has been updated correctly, if I'm understanding this right, but I couldn't get it to work.
2015-06-03 01:02:16 +02:00
Akash
f2d193edcf Add three new Opengl options. 2015-06-02 16:02:56 +05:30
Gregory Hainaut
995ae51bf4 gsdx-ogl: disable a log message
Too verbose and code was fixed anyway
2015-06-02 09:28:35 +02:00
Gregory Hainaut
9fe13f7a6b gsdx linux: fix a memory leak
Not important but pollute the valgrind log
2015-06-02 09:28:35 +02:00
refractionpcsx2
b906217504 GameDB: Update some patches by prafull 2015-06-02 01:10:32 +01:00
refraction
4914620178 GSDX: Fix for 6x Native, fixed GH3 in native mode taking up quarter of the screen after the snowblind changes 2015-06-01 19:04:39 +01:00
Gregory Hainaut
2cbde89084 Merge pull request #555 from PCSX2/real-fb-format
GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
f81cf360bc Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut
d793ef85df Merge pull request #358 from PCSX2/baseblock-minor-clean
core: use memcpy and reserve function
2015-06-01 11:18:03 +02:00
Gregory Hainaut
9fa473a57d gsdx-ogl: glDebugMessageCallback is optional
Not even used in release build
2015-05-31 17:55:34 +02:00
Gregory Hainaut
9d69ff1f91 gsdx-debug: create the savef option
The idea is to easily extract bad frame from gs dump and to compare them
with the sw renderer.

Here the summary of the options:
savet => dump all input textures
save  => dump the render target
savez => dump the depth buffer
savef => dump the frame
2015-05-31 17:38:52 +02:00
Gregory Hainaut
d301848848 gsdx-ogl: fix paltex on opengl
RT uses as palette must use the alpha channel

Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
Gregory Hainaut
2f2ae2bc89 gsdx-ogl: enable gl tracing on windows
Trace info is enabled in dbg/dev build for the opengl renderer

Info is stored in GSdx_opengl_debug.txt when debug_opengl option is 1
2015-05-30 09:58:47 +02:00
Gregory Hainaut
009dd103ae gsdx-ogl: protect the trace with if statement
And mark the function as optional
2015-05-30 09:58:46 +02:00
Gregory Hainaut
a639634769 gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB

The 3.0 function could work too. It just need to be added
2015-05-30 09:58:46 +02:00
Gregory Hainaut
92d68b70d3 gsdx-ogl: add a performance note for later
The idea will be to replace StretchRect for standard case with a framebuffer
blit. Potentially it toggles less gl state.

Worth a test on Star Ocean 3 that uses a lots this function for stencil emulation
2015-05-30 09:58:46 +02:00
refraction
426fcf3afc Reverted microVU flag hack, it did nothing it wasn't already doing. 2015-05-29 22:56:53 +01:00
Gregory Hainaut
01e4a5148d gsdx-ogl: avoid crash in debug/dev build
Don't be silly, don't put gl trace in EE thread.
2015-05-29 16:50:27 +02:00
Gregory Hainaut
0cb6c37f14 gsdx-tc: add an explanation of the magic number 0x140 2015-05-29 12:27:05 +02:00
refraction
97b237712c gsdx: detect RT size based on fb size and gs output configuration
* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +02:00
Gregory Hainaut
02274601b3 gsdx-ogl: always copy texture into 0,0 2015-05-29 12:18:54 +02:00
Gregory Hainaut
e5326d1bd2 gsdx-tc: allow to reuse the right part of large RT as source 2015-05-29 12:18:54 +02:00
Gregory Hainaut
7ac533a4d1 gsdx-tc: invalidate half-RT src
snow engines uses the RT as 2 half RT.
2015-05-29 12:18:54 +02:00
Gregory Hainaut
da0b77e09b gsdx-ogl: new logo
Thanks bmate for the logo.

Close issue #192
2015-05-29 11:05:52 +02:00
refraction
ef420e41fe microVU: Nothing to see here
Left an if statement in which shouldn't have been there, whoops.
2015-05-28 21:46:17 +01:00
refraction
8f54da5fd3 GSDX: Removal of Nvidia hack.
- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
refraction
910dcfafdd microVU hack: Forgot tooltip update 2015-05-28 21:34:03 +01:00
refraction
5d00c00826 GSDX: Fixed UserHacks_AutoSkipDrawDepth dialog creation on windows.
- CheckDlgButton was just wrong
- Changed tag to say "Auto-skip depth" as you could only see "Auto-skip draw" which was highly ambiguous on GSDX!
2015-05-28 21:21:19 +01:00
refraction
d8343cea2a microVU: New improved flag speedhack.
- Now does Mac Flags as well pretty safely
- Speedup is anywhere from nothing to ~30fps (latter is DQ8 + MTVU)
2015-05-28 21:13:48 +01:00
TheLastRar
66b08c0b2f Use Mutex to control writes to the RX_Frame counter
A user on http://obsrv.org had an issue with freezing, unfreezing than
dying on other players screen, but can continue playing anyway. This
comment didn't end up fixing the issue of becoming a ghost, but he
didn't freeze.
2015-05-28 20:22:38 +01:00
Gregory Hainaut
31ffdd8c53 Merge pull request #559 from ssakash/patch-5
Auto depth skip hack initialization.[GUI]
2015-05-28 19:21:45 +02:00
Gregory Hainaut
cbca0692ed Merge branch 'ssakasht push origin master-patch-3' 2015-05-28 18:31:35 +02:00
Gregory Hainaut
8e32d71c07 Merge branch 'patch-3' of git://github.com/ssakash/pcsx2 into ssakash-patch-3 2015-05-28 18:30:49 +02:00
Akash
5f7e09268c change "D3D Internal Resolution" to "Internal Resolution" 2015-05-28 16:33:16 +05:30
Akash
bf743fec17 add logo for Opengl renderer. 2015-05-28 01:34:51 +05:30
Gregory Hainaut
83afc0622c Merge branch 'Sarania-update-manual-gamefix-text' 2015-05-27 18:55:53 +02:00
Gregory Hainaut
f1b5948fae Merge branch 'update-manual-gamefix-text' of git://github.com/Sarania/pcsx2 into Sarania-update-manual-gamefix-text 2015-05-27 18:53:40 +02:00
Gregory Hainaut
87bcb465c6 common: fix gcc 5.0 issue
Don't use const for variable object

Close issue #560
2015-05-27 18:20:06 +02:00
Blyss Sarania
db37d37ed9 Update manual game fix panel text
Add some text telling users that the game fixes do not speed up games.
We have many users who have followed a
Youtube guide enabling all these and breaking their games. Hopefully
this will mitigate that.
2015-05-26 17:25:31 -05:00
Gregory Hainaut
c43ddaec4f gsdx: add Castlevania hack explanation 2015-05-26 17:03:13 +02:00
Gregory Hainaut
419dfe0544 glsl: redo color/alpha management correction
Please test it!

GS supports 3 formats for the output:

32 bits: normal case
=> no change

24 bits: like 32 bits but without alpha channel
=> mask alpha channel (ie don't write it anymore)
=> Always uses 1.0f as blending coefficient

16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use
a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions.
Anyway as a current solution
=>  apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow)
unfortunately normal blending mode still uses the full range of colors!

This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2

Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^
(issue #380).
Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated
2015-05-26 16:49:43 +02:00
Akash
ef3247c233 Update copyright license 2015-05-26 19:15:30 +05:30
Akash
99f9407c24 Auto depth skip hack initialization. 2015-05-26 19:13:56 +05:30
Gregory Hainaut
9ee3a173d0 gsdx-ogl: use a local ALPHA register
It would allow to easy tune the parameter to support 24 bits format
2015-05-26 15:36:48 +02:00
Gregory Hainaut
d31bd97d59 gsdx-ogl: add a variable to select FB output
Either 32bits/24bits/16bits
2015-05-26 14:59:07 +02:00
Gregory Hainaut
93c0d5a268 gsdx-ogl: add an error message when a RT is reused with a format cast
For example a 32 bits RT could be used as a 16 bits RT.

It is likely the source of various bug in HW renderer
2015-05-26 11:16:49 +02:00
Gregory Hainaut
6326f72ed4 debian: bump wx to 3.0 + add libpng 2015-05-26 11:15:13 +02:00
Gregory Hainaut
a3bbe68d56 gsdx: throw an exception when we miss a mandatory gl feature
Gracefully quits when driver is not supported
(like nvidia legacy driver for GTX260)

Please test the impact on windows
2015-05-26 11:03:59 +02:00
Gregory Hainaut
3be5a6036b gsdx-ogl: remove assertion + debug message
opengl use a different object to compute the vertex count
2015-05-26 11:03:59 +02:00
refraction
b84a462798 Unreachable code message was annoying me. 2015-05-26 00:30:12 +01:00
avih
ff7aeb7808 Merge pull request #553 from AdmiralCurtiss/game-database-writer-fix
Fix off-by-one error in the Game Database Editor (unused legacy code).
2015-05-25 18:40:26 +03:00
Admiral H. Curtiss
e31a2c0733 AppGameDatabase: Fix off-by-one error when writing changes in the Game Database dialog.
Did no one ever use this feature? If git blame is accurate this has been
in the codebase since 2011...
2015-05-25 15:22:23 +02:00
Gregory Hainaut
2704a65f57 gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories
Feel free to test those games with CRC disabled on the openGL renderer (native resolution)
2015-05-25 12:37:48 +02:00
Gregory Hainaut
580d177951 gsdx: improve commit 11708486d8
This time linear filtering is disabled only for the bad draw call
(RT used as a palette texture).
2015-05-25 09:46:51 +02:00
Gregory Hainaut
99d7434671 gsdx-ogl: disable SSO on nouveau 2015-05-24 19:24:10 +02:00
Gregory Hainaut
11708486d8 gsdx: allow to control the filtering of texture cache
When the RT is used as an input texture, we need to rescale it.

Previous behavior was to always uses a linear filtering (more smooth).
Unfortunately it broke some games that expected an exact value like Star Ocean 3

This commit will disable the linear filtering in normal filtering mode (filter = 0
or filter = 2)

This way, shadow of Star Ocean 3 will appear correctly in upscaling (not
100% perfect but can't do better)

Note: SO3 only requires a nearest sampling of the alpha channel but
I don't know the behavior for others games.
2015-05-24 18:59:27 +02:00
Gregory Hainaut
b0af54d33e gsdx-ogl: better support of palette
The purpose of the code is to support alpha channel
of RT uses as an index for a palette texure.

I'm afraid that code will likely break pure palette texture. Only used
if paltex is enabled

It fixes missing shadow in Star Ocean 3 (issue #374) in Native resolution
with filter = 0  (no filtering) or = 2 (normal fitering)

Rendering explanation:
The game emulates a stencil buffer with the alpha channel

The alpha channel of the RT can contains a palette texture index (format 4HH)
The idea is to have a gradient of value in the palette (16/32/48/...).
This way you can implement a +16/-16 and even wrap the alpha value every time
you hit the pixel.

Bilinear filtering breaks the rendering because it interpolates between counts
so you doesn't have the exact count

Upscaling breaks the rendering because the RT is reused as an input texture. It means
that we need to scale it down which again create some interpolations.
2015-05-24 18:07:16 +02:00
Gregory Hainaut
951a1fed94 gsdx-hack: enable auto skip of depth texture for God of War
Rendering is quite complex to emulate on the GPU due to several limitation.
Until we find a solution let's enable the old solution

You could find a description of the rendering here:
http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
2015-05-24 13:43:36 +02:00
Gregory Hainaut
a70c3bf5de glsl: correct the alternate implementation of ps_main1
Still not yet enabled by default

Potentially it can be optimized with the dot product but special care
need to be taken to ensure float accuracy.

Bonus: it could work on old GPU (aka DX9)
2015-05-24 13:43:36 +02:00
Gregory Hainaut
c82fd94c6c gsdx-debug: use GL_INS instead of printf 2015-05-24 13:43:36 +02:00
Gregory Hainaut
c01686d252 gsdx-png: add a fixme message for 16 bits by channel image 2015-05-24 12:51:20 +02:00
Gregory Hainaut
7f614401a6 gsdx-ogl: set accurate_blend as default
Rendering is better and I think speed impact remains small.
2015-05-23 15:10:04 +02:00
Gregory Hainaut
c507e816c2 gsdx-ogl: oups forget a break 2015-05-23 13:06:23 +02:00
Gregory Hainaut
b884e0c0c0 gsdx-debug: improve debug experience
* Dump context before the increase of s_n
  => aligned with the global call number
* Don't print colclip not supported when it is optimized away
* dettach the input texture when it is useless
  => avoid to show a wrong texture in the debugger
2015-05-23 12:23:05 +02:00
Gregory Hainaut
f665180d11 gsdx-debug: use hex number for texture pointer
Easier to grep
2015-05-23 12:20:26 +02:00
Gregory Hainaut
7609fdc576 gsdx: rename too much sr to sRect 2015-05-21 09:48:15 +02:00
Gregory Hainaut
b52ee6f1f6 gsdx-linux-gui: add an option for accurate color clipping
Note: it is only for debug purpose

Sotc testcase 187 fps => 125 fps (2x scaling)
2015-05-20 09:42:22 +02:00
Gregory Hainaut
183af4ece6 gsdx-ogl: don't enable SW blending when there is no blending
Mostly to avoid useless message
2015-05-20 09:36:01 +02:00
Gregory Hainaut
3d35e4f8ec gsdx-ogl: implement all blends mode in shader
+ 250 lines !!!
2015-05-20 09:11:36 +02:00
Gregory Hainaut
2d54d59add gsdx-ogl: update assertion ps sel is 8B now 2015-05-20 08:40:08 +02:00
Gregory Hainaut
d3d5a436ea gsdx-ogl: add code to read back depth texture 2015-05-20 08:07:40 +02:00
Gregory Hainaut
a4c74ef872 gsdx-ogl: disable GL_DITHER
I really don't know the impact but it is not supported with integer texture.
2015-05-20 08:05:27 +02:00
Gregory Hainaut
8d3e3e6c5b gsdx-ogl: more blend rework to support accurate_colclip
So far few blending equations are implemented in PS. It is only
for test the behavior on GoW
2015-05-20 08:00:40 +02:00
Gregory Hainaut
c5341a2711 gsdx-ogl: update blending management
This way it will allow to implement all blendings operartion in FS.

Of course it will be slow, but it would be nice for debug and quickly check
game error rendering.
2015-05-20 00:12:52 +02:00
Gregory Hainaut
358e0d445b gsdx-ogl: add a shader to convert depth texture into uint 2015-05-19 18:56:32 +02:00
Gregory Hainaut
18a6403852 common-wx3: fix nasty bug between overload function of pxOnAssert 2015-05-19 17:40:38 +02:00
Gregory Hainaut
ac38ebbf29 Merge pull request #546 from ssakash/patch-3
enables Anisotropic filtering option for OGL (HW mode) [Windows UI]
2015-05-19 15:20:12 +02:00
Gregory Hainaut
ec45090358 glsl: implement an alternative of convert 1 shader
Code not yet enabled. Quick test show no heavy regression but I need
to carefully validate it.
2015-05-19 13:14:18 +02:00
Gregory Hainaut
a12acc0d24 gsdx-ogl: clean a bit Texture Cache OGL
Add a placeholder for depth format but nothing done yet.
2015-05-19 13:14:18 +02:00
Gregory Hainaut
1837001e75 gsdx: extend CopyOffscreen with a new shader parameter
Currently we're trying to infer the conversion shader based on the output format

It only works if the input data is RGBA8. It might not be true in the future
2015-05-19 13:14:18 +02:00
Gregory Hainaut
9554b5dd56 gsdx-lzma: drop CONCAT flag
I have some issue with it. Unlikely to use multi-stream gs anyway
2015-05-19 13:14:18 +02:00
Gregory Hainaut
fa761a129d gsdx-linux: add an option to enable/disable recording
Avoid to kill the computer/application if the user press F12 by accident
2015-05-19 13:14:18 +02:00
Gregory Hainaut
4c7b151851 debian: drop libglew dependency
It was only required for zzogl
2015-05-19 13:14:18 +02:00
Gregory Hainaut
1518a57284 Merge pull request #548 from nE0sIghT/fix-desktop
Fix .desktop file
2015-05-19 12:57:24 +02:00
nE0sIghT
19febdad06 Changed executable to "env __GL_THREADED_OPTIMIZATIONS=1 PCSX2" 2015-05-18 22:03:28 +03:00
nE0sIghT
19391b71cc Changed icon name in PCSX2.desktop to uppercase 2015-05-18 22:03:01 +03:00
Gregory Hainaut
34202933da GSdx-linux-recorder: add various option to control it 2015-05-18 19:57:21 +02:00
Gregory Hainaut
388f46b577 gsdx-png: use array interface instead of set_pixel
Doc says it is "non-checking equivalent of set_pixel". Still slow as ass

At least syntax is nicer
2015-05-18 17:25:14 +02:00
Gregory Hainaut
a4d6722b26 gsdx-thread: add a CAPACITY parameter to GSJobQueue 2015-05-18 17:08:18 +02:00
Gregory Hainaut
e7665ee7dd gsdx-linux-recorder: upgrade code to use n threads
Unfortunately it requires too much memory (easily 6GB)
2015-05-18 16:56:44 +02:00
Gregory Hainaut
cff168e002 gsdx-linux-recorder: implement multithread to save the image
Currently only a dedicated thread. It is still too slow!
2015-05-18 16:56:44 +02:00
Gregory Hainaut
012f1b4f05 gsdx-thread: remove deprecated boost code 2015-05-18 16:55:49 +02:00
Gregory Hainaut
19d9349b0b gsdx-debug: remove old assert 2015-05-18 16:45:38 +02:00
pgert
c9508298b4 Update GSCrc.cpp 2015-05-18 16:37:28 +02:00
Akash
70b8772bb4 enables Anisotropic filtering option for Opengl (Hardware mode) [Windows UI] 2015-05-18 19:16:22 +05:30
Gregory Hainaut
503459798a gsdx-linux: add a basic implementation to record the gameplay as png file
The idea was to merge them later with ffmpeg or other external tool

It kinds of work but current fps is around 2 !!! So not really usable

The speed issue is related to PNG.

So either the code to store pixels data must be optimized. Or maybe it misses some MT loves :)
2015-05-18 11:56:20 +02:00
Gregory Hainaut
2783da4a22 gsdx-ogl: use a local buffer to store offscreen texture
It will allow to read texture in // (and potentially could be useful
for recording)
2015-05-18 11:29:04 +02:00
Gregory Hainaut
79a9254894 gsdx-ogl: print some error messages if extenal shader is wrongly configured 2015-05-18 10:56:32 +02:00
Gregory Hainaut
f2e8785cb0 forget 2 files + upgrade googledoc path to github path 2015-05-18 10:14:19 +02:00
Gregory Hainaut
8d6d8067fd linux: rename everything. It is PCSX2 is uppercase letter
Sorry for all maintainers that will need to upgrade their packages
2015-05-18 10:04:23 +02:00
Gregory Hainaut
5bd724e651 PCSX2-linux.sh: update the script due to the renaming 2015-05-18 09:55:17 +02:00
Gregory Hainaut
432a73e039 Rename the linux launcher script 2015-05-18 09:51:09 +02:00
Gregory Hainaut
bf0213ca47 linux: rename pcsx2-* exe file to PCSX2
Alwawys the same name and uppercase
It was useful on the past to reduce compilation time but there is
less plugins now and ccache just does the job fine.
2015-05-18 09:49:59 +02:00
Gregory Hainaut
4787565e14 linux: reduce complexity of launch_pcsx2_linux.sh script
Don't screw up the shell context so no need to restore it. As a bonus, it supports
interruption(kill/abort) properly
2015-05-18 09:26:34 +02:00
Gregory Hainaut
540717b295 gsdx-ogl: don't force logz only on debug build 2015-05-18 07:24:26 +02:00
Gregory Hainaut
eb59f8b72c i10n: update tr_TR (turkish) 2015-05-18 07:23:28 +02:00
Gregory Hainaut
5c046180a1 cmake: properly add detection of lzma
Code is 100% optional.

Code will allow be enabled if lzma-dev is installed at compile time
2015-05-17 22:08:10 +02:00
Gregory Hainaut
98dde32dc0 gsdx-replayer-linux: use new code to allow loading of .gs.xz dump
A bit slower at startup but it saves a lots of disk space!

Reduce the size of my gs collection of 11GB :)
2015-05-17 22:08:10 +02:00
Gregory Hainaut
e93f780268 gsdx-replayer-linux: separate a bit parsing and executing code
It would ease the porting of the code to read xz file
2015-05-17 22:08:10 +02:00
Gregory Hainaut
86e3c18c33 gsdx-linux: add code to read xz file
Linux only to avoid the extra dependency on windows
2015-05-17 22:08:10 +02:00
Gregory Hainaut
5cfb496700 gsdx-ogl: only open debug file once 2015-05-17 14:43:56 +02:00
Gregory Hainaut
7979dec5b0 gsdx-ogl: optimize colclip 0
Currently colclip uses 2 passes to wrap the output of blending unit

However some blending mode are only a plain copy (of 0 or Cs or Cd).
So no overflow of [0:255], no need to wrap it

Note: I saw those cases in GoW.
2015-05-17 13:05:08 +02:00
Gregory Hainaut
6ced837360 gsdx-debug: add some PERF info in trace
The idea is to detect easily effect that are known to be slow on opengl
2015-05-17 13:05:08 +02:00
Gregory Hainaut
818412ba26 gsdx-debug: fix a crash in trace 2015-05-17 13:05:08 +02:00
Gregory Hainaut
b1ea081fc3 gsdx-debug: improve tracing interface
Basically move the format and c_str() in the macro
2015-05-17 13:05:08 +02:00
Gregory Hainaut
b8aa5f8f80 gsdx-debug: more trace for the texture cache 2015-05-17 13:05:08 +02:00
Avi Halachmi (:avih)
3bd3ba4faf gui: speedhacks: disable restore-defaults when Presets is used
The Restore-Defaults button and the Presets checkbox are inherently conflicting
since both of them apply (different) sets of values to the speed hacks, however
the Preset also applies values to other panels.

Now the relation between the Defaults button and Preset is consistent with
other panels (EE/VU) where Defaults already got disabled when Presets is used.

Before this patch (and also before the previous one which fixed the locking),
clicking restore-defaults while Presets was checked resulted in incorrect state
where Preset is checked but the speed hacks are both unlocked and also didn't
necessarily match the selected preset. Now this can't happen.
2015-05-16 23:42:43 +03:00
Avi Halachmi (:avih)
bbf7153acd gui: fix: Apply on disabled speedhacks now locks the panel
When speed hacks are disabled, clicking Apply should keep the panel grayed-out,
but it didn't before (though it was still correctly locked/unmodifyable).
With this patch it also looks correctly grayed out.

It's not clear if it's a wxWidgets issue or pcsx2 issue since with wxWidgets 3
there doesn't seem to be an issue (see posts at issue #543).

Regardless, this patch makes a cleaner separation between widgets values
([un]checked etc) and widgets states - lock(grayed-out)/unlocked.

The patch only modifies when widgets are grayed and should not affect the actual
values (therefore should not change the behavior other than visuals), but do
keep an eye for weird behavior since this is sensitive code.

Should fix #543
2015-05-16 22:32:53 +03:00
Gregory Hainaut
8a73849531 gsdx-ogl: enable multithread driver by default for nvidia
+ add a linux gui option to disable it (for test purpose)
2015-05-16 15:22:20 +02:00
Gregory Hainaut
c567198967 gsdx-ogl: replaced draw_count by s_n
This way error message is aligned with everything else :)

It is not perfect (normally it must be done in start of main draw)
2015-05-16 13:59:13 +02:00
Gregory Hainaut
62e0e6a067 gsdx: remove deprecated code
Core was fixed to call GSFifo in the good thread
2015-05-16 13:52:16 +02:00
Gregory Hainaut
2165c68938 oups forget a couple of break 2015-05-16 13:26:55 +02:00
Gregory Hainaut
02b478dfbc gsdx: plug the new PNG wrapper
Drop various duplicated code :)
2015-05-16 12:47:28 +02:00
Gregory Hainaut
8cd533304c gsdx: new dependency on linux => png++
Note: it is only header file that wrap the standard png (which was
already mandatory for wx/sdl)
2015-05-16 12:47:28 +02:00
Gregory Hainaut
cab59587e8 gsdx: add a PNG wrapper
Normally it supports all formats but I didn't have luck with 16 bits depth gray
2015-05-16 12:32:05 +02:00
Gregory Hainaut
3f278382a1 gsdx-debug: dump all drawing register
Thanks PERL
2015-05-16 11:16:33 +02:00
Gregory Hainaut
8341055f3e gsdx-ogl: don't enable ogl_texture_storage on catalyst 2015-05-16 00:31:25 +02:00
Gregory Hainaut
a2d605be0b gsdx: copy past mistake
Let's always increment the s_n counter
2015-05-16 00:31:25 +02:00
Gregory Hainaut
cfddcb7a93 gsdx-ogl: typo 2015-05-16 00:31:25 +02:00
Gregory Hainaut
0f01ba4c46 gsdx-ogl: mega boost
Enable Nvidia multi thread driver optimization
Enable ogl_texture_storage by default (requires for the speed boost
, later the option will be removed)
2015-05-16 00:31:25 +02:00
Gregory Hainaut
a1bfb237e6 Partially Revert "gsdx-ogl: drop support of GL_ARB_clear_texture extension"
This reverts commit 03e72781aa.

Let's add back the clean texture pointer

I want to test it on
1/ DSA
2/ MT driver
2015-05-16 00:31:25 +02:00
refraction
534fa65ecf Fix for VS2013 microVU debug logging 2015-05-15 20:22:03 +01:00
Gregory Hainaut
28bb64aae8 gsdx: sed/dr/dRect/ 2015-05-15 20:49:32 +02:00
Gregory Hainaut
445c28fe97 gsdx: sed/sr/sRect/ 2015-05-15 20:47:14 +02:00
Gregory Hainaut
d566bb2a23 gsdx: sed /st/sTex/ 2015-05-15 20:45:31 +02:00
Gregory Hainaut
6a9e425308 gsdx: sed /dt/dTex/ 2015-05-15 20:44:15 +02:00
Gregory Hainaut
d870188d21 gsdx: sed/o/off/ 2015-05-15 20:40:09 +02:00
Gregory Hainaut
27d485a940 drop a file that was wrongly commited 2015-05-15 20:34:09 +02:00
Gregory Hainaut
6166c95325 gsdx-ogl: protect PBO with fence
Safer and doesn't impact perf too much.
2015-05-15 18:32:47 +02:00
Gregory Hainaut
a5e424512c gsdx-ogl: really avoid consecutive clean 2015-05-15 16:00:46 +02:00
Gregory Hainaut
84c3592fbe gsdx-debug: more debug message/group 2015-05-15 16:00:45 +02:00
Gregory Hainaut
08291aed0c gsdx-ogl: color state impact the clean command 2015-05-15 15:25:45 +02:00
Gregory Hainaut
613e215c73 gsdx-ogl: add some note for the persistent buffer + add a flush
Persistent is slower (at least on my gs dump) because data is put
in  host instead of the video memory

I don't understand why upload the data directly to the video memory
is faster
2015-05-15 15:25:45 +02:00
Gregory Hainaut
5628bfb20c gsdx-ogl: drop old code
I have group so it doesn't pollute anymore gl trace
2015-05-15 15:25:45 +02:00
Gregory Hainaut
7f2bbdceb9 Merge pull request #542 from PCSX2/gsdx-issue-539
gsdx-recorder: use recursive mutex
2015-05-14 19:38:44 +02:00
Gregory Hainaut
88a714327a linux-zzogl: don't build anymore zzogl by default
Sadly, no time to maintain it neither to improve it.

Note: I think new openGL 4.x feature would make the plugin faster

Anyway, now GSdx-ogl is probably better than zzogl
2015-05-14 17:38:42 +02:00
TheLastRar
ff4cf51494 use volatile 2015-05-14 13:23:09 +01:00
Gregory Hainaut
6d8695127f gsdx-recorder: use recursive mutex 2015-05-14 11:56:07 +02:00
TheLastRar
a0ec633c46 Provide a DEV9async and use it to call irq 2015-05-13 10:04:04 +01:00
Gregory Hainaut
bd96a73580 gsdx-debug: trace texture cache hit/miss/removal
Actually only a small part but I think it is enough to help debugging
tc issue.
Only enable it on debug because it is quite verbose
2015-05-13 09:01:04 +02:00
Gregory Hainaut
5e9a3a424e Merge pull request #479 from PCSX2/gsdx-texture-cache
gsdx: value was wrongly overwritten
2015-05-13 08:08:46 +02:00
Gregory Hainaut
b7a9465963 gsdx-ogl: update the device to use the new texture flags
Hopefully it will increase a bit the speed
2015-05-12 18:18:20 +02:00
Gregory Hainaut
3e784d57e8 gsdx-ogl: add some flags to trace texture state
goal1: avoid 2 consecutives clean of the render target
goal2: only invalidate texture correctly
2015-05-12 18:03:06 +02:00
Gregory Hainaut
2e34d48e97 gsdx-ogl: add a virtual GetID method for texture
Much more readable
2015-05-12 17:41:41 +02:00
Gregory Hainaut
e0012811ae gsdx-debug: more debug info in gl trace 2015-05-12 12:36:34 +02:00
Gregory Hainaut
4e222f18cd gsdx-ogl: it was a bad idea to use DSA on fb
Actually I'm not sure we can mix both dsa/standard approach
2015-05-11 18:04:16 +02:00
Gregory Hainaut
f37f3cb3cf gsdx-ogl: improve texture uploading
Initially we copy pitch by line in the PBO and tell the dma to only
use the first valid byte.

Now, we only copy useful data to the PBO. It reduce the copy and PBO memory requirement.

It seems a bit faster on native resolution
2015-05-11 16:32:13 +02:00
Gregory Hainaut
4e2e9aa56c gsdx-ogl: always read the first attachment of the fbo 2015-05-11 16:28:34 +02:00
Gregory Hainaut
cb6e8a7d6a gsdx-linux: Don't enable EGL by default
I was hoping that EGL become a standard much more faster. Currently it is an useless dep
so let's disable it by default.
2015-05-11 15:33:40 +02:00
Gregory Hainaut
643b1647c4 gsdx-gui-linux: add some tooltips for the hw options 2015-05-11 14:12:41 +02:00
Gregory Hainaut
921fa3bab8 gsdx-ogl/linux: drop fba option
It is useless as DX11
2015-05-11 13:57:26 +02:00
Gregory Hainaut
f0de7d6386 gsdx-debug: add 2 extra frames in GS dump
Initially I was afraid of the size increase but it can be
higly compressed.

Sometimes image was computed inside a RT but never outputed to
the screen which remains black. It is annoying to see the glitches
2015-05-11 13:45:24 +02:00
Gregory Hainaut
b3d8981a22 gsdx: link replayer to png to avoid link failure 2015-05-11 13:24:40 +02:00
Gregory Hainaut
eff4ac3e4a gsdx-ogl: update UBO hint
On Nvidia, DYNAMIC is a bit faster.
2015-05-11 12:35:41 +02:00
Gregory Hainaut
59f7e4d2dc Revert "gsdx linux: drop aligned stack option"
This reverts commit 2dcffe7fa4.
2015-05-11 12:15:38 +02:00
Gregory Hainaut
d77e252873 debian: update the readme
In short, if you use Mesa, install the latest version :)
2015-05-11 12:00:51 +02:00
Gregory Hainaut
2dcffe7fa4 gsdx linux: drop aligned stack option
I think the bug was related to a wrong declaration of exported function without stdcall
2015-05-11 11:35:34 +02:00
Gregory Hainaut
286fe4db8c cmake/gsdx: check png++ is installed to support png image
Otherwise fallback to bmp file
2015-05-11 11:32:13 +02:00
Gregory Hainaut
797e3d81da cmake: CheckLib allow to search only include
Some libraries doesn't have any .so file
2015-05-11 11:28:09 +02:00
Gregory Hainaut
30e3956ea7 gsdx-ogl: avoid issue with apitrace
The tool doesn't support NaN value so be sure the buffer is correctly initialized
2015-05-11 11:19:18 +02:00
Gregory Hainaut
1523b9534f gsdx-debug: compact the code 2015-05-11 11:19:00 +02:00
Gregory Hainaut
51ed3e63e9 glsl: oups forget to remove a line 2015-05-10 10:39:23 +02:00
Gregory Hainaut
5565544ba6 gsdx-ogl: DATE with texture barrier
Much faster for small batch that write the alpha value. Code can
be enabled with accurate_date option.

Here a summary of all DATE possibilities:
1/ no overlap of primitive
    => texture barrier (pro no setup of stencil and single draw)

2/ alpha written
    => small batch => texture barrier (primitive by primitive). Done in N-primitive draw calls.
    (based on GL_ARB_texture_barrier)

    => bigger batch => compute the first good primitive, slow but only 2 draw calls.
    (based on GL_ARB_shader_image_load_store)

    => Otherwise there is the UserHacks_AlphaStencil but it is a hack!

3/ alpha written
    => full setup of stencil ( 2 draw calls)
2015-05-09 19:54:01 +02:00
Gregory Hainaut
b89f0cfa4c Merge pull request #533 from PCSX2/gsdx-impossible-blend
Gsdx impossible blend support on openGL
2015-05-09 19:49:18 +02:00
Gregory Hainaut
390811f414 gsdx-debug: Dump in PNG on linux & dbg/dev build
Keep BMP for standard user of release build
2015-05-09 18:41:17 +02:00
Gregory Hainaut
3c7a3a3d83 gsdx-ogl: disable accurate option if driver doesn't support it 2015-05-09 18:41:17 +02:00
Gregory Hainaut
7fac25edb0 glsl: add shader implementation of impossible blend
Issue: I don't know if destination alpha value must be multiplied by 2.0f
2015-05-09 15:02:34 +02:00
Gregory Hainaut
f029e4763f gsdx-ogl: add the alpha value in a constant buffer 2015-05-09 15:02:34 +02:00
Gregory Hainaut
472608b879 gsdx-ogl: add accurate blending implementation 2015-05-09 15:02:13 +02:00
Gregory Hainaut
1e8aea033c gsdx-ogl: add a wrapper to control the drawing of primitives
No barrier => draw all primitives
Barrier but without overlap => draw all primitives
Barrier with overlap => draw primitive by primitve

It will ease the implementation of accurate blending and why not date too
2015-05-09 15:01:39 +02:00
Gregory Hainaut
625d65d4b4 gsdx-ogl: encode the bogus id as shader parameter 2015-05-09 14:55:44 +02:00
Gregory Hainaut
bc5de8df6b gsdx-ogl: disable FF blend when blend is done in shader 2015-05-08 20:28:50 +02:00
Gregory Hainaut
380e420cdd gsdx-ogl: add a blend parameter to shader 2015-05-08 20:28:50 +02:00
Gregory Hainaut
9023f5f0db glsl: drop useless ifndef
I often mix them with the real value...
.
2015-05-08 19:28:17 +02:00
Gregory Hainaut
8e1db43431 gsdx-debug: debug stuff 2015-05-08 19:28:17 +02:00
Gregory Hainaut
3c66da4d82 gsdx: remove old code 2015-05-08 19:28:16 +02:00
Gregory Hainaut
1addae1993 gsdx-ogl: don't use extra shader for sprite hack
Atst == 2 && sprite_hack is equivalent to Atst == 1

It frees a bit in the shader selector, and reduces shader combinations.
2015-05-08 19:28:16 +02:00
Gregory Hainaut
b490085214 gsdx-ogl: add 2 options in the GUI to ease testing
accurate_date => use an emulated stencil to compute destination alpha
    test (could be slow)

accurate_blend => do nothing (future)
2015-05-08 19:28:16 +02:00
Gregory Hainaut
4c91bab00e gsdx: fix compilation error on release build 2015-05-08 19:28:00 +02:00
Gregory Hainaut
6d31124d3a gsdx-debug: only enabled advance gl debugging on linux
It will avoid some crash on windows for driver that doesn't support
the extension.

Make debug support mandatory for debug build on linux.
2015-05-08 09:54:34 +02:00
Gregory Hainaut
e87d129b09 gsdx-ogl: more verbose debug 2015-05-08 01:01:01 +02:00
Gregory Hainaut
d6448183d7 gsdx-ogl-debug: insert error message in GL stream
This way, you can see your message in the GL debugger
2015-05-08 00:16:31 +02:00
Gregory Hainaut
544a923e32 gsdx: Add an option to control auto skip of depth texture
Default is 1 if the user enable hack.

It fixes GTA sun effect and likely others bugs.

Please someone add a windows GUI option.
2015-05-07 23:54:22 +02:00
Gregory Hainaut
51a67029cf gsdx-ogl: add an option to print gl error messages 2015-05-07 23:54:22 +02:00
Gregory Hainaut
7518b2ef21 gsdx-gui-linux: add debug option in the gui
* Only for debug/dev build
* look awful (expand/fill) but otherwise it is nice for the debug ;)
2015-05-07 23:54:22 +02:00
Gregory Hainaut
d20501739f Merge pull request #528 from ssakash/patch-1
sync with GSdx.ini variable.(fix earlier typo)
2015-05-07 22:15:41 +02:00
Gregory Hainaut
fda746ff93 gsdx-gui-linux: support 3 states hack options
Based on a Combo Box on linux. As good as 3 states check buttons
2015-05-07 22:13:49 +02:00
Gregory Hainaut
d69ffa9b8b gsdx-gui-linux: move remaining table filling into small functions 2015-05-07 22:13:49 +02:00
Gregory Hainaut
b39b9c9f55 gsdx-gui-linux: use callback everywhere
Note: texture offset doesn't work nicely (you need to press enter
to validate the change)
2015-05-07 22:13:49 +02:00
Gregory Hainaut
d428e0d19d gsdx-gui-linux: move table filling into separate function
It is much easier to read this way. I need to use callback for the remaining
object before I can move everything out of main function.
2015-05-07 22:13:49 +02:00
Gregory Hainaut
917a6c28e5 gsdx-gui-linux: factorize code
* Use wrapper and callback for Check Button/Spin Button/Combo Box
* Use TheApp.m_gs vector to create combo box

Remove nearly 100 lines of code ^^
2015-05-07 22:13:49 +02:00
Gregory Hainaut
ba21879059 gsdx-ogl: 1x aniso <=> off 2015-05-07 22:13:49 +02:00
Gregory Hainaut
e6560f348e gsdx: add vector option for linux & openGL 2015-05-07 22:13:49 +02:00
avih
c02eadab3f Merge pull request #531 from PCSX2-underground/ssakash-log-F9
console: use correct message for hw/sw rendering switch
2015-05-07 21:45:16 +03:00
Gregory Hainaut
8f1d00292b gsdx-ogl: allow to control vsync on Windows
Issue #529

Completely untested
2015-05-07 18:41:10 +02:00
Gregory Hainaut
6095f40baf gsdx-ogl: add the number of free bit in selector structs 2015-05-07 18:41:10 +02:00
Akash
c4b96c3c53 console: use correct message for hw/sw rendering switch 2015-05-07 21:41:38 +05:30
pgert
9a083d5506 gsdx: crc hacks: few new crcs, few crcs region changes
Signed-off-by: Avi Halachmi (:avih) <avihpit@yahoo.com>
2015-05-07 15:57:50 +03:00
Gregory Hainaut
97fad356b8 gsdx-ogl: fix debug build for AMD/Intel HW 2015-05-06 19:09:13 +02:00
Gregory Hainaut
cc4713d379 gsdx-debug: extend ogl debug capabilities
Group opengl calls into a nice name.

Apitrace shows them in a tree format that support folding. Previously it
was a long flat list (10K-40K of lines by frame)

I align the call number with the internal s_n variable. This way it is
easy to map GSdx dump output with the GL debugger :)
2015-05-06 19:09:13 +02:00
Gregory Hainaut
530e4ce776 gsdx-ogl: drop hack that rescale primitive (to avoid upscale glitch)
Rendering is bad. It renders sprites at native resolution.
2015-05-06 19:09:13 +02:00
Gregory Hainaut
6d65867b26 gsdx-ogl: comment point_sampler
It is not enabled on the shader so I will reuse the bit
2015-05-06 19:09:12 +02:00
Gregory Hainaut
3fcac07120 gsdx-ogl: print some message when blending is not properly supported 2015-05-06 19:09:12 +02:00
Gregory Hainaut
6fca3b421d gsdx-debug: dump register context in a .txt file
+ Realign s_n number if frame is skipped

This way it is easier to understand current draw. It also eases
comparaison between SW/HW.
2015-05-06 19:09:12 +02:00
Akash
24e37d2dea sync with GSdx.ini variable.(fix earlier typo)
fixed the description for round offset hack.

fixed the new description for round offset hack.
2015-05-05 23:01:46 +05:30
Gregory Hainaut
5d4bc5c8fe Merge pull request #516 from PCSX2-underground/master
round offset UI initialization
2015-05-05 17:48:53 +02:00
Gregory Hainaut
5f5b901bca gsdx-ogl: alpha bending equation/function are constant
Drop useless variables/state checking
2015-05-05 11:20:25 +02:00
Gregory Hainaut
8032e2c369 gsdx-ogl: separate color mask state from the blending state
Unlike DX they're uncorrelated.
2015-05-05 10:26:01 +02:00
Akash
302ce51efe round offset UI explanation
initialization of IDC_ROUND_SPRITE

set&get config for round offset.

three state checkbox for the hack.

define IDC for round offset.

Linux (GUI) refresh.

typo
2015-05-05 00:29:00 +05:30
Gregory Hainaut
7bfee7e377 gsdx-debug: stop the dump after a limited number of draw call
Otherwise it fills your disk in a short time with useless data.
2015-05-03 16:46:48 +02:00
Gregory Hainaut
c1ddad2d25 gsdx-linux: Refresh the GUI
* Use table everywhere (better alignment)
* Factorize Box/Frame creation
* Factorize table insertion
* Add Anisotropic Filtering support
2015-05-03 16:36:48 +02:00
Gregory Hainaut
ae70344fbc gsdx-ogl: fix 2 passes DATE with GL42 (override_GL_ARB_shader_image_load_store = 1)
It fixes shadows issue with Persona 3
2015-05-02 16:56:18 +02:00
Gregory Hainaut
14a1925de0 gsdx ogl: date texture is signed to use i variant 2015-05-02 16:53:34 +02:00
Gregory Hainaut
f37ef105c5 gsdx-ogl: add support for anisotropy
Close feature request #447
2015-05-02 10:54:58 +02:00
Gregory Hainaut
b1ec8a5a42 gsdx-ogl: detect support of GL_EXT_texture_filter_anisotropic 2015-05-02 10:53:19 +02:00
Gregory Hainaut
73d04e33e9 gsdx ogl: clean various comment and old code 2015-05-01 20:04:23 +02:00
Gregory Hainaut
335695bd0e purge GLES from GSdx !
mobile will use vulkan (or any new API) anyway
2015-05-01 20:02:17 +02:00
Gregory Hainaut
e17ba1c143 gsdx ogl: disable logz when ARB_clip_control is supported
Basically any recent drivers but Catalyst...
2015-05-01 15:01:08 +02:00
Gregory Hainaut
2ff3d17f67 gsdx-ogl: don't create override option for mandatory extension
Ini is alredy big enough
2015-05-01 14:18:05 +02:00
Gregory Hainaut
a0c17ae0a4 gsdx: use vertex storage by default
It is faster on games that draw lots of primitives and in low upscaling.
2015-05-01 14:05:45 +02:00
Gregory Hainaut
004fa7aea4 gsdx debug: allow to dump alpha channel as a gray texture
I would love to find an image viewer that allow to mask channel of the image
2015-05-01 13:38:58 +02:00
Gregory Hainaut
c8a3db114c gsdx debug: create savet option
0: don't dump input texture
1: dump input texture

Now, you can do a first pass with only RT. When you find the wrong call, you can redump the input texture of the bad draw.
2015-05-01 13:35:21 +02:00
Gregory Hainaut
f96a653d05 gsdx-ogl: GSVertexArrayOGL uses ASSERT with condition
Remove useless indentation too
2015-05-01 12:16:26 +02:00
Gregory Hainaut
71c26a829e gsdx-ogl: forget to remove this useless call
It is done once in Device Creation instead of per stencil object
2015-05-01 12:10:03 +02:00
Gregory Hainaut
c76e66f8d2 gsdx-ogl: fix read back of render target
Initial code use a PBO to do asynchronous transfer. It is silly because
GSdx doesn't use this free time. So let's use a sync read. Same speed but
no PBO to manage.
2015-05-01 01:26:44 +02:00
Gregory Hainaut
de52ce956a gsdx linux: update gui
Clear texture was dropped but texture_barrier was added
2015-05-01 01:00:11 +02:00
Gregory Hainaut
7367b22e03 gsdx-ogl: reduce toggling of scissor state for DATE 2015-05-01 00:59:49 +02:00
Gregory Hainaut
71e517108d gsdx-ogl: fix colclip
Sotc shadow and likely various games :)

Thanks to pseudo
2015-04-30 23:08:05 +02:00
Gregory Hainaut
25997647f2 gsdx-ogl: add ENABLE_OGL_PNG_OPAQUE to dump texture without alpha
Alpha is nice but fully transparent texture suck

The best will be an image viewer that can toggle the alpha channel
2015-04-30 23:06:54 +02:00
Gregory Hainaut
39a5d4c839 gsdx: add PNG support for SW renderer
Easier to compare
2015-04-30 20:13:24 +02:00
Gregory Hainaut
b65a62096f gsdx-ogl: drop support of ENABLE_OGL_DEBUG
Stencil can be read by GL debugger due to correct mask configuration
2015-04-30 20:02:51 +02:00
Gregory Hainaut
8a52fdab57 gsdx-ogl: allow to dump texture as png file
-- slower (but that a debug feature)
++ smaller (40x-50x)
++ native support of alpha

Require libpng++ and the define ENABLE_OGL_PNG

Note: depth is not supported yet.
2015-04-30 20:02:50 +02:00
Gregory Hainaut
ee19a2789c gsdx: move invalidation from GSDevice to GSTexture
Much cleaner this way
2015-04-30 19:55:57 +02:00
Gregory Hainaut
2bd9043657 gsdx-ogl: improve debug of stencil
Note: ENABLE_OGL_STENCIL_DEBUG could be dropped now that I can read the stencil properly
2015-04-30 19:55:57 +02:00
Gregory Hainaut
7887d7b5a5 gsdx-ogl: use less verbose code 2015-04-30 19:55:41 +02:00
Gregory Hainaut
f0181d98fd gsdx-ogl: save the texture state 2015-04-30 09:57:30 +02:00
Gregory Hainaut
0ab0c6cfba gsdx: verbose debug option
Print opengl error message on stderr

Rename Debug.txt into GSdx_opengl_debug.txt
2015-04-27 19:30:03 +02:00
Gregory Hainaut
eaa0dae305 glsl: drop invariant qualifier
Fix issue #510 and potentially it allows the compiler to  better optimize the code
2015-04-27 18:52:55 +02:00
Gregory Hainaut
46ff4dc3d3 gsdx-ogl: hardware unit only support normalization of 4 bytes...
(At least on recent AMD GPU)
2015-04-27 18:51:59 +02:00
Gregory Hainaut
301fe869c7 glsl: improve the logz handling
This way only 0 and 1 will conflict
2015-04-26 17:51:33 +02:00
Gregory Hainaut
768ae342c3 gsdx: move buffer check after allocation 2015-04-26 17:51:06 +02:00
Gregory Hainaut
346ef1eec2 gsdx-ogl: ouch! Properly check the creation of vertex buffers 2015-04-26 11:01:55 +02:00
Gregory Hainaut
6a3250cad2 gsdx-ogl: fix logz management (FFXII)
The issue is that z+1 overflow if z is UINT max
log2(z) overflow if z is 0

So let's use an or 1 to avoid both overflow
2015-04-25 20:23:26 +02:00
Gregory Hainaut
ee244071fa gsdx-ogl: use 64 bits counter + fix division factor
I also added a counter of the real size of the texture.

I have a bad overhead for pbo transfer
2015-04-25 14:18:21 +02:00
Gregory Hainaut
00e62919c5 gsdx-ogl: use countof macro instead to hardcode the size 2015-04-25 13:06:02 +02:00
Gregory Hainaut
47a0026b60 gsdx-ogl: print the bandwidth of uniform 2015-04-25 13:00:03 +02:00
Gregory Hainaut
f2f59544d2 gsdx-ogl: early bind vertex array object
Creation of buffer will generate a bind in BufferStorage mode. It is just to be safe.
2015-04-25 12:50:12 +02:00
Gregory Hainaut
15ae9996bb glsl: format white space + comment 2015-04-25 12:50:12 +02:00
Gregory Hainaut
757726bb91 gsdx-ogl: allow to invalidate the texture
It just a hint to the driver to avoid any useless transfer

I don't expect any change but it is free so why not ;)
2015-04-25 12:50:12 +02:00
Gregory Hainaut
75817bb27b gsdx-ogl: add a quick and dirty DSA layer emulation
The global idea is to use
1/ bind in tight loop
2/ DSA otherwise (to avoid any binding in tight loop)
2015-04-25 12:50:11 +02:00
Gregory Hainaut
eb257d9295 gsdx-ogl: add dsa function place holder 2015-04-25 12:50:11 +02:00
Gregory Hainaut
baf84b98c4 gsdx-ogl: add override_GL_ARB_texture_barrier option
To ease regression test.
2015-04-25 09:59:25 +02:00
Gregory Hainaut
b12eb45bb7 gsdx-ogl: try to avoid crash on fglrx windows 2015-04-25 09:50:19 +02:00
Gregory Hainaut
f0182f9a66 windows requires APIENTRY (=> stdcall) 2015-04-25 01:32:09 +02:00
Gregory Hainaut
7b0775d887 gsdx-ogl: add some fences to protect the upload of vbo buffer
This way ogl_vertex_storage must be safer to activate

And it brings a nice performance boost (game with lots of primitives and
reasonable upscaling)

SotC testcase 4x: 61fps => 78fps
2015-04-24 23:15:19 +02:00
Gregory Hainaut
36514bd95f glsl: fog is a single byte
Give a chance to the driver to optimize if possible
2015-04-24 21:37:37 +02:00
Gregory Hainaut
c207632e49 gsdx-ogl: improve date performance for GL45
If there is no overlap, it is allowed to directly read from the render target.

On SotC testcase with 6x scaling: 30fps -> 40fps

Note: it requires GL_ARB_texture_barrier extension so be sure to have a recent driver

Note2: it requires a lots of testing too

Open question: in case of complex date (written alpha)
Will it be faster to split the draw call into multiple call with no
primitive overlap
2015-04-24 21:12:33 +02:00
Gregory Hainaut
795ae50ecd gsdx-ogl: fix the recently broken advance date feature
Now it is really working with a 2 stages shaders but it is still slow.
2015-04-24 20:13:38 +02:00
Gregory Hainaut
672e3f9533 gsdx-ogl: use DSA for texture management
Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00
Gregory Hainaut
6d31d1e0d0 gsdx-ogl: add a layer to emulate DSA for texture
Framebuffer function will be nice too
2015-04-24 19:32:00 +02:00
Gregory Hainaut
f71eb171cf gsdx-ogl: add glTextureBarrier function pointer
Could be useful
2015-04-24 18:35:01 +02:00
Gregory Hainaut
6e386df535 gsdx-ogl: avoid to clean fully texture in DATE
Is is useless and it has a small impact on performance for big upscale
2015-04-24 18:32:08 +02:00
Gregory Hainaut
03e72781aa gsdx-ogl: drop support of GL_ARB_clear_texture extension
Extension is a bit slower.

We use it to clear the RT but we generally use it right away so
we don't avoid the FB attachment.
2015-04-24 18:15:58 +02:00
Gregory Hainaut
89d5e5637c glsl: use an explicit cast insead of notEqual function
If the compiler didn't optimize the code, it will be a bit faster
2015-04-24 18:01:25 +02:00
Gregory Hainaut
56836561f4 glsl: replace runtime condition by preprocessor condition
It might be an easier work for the compiler

I didn't replace all occurences to keep readability
2015-04-24 17:51:29 +02:00
Gregory Hainaut
4bb8d15228 gsdx: be more verbose on title and bandwidth debug 2015-04-24 17:13:56 +02:00
Gregory Hainaut
258b73409c gsdx-ogl: update flags for buffer storage
Fix issue with Mesa driver
2015-04-23 21:10:43 +02:00
Gregory Hainaut
f6652e9a50 gsdx-ogl: disable slow and buggy code until I found a better solution
ogl_texture_storage 1 creates texture corruption.

Advance date is too slow, code need to be updated (properly) to uses 2 passes only not 3
Maybe one could be enough (sometimes)
2015-04-22 09:33:41 +02:00
Gregory Hainaut
b32f808fd4 gsdx-ogl: increase the number of pbo
It would cost 16MB of extra storage on the GPU but it might
reduce conflict of texture upload.
2015-04-22 00:40:38 +02:00
Gregory Hainaut
bd6ea17bdc gsdx-ogl: speed improvement for DATE
DATE is implemented in 2 ways.
1/ with stencil
2/ purely in FS (sw)

I kept method 1 to reduce the work on method 2. It sucks for performance.
So it would be either 1 or 2.

Note: DATE has a big impact on higher upscaling
Note2: you can disable the 2nd method with this configuration parameter

override_GL_ARB_shader_image_load_store = 0
2015-04-22 00:36:34 +02:00
Gregory Hainaut
15dcf07b3b revert previous commit
Not better, worst slower.

I'm afraid I will need proper fencing
2015-04-22 00:32:46 +02:00
Gregory Hainaut
8386b427ea gsdx ogl: restore GL_MAP_COHERENT_BIT for texture upload
I hope to fix the texture upload corruption
I hope that impact on perf will remain small
2015-04-21 23:34:26 +02:00
Gregory Hainaut
19eb1f00d1 gsdx ogl: flush vbo range instead of barrier
For testing purpose. I don't know which one is better.

It seems flushing have less fps fluctuation than barrier.
2015-04-21 21:44:50 +02:00
Gregory Hainaut
ce98276322 gsdx-ogl: improve speed of vertex streaming
Note yet enabled because I'm afraid of data corruption but feel free to test it

The option:
ogl_vertex_storage = 1

Performance note (warm cache+gs replay on colin3)
60 fps -> 76 fps
2015-04-20 09:38:03 +02:00
Gregory Hainaut
62489f42f1 gsdx-ogl: add an optimization note for later
Only 1 byte of fog is useful
2015-04-20 07:18:09 +02:00
Gregory Hainaut
6d253c0b8f glsl: fix debugging of tex coordinate in apitrace 2015-04-20 07:18:08 +02:00
Gregory Hainaut
31f8c065db gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl
UserHacks_UnscaleSprite = 1 will unscale flat sprites
UserHacks_UnscaleSprite = 2 will unscale all  sprites (don't work well so far)

The idea of the hack is to redo the interpolation of texture coordinate
based on the non-upscaled pixel position.

It avoids various glitches but sprites aren't upscaled anymore (so no
more anti-aliasing, potentially a coefficient can be added).
2015-04-20 07:18:08 +02:00
Gregory Hainaut
6124eb844e gsdx-ogl: only compile useful VS
logz is a constant
wildhack is only compatbile with TME/FST

Compilation goes down from 64 to 20 vertex shaders.
2015-04-20 07:17:58 +02:00
Gregory Hainaut
16e6d0d305 glsl: move shader into a separate directory
Only keep glsl_source.h for clarity
2015-04-19 18:49:02 +02:00
Gregory Hainaut
55fdf26898 glsl: remove the older file tfx.glsl 2015-04-19 18:49:02 +02:00
Gregory Hainaut
15264c6c63 glsl: split the main shader
* separate VS/GS and FS
* separate subroutine part of the FS

It already complex enough without subroutine stuff. Besides I'm not sure
we will keep subroutine on the future.
2015-04-19 18:49:02 +02:00
Gregory Hainaut
6fc9afb175 Merge pull request #507 from PCSX2/stdcall-for-plugin
Stdcall for plugin
2015-04-19 18:48:32 +02:00
Gregory Hainaut
1d70865f09 Merge branch 'gsdx-boost-queue' 2015-04-17 19:13:32 +02:00
Gregory Hainaut
e605ed1d09 gsdx-queue: add a comment for the future 2015-04-17 19:12:36 +02:00
Gregory Hainaut
fa243afbab gsdx SW: enable new queue && C++11 on linux/MSVC 2012+ 2015-04-17 19:12:36 +02:00
Gregory Hainaut
d91e989abb gsdx-queue: pass shared_ptr by reference
It avoids atomic +1/-1 of the reference counter

The counter is still incremented when the ptr is copyed into the queue
2015-04-17 19:12:36 +02:00
Gregory Hainaut
84b33d2ddb gsdx-queue: plug the new queue as a drop-off replacement of previous boost queue 2015-04-17 19:12:36 +02:00
Gregory Hainaut
90794c302a gsdx-queue: import spsc_queue of boost
I remove 80% of the file to only keep the ring buffer core

Same speed as boost but without the boost dependency
2015-04-17 19:12:36 +02:00
Gregory Hainaut
c9194301a0 gsdx-queue: (linux) add a GUI option to select the queue 2015-04-17 19:12:33 +02:00
Gregory Hainaut
0aac47ca59 gsdx-queue: add a new option "spin_thread" to select the queue behavior at runtime
If someone has a more elegant solution, feel free to share it

spin_thread = 0
spin_thread = 1 // the faster but GS thread will never stop, very bad for laptop
2015-04-17 19:03:21 +02:00
Gregory Hainaut
9682061472 gsdx-queue:add a new job dispatcher queue based on boost and C++11
It is faster on linux, it requires less code, and it is "portable"

It requires boost (only hpp files) + MSVC 2013 (for atomic) (seem doable by 2012 too)

Actually there are several queues that either use spinlock or full sleep
2015-04-17 19:03:21 +02:00
Gregory Hainaut
a75d78bd7e gsdx: use standard lock_guard instead of GSAutoLock 2015-04-17 19:03:21 +02:00
Gregory Hainaut
9ad5933120 gsdx: Use composition insead of inheritance to support lock
To ease update to C++11
2015-04-17 19:03:21 +02:00
Gregory Hainaut
8deee6afbc gsdx: include some C++11 define for later 2015-04-17 19:03:21 +02:00
Gregory Hainaut
9ce7f515bc cdvdiso: add stdcall convention 2015-04-17 18:34:05 +02:00
Gregory Hainaut
1cb047687f common: use stdcall convention too
(Likely used by others null plugins)
2015-04-17 18:33:26 +02:00
Gregory Hainaut
5c8ea74cb9 null plugins: add stdcall convention 2015-04-17 18:33:10 +02:00
Gregory Hainaut
75a3abc225 lilypad: add stdcall convention 2015-04-17 18:32:39 +02:00
Gregory Hainaut
8e3dab7e11 zzogl: add stdcall convention 2015-04-17 18:32:10 +02:00
Gregory Hainaut
e16cb9a00e onepad: add stdcall convention 2015-04-17 18:31:44 +02:00
Gregory Hainaut
c456764342 spu2x: declare exported function as stdcall
* Fix a stack buffer overflow on address sanitizer
* Might explain an old clang crash
2015-04-17 18:24:23 +02:00
Gregory Hainaut
545c1d387c gsdx: add an include for MSVC 2015-04-16 22:28:09 +02:00
Gregory Hainaut
aff999cf69 gsdx linux: refresh the gui
* Use tooltip for hack
* Update string of previous hack
* Remove unused hack

Note: hack_sprite_check requires 3 states (and potentially others hack too) but
I don't know how to do it. It likely requires a "scale button"
2015-04-16 19:28:55 +02:00
Gregory Hainaut
85cbe285f0 gsdx dialog: move hack info into a separate file
This way it can be reused on linux.
2015-04-16 19:26:33 +02:00
Gregory Hainaut
670bcc1818 gsdx hack: use a dumb implementation for UserHacks_round_sprite_offset = 2
It works as bad as a "clever" implementation.

It seems to be enough for games such as venus/taisho-monoke/FFX

Note: it might creates glitches. Code will never be nice, so it is just
a trade-off
2015-04-16 19:26:33 +02:00
Gregory Hainaut
41e5be0673 gsdx hack: limit range of UserHacks_align_sprite_X
Just an extra check to avoid an overlap (avoid white line in tekken)
2015-04-16 19:26:33 +02:00
Avi Halachmi (:avih)
2c3b3eafbe first time wizard "overwrite": obey default console sources
this is actually not a FTW issue but rather a console sources issue.

the console log sources are not c++ classes and therefore don't get initialized
other than when [attempting to] loading them from the ini file (where if the ini
doesn't exist then they get their default values). however, during first time
wizard, when choosing "overwrite", the console sources are saved without ever
getting loaded and so end up without the default values applied (so all sources
as disabled).

this patch makes sure that if we're saving the conlog sources before ever
attempting to load them, they'll get saved with the correct default values.
2015-04-16 13:19:03 +03:00
avih
ce8626150e Merge pull request #505 from unknownbrackets/cso
Small optimization to CSO support, add notes
2015-04-15 22:26:17 +03:00
Unknown W. Brackets
7b1214849a Add disabled code to use a cache for cso reading.
It doesn't seem like the cache is worth it, unfortunately.
2015-04-15 10:27:59 -07:00
Unknown W. Brackets
427fa039ba Note why multiple blocks aren't optimized in CSO. 2015-04-15 09:47:20 -07:00
Unknown W. Brackets
49cfc3424b Keep around z_stream between decompression passes.
Slightly more efficient to avoid reallocating the state for each block.
2015-04-15 09:03:00 -07:00
avih
080459e7f4 Merge pull request #504 from unknownbrackets/cso
Add support for loading CSO-compressed ISOs
2015-04-15 18:44:00 +03:00
Unknown W. Brackets
17a58103e2 Move shared file access to compressed utils. 2015-04-15 08:30:19 -07:00
Unknown W. Brackets
8e89418f45 Prefix some defines in GzippedFileReader. 2015-04-15 08:25:32 -07:00
Gregory Hainaut
e8698a9c0c gsdx hack: hole in vertex position also appears in !FST projection
Fix various black vertical line regression with UserHacks_align_sprite_X
2015-04-15 09:40:06 +02:00
Gregory Hainaut
65a84b9f64 gsdx hack: drop previous filtering hack
superseeded by UserHacks_round_sprite_offset
2015-04-15 09:26:01 +02:00
Unknown W. Brackets
5bfd4c7bf8 Refactor ISO creation to avoid duplicate code. 2015-04-14 19:24:22 -07:00
Unknown W. Brackets
334f648eaa Separate compressed file types into separate files.
Cleaner this way.
2015-04-14 19:24:21 -07:00
Unknown W. Brackets
4ffbd3765b Add a link to a description of the CSO format. 2015-04-14 17:46:44 -07:00
Unknown W. Brackets
8edffd32c8 Add support for loading CSO-compressed ISOs. 2015-04-14 10:14:06 -07:00
Gregory Hainaut
2da4a5e6bc gsdx hack: use a 0 offset instead of -1
-1 is annoying because minimum value is 0. Instead to add more logic,
let's try to use 0 which seems to be good enough (fix regressions on DQ8/AT)

Unfortunately it causes a mini regression on taisho-mononoke. Rotation of sprite is done with 2 triangles.
Potentially previous value wrongly recover this section.
2015-04-14 18:39:26 +02:00
Gregory Hainaut
cde72300a5 gsdx hack: Correct formulae for reversed texture
It fixes issues on Ace Combat UI
2015-04-13 22:14:36 +02:00
Gregory Hainaut
418f2e69a8 gsdx-ogl: implement the wildhack on the GPU
Likely much faster for opengl and much easier to implement

Note: hopefully UserHacks_round_sprite_offset will replace it
2015-04-13 22:14:36 +02:00
Gregory Hainaut
50bac01d89 gsdx hack: disable upscaling hack at native resolution 2015-04-13 22:14:36 +02:00
Gregory Hainaut
815c99b6e4 gsdx-hack: remove an extra offset + duplicate linear computing
Initially code aligned texture on pixel boundary + 1/16th. It seems to work without it.
2015-04-13 22:14:36 +02:00
Gregory Hainaut
399ddbd74a gsdx hack: reduce complexity of alpha* function
It will help the compiler to make a couple of optimizations (and it will help
a futur porting to GSVector)
2015-04-13 22:14:36 +02:00
Gregory Hainaut
1d0deb5ffe gsdx hack: move round sprite offset into a separate function
Use a boolean template to separate the linear case. I'm afraid it will
cost extra computation but 90% of sprites use nearest.
2015-04-13 22:14:36 +02:00
avih
46aecb3748 Merge pull request #503 from karasuhebi/master
Added a comment to PCSX2_keys.ini.default about F11
2015-04-13 22:06:31 +03:00
Karasuhebi
5c263ff84c Removed comment symbol for Sys_FreezeGS = F11 2015-04-13 13:28:44 -04:00
Karasuhebi
e397fe105e Added a comment to PCSX2_keys.ini.default about F11
Added a comment to PCSX2_keys.ini.default about FreezeGS being
deprecated as to avoid user confusion when pressing F11 and nothing
happens.
2015-04-13 13:17:27 -04:00
Gregory Hainaut
1aebca3740 gsdx hack: m_userhacks_round_sprite_offset take precedence over m_userhacks_stretch_sprite
m_userhacks_stretch_sprite is only kept for debugging. Let's avoid bad mixing by users
2015-04-12 11:05:23 +02:00
Gregory Hainaut
c4fef0256e gsdx hack: Better rounding fix letter in ace combat and line in tekken
Tekken is broken with setting UserHacks_round_sprite_offset = 2 use 1 instead.
=> game use upscaling internaly so my rounding of coordinate break everything

Yakuza uses float coordinate but this hack only correct the integer coordinate
=> the solution will be to add a dedicated hack for this game.

Colin3 got a regression but I don't know when...
2015-04-12 10:31:04 +02:00
Gregory Hainaut
06ee41957e Merge pull request #478 from PCSX2/linux-mtvu-crash-after-shutdown
MTVU: fix linux crash after a shutdown
2015-04-11 13:15:34 +02:00
Gregory Hainaut
781c1df5d0 Merge pull request #486 from PCSX2/c++11-vssappendf
C++11 vssappendf
2015-04-11 13:15:25 +02:00
Gregory Hainaut
7e89247bf4 gsdx hack: don't add extra correct for zero length texture
Otherwise t1-t0 is 16 instead of 0
2015-04-11 10:54:30 +02:00
Gregory Hainaut
d2156c86eb gsdx: improve previous hack for bilinear sprite
PS2 uses a -0.5 offset before sampling so texels must be rounded to half-pixel boundary

If fixes glitches on Venus and taisho-mononoke

Note: I didn't fixed yet texture render in reverse because I don't have any test for it.
2015-04-10 09:42:39 +02:00
Gregory Hainaut
f5eeb2024e gsdx: anti-glitches v3: Tester wanted
UserHacks_round_sprite_offset = 1 <= enable correction of flat sprites
UserHacks_round_sprite_offset = 2 <= enable correction of all sprites (better on a couple of dump but not sure of the consequence)

I completely redo the algorithm. This time I do the projection and
interpolation of the 2 extrem vertex. This way I can compute the min/max
valid texture coordinate.

It gives stronger guarantee that texture sampling will be done inside the texture.

However it might have a performance impact, likely reasonable because it
is limited to sprite vertex.

A big thanks you to all people that provide me GS dump and test reports.
2015-04-09 19:51:50 +02:00
Gregory Hainaut
05eb1641f2 gsdx: add glsl debug capabilities
Useful to debug bad texture sampling
2015-04-08 10:15:25 +02:00
Gregory Hainaut
98d8ad7484 gsdx: new anti-glitches upscaling hack: UserHacks_round_sprite_offset
It is replacement of the previous hack (UserHacks_stretch_sprite). Don't enable both in the same time!

The idea of the hack is to move the sprite to the pixel boundary. It
avoids most of rounding issue. It also rescales verticaly the sprite (avoid horizontal line on ace combat).
I don't like this rescaling maybe we can limit it to only 1 pixels.

On my limited testcase, results are much better with any upscaling factor.

I still have a bad line in Kingdom heart. If you have issue with others
game please provide us a GS dump.
2015-04-07 19:18:24 +02:00
avih
3077de3637 Merge pull request #496 from 3descx9/master
crc hack for Ponkotsu Roman Daikatsugeki: Bumpy Trot ( Steambot Chronicles JP)
2015-04-07 12:04:25 +03:00
ssakash
defb57178f crc hack for Ponkotsu Roman Daikatsugeki: Bumpy Trot ( Steambot Chronicles JP) 2015-04-07 14:14:26 +05:30
avih
a5ac81b593 Merge pull request #495 from Sarania/GSdx-new-hacks-tickbox-FIX-ERROR
GSdx: Hacks UI: Add missing BREAK that I left out
2015-04-06 22:44:41 +03:00
Blyss Sarania
506648bd6b GSdx: Hacks UI: Add missing BREAK that I left out 2015-04-06 14:39:51 -05:00
avih
91f0730373 Merge pull request #493 from Sarania/GSdx-new-hacks-tickbox
GSdx: UI for hacks: stretch sprites and align sprites
2015-04-06 21:56:21 +03:00
Blyss Sarania
c6fb098703 Add two new tick boxes and associated description
For Gregory's two new awesome hacks

Also make new hacks obey "Enable HW Hacks"
2015-04-06 13:48:59 -05:00
avih
d989dea64a Merge pull request #490 from ssakash/patch4
GameIndex.dbf: few compatibility updates
2015-04-06 17:39:57 +03:00
Avi Halachmi (:avih)
9a7d83989b use tabs instead of few spaces at the previous screensaver commit 2015-04-05 20:02:15 +03:00
Avi Halachmi (:avih)
8a5c8ab91c fix: disable screen saver (pcsx2_ui.ini - DisableScreenSaver)
there was already code for this, but it was broken due to:
- the message is WM_SYSCOMMAND and wParam is SC_SCREENSAVE etc.
- GSPanel doesn't get WM_SYSCOMMAND - GSFrame does.
- also disabled screen saver while paused if not set to hide the GS window.
- it's an ugly hack where windows keeps trying to activate the screen saver
  every few seconds but such code prevents it (Lilypad has the same hack).

the new code uses windows API which was designed for this.

the screen saver is now disabled while the window is focused and the emulation
is running. it's on by defauly and without GUI - the same as with normal games.

this patch addresses Windows only, but adds a placeholder for future
implementations for other platforms.
2015-04-05 19:50:31 +03:00
Gregory Hainaut
3c84e6848b gsdx: don't enable previous hack if m_upscale_multiplier <= 1 2015-04-04 01:21:46 +02:00
Gregory Hainaut
183b5d4def gsdx: improve UserHacks_align_sprite_X hack for ace combat
Game uses 1x1 texture sampling. In this condition we don't care
if texture is correctly aligned.
2015-04-03 23:00:54 +02:00
Gregory Hainaut
53ab390e72 gsdx linux: add a nice gui option for previous hack
I also added two nice tooltips :)
2015-04-03 21:25:34 +02:00
Gregory Hainaut
fbaa84e691 gsdx: anti-vertical-line hack UserHacks_align_sprite_X
This ack realign sprite to full pixel coordinate

It solves vertical line in ace combat/tekken/colin mac rally
2015-04-03 21:02:25 +02:00
Gregory Hainaut
e40a26be19 gsdx: add some helper to debug openGL renderer 2015-04-03 20:28:44 +02:00
Gregory Hainaut
5269e54f02 gsdx: tune previous hack
Only disable bilinear on the sprite that were forced by the user.
If the PS2 requires a bilinear filtering, there is likely a big enough texture
2015-04-03 20:09:02 +02:00
Gregory Hainaut
bb728ea186 gsdx linux: filtering label was in wrong oder
The standard mode is 2
2015-04-03 20:07:50 +02:00
Gregory Hainaut
d4b7410e3e gsdx linux: add a checkbox to enable easily previous hack 2015-04-03 18:33:05 +02:00
Gregory Hainaut
e1a5736583 gsdx: anti-upscale-glitch hack UserHacks_SkipDraw
2x upscaling is pixel perfects. Bigger upscaling is better but not yet perfect

Feedbacks are welcomes (note it doesn't solve all upscaling issue, only wrong texture sampling)

For the history:
If you have a texture of [0;16[ texels and draws a primitive [0;16[

The formulae to sample last pixels of texture is
0.5 + (16*s-1)/(16*s) * 16
Native (s==1): 15.5 (good)
2x     (s==2): 16 (bad, outside of the texture)
4x     (s==4): 16.25 (bad, really outside of the texure))
2015-04-03 18:33:05 +02:00
Gregory Hainaut
22710d9b44 lilyPad: fix the linux crash if ini doesn't exist
All credits go to Arcum42
2015-04-03 18:33:05 +02:00
ssakash
22baaf228a update compatibility changes for games. 2015-04-03 03:26:48 +05:30
ramapcsx2
55ee181092 Merge pull request #489 from Sarania/fix-gamefix-typo
Fix a typo in manual gamefixes
2015-04-02 20:27:40 +02:00
Blyss Sarania
2ac30e7bde Fix a typo in manual gamefixes
Change "a FMV" to "an FMV"
2015-04-01 15:51:29 -05:00
Avi Halachmi (:avih)
45e2fd9204 crc hack for Raw Danger! (Zettai Zetsumei Toshi 2 US)
thanks to ssakash for the patch
2015-03-29 15:41:06 +03:00
Gregory Hainaut
fd71fc4fc9 common: drop useless printf function + reimplement vssappend with C++11
Performance is not important here. I'm not sure Windows could handle VLA
* new/delete can still be used otherwise.
* Put an assert(0) because debugger surely don't use string bigger than
  128 bytes.

code is much more compact 20 lines vs 700 lines ...
2015-03-23 23:14:54 +01:00
Gregory Hainaut
b2efa85a3f pcsx2: debugger: use standard sprintf function
ssprintf is nice but it doesn't worth it
2015-03-23 23:08:55 +01:00
Gregory Hainaut
45930ecbf3 gsdx: value was wrongly overwritten
Need a lots of tests to ensure at least no regression on cache behavior

Issue #332
2015-03-17 09:39:50 +01:00
Gregory Hainaut
b20deb0752 MTVU: fix linux crash after a shutdown
* Lock during the reset
* Purge the ring before memory unallocation

Close issue #474
2015-03-17 09:33:20 +01:00
Kieran Hanrahan
0fbe94eb41 GSfx FX 2.3 preview
Where to begin o.o I'd be here all night marking off all of the changes from the previous version.

Basic rundown;

I've reworked, and rewrote most of it, and seperated effects that I had embedded in others. I've added some new effects, improved the options, and their descriptions.

Completely rewrote the color processing logic. Rewrote and improved the logic of many other of the effects. Expanded, and improved the options, and descriptions. etc, etc.

Current effects include;
* FXAA 3.11
-
* Bilinear Texture Filtering
* Bicubic Texture Filtering
* Gaussian Texture Filtering
* Bicubic Scaling
* Lanczos Scaling
-
* Blended Bloom (6 different blend types)
* HDR Scene Tone Mapping (4 different operator types)
* Color Correction (5 colorspace types)
* Cross Processing (3 conversion types)
* Post-Complement Colour Grading
* Gamma Correction Curve
* Pixel Vibrance Adjustment
* Texture Unsharp Mask
* Contrast Enhancement
* Px Cel Shading
* Paint Shading
-
* Sub-pixel Dithering
* Scanline Emulation
* Vignette Effect
* Pixel Border

With a plethora of options for them.

Enjoy =)
2015-03-13 19:01:09 +00:00
Kieran Hanrahan
9521b0021b GSdx FX 2.30 preview 2015-03-13 18:48:40 +00:00
ramapcsx2
5ed3f5f1a4 -Fix title from 1.0.0 to 1.2.0
-Replaced googlecode link with Github
-Updated hotkeys section with more hotkeys (taken from our wiki, thanks
people!)

Thanks to karasuhebi from our forum for bringing this to my attention!
2015-03-03 09:54:39 +01:00
Gregory Hainaut
3b5367c5b7 Merge pull request #452 from turtleli/fix-linux-build-avx2-with-tsx-disabled
GSdx: Linux: Fix build failure on AVX2 processor with disabled TSX, enable SSE4.2, SSE4.1, SSSE3 builds
2015-03-01 17:53:21 +01:00
Jonathan Li
1222bcbf6e GSdx: Comment out TransactionScope code
The TransactionScope class is compiled but never used. Comment it out
for now.
2015-03-01 16:40:48 +00:00
Gregory Hainaut
c1604c4b38 gsdx🧵 only keep std::mutex/std::condition_variable
Keep pthread for thread until std::thread is really working
2015-03-01 17:29:40 +01:00
3kinox
7f1e907616 + Correct faulty behaviour of std thread by using native posix handle.
+ This is not yet perfect. Really, this standard seems like a load of crap to me in fact...
At least it works now. Should test again when gcc 5 & new c++ libs gets out.. Until then, it will do.
2015-03-01 17:29:39 +01:00
Gregory Hainaut
b68270ded1 Merge pull request #448 from PCSX2/lilypad-linux-port
Lilypad linux port
Basic support of Keyboard and Joystick

No gui to configure anything. Not well tested yet.
2015-03-01 16:52:23 +01:00
Gregory Hainaut
05eff696d3 Merge branch 'Leucos8-master' 2015-03-01 16:49:37 +01:00
Leucos
4587a1e64e IT_it translation update 2015-03-01 16:44:59 +01:00
Jonathan Li
13c0e6f5ef GSdx: Explain TransactionScope changes 2015-02-28 14:21:44 +00:00
3kinox
4211d51f07 64 bits: solve various of type problems 2015-02-27 22:07:13 +01:00
Gregory Hainaut
283f5236a5 Merge branch 'xsacha-icore-cleanup'
From PR #266

I drop sVU modification because sVU will be dropped (ifdef out) on the future
2015-02-27 21:24:58 +01:00
Sacha
4bb41bc267 pcsx2: More cleanup of iCore.
Greg: Drop Svu changes, Svu will be dropped in the future anyway
2015-02-27 21:20:11 +01:00
Sacha
b2738fdd5b Remove 3dnow (unused, obsolete).
Greg: merge the removal of EMMS stuff
2015-02-27 21:12:34 +01:00
Gregory Hainaut
f254d44030 CDVDlinuz: fix gtk header include
It doesn't fix GTK3 build but it allows to see the real error now.
2015-02-27 10:11:38 +01:00
Gregory Hainaut
fb100e05f2 cmake: improve previous commit
Avoid to set -m32 two times

Fix issue #463
2015-02-27 10:02:38 +01:00
Gregory Hainaut
b5612ec622 cmake: always set -m32 for 32 bits build
It fixes cross-compilition issue when users/env set CC/CXX variables
2015-02-22 22:17:38 +01:00
Avi Halachmi (:avih)
6b48784709 gzip iso: reduce seek time on fragmented files by OS prefetch on win32
ask the OS to asynchronously fetch the next chunk from disk before we actually
use it. We then cancel this request and ignore the data before the next extract
but it's very likely that when extract tries to read from disk the data will
already be cached by the OS.

This frequently allows to overcome HDD seek time (mostly due to fragmentation)
of the compressed file.
2015-02-22 16:53:51 +02:00
Avi Halachmi (:avih)
5e88afe978 patches: print the actual patch lines only in verbose mode 2015-02-22 16:53:49 +02:00
Jonathan Li
329953ebc3 GSdx: Linux: Enable SSE4.2, SSE4.1 and SSE3 builds 2015-02-22 11:18:23 +00:00
turtleli
9b572d2d47 GSdx: Linux: Fix AVX2 CPU build with TSX disabled
On Linux, CPUs with AVX2 instruction sets that have TSX disabled (by
microcode update or otherwise) fail to build GSdx. The __RTM__ macro is
undefined, with leads to the TSX RTM instruction set (_xbegin, _xend,
_xabort, etc.) being unavailable.

Modify the preprocessor check so that the RTM instructions are only used
if available.
2015-02-22 11:18:23 +00:00
Avi Halachmi (:avih)
56b2c009cd patches: unify patch application verbosity
PCSX2 applies patches from several sources: GameIndex.dbf, cheats folder,
widescreen patches folder and widescreen patches zip (cheats_ws.zip).

all these patche sources are typically applied whenever any kind of
configuration changes (e.g. aspect ratio etc), depending on config.

typically we want to display all this info at the console/log only on boot,
unless we're in Devel mode or if the user enables the verbose console.

this patch unifies all the verbosity related prints to use PatchesCon, where
this object is controlled according to the conditions (devel mode, boot time,
console mode).

it replaces passing around a "verbose" and includes some more prints which did
not adhere to this policy earlier (e.g. the patches lines were only printed
if verbose console was enabled - now they also print on boot).

warnings and errors are unmodified and always print to the console.
2015-02-21 16:19:24 +02:00
Gregory Hainaut
330d14941f gsdx-linux: support dump mode on linux
It could be useful to analyze GS dump. Warning it consumes a lot of
disk space.
2015-02-21 13:51:06 +01:00
Gregory Hainaut
8d76586dec lilypad: fix windows build
I think lilypad used libc instead of libc++
2015-02-21 11:08:45 +01:00
Gregory Hainaut
642371996a lilypad: add joy support based on linux evdev
I wanted to play with linux interface :)

It is far from perfect but joysticks are detected. The biggest issue is the correct generation of the config file!
2015-02-21 11:08:45 +01:00
Gregory Hainaut
3a2e8f38df lilypad: removed old linux/LilyPad.cpp file 2015-02-20 23:05:21 +01:00
Gregory Hainaut
8350dc2c68 lilypad: remove debug printf 2015-02-20 23:05:21 +01:00
Gregory Hainaut
13bb1ae028 lilypad: Keep original KeyboardQueue (more ifdef)
It would be nice if windows support basic std::mutex

The reverse fifo queue is kept in Linux/KeyboardQueue.cpp
2015-02-20 23:05:21 +01:00
Gregory Hainaut
349bb810f0 lilypad: merge LilyPad.cpp (ifdef, ifdef)
Avoid duplication for linux
2015-02-20 23:05:21 +01:00
Gregory Hainaut
7985f5114c cmake: enable lilypad
I manage to have x/start button working with 0/1 key. Here the reference configuration.

[General\ Settings]
Force\ Cursor\ Hide=0
Mouse\ Unfocus=0
Background=0
Multiple\ Bindings=0
DirectInput\ Game\ Devices=0
XInput=0
DualShock\ 3=0
Multitap\ 1=0
Multitap\ 2=0
Escape\ Fullscreen\ Hack=0
Disable\ Screen\ Saver=0
Logging=0
Save\ State\ in\ Title=0
GH2=0
Turbo\ Key\ Hack=0
Vista\ Volume=0
Close\ Hacks=0
Keyboard\ Mode=16
Mouse\ Mode=0
Volume=0
[Pad\ 0\ 0]
Mode=1
Auto\ Analog=0
[Pad\ 0\ 1]
Mode=1
Auto\ Analog=0
[Pad\ 0\ 2]
Mode=1
Auto\ Analog=0
[Pad\ 0\ 3]
Mode=1
Auto\ Analog=0
[Pad\ 1\ 0]
Mode=1
Auto\ Analog=0
[Pad\ 1\ 1]
Mode=1
Auto\ Analog=0
[Pad\ 1\ 2]
Mode=1
Auto\ Analog=0
[Pad\ 1\ 3]
Mode=1
Auto\ Analog=0
[Device\ 0]
Display\ Name=displayName
Instance\ ID=instanceID
Product\ ID=deviceID
API=16
Type=1
Binding 0=0x00040030, 0, 31, 65536, 0, 0, 0
Binding 1=0x00040031, 0, 19, 65536, 0, 0, 0
Binding 2=0x00040002, 0, 50, 65536, 0, 0, 0
Binding 3=0x00040003, 0, 51, 65536, 0, 0, 0
Binding 4=0x00040004, 0, 52, 65536, 0, 0, 0
Binding 5=0x00040005, 0, 53, 65536, 0, 0, 0
Binding 6=0x00040006, 0, 54, 65536, 0, 0, 0
Binding 7=0x00040007, 0, 55, 65536, 0, 0, 0
Binding 8=0x00040008, 0, 56, 65536, 0, 0, 0
Binding 9=0x00040009, 0, 57, 65536, 0, 0, 0
Binding 10=0x0004000C, 0, 58, 65536, 0, 0, 0
Binding 11=0x0004000D, 0, 59, 65536, 0, 0, 0
Binding 12=0x0004000E, 0, 60, 65536, 0, 0, 0
Binding 13=0x0004000F, 0, 61, 65536, 0, 0, 0
Binding 14=0x00200010, 0, 62, 65536, 0, 0, 1
Binding 15=0x00200011, 0, 63, 65536, 0, 0, 1
Binding 16=0x01020012, 0, 33, 65536, 0, 0, 13172
Binding 17=0x02020012, 0, 35, 65536, 0, 0, 13172
Binding 18=0x02020014, 0, 39, 65536, 0, 0, 13172
Binding 19=0x02020015, 0, 38, 65536, 0, 0, 13172
2015-02-20 23:05:21 +01:00
Gregory Hainaut
42b9932bd0 lilypad: add code to bind key 2015-02-20 23:05:21 +01:00
Gregory Hainaut
3096e94616 lilypad : plug a basic keyboard device
Add a reverse fifo to transfer event from core to plugin

Long story short, on linux there is only one event queue in core
2015-02-20 23:05:21 +01:00
Gregory Hainaut
aec43f0bee lilypad: add x11 display pointer
If we move all window management hack into the core it would be useless (for input)
2015-02-20 23:05:21 +01:00
Gregory Hainaut
087f252909 lilypad: add plumbering config
Note: it miss interaction with any dialog
2015-02-20 23:05:21 +01:00
Gregory Hainaut
4f013a2960 lilypad: import common utility to manage config
Based work on spu2x equivalent file. Only convert the file to a CfgHelper object
2015-02-20 23:05:21 +01:00
Gregory Hainaut
156f66ef62 lilypad: make it compile on linux
* Ifdef windows code
* Add a windows crap to linux crap translation layer
2015-02-20 23:05:21 +01:00
Gregory Hainaut
3661f51bcb lilypad: minor c++ fixes
Must be checked on windows
2015-02-20 23:05:21 +01:00
Gregory Hainaut
147353a177 lilypad: add cmake file 2015-02-20 23:05:21 +01:00
Gregory Hainaut
76ff56a4e3 lilypad: add a linux fork
Yes it is bad!
2015-02-20 23:05:21 +01:00
Gregory Hainaut
2471306fc4 cmake: actually onepad requires X11 2015-02-20 23:05:21 +01:00
Gregory Hainaut
1655055f61 onepad: update old comment 2015-02-20 23:05:21 +01:00
Gregory Hainaut
2c481113ad update sv_SV mo file 2015-02-20 19:54:58 +01:00
Gregory Hainaut
a9430bb25e cmake: use O2 instead of every compiler flags
It was done to avoid issue with specific compiler flags. I think it is safe to reenable it now.

There are some flags that are still disabled that potentially could be re-enabled:
-fno-guess-branch-probability
-fno-dse
-fno-tree-dse

But it will be for another PR
2015-02-20 19:47:54 +01:00
Gregory Hainaut
e0f56282de cmake: no preferred-stack-option in asan
It conflicts with the global definition

I don't remember why this option was set on GSdx. Potentially it could be dropped (or fixed correctly)

Anyway, it will help to enable Address Sanitizer on Linux Build
2015-02-20 19:44:51 +01:00
Gregory Hainaut
866f052e34 Merge pull request #442 from pgert/master
sv_SE update
2015-02-20 19:39:55 +01:00
ramapcsx2
5c6b5374af Less verbose SPR stall control logging, avoids fps dives in ST:Voyager 2015-02-15 18:09:14 +01:00
Avi Halachmi (:avih)
f2657ae450 gzip iso: 2nd attempt to fix non-english file names (windows only) 2015-02-10 22:49:29 +02:00
pgert
9a60050e93 Update pcsx2_Main.po 2015-02-06 16:33:34 +01:00
pgert
aa7e745b43 Update pcsx2_Iconized.po 2015-02-06 16:32:06 +01:00
Avi Halachmi (:avih)
f3bb434b27 CDVD: more descriptive browse dialog title 2015-02-05 04:15:49 +02:00
Asmodean-
6440a011bc post-processing updates 2015-02-04 08:42:20 +00:00
ramapcsx2
f88bea5caf PCSX2 will now default to using the preset system for new installs. That
looks far more friendly to new users when they go to configure the
emulator for the first time."
2015-02-01 19:49:10 +01:00
Avi Halachmi (:avih)
c14a4f274f GameIndex.dbf: sort entries 2015-02-01 20:18:59 +02:00
Avi Halachmi (:avih)
6a63a92a1f GameIndex.dbf: update compatibility info
using the data from the forums and web site.
update summary:
Not at dbf (and added): 21
Unchanged: 1832
Better compat: 656
Worse compat: 23

new status:
Compatibility 1: 8 games
Compatibility 2: 38 games
Compatibility 3: 54 games
Compatibility 4: 67 games
Compatibility 5: 2607 games
2015-02-01 19:24:54 +02:00
avih
b2576cd8bb Merge pull request #443 from Asmodean-/master
Some post-processing updates.

- Fixed an old overlooked typo (scalar:scaler)
- Specified some function parameters as input only, for compiler's sake.
- Improved interpolation of the BlendGlow bloom type between light and dark pixels.
- Added a brightpass filter to the bloom to specifiy a light threshold that the bloom will affect.
- Improved some cross processing curve logic.
- Added pre luminance scaling before tone mapping takes place.
- Added both LDR & HDR variants to the tone map options.
- Removed clamping of the tone mapping output.
- Rearranged output of the gamma correction, for a more accurate transition of effects.
- Updated some option descriptions.
- Added the 'BloomCutoff' setting which can a alter the threshold offset for the bloom.
- Adjusted a few option defaults to compensate for logic changes.
2015-01-30 23:19:24 +02:00
Asmodean-
8cb20c5d19 Some post-processing updates. 2015-01-30 18:38:18 +00:00
pgert
4a29c268fd Update pcsx2_Main.po 2015-01-30 11:45:02 +01:00
pgert
1b4d10b58c Update pcsx2_Iconized.po 2015-01-30 11:43:24 +01:00
ramapcsx2
41f07bfed0 Merge pull request #441 from TheLastRar/master
Fix warped read code
2015-01-30 06:45:52 +01:00
Avi Halachmi (:avih)
dacadcdf2f dummy update to test the buildbot versioning 2015-01-29 15:14:00 +02:00
Avi Halachmi (:avih)
267ff7d196 tag v1.3.1: superficial - align the version for buildbot, pcsx2 and git
We should have tagged v1.3.0 at 1fb3d7dd17
but we didn't, and tagging v1.3.0 now (HEAD or retroactively) would only create
confusion.

Instead we're setting a new baseline version of 1.3.1 which will be displayed
at the buildbot lists, at pcsx2, and at the git tag.

This doesn't indicate any change to pcsx2 other than aligning the version
numbers of the various places which use it.
2015-01-29 14:43:31 +02:00
TheLastRar
80b24f8055 Fix warped read code 2015-01-27 15:16:06 +00:00
Avi Halachmi (:avih)
2da3e15aaa patches: move verbose from ELF-log to Dev-verbose
improvements from the previous commit stay (less noisy, better reboot verbose)
2015-01-19 10:12:12 +02:00
Avi Halachmi (:avih)
6305d8d61e patches: reduce console noise for patches/cheats, verbose with ELF-log
1. When changing settings, such as aspect ratio, patches message was spamming
the console, now they don't.

2. Added more verbose patches messages when ELF-log is enabled at the console.
These messages now show whenever patches/cheats are applied, including when
changing settings such as aspect ratio.

3. When rebooting the same game again, some of the cheats messages were not
displayed since it's the same CRC and the logic thought it should remain quiet,
now verbose gets reset on boot which will show all patches messages correctly.

4. Errors/warnings stay the same and not afected by this change.
2015-01-19 01:15:32 +02:00
Gregory Hainaut
9495b8e3e0 Merge pull request #434 from Leucos8/master
Added the latest strings to the Italian translation
2015-01-18 20:56:47 +01:00
Gregory Hainaut
29ef99d2d1 windows build take3: revert previous commit
Use back _Interlocked* function
Use vol_t type for all variables that uses _Interlocked* function
    (so it is compatible with 64 bits)
2015-01-18 19:25:46 +01:00
Gregory Hainaut
6d4039cc85 More fix for windows (extend previous commit) 2015-01-18 13:08:47 +01:00
Leucos
8da5817f8f Added the latest strings to the Italian translation 2015-01-18 11:40:05 +01:00
Gregory Hainaut
4cf1b6068f common: fix windows build (hopefully)
* Use threading wrapper for Mutex.cpp/wxHelpers.cpp
* Cast s32 to long on window

(not tested on windows ;) ping me if it still doesn't work)
2015-01-17 20:39:38 +01:00
Gregory Hainaut
c5e6013d75 Merge pull request #419 from PCSX2/64-bit-crashes-fix
64 bit crashes fix
2015-01-17 12:08:24 +01:00
Gregory Hainaut
0bdeb8d411 Merge pull request #430 from PCSX2/win-ocl-crash-fix
gsdx ocl: check size of array before access
2015-01-17 12:05:52 +01:00
Gregory Hainaut
6bb945f6c8 Merge pull request #428 from pgert/master
Case Mapping & GitHub instead of GoogleCode.
2015-01-16 21:25:36 +01:00
Gregory Hainaut
1295b46a49 Merge pull request #427 from uyjulian/add_forward_compatilbe_gl_core_context
WGL GSdx forward compatible bit

(I think it is for wine)
2015-01-16 21:02:13 +01:00
Johannes Obermayr
149940ffda common: gcc can't inline a couple of function
=> "can never be inlined because it uses variable argument lists"
2015-01-16 20:57:09 +01:00
Gregory Hainaut
70ad09f6ef gsdx ocl: check size of array before access
Potential fix for issue #408 ?
2015-01-16 09:39:50 +01:00
pgert
abb005e6e2 Update pcsx2.1 2015-01-13 13:17:57 +01:00
Gregory Hainaut
079ed2c7a9 Merge pull request #423 from micove/wxconfig-wx30
Search for wx-config-3.0 and wxrc-3.0.
2015-01-12 22:52:24 +01:00
pgert
ad8e800aa5 Update Cfg.c 2015-01-12 13:27:09 +01:00
pgert
6c750b19b3 Update AppInit.cpp 2015-01-12 13:25:50 +01:00
pgert
c0f1738bb9 Update pcsx2.1 2015-01-12 13:24:34 +01:00
Miguel A. Colón Vélez
f160c39814 Remove dead code from cmake/ApiValidation.cmake. 2015-01-12 02:54:49 -05:00
Gregory Hainaut
a5ff4aca80 mvu: add a comment on special 'register'
It explains why first 'register' isn't included in the loop.

Hardware note: it is called a register but in hardware they're just wire
stuck on 0/1, so not a real HW register
2015-01-11 15:37:46 +01:00
uyjulian
446977d126 GSdx forward compatible bit 2015-01-09 19:39:59 -06:00
Miguel A. Colón Vélez
90c4322fc5 Remove check for wxrc since it's not needed. 2015-01-09 07:44:26 -05:00
Miguel A. Colón Vélez
3b83d6d302 Make FindwxWidgets find the correct version/toolkit via wx-config.
WX_vs_SDL() is still needed.
2015-01-09 07:18:16 -05:00
Avi Halachmi (:avih)
7b7a977d11 gzip ISO: fix broken handling of file names with non-english chars
this uses <wxString>.mbc_str() instead of .toUTF8() for all file related
stuff.

also normalizes all Console outputs to use WX_STR(str).

TODO: this was only tested on windows.

if someone could test on linux (wx 2.8 and 3.0) that english-only and not
english-only iso.gz file names work correctly (open the file, create the index,
read the index on next boot and that all console prints are good), please
post a comment.
2015-01-09 12:16:13 +02:00
Miguel A. Colón Vélez
cc9b6fa5a4 Search for wx-config-3.0 and wxrc-3.0.
The comment made it look as an arch-only thing which was misleading.
.
Gentoo uses
wx-config-3.0 and wxrc-3.0
2015-01-08 22:27:16 -05:00
Gregory Hainaut
a3cd81c1bb Merge pull request #421 from micove/fix-issue-402
Fix issues with DOC_DIR_COMPILATION.
2015-01-07 21:59:05 +01:00
Gregory Hainaut
3c11e759a2 Merge pull request #420 from micove/git-cmake
Don't assume .git exists just because git is installed.
2015-01-07 21:58:56 +01:00
Miguel A. Colón Vélez
ed317360ef Fix issues with DOC_DIR_COMPILATION.
This fixes the remaining issues:
- wx2.8 => apparent utf issue.
- wx3.0 => opens the file twice.
.
Fixes #402
2015-01-06 22:02:22 -05:00
Miguel A. Colón Vélez
f392493245 Don't assume .git exists just because git is installed.
find_package(Git) is done in SearchForStuff it could be deleted over there
but it fits better there. The only thing this line did was saying git was
not found for a second time since if it was found then it never triggered.
.
Check for the existance of .git to avoid
fatal: Not a git repository (or any of the parent directories): .git
2015-01-06 21:14:10 -05:00
Gregory Hainaut
b03162747c sVU: add an option to remove it
The goal is to reduce the burden for new architecture port.

Patch is mostly inspired from 3kinox initial patch. The diff are
*/ used ifdef instead of raw removal
*/ gui don't rely on UseMicroVU* option
*/ completely remove sVU_micro.* file
2015-01-06 23:45:43 +01:00
Gregory Hainaut
e0add8003d mvu: mvu VI has only 16 registers
fix issue #417
2015-01-06 23:32:00 +01:00
Gregory Hainaut
678c8a5cd6 cmake: validate wx api
checks wx-config version is compatible with the one requested by the user (wx 2.8 or wx 3.0 with WX28_API option)
2015-01-06 21:55:33 +01:00
Gregory Hainaut
14d4b3fe7a build.sh: add a -no-cross-multilib option
(only for developers)
2015-01-06 21:54:55 +01:00
Gregory Hainaut
a0d54df522 Merge pull request #415 from micove/build-cleanup
Improve build system.
2015-01-06 21:36:24 +01:00
Gregory Hainaut
3f521cc7a0 pcsx2: use %ls for unicode string
%s seems to work because the printed string is single char. Let's be
pedantic
2015-01-05 23:59:08 +01:00
Gregory Hainaut
04ca7f4a2b common: 64 bits intrinsic fixes
long is 8B on linux. Replace it with s32
long long is always 8B but let's replace it with s64 so we are sure
2015-01-05 23:46:18 +01:00
Gregory Hainaut
e447ffc8b2 cmake: fix asan on 64 bits 2015-01-05 23:45:37 +01:00
Gregory Hainaut
aba0a09816 pcsx2 64b: fix crash on string formating function
Call to vsnprintf update the gp_offset of the varargs (at least on x86_64 linux).
Therefore the 2nd call (because buffer was too small) uses out-of-memory arguments

We need to keep a local copy otherwise you will get an awful SIGSEV

Note: I'm sure we have same issue on plugins
2015-01-05 23:38:30 +01:00
Miguel A. Colón Vélez
305942c78b Rely on the user specifying WX28_API. 2015-01-04 15:08:12 -05:00
Gregory Hainaut
90d27bf5f6 cmake: try to validate the user option
* GTK3_API requires a wxWidget that support it too
=> avoid complexe compilation error
* SDL2_API requires a wxWidget without SDL support (wxUSE_LIBSDL = 0)
=> avoid run time  crash

SDL check hypothesis: wx is linked against SDL1.2 and not SDL2. It would need to be improved on a distant future
2015-01-04 20:43:26 +01:00
Gregory Hainaut
0346da2fa0 cmake: both zzogl and gsdx require gtk
Actually everything require GTK
2015-01-04 19:54:05 +01:00
Miguel A. Colón Vélez
7c766e66ad Add the option of cross compiling by default in build.sh.
Revert this or use useCross=0 for normal behaviour.
2015-01-04 01:32:04 -05:00
Miguel A. Colón Vélez
8440d263cd Respect the CC and CXX environment variables when cross building. 2015-01-04 00:56:47 -05:00
Miguel A. Colón Vélez
e23e2ac327 Rely on clang autodetection instead of user input. 2015-01-03 22:07:16 -05:00
Miguel A. Colón Vélez
6e28a8e694 Update the archlinux wx fix.
This fixes it for build.sh and when not using build.sh (packaging).
.
Also fix native 32bit build which should also be broken and attempt to
predict the future and fix it for lib32-wx3.0. Worst case the filenames
have to be fixed which is trivial.
.
When wx2.8 support is dropped then only the lib32-wx3.0 IF should remain.
When crosscompilation support gets dropped then the first IF gets deleted
unless we also dropped wx2.8 support then everything gets deleted.
2015-01-03 22:00:47 -05:00
Avi Halachmi (:avih)
5933db386a gzip ISO: fix compile issues on linux 2015-01-03 18:50:07 +02:00
Gregory Hainaut
aea421cc8e partially revert #403
One define doesn't exists on linux
2015-01-03 15:52:43 +01:00
antoine faravelon
cdd6598e65 Update build.sh with 64bit support and with wx2.8 forced for archlinux
wx3.0 32bit is not in main repositories, better to avoid the use of aur just for pcsx2
2015-01-03 15:15:07 +01:00
Gregory Hainaut
a11286bbc5 Merge pull request #403 from pgert/master
Update i18n.cpp
2015-01-03 14:58:32 +01:00
Gregory Hainaut
798fa11c57 Merge branch 'micove-use-target-arch' 2015-01-03 14:51:12 +01:00
Miguel A. Colón Vélez
c2cba0d4ae Quick regression fix for SDL2 detection.
I only had to add "PATH_SUFFIXES SDL2".
.
include is superfluous
SDL2-2.0 is a distro specific convenience symlink. Use the correct one
as before.
.
I probably did this as an artificial way of disabling pkgconfig when cross
compiling and before disabling pkgconfig for all cross compiling but it's
wrong. I thought I had fixed this already.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
be1842f4e9 Detect clang and automatically set USE_CLANG.
User may forget or not know about -DUSE_CLANG=TRUE. It could probably
be always autodetected instead of requiring user input.
.
Trivial wording changes to compiler_version.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
c8c22cf6a0 Notify about cross build option upon failure.
Tell the user to use CMAKE_TOOLCHAIN_FILE upon failure.
.
Cleanup detectOperatingSystem. Should be the same but adding
GNU and kFreeBSD from Debian and filtering out pre OS X Apple.
.
libaio is linux only. Also check for the correct header since
aio.h is the POSIX one. Both are in /usr/include/ anyway.
Only build core if (Linux AND NOT AIO_FOUND) == false.
.
Use Unix for GTK and X11. Macs has gtk-quartzs and xquartz or native X11.
*BSD, linux, etc should have both.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
b42c9defb1 Avoid PKG_CONFIG_PATH issues.
Even before this pull request it was required to set PKG_CONFIG_PATH
when cross compiling since pkg-config always searches for native
libraries. This would require to backup an already existing ENV
variable if present, detect the distro specific place the pkgconfig folder is,
and restore the original ENV variable if it was present. Cmake as shown in:
.
http://www.cmake.org/gitweb?p=cmake.git;a=commitdiff;h=3df51470
.
added support for this but requires CMAKE_MINIMUM_REQUIRED_VERSION as 3.1
which is kind of strict since it was released 10 days ago.
.
To avoid the ugliness let just avoid pkg-config when cross compiling. This
means only EGL, SDL2 and GTK3 have to be updated since the rest work w/o
pkg-config.
- EGL is fixed with PR #409
- SDL2 is fixed here and it's trivial.
- GTK3 is non-trivial. For this one use pkg-config for native builds since
  the .pc file is kept up to date automatically. For cross compilation
  use the provided FindGTK3 which I made by using the sed documented
  inside the file and updating the dependencies for GTK3. Since I checked
  each and every single .pc file to make sure they are up to date this
  should have the same behaviour as pkg-config. Prefer the .pc files for
  native builds since it does not need to be manually updated and when
  the native 64bit port gets finished all the cross compile options should
  be removed which is quite easy since most of the code got moved to the
  CMAKE_TOOLCHAIN_FILE.
Note:
Cmake Modules are BSD-3-clause therefore GPL compatible.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
bed7a4f92e Be really strict about dependencies.
The obtained binaries before and after this commit are identical (sha1sum)
when compiled in Debian/Ubuntu/Fedora/ArchLinux.
.
The linker will always pick the 32bit libraries the only thing this does is
make sure we have all the 32bit dependencies installed. Basically we avoid
detecting the 64bit libraries and telling the users the 32bit libraries were
found. We always link with 32bit libraries therefore this avoids having to
wait 5-10min to just be told -lXXX is missing.
.
The only thing really needed are
set(CMAKE_LIBRARY_ARCHITECTURE "../lib32")
set(CMAKE_LIBRARY_ARCHITECTURE ".")
.
which basically ensures we don't pick 64bit headers since
CMAKE_LIBRARY_ARCHITECTURE always gets tested first and for some reason
FindGTK2 test searches lib64 first then lib32/lib. These values are hardcoded.
Right now these arch specific headers are not used but can't say this will
always be true.
.
FIND_LIBRARY_USE_LIB64_PATHS is not needed for native builds and it's covered
by CMAKE_SYSTEM_IGNORE_PATH.
.
NOTE:
We filter out lib32 because multilib is not compatible with multiarch.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
553536f9cb Fix build in Fedora and print a confimation of cross compilation.
- Fedora only needs --arch if cross compiling.
  + It's only used to select libdir so i386=i686=i986
- Messages are nice to debug build logs.
.
Everything seems to work unless some other distro broke. Other
distros need to add CMAKE_TOOLCHAIN_FILE or --cross-multilib if
they cross compiled amd64 -> i686.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
b03ca5fcf4 Include some rather simple CMAKE_TOOLCHAIN_FILE.
- Update the build.sh and fix some typos.
  + Don't add the OSX ones because I have not tested them and it won't
    even build anyway due to the libaio dependency. Needs to use POSIX AIO
    or something else.
- They are rather simple and all the magic happens in two lines.
  + First line tells cmake to get ready to compile FOR linux or darwin.
    It also sets CMAKE_CROSSCOMPILING to true which is the only way to
    let cmake known that we are using stuff not from the host.
  + CMAKE_C_COMPILER/CMAKE_CXX_COMPILER are basically used to detect
    the architecture of the target. Since I used generic cc/c++ the
    hardcoded -m32 is needed to ensure we get TARGET=i386. Also
    since I hardcode -m32 and use c++/cc it's to be noted that
    we can only do i386->i386 (trivial), amd64 -> i386, and x32->i386.
    .
    Using something like i586-linux-gnu-{gcc,g++} would also work and
    enable arm -> i386, etc but it's infeasible and impractical to do all
    the combinations. File is simple enough that a distro or user can
    create their own and cross compiling is rather tedious compared
    to using a chroot to compile it.
- I tested it in Debian with "dpkg-buildpackage -ai386" but installing the
  build dependencies was rather tedious.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
d6d06d243c Begin cleaning up the cross build code.
http://www.vtk.org/Wiki/CMake_Cross_Compiling
http://www.cmake.org/cmake/help/v3.0/manual/cmake-toolchains.7.html
.
The official way that cmake does cross compiling is via the use of a
CMAKE_TOOLCHAIN_FILE. This has to be given by the user and can't be
included from within a Cmake file since setting up the toolchain has
to be the first thing that happens.
.
After the file is given and validated cmake behaves nicely and all the
workarounds and hacks are not really needed anymore.
.
The consequence of this change is that without this file cmake will
try to build for the HOST architecture as expected and with the file
it will build for the TARGET architecture of the given toolchain. Due to
this remove 64BIT_BUILD_DONT_WORK and just ERROR out if the user tries
in the same way as before.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
8ea0766773 Use TargetArch to correctly detect the target.
Currently crosscompiling was broken since we detected the cpu of the host
not of the target. Building arm -> i386, i386->amd64, etc resulted in
interesting stuff.
.
CMAKE_HOST_SYSTEM_PROCESSOR and CMAKE_SYSTEM_PROCESSOR should have done this
but they are incredibly broken and unreliable. I use
CMAKE_HOST_SYSTEM_PROCESSOR just to retain the format of the old message
and is not used for critical stuff so it does not matter.
.
This code also allows scalability so that if one day in the very distant
and unlikely future the x86/x86_64 specific code gets made portable
by replacing asm/MMX/SSE*/AVX/etc code with generic/portable code then
it also would work on all architectures.
.
For *BSD/OS X it probably would need to use POSIX AIO instead of linux
specific libaio but that is a different issue.
.
Error out the x86_64 builds.
Also the 64BIT_BUILD_DONT_WORK option became obsolete more info in following
commit.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
e548ada1e9 Disable the use of multiple architectures in darwin.
- Update copyright due to incoming changes.
- Don't support universal binaries until they actually work therefore
  only allow 1 architecture in CMAKE_OSX_ARCHITECTURES.
- Don't allow an empty ARCH list.
  We probably asked for ppc or ppc64 w/o support for it.
2015-01-03 14:51:04 +01:00
Miguel A. Colón Vélez
b18b0fdf28 Add TargetArch.cmake.
For now just dump the original and add the BSD-2-Clause.
.
It's GPL compatible so it's okay.
.
I was writting one myself but found this one and it handles apple
which I did not consider since I can't test it.
2015-01-03 14:51:04 +01:00
Gregory Hainaut
806cefb0c6 64 bit: use uptr instead of int 2015-01-03 14:50:54 +01:00
Gregory Hainaut
f33027f24d Merge pull request #409 from micove/small-cleanup
Fix GSdx build and enhance the desktop file.
2015-01-03 14:47:54 +01:00
Avi Halachmi (:avih)
b07aeb892a cheats_ws.zip: now has 1763 files - 583 new, 105 modified, 14 removed
This is the cheats_ws folder inside Devina's archive from 2014-12-18, with 5
removed WIP patches (CRCs: 0E7F91DA, 4C33FA2A, 1771BFE4, C77AF2CA, DA3DD765),
zipped and replacing the existing cheats_ws.zip file.

See http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=423433#pid423433
2015-01-02 04:08:58 +02:00
Avi Halachmi (:avih)
e525f95f22 gzip ISO: allow custom index file name/location via a template
At PCSX2_ui.ini: default:  GzipIsoIndexTemplate=$(f).pindex.tmp
The rules:
- must contain one and only one instance of '$(f)' (without the quotes)
- if starts with $(f) then it expands to the full path + file name.
- if doesn't start with $(f) then the path is ignored (name+ext only)
- if doesn't start with $(f) and ends up relative,
  then it's relative to pcsx2.exe (not to cwd)
- No checks are performed if the result file name can be created, so the dir
  should exist.
- PCSX2 will not try to rename/move older index files to the new name/location.
  If it's modified - the user should take care of rename/move before loading
  gzipped iso files or else it will create a new index according to the template

Examples:
$(f).pindex.tmp - the default - same dir as the iso, loads older index files.
$(f).pindex     - a popular request.
cache.gz/$(f)   - relative to pcsx2.exe (if the dir exists).
%appdata%/pcsx2/cache.gz/$(f) - should end up at the default install docs dir.
2015-01-02 03:27:06 +02:00
avih
1c869450c1 Merge pull request #413 from monsterjamp/master
Small update to GameIndex
2015-01-01 04:42:48 +02:00
monsterjamp
7082102631 Small update to GameIndex 2014-12-31 18:50:37 -06:00
Avi Halachmi (:avih)
10040f82e0 UI: change language: more standard dialog and better Apply button
The Apply button was part of the language panel, now it's part of the dialog.
Also, The Apply button is now enabled/disabled correctly.
2014-12-31 12:32:29 +02:00
Avi Halachmi (:avih)
2b567e51ff nogui: don't zombie on suspend. --noguiprompt to prompt before exit
when running with --nogui, PCSX2 knows to exit when the GS window closes.
However, pressing esc (suspend) didn't close the window and instead hidden it.
As a result, PCSX2 didn't exit and remained a zombie process.

this patch closes the gs window on suspend in --nogui mode, which makes PCSX2
exit fully.

it's now also possibly to use --noguiprompt which prompts if esc will exit
PCSX2, and allows the user to abort the suspend and continue using PCSX2.

TODO: if PCSX2 was in full screen - then pressing esc exits full screen. it
would have been ideal to restore full screen, but for now it doesn't.
2014-12-31 03:37:24 +02:00
Avi Halachmi (:avih)
576513a6d0 kb shortcuts: fixed file name PCSX2_keys.ini to PCSX2_keys.ini.default 2014-12-30 22:22:43 +02:00
Avi Halachmi (:avih)
25382d471d kb shortcuts customization: improve messages, add sample PCSX2_keys.ini
- don't display a message if the replacement is the same as the default.
- display a message if the key combination is unknown
- (same as before) display a message when replacing a shortcut
- also added PCSX2_keys.ini.default sample file with some help
2014-12-30 22:15:01 +02:00
Avi Halachmi (:avih)
c4bd50c04c UI: Change Language: use a dialog instead of forcing first-time-wizard
The method of forcing first-time-wizard wasn't very effective because
1. it's ugly, and 2. after selecting the language at the wizard it either
imports the previous settings (together with the previous language thus
overriding the new language) or resets all other settings - which is not fun.

This patch uses a small dialog instead to only change the language, and within
it reuses the language panel from the first time wizard.
2014-12-30 19:31:50 +02:00
Avi Halachmi (:avih)
1779ee42c2 log console: Sources menu - add Restore Default item 2014-12-30 05:29:39 +02:00
Avi Halachmi (:avih)
95e00e0edf cheats[_ws]: don't ignore custom folders for cheat files
The code was searching only at the default paths for cheats and cheats_ws.
Now it's possible to set UseDefaultCheats[WS] at PCSX2_ui.ini to 'disabled'
and set a custom value to Cheats and/or CheatsWS and PCSX2 will respect it.
2014-12-29 14:21:38 +02:00
Miguel A. Colón Vélez
6dd3094802 Fix the rare case in which EGL is not found.
EGL sometimes is not found. Checklib 1st does
.
string(TOLOWER ${lib} lower_lib)
pkg_search_module(${var} QUIET ${lower_lib})
.
Therefore this part should be equivalent since we always compare lower.
.
This part seems to not find anything and then it does.
.
find_library(${var}_LIBRARIES ${lib})
.
Here it also does not find anything since it tries to find libegl
while the library is called libEGL therefore I changed the name to upper.
to avoid
_internal_message("-- ${lib} not found (miss lib)")
.
It could fail in the unlikely event that someone renamed libEGL to libegl.
This bug is triggered when you combine crosscompiling from amd64 to
i386 with Debian multiarch paths. For other distros it should work with
pkg_search_module normally.
2014-12-24 11:41:04 -05:00
Miguel A. Colón Vélez
9060eadfe7 Add the new Keywords entry to the desktop file.
It was added recently to the xDG specs
http://standards.freedesktop.org/desktop-entry-spec/latest/ar01s05.html
.
It should improve the discoverability of pcsx2 for gnome shell users in any
distro and Ubuntu users at the very least. It's unrelated to the menu
hierarchy so it does not need a special hack for OpenSuse. Also it should
not break anything.
.
It's an optional entry but the "gnome guys" really want software to use it
more.
.
It should be concise and not the name of the software so I just did
game;emulator; since for example gnome-chess uses game;strategy;.
2014-12-24 11:27:49 -05:00
Gregory Hainaut
d4793cc6b6 i18n: update build of various translation 2014-12-23 19:51:03 +01:00
Gregory Hainaut
c5b6216032 Merge pull request #405 from PCSX2/disable-opencl
gsdx ocl: disable it on windows
2014-12-23 19:48:50 +01:00
Gregory Hainaut
ee34bd724f gsdx ocl: avoid a crash if ocl is selected but not enabled 2014-12-23 19:39:02 +01:00
Gregory Hainaut
59847c964c Merge pull request #404 from Leucos8/master
Italian translation and game database update
2014-12-23 19:37:09 +01:00
Gregory Hainaut
d22a2c7961 Merge pull request #407 from josephgbr/master
Updated Brazilian Portuguese translation
2014-12-23 19:36:55 +01:00
Rafael Ferreira
f037a42309 Updated Brazilian Portuguese translation
Signed-off-by: Rafael Ferreira <rafael.f.f1@gmail.com>
2014-12-23 14:05:16 -02:00
Gregory Hainaut
fbb64c4ce7 Merge pull request #406 from nE0sIghT/master
Cmake: Use ${DOC_DIR} variable for docs destination
2014-12-23 10:08:49 +01:00
nE0sIghT
003ac1b762 Use ${DOC_DIR} variable for docs destination 2014-12-22 23:02:44 +03:00
Gregory Hainaut
d00666a4d9 cmake: regression to select SDL/GTK + 64bits fix 2014-12-22 19:31:32 +01:00
Gregory Hainaut
767b841fea gsdx ocl: disable it on windows
Until we found a way to fix a couple of crashes
2014-12-22 19:02:35 +01:00
Leucos
fd89d2145a Game database update
Many game title correction/update/normalization
2014-12-21 16:59:31 +01:00
Gregory Hainaut
6830962c3a i10n: update sv_SE 2014-12-21 16:54:41 +01:00
Gregory Hainaut
0c17d67fa5 cmake: add a new option to select the doc path in package mode
DOC_DIR_COMPILATION=/usr/share/doc/pcsx2

close issue #402
2014-12-21 16:51:41 +01:00
Leucos
bc4eff88a7 Updated the Italian translation 2014-12-21 16:28:13 +01:00
pgert
93cbce82f9 Update i18n.cpp 2014-12-21 14:38:07 +01:00
Gregory Hainaut
8123b5090a Merge pull request #400 from pgert/master
sv_SE translation
2014-12-21 13:21:43 +01:00
Gregory Hainaut
da969ffaeb Merge pull request #401 from PCSX2/unicode-mess
pcsx2:wx3: fix filter selection of iso
2014-12-21 13:21:35 +01:00
Gregory Hainaut
b24c76f12a SafeArray: add a null pointer check
Thanks @ghost for the report.

Close issue #327
2014-12-21 12:49:02 +01:00
Gregory Hainaut
0b77f93154 console: improve readability on consoles that have black backgrounds
Thanks Micove for the patch.

Close issue #383
2014-12-21 12:41:01 +01:00
Gregory Hainaut
2bc4686afa pcsx2:wx3: fix filter selection of iso
On linux, wxChar requires a %ls

It must be tested on windows:
1/ >CDVD>Iso selector>Browse...
2/ try the different filter
2014-12-21 12:34:05 +01:00
Gregory Hainaut
dc1cd3eb25 cmake: forbid user to use experimental flags
Namely GTK3_API and 64BIT_BUILD_DONT_WORK

The former was barely tested and doesn't compile with standard wx
The latter doesn't work at all

Note: I was very close to disable SDL2 too.  If wxWidget was built with
SDL1 support it will crash
2014-12-21 10:46:33 +01:00
pgert
7ab320b5d5 Update pcsx2_Main.po 2014-12-20 21:27:58 +01:00
pgert
4074f1b1ed Update pcsx2_Iconized.po 2014-12-20 21:27:12 +01:00
pgert
f7ffe391f6 Update pcsx2_Main.po 2014-12-20 21:21:46 +01:00
pgert
82c3a5ad5a Update pcsx2_Iconized.po 2014-12-20 21:20:53 +01:00
Gregory Hainaut
1f54bb73aa cmake: enable some aggressive warning
Allow to track strict aliasing issue and overflow
2014-12-20 13:43:25 +01:00
Gregory Hainaut
66d7aa75e2 cmake: move -DNDEBUG to global option 2014-12-20 13:43:25 +01:00
Gregory Hainaut
a99f3ea321 cmake: remove duplicate flags
also use the lighter elseif structure to reduce a bit the size of cmakefile
2014-12-20 13:43:25 +01:00
Gregory Hainaut
4773bcf0ea cmake: s/_LINUX/__linux__/ 2014-12-20 10:54:24 +01:00
Gregory Hainaut
532cc7755c cmake: remove cmake from 3rdparty
3rdparty have been deprecated since a long time on linux.

Files are likely wrong
2014-12-20 10:54:18 +01:00
Gregory Hainaut
4f957feacd onepad: use union instead of stange cast
Nicer this way. Beside it removes the strict aliasing issue.
2014-12-20 10:54:18 +01:00
Gregory Hainaut
43e854fece spu2x: remove duplicated function 2014-12-20 10:54:18 +01:00
Gregory Hainaut
03a88aab0b translation: Refresh all languages 2014-12-15 19:29:44 +01:00
Gregory Hainaut
ff24a5f702 gsdx linux: disable std::thread
Threads are not killed properly therefore GS crashes on reloading (aka F9)

See issue #392
2014-12-14 12:22:40 +01:00
Gregory Hainaut
b9297c6158 Merge pull request #377 from PCSX2/tlb_goemon_v2
goemon gamefix improvement
2014-12-14 11:47:37 +01:00
Gregory Hainaut
316efecaea Merge pull request #393 from CecilHarvey/master
updated zh_CN translations
2014-12-13 17:05:03 +01:00
Wei Mingzhi
f0a9f0ff29 updated zh_CN translations 2014-12-13 23:57:53 +08:00
Gregory Hainaut
63ba78b664 remove zzogl-pg-cg
superseeded by zzogl-pg
2014-12-13 12:28:37 +01:00
Gregory Hainaut
09ec6ebd8e pcsx2: fix a gcc warning 2014-12-13 12:28:37 +01:00
Gregory Hainaut
62bda675e0 build.sh: wx30 is the default, the option is useless 2014-12-13 12:28:37 +01:00
Gregory Hainaut
7d21497c11 clang: no support of f-abi-version=6 option 2014-12-13 12:28:37 +01:00
Gregory Hainaut
768362852e pscx2: s/wxTrap/pxTrap/
wxTrap is only enabled on wxDebug build. pxTrap is always available. It is much nicer for debug on linux
2014-12-13 12:28:37 +01:00
Gregory Hainaut
c5efdb9df9 Merge pull request #391 from micove/flush-color-reset
Don't buffer the changes to the console colors.
2014-12-13 10:55:21 +01:00
Miguel A. Colón Vélez
c7c8b70b22 Don't buffer the changes to the console colors.
After a Console.Write/Writeln that uses colors a call to
ConsoleColorScope::LeaveScope() is made to restore m_old_color. This
restoration command stays buffered until a full line is printed. In the
meantime any console message that happens will use the old coloring
and if the program happens to crash the console would keep using the
color of the last colored text that was printed.
2014-12-12 19:44:45 -05:00
Gregory Hainaut
01b0556419 goemon: reset recompiler after tlb unmap
Let's avoid unvalid virtual address on recompiler block
2014-12-12 22:43:01 +01:00
Gregory Hainaut
18405e2598 gsdx: add goemon comment on some assertion
If someone want to trigger them
2014-12-12 22:31:31 +01:00
Gregory Hainaut
cb73ed4737 pcsx2:tlb:goemon: allocation can be called from 2 places
* game is working :)

Note1: I dissassemble the main exe to search all call of the allocation (unlikely to have more calls)
Note2: it is easier to use the return of the function so allocation is done in the tlb[array] cache
2014-12-12 22:25:56 +01:00
Gregory Hainaut
e6de35f5ac pcsx2:tlb: enable GoemonUnloadTlb on recompiler 2014-12-12 22:14:08 +01:00
Gregory Hainaut
a8ad598153 pcsx2:tlb: improve goemon gamefix log 2014-12-12 22:14:08 +01:00
Gregory Hainaut
2cfbc6e5ef pcsx2:tlb: extend goemon gamefix
Add GoemonUnloadTlb function that invalidate TLB cache.

Currently the function is only used on the interpreter. It fixes TLB error after a reload of data.

Next step: porting to the recompiler
2014-12-12 22:14:08 +01:00
Gregory Hainaut
8d8aa87457 pcsx2: interpreter: better use pc
cpuRegs.pc is the actual pc+4...
2014-12-12 22:14:08 +01:00
Gregory Hainaut
bf9fc521cb disassembler: Allow to print register value
* Create a disBranch to factorize a bit the code

* Add PRINT_REG_CONTENT define that add a 32bits value of registers for
  standard opcode. (Far from perfect, but it very useful)
2014-12-12 22:14:08 +01:00
Gregory Hainaut
cebccea81c gsdx: disable some gl extensions when VMware driver is detected
It is likely the Mesa driver, code seems to have the same issue (separate shader)
2014-12-12 20:44:58 +01:00
Gregory Hainaut
35f26f00bc Merge pull request #386 from PCSX2/remove-tls
spu2x:zzogl: disable TLS
2014-12-11 09:55:17 +01:00
Gregory Hainaut
534b7041f4 Merge pull request #385 from PCSX2/gtk3_compilation_fix
Gtk3 port (require wx built against GTK3).
2014-12-11 09:54:45 +01:00
Gregory Hainaut
3d071e50ad gtk3: gtk_hscale_new_with_range => gtk_scale_new_with_range 2014-12-10 22:09:21 +01:00
Gregory Hainaut
feca2e3faf gtk3: GDK_WINDOW_XID was renamed
Well I guess. Not sure until I can test the behavior.
2014-12-10 22:09:21 +01:00
Gregory Hainaut
5d8b2d8044 gtk2: GtkNotebookPage is useless
And not supported by gtk3
2014-12-10 22:09:21 +01:00
Gregory Hainaut
e9233f4698 gtk2: use text rather than image
Require by GTK3
2014-12-10 22:09:21 +01:00
Gregory Hainaut
7fb548d7c5 gtk2: GTK_OBJECT is useless 2014-12-10 22:09:21 +01:00
Gregory Hainaut
d1389db2f4 gtk2: keyboard macro update 2014-12-10 22:09:21 +01:00
Gregory Hainaut
ba9e998ff5 gtk2: port gtk_combo_box to gtk_combo_box_text
The former was deprecated on gtk2.24 (and removed from gtk3)
2014-12-10 22:09:21 +01:00
Gregory Hainaut
cdd09a2616 gtk2: use a pointer as argument instead of g variable
Easier and compliant with gtk3
2014-12-10 22:09:21 +01:00
Gregory Hainaut
800262fc14 cmake: add a new GTK3.0 option
Thanks #micove for the patch
2014-12-10 22:07:48 +01:00
Gregory Hainaut
4991f9412d Merge pull request #387 from PCSX2/XDG_HOME_CONFIG-use-PCSX2-issue-381
pcsx2: use PCSX2 uppercase for XDG_HOME_CONFIG default value
2014-12-09 09:11:10 +01:00
Gregory Hainaut
87f1e8f77d pcsx2: use PCSX2 uppercase for XDG_HOME_CONFIG default value
This way it will always be the same.

Fix issues #381

Note: potentially we might need to move your previous directory.
mv $HOME/.config/pcsx2 $HOME/.config/PCSX2
2014-12-08 23:51:02 +01:00
Gregory Hainaut
5ce4b85edd build.sh: allow to use cmake option directly
It is handy to test option barely used. New options could be added to the script but there are alredy too much of them.
2014-12-08 23:48:00 +01:00
Gregory Hainaut
a52f598369 spu2x:zzogl: disable TLS
builds an Utilies_NO_TLS.a archive of the common Utilities code. It replaces native TLS by a slower reimplementation

Rational: number of TLS slot is very limited by the GLIBc on linux. I hope it doesn't impact performance.
* Zzogl don't requires TLS AFAIK
* spu2x will likely use it for assertions only.

TLS exhaustion creates issue to dlopen plugins
    issue #384 : https://github.com/PCSX2/pcsx2/issues/384

But also for profiled build (-fprofile-generate)
    http://forums.pcsx2.net/Thread-WORKAROUND-build-with-fprofile-generate

If someone have a better idea, please raise your hand!
2014-12-08 22:26:46 +01:00
Gregory Hainaut
0a4f9e43d9 cmake: clean sdl management
* sdl is mandatory for spu2x
* cmake will include either /usr/include/SDL or /usr/include/SDL2 so no
  need to add extra ifdef
2014-12-07 21:06:21 +01:00
Gregory Hainaut
9e8b0b59ba cmake: remove a duplicated line 2014-12-07 12:47:35 +01:00
Gregory Hainaut
29a14f5667 sed -i -e 's/seperately/separately/'
Thanks micove again
2014-12-07 12:46:16 +01:00
Gregory Hainaut
49d98a4429 pcsx2: move tlb info from warning to COP0_LOG
It will ease debug (pc is printed) and reduce noise for standard users.
2014-12-07 12:20:59 +01:00
Gregory Hainaut
c945aead54 cmake: better support of SDL2
Description: Building with SDL2_API=TRUE is incomplete
 SDL_FOUND does not imply SDL2_FOUND
 Use check_libs for detection
 Only include ${SDL_INCLUDE_DIR} when needed
 Use SDL2_LIBRARIES
Author: Miguel A. Colón Vélez

Gregory: add back SDL_BUILDING_LIBRARY
2014-12-07 12:19:14 +01:00
Gregory Hainaut
16284d0a59 gsdx: fix a couple of typo
From @micove
2014-12-07 12:12:53 +01:00
Gregory Hainaut
4b6632edf4 linux: use wx3.0 by default
+ Wx3.0 fixes various issue on linux (better sizing of box)
+ Debian doesn't provide wx2.8 anymore. Ubuntu will probably follow soon (close issue #342)

If you want to use wx2.8:
* Either you remove wx3.0 from your system
* Either you use the cmake option -DWX28_API=TRUE

Please don't hesitate to report any regresions.
2014-12-06 19:59:32 +01:00
Gregory Hainaut
070dce4c83 Merge pull request #356 from PCSX2/issue-fixes
various bug-tracker fixes
2014-12-06 19:48:13 +01:00
Gregory Hainaut
8afd2edd1d pcsx2:gui:wx3: wrong order of language in wizard
It seems wx3 remove all non alphanumeric character before the sorting
A 0 was added to force default to be the first choice as expected
2014-12-06 17:12:26 +01:00
Gregory Hainaut
7328e55ee9 pcsx2: disable tlb miss on the interpreter
Except on the debug build
2014-12-02 23:10:58 +01:00
Gregory Hainaut
1f5fe7a1db Merge pull request #348 from 3kinox/master
GSdx-ogl linux: std::thread
2014-12-02 22:43:29 +01:00
Gregory Hainaut
ec976743d6 Merge pull request #350 from PCSX2/interpreter-tlb-handler
Interpreter tlb handler
2014-12-02 21:47:56 +01:00
Gregory Hainaut
c9aa04c679 core: EE interpreter major speed boost
Disable the debugger and an useless debugI function

* x2 on dbg build :)
* x2.5 on dev build :)

Note: debugger doesn't work yet with the interpreter so no real drawback.
2014-12-02 21:38:39 +01:00
Gregory Hainaut
9c92a30dbb pcsx2: interpreter: add a typical example to disassemble R5900
Previous examples don't work anymore

v2: merge the cpu dump example
2014-12-02 21:38:39 +01:00
Gregory Hainaut
8a899c4c7b pcsx2: interpreter: increment pc before reading pc content
memRead32 could throw a TLB miss exception, however TLB handler expects pc counter to be incremented

Goemon is now really "playable" with the interpreter (disable automatic gamefix)
2014-12-02 21:38:39 +01:00
Gregory Hainaut
a30bd86311 pcsx2: interpreter: add an exception for tlb miss
When a tlb miss is detected current instruction must be skipped. We need
to immediately switch to the handler

Typical instruction bug case:
 lw a0, 0x8(a0)

a0 mustn't be loaded if we have a miss

v2: create a dedicated exception for tlb miss

v3:
* rename exception to CancelInstruction
* add a basic state machine on the exec loop so we keep same behavior
  for eeloadReplaceOSDSYS and eeGameStarting

v4: remove assert
2014-12-02 21:38:29 +01:00
Gregory Hainaut
374048e1c6 Merge pull request #367 from PCSX2/gabest11-master
GSdx-opencl
2014-12-02 20:59:23 +01:00
Gregory Hainaut
4238261784 gsdx-cl: update linux menu config
Try to use some id to be more robust

The best will be to sort the array first
2014-12-02 00:16:35 +01:00
Gregory Hainaut
76f719e5d0 gsdx-ocl: Add a ENABLE_OPENCL option
* Allow to compile GSdx on linux without opencl yet.
2014-12-02 00:16:35 +01:00
gabest11
b9b02cf749 implemented opencl program caching on disk under the system default temp folder, needs some additional work on linux 2014-12-02 00:16:35 +01:00
gabest11
ba59036a97 fixed a small compiling error in release mode 2014-12-02 00:16:35 +01:00
gabest11
7b466a98d0 replaced opencl.def with dynamic dll loading, god bless search and replace 2014-12-02 00:16:35 +01:00
gabest11
e3ba15de94 opencl device selection in settings dialog 2014-12-02 00:16:34 +01:00
gabest11
6f5cd1cd4d joined some tfx kernel calls, general speed up in most games 2014-12-02 00:16:34 +01:00
gabest11
3d2b0e3766 minor opencl kernel optimizations 2014-12-02 00:16:34 +01:00
gabest11
72cfc6a6ef 3rdparty/opencl 2014-12-02 00:16:34 +01:00
gabest11
9e20387595 Modified for opencl 1.1. While it runs on nvidia cards now, you can't use its sdk to compile gsdx, cl.hpp is missing there. Intel or amd is ok. 2014-12-02 00:16:34 +01:00
gabest11
263c097d13 solution for 32-bit z values in opencl and other minor optimizations 2014-12-02 00:16:34 +01:00
gabest11
c64f9ad9b1 squishing opencl bugs, there aren't many left hopefully 2014-12-02 00:16:34 +01:00
gabest11
ba1e522bbb Less opencl bugs, some games are actually playable now, there are still texture errors. 2014-12-02 00:16:34 +01:00
gabest11
881735b562 minor merging errors 2014-12-02 00:16:33 +01:00
gabest11
db7c26cde7 - Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00
Gregory Hainaut
1b555ea3b5 gsdx-linux: Fix GSdx internal counter on linux
The issue is that clock gives the total cpu time of the process whereas
we want the cpu time of the rendering thread
2014-11-24 23:44:32 +01:00
Nicolas Hillegeer
b259a46ab7 linux/threads: simplify timer code
Possibly also changes the semantics. According to the docs, it should now be
equal to the Windows code (up to accuracy issues, of course).

v2: done by gregory38

Fix miscalculation of time. Unit must be in 1s/GetThreadTicksPerSeconds(). (now us)

Factorize a bit GetCpuTime/GetThreadCpuTime

Note: results seems reasonables and mostly equivalent as before.
2014-11-24 23:31:32 +01:00
Gregory Hainaut
0f2f25845d core: use memcpy and reserve function
newMem is a new memory allocated by "new". There is no way that is
overlap with previous allocation. Therefore the faster memcpy can be used safely
2014-11-24 10:00:46 +01:00
3kinox
732cbc3ad5 GSDX-ogl linux:
+ Implement threads/mutex using std::thread/std::mutex/std::condition_variable
+ Old implementation can be used by commenting out the "define _STD_THREAD_ in GSThread.h
+ Commit should be much cleaner than previous one.
2014-11-23 14:33:35 +01:00
Gregory Hainaut
5d89454d25 wx: properly overwrite trait creation
The fix move the Pcsx2AppTraits definition from core to common part.
It allows to use it in wxAppWithHelpers::CreateTraits

fix issue #352
2014-11-22 18:51:05 +01:00
ramapcsx2
fda48f3d55 Merge pull request #355 from Asmodean-/master
Add reg.chcr warning check.
2014-11-22 11:52:12 +01:00
Asmodean-
09c13777d8 Add reg.chcr warning check. 2014-11-21 21:55:35 +00:00
Gregory Hainaut
60c0eb7179 gsdx-ogl: windows: properly setup context flags
* Use a core profile context
* Only enable the debug context in debug build

Close issue #353
2014-11-20 22:12:30 +01:00
Gregory Hainaut
d21e6ff45f gsdx-ogl: don't declare a sampler variable
Nvidia was complaining on the fxaa shader. In doubt I also replaced it in Asmodean's shader
2014-11-20 22:07:44 +01:00
Gregory Hainaut
60f7ec03c2 Merge pull request #351 from Asmodean-/master
GSdx: change post-processing directory & some shader fixes.
2014-11-16 14:09:43 +01:00
Gregory Hainaut
7964933507 wx: use wx_pizza on wx2.8
The new method creates a strange gray box for some users.

Unknown status on wx3.0 (which soon will be the default)
2014-11-16 13:54:07 +01:00
Asmodean-
8f42b36a42 It might help if I changed this for d3d9 also :p 2014-11-15 21:40:00 +00:00
Asmodean-
c72af82f73 GSdx: Some post-processing fixes & add shaders directory. 2014-11-15 21:37:05 +00:00
Asmodean-
5b3867dd60 GSdx: change post-processing directory & name. 2014-11-15 21:33:23 +00:00
Gregory Hainaut
276e3d9d1b gsdx-ogl: always set texture parameter
* Avoid bug after a pause
* Not faster anyway
* keep old method only for gl retracer to reduce debugging noise

Remove some old&useless comment
2014-11-14 11:43:42 +01:00
Gregory Hainaut
3311336d0e gsdx-ogl: disable ARB_bindless_texture
I have a crash when I try to delete some texture (for example when the simulator is paused)
2014-11-11 23:45:41 +01:00
Gregory Hainaut
1b5ea0651c debian: only support SSE2 for the default build 2014-11-11 20:56:45 +01:00
Gregory Hainaut
75c96c08f7 git ignore: linux profiled data 2014-11-11 20:56:45 +01:00
Gregory Hainaut
b6a951a9fa gsdx: debug compilation fix
I'm not sure gcc behavior is correct here!
2014-11-11 20:54:34 +01:00
Gregory Hainaut
0ca9bab8b6 Merge pull request #344 from Asmodean-/master
[GSdx] OpenGL PP Updates
2014-11-11 16:14:01 +01:00
Gregory Hainaut
ab4eaea757 Merge pull request #346 from 3kinox/master
Linux : GSdx AVX fix
2014-11-11 16:08:23 +01:00
3kinox
30240b4cbf More robust detection of arch64(or any distrib using same path for wxwidget) 2014-11-11 15:55:31 +01:00
3kinox
06f53b2689 use -fabi_version=6 only for GSdx, solve bug with wxwidget
reenable avx build for GSdx
2014-11-11 15:55:31 +01:00
3kinox
4991ef608d add automatic archlinux build detection(wx path can not be found otherwise) 2014-11-11 15:55:31 +01:00
Asmodean-
1b836ac4a7 Fix Cel Shader for OpenGL. 2014-11-11 14:34:53 +00:00
Gregory Hainaut
e73d8f383b gsdx-ogl: compilation fix for old distribution 2014-11-11 15:01:22 +01:00
Kieran Hanrahan
0e636ce411 A few last bits of cleaning before merge. 2014-11-11 02:41:52 +00:00
Kieran Hanrahan
e8a92ae731 Small oversight fix for "sample_texLevel" 2014-11-11 00:57:11 +00:00
Kieran Hanrahan
b60e5a62fc Rearrange to right spot (I blame github editor ;p) 2014-11-11 00:17:21 +00:00
Kieran Hanrahan
7adc7c4833 Update GSSettingsDlg.cpp
Just add the OGL shader ini params to the file when the user enables post-processing In the options dialog.
2014-11-11 00:01:31 +00:00
Kieran Hanrahan
cf5da56390 Tabbing >.> 2014-11-10 23:49:11 +00:00
Kieran Hanrahan
d228ad3ddd OpenGL Updates - fix effects for both D3D & OGL
I had to edit this via the GitHub editor. I finish up my changes, and for some reason the pcsx2 repository won't let me read or write to it, since the last merge. I checked my other repositories, and they're working fine. ?.?
2014-11-10 23:46:50 +00:00
Gregory Hainaut
e6e534c13a Merge pull request #343 from PCSX2/shader-loading
GSdx ogl: external shader loading + FXAA
2014-11-10 15:43:05 +01:00
Gregory Hainaut
48b3d91768 partially revert previous commit ec1da2805c
It breaks windows...
2014-11-10 12:19:30 +01:00
Gregory Hainaut
cbf2e740e3 gsdx-ogl: port Asmodean shader to GLSL
I only checked the default configuration (on Nvidia). Please report any issue with it.
2014-11-10 10:39:55 +01:00
Gregory Hainaut
8c90e7cafc gsdx-ogl: support latest fxaa version
Only tested on Nvidia, please report any issue with your driver

Note: requires GL4 GPU
2014-11-10 10:39:55 +01:00
Gregory Hainaut
ff39dffe23 gsdx-ogl: add a gui option (linux) to select external shader
Note: of course it requires a glsl shader ;)

On windows, you can set the path on the ini file. Here an example with linux path:
shaderfx_conf = /home/gregory/playstation/emulateur/pcsx2_merge/bin/GSdx_FX_Settings.ini
shaderfx_glsl = /home/gregory/playstation/emulateur/pcsx2_merge/bin/shader.fx
2014-11-10 10:38:52 +01:00
Gregory Hainaut
920ac6695f gsdx-ogl: add preliminary support of external shader fx 2014-11-10 10:37:58 +01:00
Gregory Hainaut
ec1da2805c pcsx2/GSdx: disable AVX for the moment on linux
I need to check carefully the consequence of ABI change. So far wx is very unhappy!

Fatal Error: Mismatch between the program and library build versions detected.
The library used 2.8 (no debug,Unicode,compiler with C++ ABI 1002,wx containers,compatible with 2.6),
and your program used 2.8 (no debug,Unicode,compiler with C++ ABI 1006,wx containers,compatible with 2.6).
2014-11-09 15:45:54 +01:00
Gregory Hainaut
84f844767c gsdx-ogl: micro optimize PSConstantBuffer cache
Might help to save a cache line on the CPU :)
2014-11-08 21:39:17 +01:00
Gregory Hainaut
58bd645d49 gsdx-ogl: BindBufferBase also bind to the generic binding point 2014-11-08 21:39:13 +01:00
Gregory Hainaut
16377f7249 gsdx-ogl: only call PixelStorei when parameters are updated
It won't improve performance but it would reduce a bit the noise in gl retracer tool
2014-11-08 21:30:14 +01:00
Gregory Hainaut
47f40ed79a gsdx-ogl: reduce pbo complexity
Copy the full line into the pbo. Dma will only take GL_UNPACK_ROW_LENGTH
- increase memcpy size by 2 in the pbo
+ single memcpy will be faster and can use sse

Enable buffer_storage extension:
* GL_CLIENT_STORAGE_BIT was required (it is the duty of TexSubImage to copy data into the GPU mem)
* Enable the extension by default
2014-11-08 21:30:14 +01:00
Gregory Hainaut
e62af05496 gsdx-ogl: reduce complexity of clear texture
Null is equivalent to a clear to 0.

Note: Code is not yet used because both stencil and depth are cleared.
Future note: stencil can potentially be replaced by load_store_image
2014-11-08 21:30:14 +01:00
Gregory Hainaut
bd9df9a6ec gsdx: Add some comment on GSTextureCache + schematics
Note: docs/TextureCache.odg was created with libreoffice. Not perfect but give a nice overview
2014-11-08 21:30:14 +01:00
ramapcsx2
b7e5e41afe Merge pull request #333 from PCSX2/linux-avx
Support of AVX build for linux
2014-11-08 14:09:06 +01:00
ramapcsx2
a908d1ab93 Merge pull request #340 from PCSX2/delete-memcpy-leftovers
common: remove old memcpy implementation
2014-11-08 13:44:36 +01:00
ramapcsx2
8434d6c397 Merge pull request #328 from tlbjr/master
GLDEBUGPROC type cast and postBuild.cmd for GSdx on VS2013
2014-11-08 13:11:07 +01:00
ramapcsx2
3d05d706f4 Merge pull request #339 from Asmodean-/master
[Post-Processing] Update GSdx effect suite to latest version.
2014-11-08 12:49:55 +01:00
Asmodean
df0a9c4683 Some small fixes, that I noticed. 2014-11-06 10:56:33 +00:00
ramapcsx2
ed6bf53547 Merge pull request #341 from ramapcsx2/spyro_patch
spyro enter the dragonfly bootup hack
2014-11-04 17:18:15 +01:00
ramapcsx2
a64d641a50 spyro enter the dragonfly bootup hack 2014-11-04 17:16:26 +01:00
Gregory Hainaut
69e88ffed0 common: remove old memcpy implementation
PCSX2 used standard memcpy now (thanks to xsacha)
2014-11-04 09:20:47 +01:00
Asmodean
937e475169 [Post-Processing] Update GSdx FX effect suite to latest version. 2014-11-03 07:15:34 +00:00
Gregory Hainaut
fc480e9bea Merge pull request #335 from tadatada/fix_resizing_loop
Fix resizing loop when the Windows Classic theme with some large resolutions have been chosen.
2014-10-28 10:36:10 +01:00
Gregory Hainaut
d6ba55eebf license:
* stack walk is coming from PPSSPP => GPL2+
* Remaining are from Kingcom => LGPL3+
2014-10-28 08:21:39 +01:00
tadatada
d55aa66751 Fix resizing loop when the Windows Classic theme with some large resolutions have been chosen. 2014-10-28 12:44:12 +09:00
Gregory Hainaut
f0d85d7dcc Merge pull request #329 from tadatada/mod_console_title
Inserted a game CRC in the title of the console log screen.
2014-10-26 21:53:58 +01:00
Gregory Hainaut
a28d2878e0 Merge pull request #326 from tadatada/mod_cheats_logs
Cheats: Added a cheats related log, changed color of a few positive logs.
2014-10-26 15:49:25 +01:00
Gregory Hainaut
a0056f4e05 Merge pull request #325 from tadatada/fix_ts_mixtures
Cheats: Fixed tab/space mixtures in pcsx2/Patch_Memory.cpp
2014-10-26 15:45:04 +01:00
Gregory Hainaut
6af09d8a09 Merge pull request #331 from tadatada/fix_bool
Fixed a C++ bool variable(1 byte) to WINAPI bool(4 bytes) for SystemParametersInfo API.
2014-10-26 15:34:05 +01:00
Gregory Hainaut
4d818f6cd9 ignore multiple linux file 2014-10-26 15:00:28 +01:00
Gregory Hainaut
f25e056914 gsdx: enable AVX with GCC
* Use overloaded function instead of specialized template
=> see http://stackoverflow.com/questions/3052579/explicit-specialization-in-non-namespace-scope

* replace _mm256_slli_si128 by _mm256_slli_si256
  I hope they're equivalent. I didn't find any info on _mm256_slli_si128,
  however srl use _mm256_srli_si256
2014-10-26 14:47:35 +01:00
Gregory Hainaut
679fa65b84 cmake: By default optimize for current arch
Note: it requires GCC 4.7. Otherwise use -DDISABLE_ADVANCE_SIMD=OFF to restore
previous behavior. It will impact Ubuntu precise (12.04)
2014-10-26 14:47:35 +01:00
tadatada
33967649b1 Fixed a C++ bool variable(1 byte) to WINAPI bool(4 bytes) for SystemParametersInfo API. 2014-10-16 07:49:30 +09:00
tadatada
ea6e78ab0d Inserted a game CRC in the title of the console log screen. 2014-10-13 13:26:03 +09:00
Tom Burnett
a1a1c7d0fb Removed svn rev inc file 2014-10-12 01:43:30 -07:00
Tom Burnett
1f734a69a0 Small VS2013 fixes 2014-10-12 01:40:40 -07:00
tadatada
7e89477e6c Cheats: Added a cheats related log, changed color of a few positive logs.
If any cheats file is not found, the "Not found Cheats file" message will appear with its full path of the cheats file on the log screen.

Changed color of a few positive logs to green from grey.
2014-10-08 16:51:09 +09:00
tadatada
8b45caf611 Cheats: Fixed tab/space mixtures in pcsx2/Patch_Memory.cpp 2014-10-08 16:43:08 +09:00
Gregory Hainaut
fa3db52cf7 partially revert commit 9fd2f3dd8a
No need to add Linux sillyness in Windows file... (Hopefully close #323)
2014-10-04 11:33:34 +02:00
Gregory Hainaut
6fe9ee387d gsdx-ogl: optimize the PS cb cache
* Don't use the stack
* Don't compare MinMax parameter (depends of others)
* Don't store not-compared parameter in the cache (HalfTexel/MinMax)

+0.3fps/46fps (well better than nothing)
2014-10-02 20:44:22 +02:00
Gregory Hainaut
a573ce185c gsdx-ogl: mark GL_EXT_shader_io_blocks as mandatory for GLES 2014-10-02 20:44:22 +02:00
Gregory Hainaut
ccc1137e12 gsdx-ogl: merge the two vertex buffer format
* Only a single VAO
    => Format is set once
    => Only a single bind at startup
    => GSVertexBufferStateOGL is nearly useless
    => barely faster but better than nothing :)
2014-10-02 20:44:22 +02:00
Gregory Hainaut
10c7be8c50 gsdx-ogl: Use 32B strides for all VBO 2014-10-02 20:44:22 +02:00
Gregory Hainaut
d37cc8e1e7 gsdx-ogl: GL_ARB_shading_language_420pack is now mandatory
All API/drivers support it so time to remove the fallback.
2014-10-02 20:44:22 +02:00
ramapcsx2
aaf3fe8b19 Merge pull request #319 from aphirst/patch-1
Minor spelling/punctuation fixes in SPU2-X
2014-10-02 20:04:21 +02:00
Adam Hirst
b98e53e059 Minor spelling/punctuation fixes in SPU2-X 2014-10-02 12:35:13 +02:00
Gregory Hainaut
79e8a912cd gsdx-ogl: keep the draw buffer enabled by default
Note: Only DATE requires to disable the draw buffer
2014-09-30 22:18:20 +02:00
Gregory Hainaut
f46e8cc6ac gsdx-ogl: bump base requirement to 3.3
A couple of fallbacks were introduced for the Mesa driver that only support 3.0
DSA will require a recent Mesa which already support GL3.3

Require at least SandyBridge for Intel GPU
2014-09-30 22:18:20 +02:00
Gregory Hainaut
594f6c33a2 gsdx-ogl-ES: require GL_EXT_shader_io_blocks + GLES3.1
Allow to use same shader interface for all API

Note: on the GL API it will require GL3.3 (see next commit)
2014-09-30 22:18:01 +02:00
Gregory Hainaut
1c501047f5 gsdx-ogl: refresh the linux gui with latest extension 2014-09-28 12:23:44 +02:00
Gregory Hainaut
8833afc2fa gsdx-ogl: drop GL_ARB_multi_bind
It will be replaced by DSA so let's reduce the complexity of opengl
2014-09-28 12:23:44 +02:00
Gregory Hainaut
fa43018d10 gsdx-ogl: no DSA isn't mandatory yet... 2014-09-28 12:11:22 +02:00
Gregory Hainaut
1e86e3cb08 gsdx-ogl: rework callback debug
* use DebugOutputToFile as a callback of gl error. Add a breakpoint to
  find the culprit GL call
* use string instead of char[n]

Note: CheckDebugLog is potentially useless now
2014-09-28 12:00:34 +02:00
Gregory Hainaut
b7601a9add gsdx-ogl: Enable various GL4+ extensions
* GL_ARB_clip_control: reduce z fighting
* GL_ARB_clear_texture: no real speed gain (but improve code quality)
* GL_ARB_bindless_texture: +1fps (if you're CPU limited)
2014-09-28 12:00:34 +02:00
Gregory Hainaut
9d8d702aa6 gsdx-ogl: drop GL_NV_depth_clamp extension
superseeded by GL_ARB_clip_control
2014-09-28 12:00:34 +02:00
Gregory Hainaut
4659184cc1 gsdx-ogl: add support of clip_control (depth only)
* replace the [-1;1] depth range of openGL with the DX range [0;1].
2014-09-28 12:00:34 +02:00
Gregory Hainaut
104688e3ee gsdx-ogl: fix ARB_bindless support 2014-09-28 12:00:34 +02:00
Gregory Hainaut
cc24da128c gsdx-ogl: fix for gl_clear_texture
Note: Disabled for depth_stencil texture (I'm not sure we can split the two)
2014-09-28 12:00:34 +02:00
Gregory Hainaut
d720cc16a6 gsdx-ogl: gl4.5: add plumbering to support direct_state_access and clip_control 2014-09-28 12:00:33 +02:00
Gregory Hainaut
0118d578a2 gitignore: debug file (linux) 2014-09-28 11:59:50 +02:00
Gregory Hainaut
1ea86eedc0 debian: force some dependencies
* i686 to use optimized version of the std lib
* libpulse (provide a sound plugin)
2014-09-28 11:59:50 +02:00
Gregory Hainaut
5297bd7b2c Merge pull request #316 from nE0sIghT/master
Use cmake variable "BIN_DIR" for binaries installation
2014-09-28 11:37:31 +02:00
nE0sIghT
7f57692ee3 Use cmake variable "BIN_DIR" for binaries installation 2014-09-27 22:26:42 +04:00
Gregory Hainaut
20b9dbadda pcsx2: replace wxStrtoul by ToUlong method
Close issue #308
2014-09-27 11:50:31 +02:00
Gregory Hainaut
c85221c64f openSuse vs openSUSE 2014-09-27 11:50:31 +02:00
ramapcsx2
962d136cbc Merge pull request #315 from tadatada/patch-1
Cheat code cleanup
2014-09-26 13:15:30 +02:00
tadatada
728840b7c5 Code cleanup
Altered some variable names and comments. Removed some redundant parentheses.
2014-09-26 06:55:00 +09:00
Gregory Hainaut
c66ea9f740 linux: openSuse don't follow the FHS, so manually pick the lib path 2014-09-24 09:02:56 +02:00
Gregory Hainaut
5b3f031654 cmake: fix commit f3a50a01a7
* link common with c lib (required for gold linker)
* fix the macro to properly set the library variable
  => use the variable instead to hardcoded value
2014-09-24 09:02:56 +02:00
ramapcsx2
cee80eb5f4 Merge pull request #279 from Kingcom/StackFrames
Add stack trace and step out
2014-09-22 16:34:52 +02:00
Gregory Hainaut
60297403a2 i10n: update th_TH mo file 2014-09-22 09:27:57 +02:00
Gregory Hainaut
58a8683d7d gsdx-ogl: disable texture compare mode
It seems to be used for depth texture
2014-09-22 09:27:34 +02:00
Gregory Hainaut
d51f008c72 gsdx: openglES fix
* require a 3.1 context
* unattach texture of the fbo when they're not used
(avoid to have a texture and depth_stencil with different size)

Note: except minor shader bug it works on Nvidia 340.23.01
2014-09-22 09:27:31 +02:00
Gregory Hainaut
9656fad0f5 Merge pull request #286 from jobermayr/master
Two patches from openSUSE / Packman
2014-09-21 17:34:14 +02:00
Gregory Hainaut
fd7b692d00 Merge pull request #251 from xsacha/memzero_ptr
Remove redundant memzero_ptr. All compilers use SSE implementation
2014-09-21 17:15:54 +02:00
Gregory Hainaut
39491f789b Merge pull request #309 from blackb1rd/master
Update th_TH po
2014-09-21 13:18:51 +02:00
blackb1rd
c4eca8b3cc Update th_TH po 2014-09-21 00:37:32 +07:00
Gregory Hainaut
47cafaaa7c windows build: fix typo introduced in bf7c29e4cd 2014-09-20 09:59:23 +02:00
Gregory Hainaut
1b6188ee1d Merge pull request #281 from xsacha/memcmp
Remove usages of memcmp_mmx
2014-09-19 21:43:19 +02:00
ramapcsx2
9ee88ad070 Merge pull request #273 from Kingcom/Interpreter
R5900 interpreter breakpoints
2014-09-18 16:40:56 +02:00
Kingcom
a95e55dc54 Add breakpoint support to R5900 interpreter 2014-09-18 16:31:44 +02:00
Johannes Obermayr
9fd2f3dd8a Don't use build date on openSUSE.
Fixes RPMLINT warning:
pcsx2.i586: W: file-contains-date-and-time /usr/bin/pcsx2
Your file uses  __DATE and __TIME__ this causes the package to rebuild when not needed
2014-09-17 22:37:34 +02:00
Johannes Obermayr
7b1d3ba7ea Do commits 2bc2047 and f287754 the right way ... 2014-09-16 19:11:11 +02:00
ramapcsx2
e59c9b0e65 Merge pull request #305 from ramapcsx2/memory_patch
"Support all functions of type D and E codes" for cheat patches (pnach) by tadatada
2014-09-16 11:22:10 +02:00
ramapcsx2
12e8f7d0b4 "Support all functions of type D and E codes" for cheat patches (pnach) by
tadatada
2014-09-16 11:03:10 +02:00
Sacha
bf7c29e4cd Disable memcmp_mmx for non-msvc compilers and 64-bit. Remove MemcpyFast.S (Linux). 2014-09-16 17:53:54 +10:00
blackb1rd
4f2c9a05fb Update th_TH po 2014-09-16 11:20:31 +07:00
Gregory Hainaut
f287754477 linux: add a desktop file that install PCSX2 on system menu
* Some people prefers emulator/system than emulator/game
2014-09-14 13:15:18 +02:00
Johannes Obermayr
2bc2047770 cmake: Fix RPATH/RUNPATH issue with openSuse wxWidgets libdir.
Gregory: Add an if clause to only change the rpath on openSuse

For me it doesn't follow the FHS => http://www.tldp.org/HOWTO/HighQuality-Apps-HOWTO/fhs.html
2014-09-14 13:12:26 +02:00
Gregory Hainaut
73433c25f2 linux build: take 3 :p
close issue #300
2014-09-14 13:02:55 +02:00
Gregory Hainaut
9c81272278 cmake: oups forget to change the usage of 64BIT_BUILD variable 2014-09-13 14:22:41 +02:00
Gregory Hainaut
efa4a50cf5 linux package: update desktop file
get commit 45a09bfa8c4fa347c68799520df921c9554ad2d6 from pseiler

However keep Game instead of System
2014-09-12 20:41:28 +02:00
Gregory Hainaut
27992b16c2 common: fix std type define on windows 2014-09-12 20:41:28 +02:00
Gregory Hainaut
e101a1d77a linux build: let's be clear that 64 bit is not supported
* rename the cmake option to 64BIT_BUILD_DONT_WORK
* add --64-bit-dont-work to build.sh
2014-09-12 20:10:14 +02:00
Gregory Hainaut
20243ff6fb i10n: refresh es_ES/ja_JP
(due to po update)
2014-09-12 20:10:14 +02:00
ramapcsx2
98d22f8b2e Merge pull request #215 from xsacha/memcpy
Remove some slow, redundant memcpy implementations: memcpy_const/memcpy_...
2014-09-12 19:57:57 +02:00
Gregory Hainaut
b9e6024fe9 Merge pull request #282 from xsacha/emitter-cleanup
common: Remove two unused files in emitter, inlines.inl and macros.h
2014-09-12 19:30:34 +02:00
Gregory Hainaut
31a62c18be Merge pull request #294 from aktau/osx-ncpu
linux: build.sh: get number of CPUs on OSX too
2014-09-12 19:28:55 +02:00
Gregory Hainaut
2d4b6273f0 Merge pull request #276 from xsacha/defs-cleanup
pcsx2: require C99 standard for stdint
2014-09-12 19:24:08 +02:00
Kingcom
8dba78abce Add step out feature 2014-09-11 14:17:43 +02:00
Kingcom
d3ffd13c25 Add stack frames list to debugger 2014-09-11 14:17:43 +02:00
Kingcom
4768f293bf Port stack walker from PPSSPP 2014-09-11 14:15:07 +02:00
Nicolas Hillegeer
57b09c371a build.sh: get number of CPUs on OSX too
The linux way (reading /proc/cpuinfo) doesn't work on OSX.
2014-09-10 19:49:17 +02:00
Gregory Hainaut
b9fba8005a cmake: failed to get git version
* add a fallback when the git version can't be fetched

Close issue #122
2014-09-10 14:19:50 +02:00
ramapcsx2
270fc13e2a Merge pull request #289 from ramapcsx2/patch3
OPH flag hack removal for Tomb Raider Angel of Darkness
2014-09-08 17:40:42 +02:00
ramapcsx2
f67941d03b OPH flag hack removal for Tomb Raider Angel of Darkness 2014-09-08 17:38:11 +02:00
ramapcsx2
c89e703bed Merge pull request #250 from gigaherz/sln-changes
Remove some deprecated plugins from the project/build files
2014-09-06 01:01:32 +02:00
gigaherz
d0100548d4 Separate old plugins from the main project files (Windows). 2014-09-06 00:52:23 +02:00
ramapcsx2
f7192b82b1 Merge pull request #274 from Kingcom/Scrollbars
Fix column width in debugger
2014-09-06 00:35:47 +02:00
ramapcsx2
08dc8b40e4 Merge pull request #272 from Kingcom/Scanning
Complete function scanning
2014-09-06 00:32:51 +02:00
Gregory Hainaut
b875f81be3 Merge branch 'uyjulian-CleanCMake' 2014-09-05 20:17:07 +02:00
uyjulian
e8d13090b0 Look for GLESv3 header instead of GLESv2 header 2014-09-05 20:16:50 +02:00
uyjulian
f3a50a01a7 cmake: Use previous macros in CMakeLists.txt files
Gregory: add a c lib for zzogl-pg-cg replayer
2014-09-05 20:16:23 +02:00
uyjulian
1290d0b1a3 Remove unneeded comments 2014-09-05 20:14:09 +02:00
uyjulian
82dfed1512 Remove unneeded Check*.cmake 2014-09-05 20:14:09 +02:00
uyjulian
53e57766c9 Use CheckLib for some libs 2014-09-05 20:14:09 +02:00
uyjulian
dde94da94f Add cleaner svnrev.h code, add macros 2014-09-05 20:14:09 +02:00
uyjulian
5f4fc4701f Add CheckLib.cmake 2014-09-05 20:14:08 +02:00
uyjulian
20716e13e4 change .gitignore 2014-09-05 20:14:05 +02:00
Gregory Hainaut
bf52a4c737 build.sh: allow to replace build directory by a symlink
Use case: redirect the build into a ramdisk (less write on sdd and potentially faster io)
2014-09-02 21:21:46 +02:00
ramapcsx2
82ee28fa39 Merge pull request #283 from nrusef/master
Update ja_JP po
2014-08-30 22:18:04 +02:00
ramapcsx2
f5435f5ba5 Merge pull request #284 from Kingcom/RegisterNames
Fix duplicate register names
2014-08-30 13:28:04 +02:00
Kingcom
b717691901 Fix duplicate f21/fcr21/vf21 2014-08-30 12:49:59 +02:00
Sakura Naruse
7094cc7693 Update ja_JP po 2014-08-29 04:01:46 +09:00
Gregory Hainaut
80df352711 Merge pull request #211 from xsacha/intrinsics
Remove pre-gcc4.1.0 code and a bunch of functions that were never used.
2014-08-28 20:23:55 +02:00
Sacha
5287de930b Create a Math.h utility. Use it for count leading sign bits, used in MMI. 2014-08-28 00:42:53 +10:00
Sacha
378556c0c2 Remove two unused files in emitter, inlines.inl and macros.h 2014-08-27 22:40:26 +10:00
Sacha
b47a4da81f Use 64-bit compatible rdtsc for Linux. Remove some more intrin_x86 functions. 2014-08-27 18:49:44 +10:00
Sacha
1d116cc23b Remove memcpy_amd usages from plugins. No more custom implementations in plugins. 2014-08-27 13:50:55 +10:00
Sacha
ad3b76c4d8 Remove all custom memcpy usage from core pcsx2 and remove memcpy_fast from plugins. 2014-08-27 13:45:23 +10:00
Sacha
3f7cb991e4 Remove some slow, redundant memcpy implementations: memcpy_const/memcpy_qwc/memcpy_aligned. 2014-08-27 13:13:48 +10:00
ramapcsx2
9102e40f9c Merge pull request #280 from ramapcsx2/memcpy
Use generic memcpy from now on. Tests show generics are good enough now. It should be a speedup even on modern CPUs.
2014-08-26 23:13:13 +02:00
ramapcsx2
9168c344b1 Use generic memcpy from now on. Tests show generics are good enough now.
It should be a speedup even on modern CPUs.
2014-08-26 01:02:23 +02:00
Gregory Hainaut
4d4f7ac112 Merge pull request #277 from IlDucci/patch-3
i10n: es_ES: Update pcsx2_Iconized.po
2014-08-25 21:14:36 +02:00
Gregory Hainaut
884876572b Merge pull request #278 from IlDucci/patch-4
i10n: es_ES: Update pcsx2_Main.po
2014-08-25 21:14:07 +02:00
ramapcsx2
ec7fb80a5b Merge pull request #271 from Kingcom/Threads
Add threads list to debugger
2014-08-25 15:56:00 +02:00
IlDucci
c52c378f49 Update pcsx2_Main.po
Update Main file translation with edited lines.
2014-08-25 15:37:55 +02:00
IlDucci
60efb3c4b4 Update pcsx2_Iconized.po
Updating translation with edited lines.
2014-08-25 15:37:13 +02:00
ramapcsx2
d694a3a166 Merge pull request #263 from Kingcom/Recompiler
Fix recompiler breakpoint flushing logic (debugger related)
2014-08-25 15:33:39 +02:00
Sacha
90e59b2704 Clean up the type defines in pcsx2.
The non-stdint fallback was not even working which shows that it was never used. No supported platform would not have stdint anyway.
Remove unused code and do not restrict types to Linux and MSVC. Was there a reason for this?
2014-08-25 16:16:34 +10:00
Sacha
999eb83de8 Remove unused _InterlockeD* functions. 2014-08-25 04:57:03 +10:00
Gregory Hainaut
e019979749 Merge pull request #275 from mbeniamino/master
GSdx: disable automatic use of separate shader objects for Intel driver (likely a mesa bugs).
2014-08-24 17:37:41 +02:00
Matteo Beniamino
15c487e547 GSdx: fixed use of separate shader objects for Intel driver. 2014-08-23 17:09:38 +02:00
Kingcom
d8f3e22f14 Fix column width in debugger lists when scrollbars are present 2014-08-23 15:03:57 +02:00
Pseudonym
3fa5816aab Merge pull request #265 from Sonicadvance1/x86_64-vtlb
Get the VTLB working on x86_64.
2014-08-22 22:40:45 +01:00
Pseudonym
e5f7057539 Merge pull request #255 from Kingcom/Disasm
Add a couple of pseudo instructions to the R5900 disassembler
2014-08-22 22:35:52 +01:00
Kingcom
259a699613 Add shared source and dest register simplifications 2014-08-22 23:28:32 +02:00
Kingcom
d1619af18c Simplify disassembly of memory access with zero offset 2014-08-22 23:28:28 +02:00
Ryan Houdek
bddb2504b5 Get the VTLB working on x86_64.
VTLB does some nonsense with signed integers for the pointers.
We've got to make sure to set the signed bit in the correct bit on 64bit pointers so it works.
2014-08-22 15:31:40 -05:00
Kingcom
769cb6a369 Port the rest of the function scanning over from PPSSPP 2014-08-22 22:23:49 +02:00
Pseudonym
4512306207 Merge pull request #248 from Kingcom/OpcodeFlags
Add flags to R5900 opcodes, use them for the debugger
2014-08-22 20:55:08 +01:00
Kingcom
430c617a95 Use flags for breakpoints and memchecks in the recompiler 2014-08-22 21:50:09 +02:00
Kingcom
9fde236512 Update analyst to use new flags 2014-08-22 21:50:09 +02:00
Kingcom
72c2158b17 Add fcr registers to DebugInterface and rename others 2014-08-22 21:50:06 +02:00
Kingcom
f7ac17b6be Fill in flags for most debugger relevant opcodes 2014-08-22 21:50:05 +02:00
Kingcom
1e3e5c92a8 Add thread list to debugger 2014-08-22 16:11:16 +02:00
Kingcom
5f7a3a8ca9 Read EE threads from bios (thanks @gregory38) 2014-08-22 16:11:13 +02:00
Kingcom
5b14f7de64 Add a list with bios version specific information 2014-08-22 16:11:10 +02:00
Pseudonym
dc4e75a61c Merge pull request #264 from xsacha/icore-cleanup
Remove some unused code such as data moves and tags in iCore.
2014-08-21 16:13:19 +01:00
Sacha
f484f35d85 Remove some unused code such as data moves and tags in iCore.
The code was sitting there only serving to confuse people. The tags were a way of setting an 'isXMMreg' inside a function and the values actually didn't mean anything.
2014-08-22 00:42:40 +10:00
Kingcom
9e6fac5faa Fix recompiler breakpoint flushing logic 2014-08-20 17:12:48 +02:00
Kingcom
b72963ee5f Make simplifcations in the disassembler optional 2014-08-19 15:45:50 +02:00
Kingcom
a696bf0d02 Add branch pseudo opcodes to R5900 disassembler 2014-08-19 14:58:00 +02:00
Kingcom
b0cef1b143 Add a couple of pseudo instructions to the R5900 disassembler and display signed immediates as signed 2014-08-19 14:58:00 +02:00
David Quintana
02b19b7686 Merge pull request #249 from xsacha/3rdparty-cleanup
Remove unused tinyxml from 3rdparty.
2014-08-18 02:33:33 +02:00
ramapcsx2
795211dba6 Merge pull request #253 from ramapcsx2/wsfix2
fix the ws patches, broke them earlier
2014-08-18 01:28:50 +02:00
ramapcsx2
630f869f7f fix the ws patches, broke them earlier 2014-08-18 01:23:29 +02:00
Sacha
7a260c9885 Remove redundant memzero_ptr. All compilers use SSE implementation anyway. 2014-08-17 23:23:55 +10:00
Tobias Jakobi
6eb0ecbe7c debugger: fix static/extern issue which broke compilation
Previously (on gcc) compilation would fail with:
pcsx2/DebugTools/DisR5900asm.cpp:58:37: error: ‘R5900::GPR_REG’ was
declared ‘extern’ and later ‘static’ [-fpermissive]
2014-08-17 14:52:13 +02:00
sudonim1
071fbb92df Merge pull request #246 from Hindenburg/cmake-issue
"!64BIT_BUILD" is a variable name. Changed to "NOT 64BIT_BUILD"
2014-08-17 13:26:29 +01:00
Sacha
357c3160bb Remove unused tinyxml from 3rdparty. 2014-08-17 22:23:14 +10:00
Sacha
2ba0b1b76b Use posix_memalign and _aligned_malloc for alignment. Remove unused code. 2014-08-17 21:03:43 +10:00
Kingcom
a8c5454724 Add flags field to R5900 opcodes 2014-08-16 20:33:45 +02:00
aga
c963e0b62b "!64BIT_BUILD" is a variable name. Changed to "NOT 64BIT_BUILD" which is
the negation of the 64BIT_BUILD variable defined in
BuildParameters.cmake.
2014-08-16 12:00:50 -06:00
Pseudonym
05b33012b7 Merge pull request #241 from Kingcom/Debugger
Always enable debugger
2014-08-15 23:31:23 +01:00
Pseudonym
91fcad0a93 You know that commit where I removed the GTE? Apparently I didn't. 2014-08-15 23:22:25 +01:00
ramapcsx2
fb344fb646 Merge pull request #242 from Kingcom/ShareIso
Allow to share writing to the ISO through an ini option
2014-08-15 23:53:54 +02:00
Kingcom
f5fe75a73b Allow to share writing to the ISO through an ini option 2014-08-15 23:52:45 +02:00
Kingcom
df0fb9551f Always enable debugger 2014-08-15 21:25:30 +02:00
Pseudonym
7e5b6dee9c Removed System.map symbol file support.
I'm not sure what this is actually to be honest, ancient release notes say it was ps2linux related but I don't think this is Linux System.map compatible... regardless ps2linux isn't exactly high on our priority list.
2014-08-15 18:56:42 +01:00
Pseudonym
174e121034 Load symbols from ELFs. (Thanks Kingcom for this one liner.) 2014-08-15 18:44:01 +01:00
Pseudonym
9ebd9c4447 Removed long disabled code for inserting command line parameters for ELFs into EE memory. We'd have to do this completely differently in the current system anyway. 2014-08-15 18:41:24 +01:00
Pseudonym
4400b56fb5 Removed actual ELF loading from the ELF parser as we leave this up to the BIOS now. 2014-08-15 18:39:24 +01:00
Pseudonym
4de63714ce Replaced some printf(string)s with printf("%s", string) in R5900 block dumping. 2014-08-15 17:37:07 +01:00
Pseudonym
0ca72a7d60 Merge pull request #240 from Kingcom/DisR5900Removal
Remove redundant Disr5900
2014-08-15 16:55:12 +01:00
Pseudonym
2aa34186e1 Scrapped abortive GTE (PSX GPU) support so that certain people can stop fiddling with untestable code. We don't know whether the PS2 even has a hardware GTE and thanks to the miracle that is source control we can revive this module if needed. 2014-08-15 16:47:42 +01:00
Pseudonym
adc76243dc Merge pull request #239 from xsacha/stats_removal
Remove Stats.{cpp,h}, which was not being used by anything.
2014-08-15 16:35:33 +01:00
Pseudonym
565e72d9d7 Merge pull request #209 from xsacha/jASSUME
Remove deprecated jASSUME from pcsx2 core. It is still used in some plugins.

[I should note that this may change the performance of the devel target on msvc as jASSUME was compiling to __assume on devel and release while pxAssume only compiles to __assume on release]
2014-08-15 14:38:06 +01:00
Kingcom
2d7ef30e59 Remove redundant Disr5900 2014-08-15 15:23:45 +02:00
Pseudonym
9284a01346 Removed redundant initialisation code (covered in the resets), reverted a little pointless shuffling. 2014-08-15 14:09:18 +01:00
Pseudonym
b574d06f5f Merge pull request #214 from xsacha/init_vars
Init vars directly instead of using dedicated functions
2014-08-15 14:04:06 +01:00
Pseudonym
1c29874541 Removed unused variables. 2014-08-15 13:55:19 +01:00
Pseudonym
08d8026fa3 Removed a couple of unhelpful comments from today and a bunch from 2003. 2014-08-15 13:55:16 +01:00
Pseudonym
2286ac1c49 Merge pull request #221 from xsacha/vuops-2
Improve readability in the VUops.
2014-08-15 13:55:14 +01:00
Sacha
8d616133d6 Remove Stats.{cpp,h}, which was not being used by anything. 2014-08-15 18:08:03 +10:00
ramapcsx2
7197017e74 Merge pull request #228 from archshift/deb-package
Clarified names of the debian packager folder and script.
2014-08-15 07:33:06 +02:00
Sacha
f542c7232e Use __builtin_unreachable where possible for non-msvc 2014-08-15 14:43:52 +10:00
Sacha
7568f6f2ec Remove deprecated jASSUME from pcsx2 core. It is still used in some plugins 2014-08-15 14:32:56 +10:00
Sacha
3271048ab6 Remove init procedures from Hw.cpp 2014-08-15 14:17:35 +10:00
Sacha
791bfc181b Use a function with u32 inputs and make sure all the casts match, because.. 2014-08-15 13:55:14 +10:00
David Quintana
1facc8efbc Merge pull request #225 from lioncash/ghz-macro
cdvdGigaherz: Remove an unnecessary macro
2014-08-15 02:10:32 +02:00
Lioncash
b2d8e7137f cdvdGigaherz: Remove an unnecessary macro define 2014-08-14 20:07:10 -04:00
sudonim1
ba63fca9d8 Merge pull request #235 from archshift/gitignore
Updated .gitignore to exclude /build and pcsx2 snapshot builds
2014-08-15 01:07:00 +01:00
archshift
655c0efb31 Updated .gitignore to exclude /build and pcsx2 snapshot builds 2014-08-14 16:13:27 -07:00
Pseudonym
52fe7a9f2a Merge pull request #226 from archshift/stdminmax
Removed `using std::min/max` from PCH
2014-08-14 23:12:23 +01:00
archshift
fb9c24b900 Removed using std::min/max from PCH 2014-08-14 14:55:52 -07:00
Pseudonym
05d5f06bb5 Merge pull request #224 from xsacha/sse2-force
Require SSE2 instead of SSE+MMX. SSE2 implies SSE+MMX is supported, so all checks of of 'SSE' and 'MMX' can be removed.
2014-08-14 22:43:06 +01:00
Pseudonym
9dd9448d02 Merge pull request #213 from xsacha:patch_obsolete
Remove cheat patches obsoleted by a change in the UI, more than 4 years ago
2014-08-14 21:23:20 +01:00
Pseudonym
cb2593f2bb Merge pull request #210 from xsacha:plugin_cleanup
Some cleanup to improve readability.
2014-08-14 20:37:41 +01:00
Pseudonym
4c7db9e62d Merge pull request #203 from archshift/using-namespace-std
Removed usages of "using namespace std"
2014-08-14 19:31:07 +01:00
archshift
466e6008ad SamplProf.cpp: Removed "using namespace std" 2014-08-14 11:23:50 -07:00
archshift
396e42e17c sVU_zerorec.cpp: Removed "using namespace std" 2014-08-14 11:23:50 -07:00
archshift
f808593b2d DisR5900asm.cpp: Removed "using namespace std" 2014-08-14 11:23:50 -07:00
archshift
7de0065216 Elfheader.cpp: removed "using namespace std" 2014-08-14 11:23:50 -07:00
archshift
285e07be76 MicroVU: removed usage of "using namespace std" 2014-08-14 11:23:50 -07:00
Pseudonym
66765d827b Merged pull request #199 from xsacha/oldcode
Remove some horrible old code.
2014-08-14 19:12:19 +01:00
Pseudonym
19ea90aff5 Merge pull request #195 from Kingcom/DebuggerLists
Abstract list view behavior
2014-08-14 18:57:50 +01:00
Pseudonym
ad58118df0 Merge pull request #183 from Kingcom/Assembler
Add integrated assembler
2014-08-14 18:47:38 +01:00
Kingcom
2a0be7e91e Abstract list view behavior 2014-08-14 18:32:21 +02:00
ramapcsx2
fbdc364329 Merge pull request #230 from lioncash/void
Core: Get rid of C void parameter carryovers
2014-08-14 11:45:59 +02:00
Lioncash
54798d4743 Core: Get rid of C void parameter carryovers 2014-08-14 03:21:09 -04:00
archshift
5aed2b379a Clarified names of the debian packager folder and script 2014-08-14 00:03:13 -07:00
Sacha
6f5e0f96b4 Require SSE2 instead of SSE+MMX. SSE2 implies SSE+MMX is supported, so all checksOF of 'SSE' and 'MMX' can be removed.
SSE2 is supported on more than decade-old x86 CPUs. Almost(?) every x86 CPU since PS2 was released.
Certainly running the existing code on a non-SSE2 computer resulted in most of the code being disabled anyway and the emulator being incredibly slow.
This removal will hopefully allow the removal of MMX/3DNow code as it has been superceded.
2014-08-14 16:01:34 +10:00
Sacha
9dea86068a Remove giant min/max defines and make their usage more understandable. 2014-08-14 12:46:57 +10:00
Sacha
af3482b7cd Improve readability in the VUops. 2014-08-14 10:58:31 +10:00
ramapcsx2
707d32536c Merge pull request #216 from xsacha/soundtouch
Fix case of 'soundtouch' instead of creating a symlink as a workaround.
2014-08-13 21:53:35 +02:00
ramapcsx2
d247a79e48 Merge pull request #187 from lioncash/bool
Use bool constants instead of magic numbers in microVU
2014-08-13 13:17:24 +02:00
ramapcsx2
5820eea1cb Merge pull request #217 from ramapcsx2/wsfix
Removed "force English" patch line from the widescreen patch for FFX International.
2014-08-13 11:28:32 +02:00
ramapcsx2
b6e0ed43de Merge pull request #206 from ramapcsx2/hackremoval1
PCSX2: Removed the "managed VSync" option. I don't think it saw much use
2014-08-13 11:27:33 +02:00
ramapcsx2
72b28ac2fc Removed "force English" patch line from the widescreen patch for FFX
International.
2014-08-13 11:19:58 +02:00
Sacha
2ae3dd970a Fix case of 'soundtouch' instead of creating a symlink as a workaround. 2014-08-13 18:54:31 +10:00
Sacha
a3bc6a73a3 Remove some horrible old code.
Remove an assert define and instead use the static_assert that all compilers provide.
As an added bonus, assert messages\!
2014-08-13 13:55:32 +10:00
Sacha
e1bf7daf59 Remove cheat patches that were obsoleted by a change in the UI, more than 4 years ago. 2014-08-13 13:27:01 +10:00
Sacha
f0af6460a1 Remove pre-gcc4.1.0 code and a bunch of functions that were never used. 2014-08-13 13:08:19 +10:00
Sacha
9dcaaedf06 Some cleanup to improve readability.
Remove old compiler hacks that are no longer needed.
Fix up some spacing and comments that hid code.
Fix a critical bug in deprecated plugin peopsSPU.
2014-08-13 13:05:33 +10:00
ramapcsx2
9c58537078 PCSX2: Removed the "managed VSync" option. I don't think it saw much use
anyway.
2014-08-12 14:53:51 +02:00
ramapcsx2
c46749f236 Merge pull request #196 from archshift/using
Removed uses of `using std::string`
2014-08-12 10:40:49 +02:00
David Quintana
c09469a71c Merge pull request #204 from archshift/auto-itr
Simplified loops by declaring iterators with 'auto'
2014-08-10 22:07:31 +02:00
archshift
afbb5e2721 Simplified loops by declaring iterators with 'auto' 2014-08-10 01:48:57 -07:00
ramapcsx2
9a702cd0c4 Merge pull request #198 from bositman/master
Added  Lord of the Rings The Two Towers (IT) CRC
2014-08-08 14:05:28 +02:00
bositman
77599bec1c Added Lord of the Rings The Two Towers (IT) CRC
As seen here (SLES 51255):
http://forums.pcsx2.net/Thread-GSdx?pid=392166#pid392166
2014-08-07 13:01:54 +03:00
Gregory Hainaut
a5f54b5ec1 Merge pull request #185 from lioncash/leak
zzogl: Fix a few missing fcloses
2014-08-07 09:08:17 +02:00
Gregory Hainaut
b2df6152af Merge pull request #191 from Sonicadvance1/remove-stupid-define
Removes the usage of __LINUX__ define
2014-08-06 21:56:16 +02:00
ramapcsx2
98aad6ef76 Merge pull request #197 from archshift/no-comprende
PrecompiledHeader.h: Add a comment to clarify redefinition of BOOL
2014-08-06 13:19:24 +02:00
archshift
730d7ec528 Added comment explaining redefinition of BOOL 2014-08-06 04:15:23 -07:00
archshift
c911ba4747 Revert "PrecompiledHeader.h: Removed WTF-redefines"
This reverts commit 9fdb318776.
2014-08-06 04:12:38 -07:00
archshift
9fdb318776 PrecompiledHeader.h: Removed WTF-redefines
Removed redefinition of TRUE and FALSE, and removed typedef of int to BOOL
2014-08-06 03:46:15 -07:00
archshift
d92a621a70 DisR5900: removed using std::string 2014-08-06 03:14:11 -07:00
archshift
7734f2eed8 Gif.cpp: removed redundant using std::min 2014-08-06 03:06:58 -07:00
archshift
10dc0bcfa2 Removed using std::string
`using` classes from namespaces can lead to lack of clarity as to where
the class is coming form.
2014-08-06 03:01:48 -07:00
Gregory Hainaut
5d1f224794 Merge pull request #193 from JustArchi/patch-1
linux: Build.sh improvements
2014-08-05 12:17:42 +02:00
ramapcsx2
d876ff522a Merge pull request #169 from arielsrv/master
Added building support from Windows command line. This feature allow bui...
2014-08-04 20:29:56 +02:00
arielsrv
8f2b51c461 Added usage example and GNU License comments. 2014-08-04 13:14:32 -03:00
Łukasz Domeradzki
cd8d21cf8e Build.sh improvements 2014-08-04 03:58:37 +02:00
Ryan Houdek
3d37a6ce27 Removes the usage of __LINUX__ define
This is defined and set it a ton of different places.
It's checked in a whole lot more
Instead just use __linux__ like a real project should
2014-08-03 13:20:36 -05:00
Gregory Hainaut
82c7bcd761 wx3.0: compilation fix for arch linux
* Manually cast WxGetTranslation
* Accept string as format parameter of pxWindowTextWriter
* Manually convert wxString to wide string

Note: Wx setup.h is not the same between Debian and Arch. Unfortunately it
generated various compilations errors on wx code.

Close issue #172
2014-08-03 14:54:44 +02:00
Gregory Hainaut
3c9367825c wx3.0: partially revert 1fda2a611c
I wrongly removed code that set the language directory on Windows.
Linux uses another way (don't know which one)

close issue #189
2014-08-03 14:53:06 +02:00
Gregory Hainaut
e99540554a wx3.0: clang complains about support of reference in varargs 2014-08-03 14:43:08 +02:00
Gregory Hainaut
86152668c3 cmake: install mo file into Langs/id_code instead of Langs/id_code/LC_MESSAGES
Therefore it uses the same locations as windows.
2014-08-03 14:43:08 +02:00
Gregory Hainaut
61088b71c6 cmake: gcc warning management
* disable unused value warning (don't like the syntax 0&&)
* remove -Wno-ignored-attributes (c option). It replaces gcc warning
    by an unsupported option warning...
2014-08-03 14:43:08 +02:00
ramapcsx2
1bb15fd2cc Merge pull request #188 from ramapcsx2/patch1
Fixed a missing word in gamefixes panel
2014-08-01 15:21:22 +02:00
ramapcsx2
67f934a902 Fixed a missing word in gamefixes panel 2014-08-01 15:04:34 +02:00
sudonim1
a0a54bdd05 Merge pull request #186 from lioncash/early-return
ZZOgl: Fix an early return in ZZoglShadersGLSL4
2014-08-01 12:42:00 +01:00
Lioncash
ed65172308 Use bool constants instead of magic numbers in microVU 2014-07-31 20:34:16 -04:00
Lioncash
0a35a2fac9 Fix missing fclose calls in ZZoglCreate.cpp 2014-07-31 19:08:56 -04:00
Lioncash
a1d2c85d88 ZZOgl: Fix an early return in ZZoglShadersGLSL4 2014-07-31 19:00:53 -04:00
Kingcom
7d49f75317 Replace square character with unicode value 2014-07-31 20:38:26 +02:00
Kingcom
3e883e4be4 Integrate assembler 2014-07-31 20:38:26 +02:00
Pseudonym
3e65c1d0a3 Just killing a couple of latin-1 characters my editor was complaining about. 2014-07-31 16:17:37 +01:00
Pseudonym
e25ad9759a Merge pull request #178 from Sonicadvance1:x86_64-cpudetect
Support grabbing the MXCSR mask on x86_64.
2014-07-31 16:14:49 +01:00
Ryan Houdek
06ccc0121f Support grabbing the MXCSR mask on x86_64.
Instead of using some dynamic code to grab the FXSave information, use an intrinsic if on at least MSVC 2012.
With GCC just use a bit of ASM, and if on MSVC 2010 or older, use the old crappy method.

This method can be removed once MSVC 2010 support is dropped and mandate at least MSVC 2012 minimum.
2014-07-31 10:11:25 -05:00
Pseudonym
03bfffea23 Merge pulled request #174 from Sonicadvance1/x86_64-emitter-fixes
Fix a couple issues in the x86emitter on x86_64.
2014-07-31 15:43:35 +01:00
Pseudonym
de5a55c03e Merge pull request #176 from Sonicadvance1/x86_64-recompiler-casts
Fix a bunch of casts in the x86 recompiler core.
2014-07-31 15:03:26 +01:00
Ryan Houdek
b4771030d3 Fix a couple issues in the x86emitter on x86_64.
This won't fix the billions of errors that will happen at runtime of using the x86 emitter, but chooses to make some better coding practice choices
that enables it to compile on x86_64.

in the xIndirectVoid class, instead of using s32 for the offset, use sptr which will be 32bit or 64bit depending on architecture.
This also fixes a few alignment issues in xAddressVoid's constructors.

In EmitSibMagic we are casting a void* to s32, which won't work on x86_64, so first do a cast from sptr to s32.
Won't work on x86_64, but gets us compiling.
2014-07-31 09:01:56 -05:00
Pseudonym
4d06f982db Merge pull request #181 from lioncash/elif
Remove 'elif' define from Pcsx2Defs and microvu_misc.h
2014-07-31 14:21:47 +01:00
Pseudonym
1fb057462a Merge pull request #180 from lioncash/const
Apply const to some functions in Gif_Unit.h
2014-07-31 13:47:10 +01:00
sudonim1
93374facb8 Merge pull request #179 from moshekaplan/patch-7
Cleanup leaking memory and filehandles
2014-07-31 13:37:22 +01:00
Kingcom
e862047142 Add write32 method to DebugInterface 2014-07-31 14:10:36 +02:00
Kingcom
90eb776310 Add assembler 2014-07-31 14:10:36 +02:00
Pseudonym
9c77b2dfeb Merge pull request #177 from moshekaplan/patch-6
Fix Ztable memory leaks
2014-07-31 12:58:13 +01:00
Pseudonym
6abfd601ba Merge pull request #175 from Sonicadvance1/x86_64-dialog-casts
Fixes a few casts in the DisassemblyDialog and PluginSelectorPanel.
2014-07-31 12:40:29 +01:00
ramapcsx2
38738b2a18 Merge pull request #182 from chinhodado/patch-1
Fix a typo in README
2014-07-31 11:34:00 +02:00
chinhodado
99b5f7badf Fix a typo in README 2014-07-31 00:48:24 -04:00
Lioncash
ac558afc8a Remove 'elif' define from Pcsx2Defs and microvu_misc.h 2014-07-30 23:44:04 -04:00
Moshe Kaplan
d555656a41 Cleanup leaking memory and filehandles 2014-07-30 22:52:34 -04:00
Lioncash
10fd86fd68 Apply const to some functions in Gif_Unit.h 2014-07-30 22:52:00 -04:00
Moshe Kaplan
af58734826 Fix Ztable memory leaks 2014-07-30 22:09:25 -04:00
Ryan Houdek
08a6ff6e6c Fix a bunch of casts in the x86 recompiler core.
There are a load of casts from pointers to 'int' and 'u32' in the JIT core.
This takes a better practices approach to the problem and casts to uptr instead.
Zero functionality change of course, just changes all of these terrible casts to going to uptr which makes the casting style consistant and work on
both x86_32 and x86_64.

This obviously doesn't work around the issue of the recompiler not running on x86_64, but we need compiling before we delve further.
2014-07-30 18:32:36 -05:00
Ryan Houdek
7d13f96e28 Fixes a few casts in the DisassemblyDialog and PluginSelectorPanel.
We are casting wxWidget's events userdata from void* to integers.
So use uptr instead since it'll work on both x86_32 and x86_64.
2014-07-30 18:25:13 -05:00
Pseudonym
e726f82344 Merge pull request #161 from Kingcom/Debugger
Debugger enhancements
2014-07-30 18:24:38 +01:00
Gregory Hainaut
5c054fb486 pcsx2: compilation issue (miss a L for wstring) 2014-07-30 19:19:42 +02:00
sudonim1
904f5de1ea Merge pull request #144 from Sonicadvance1/fix-BitScanFoward
Fix the BitScanForward implementations for x86_64.
2014-07-30 18:19:19 +01:00
Kingcom
c79fe9a1e7 Fix linux issues 2014-07-30 19:02:39 +02:00
Kingcom
15943eddb1 Fix string handling in breakpoint list 2014-07-30 19:01:50 +02:00
Kingcom
8d1e294b32 Also highlight registers accessed by memory opcodes 2014-07-30 19:01:49 +02:00
Kingcom
c4e89bea32 Add function list 2014-07-30 19:01:49 +02:00
Kingcom
b37f6e9df1 Fix display of memory breakpoint enable status and add context menu to breakpoint list 2014-07-30 19:01:49 +02:00
Kingcom
30a5e31b66 Show the cycles passed in the debugger 2014-07-30 19:01:48 +02:00
sudonim1
5415fb361f Merge pull request #166 from moshekaplan/patch-2
Prevent filehandle from leaking
2014-07-30 17:42:01 +01:00
sudonim1
34010c5605 Merge pull request #167 from moshekaplan/patch-5
Avoid leaking `iso` structures
2014-07-30 13:36:24 +01:00
Gregory Hainaut
41d2ea4306 i10n: refresh all languages
Remove the --previous option of po generation. It broke some translations.

Remove the translation of PCSX2 version, no point to translate C format symbol.
2014-07-30 09:21:49 +02:00
Gregory Hainaut
36ea4658f1 Revert "i10n: refresh all languages"
This reverts commit 7a9f4161ea.
2014-07-30 09:21:49 +02:00
Gregory Hainaut
cc0b9bbca9 cmake: drop gtk workaround for ubuntu 10.10
Note: remove also FIND_LIBRARY_USE_LIB64_PATHS that is alredy set in build parameter
2014-07-30 09:21:49 +02:00
Gregory Hainaut
f38c6d0995 Merge pull request #142 from Sonicadvance1/fPIC_x86_64
Enable -fPIC on x86_64.
2014-07-30 00:01:08 +02:00
ramapcsx2
bfa2bbef85 Merge pull request #164 from moshekaplan/patch-1
Avoid leaking `romdir` file handle
2014-07-29 21:53:17 +02:00
Gregory Hainaut
7a9f4161ea i10n: refresh all languages 2014-07-29 21:40:32 +02:00
Gregory Hainaut
5c0702092a i10n: update sv_SE 2014-07-29 21:23:47 +02:00
Gregory Hainaut
0706564215 remove sparsehash from 3rdparty
small deps but the less the merrier

Note: could someone check windows builds :p
2014-07-29 21:06:31 +02:00
Gregory Hainaut
6485bd89d9 common: drop remaining of HashMap
Ryan Houdek removes all use of this code.

Let's remove the left-overs too, beside it will removes the sparsehash depencency
2014-07-29 21:06:31 +02:00
Gregory Hainaut
38f617233d pcsx2: don't rely on 3rdpary to bring back include dependency 2014-07-29 21:06:30 +02:00
Gregory Hainaut
9e774eb41c pcsx2: use int instead of uint on file reader
Fix a crash when offset was negative. Offet becomes bigger than my input file.
2014-07-29 20:52:18 +02:00
Kingcom
6f101c0a0c Add small lines between four byte groups in the memory view and fix status bar text not being displayed 2014-07-29 20:50:58 +02:00
Gregory Hainaut
1d5b250b58 pcsx2/cdvd: kill a small memory leak 2014-07-29 20:49:46 +02:00
Gregory Hainaut
e7d0a0345e pcsx2/: remove ^M eol on 3 files 2014-07-29 20:49:46 +02:00
Gregory Hainaut
50868f14f6 pcsx2: don't access member data directly 2014-07-29 20:45:46 +02:00
Gregory Hainaut
79701aa613 gui:debugger: clean string management
Let's use the FastFormatUnicode infrastructure
2014-07-29 20:45:46 +02:00
Gregory Hainaut
ac41ba1f73 wx3.0: rename some deprecated API call
Avoid various gcc warning

Note: Compatible with recent wx2.8 version
2014-07-29 20:45:45 +02:00
Gregory Hainaut
deb69c4c72 wx3.0: add a stripped down version of wx3.0
Based on the debian version.

Note: it can be surely stripped down further

MS build script must be updated. Note: I keep wx original  script as reference
2014-07-29 20:45:45 +02:00
Gregory Hainaut
76237955c7 wx3.0: fix various string printing on linux
wide-char must use %ls format on linux. Don't rely on non standard %s/%S
2014-07-29 20:45:44 +02:00
Gregory Hainaut
cfa8e94e95 wx3.0: disable an useless symbol on linux
Not used and print an error message for each plugins.
2014-07-29 20:45:44 +02:00
Gregory Hainaut
01de778831 wx3.0: various buggy code (wx assertion)
v3: reenable dc.GetSize, I didn't manage to reproduce the assertion failure
2014-07-29 20:45:44 +02:00
Gregory Hainaut
1fda2a611c wx3.0: various interface update
v3: partially revert previous version

* Keep old behavior for translation on wx2.8
* Revert wxDataObjectSimple parameter change
+ feature is MSW only
+ devs are welcome to improve it
* restore standard path, only update the reference type
2014-07-29 20:45:44 +02:00
Gregory Hainaut
d5d19acb3f wx3.0: lots of cast...
Various string as still wrong but at least it can be compiled now.

I think the remaining issue are w_char with %s format (at least on linux)
2014-07-29 20:45:44 +02:00
Gregory Hainaut
fded22e1b3 wx3.0: extend logger to support wxString as input
Note: only enabled it on 2.8 for windows (because of UTF8 linux is fine)
2014-07-29 20:45:44 +02:00
Gregory Hainaut
91afc2079c wx3.0: force wide char as expected
Note: on linux it would be better to force everythings to use UTF8
2014-07-29 20:45:43 +02:00
Gregory Hainaut
d09fee90ad wx3.0: add cmake support (2.8 by default)
use ./build.sh --wx30 for wx3.0
2014-07-29 20:45:43 +02:00
Moshe Kaplan
e1dbdce91e Update libiso.cpp
Oops, accidentally caused a use-after-free
2014-07-29 12:22:44 -04:00
Pseudonym
28227ea4c4 Merge pull request #123 from Sonicadvance1/fix_interlockedbittestandresetset
Fixes interlockedbittestandreset/set in intrin_x86.h
2014-07-29 14:20:13 +01:00
ramapcsx2
97ad04dfd0 Merge pull request #171 from Dokman/ca_ES
Rername pot files to po
2014-07-29 14:06:12 +02:00
dokman
4ada08c690 Changes acording to compile po files and remove the bin files that doesn't do anything there 2014-07-29 14:00:47 +02:00
dokman
84ee81aba9 I missed to put the files in bin directory 2014-07-29 13:46:14 +02:00
ramapcsx2
32a70a6552 Merge pull request #116 from Dokman/ca_ES
[WIP]Catalan translation files
2014-07-29 09:50:13 +02:00
arielsrv
ae88702e00 Added building support from Windows command line. This feature allow build in parallel (all available core) and use hard links if possible. Also change configuration destiny (i. e. avx2). It really is much faster than Visual Studio GUI.
Usage: build.cmd "Release AVX".
2014-07-28 15:26:30 -03:00
dokman
384fe14ac6 More translations i think that now can be used by people 2014-07-27 01:22:09 +02:00
dokman
c52228278f Huge fuckmind translating more things 2014-07-27 01:22:08 +02:00
Ryan Houdek
8c07d4e7b9 Enable -fPIC on x86_64.
-fPIC is required on x86_64 for shared libraries.
This allows the compilation to get farther in to plugin compiling.
2014-07-26 03:08:35 -05:00
refraction
fb5b7a34e3 VIF: Modification to illegal IRQ's on NOP's Fixes #162 . Some games like Looney Tunes Back In Action use the lower 16 bits for special codes, so we only check the command info area (not the command itself of course, that would be silly). 2014-07-24 18:22:00 +01:00
Moshe Kaplan
1e951605fb Avoid leaking iso structures 2014-07-23 13:58:17 -04:00
Moshe Kaplan
82dd025860 Prevent filehandle from leaking 2014-07-23 13:51:22 -04:00
Moshe Kaplan
f1d5a0a1b3 Avoid leaking romdir file handle 2014-07-23 11:42:05 -04:00
Gregory Hainaut
8a43789db5 zzogl/spu2x: clang warning fix
Nothing critical
2014-07-20 22:07:02 +02:00
Gregory Hainaut
ef0e3fe6c6 gsdx: disable separate shader on radeon driver (linux) 2014-07-19 14:02:37 +02:00
Pseudonym
41d12130c2 Merge pull request #155 from Kingcom/Debugger
Check for alignment when accessing memory with the debugger
2014-07-19 00:36:15 +01:00
Kingcom
b23062c54a Check for alignment when accessing memory with the debugger 2014-07-19 01:05:41 +02:00
Pseudonym
455a20d852 Removed unnecessary #include after pull request #154. 2014-07-18 21:54:46 +01:00
Pseudonym
a3498c506f Merge pull request #154 from from Kingcom/Debugger
Revert part of #140
2014-07-18 21:50:59 +01:00
Kingcom
2505291065 Revert part of #140 2014-07-18 22:17:41 +02:00
Forrest McDonald
81458912f9 pcsx2: remove template and pointer on overload function from wxGuiTools
Fixed clang build.

Note from Gregory:
C++ requests that at least 1 parameters is a class, an enumeration, or a
reference to those objects. Probably to avoid to screw basic type operation.
For example: *p += 4;

The realy buggy code was this one because T could be an int!
template T
f(*ptr, T)

To avoid any issue in the future the Team decide to drop all overload that use pointers.
2014-07-18 19:20:53 +02:00
Forrest McDonald
da93a960af clang fix for narrowing 2014-07-18 19:14:41 +02:00
David Quintana
cea03d91e4 Merge pull request #141 from lioncash/cdvdghz
cdvdGigaherz: Fix a few things
2014-07-16 20:50:40 +02:00
sudonim1
320d22f2a7 Merge pull request #146 from Sonicadvance1/GSdx-x86_64-fixes
Fixes for getting GSdx to compile on x86_64
2014-07-16 19:29:58 +01:00
Ryan Houdek
8ff0f9e869 Update GSSetupPrimCodeGenerator for x86_64.
offsetof requires the expression to be constant to get the offset.
Use a combination of offsetof + sizeof to get the correct offset.
2014-07-16 13:21:45 -05:00
Ryan Houdek
74dd2553a6 Fix function definitions in GSDrawScanlineCodeGenerator.x64
These have been changed since this was last compiled.
Also removes a #error and drops it to a #warning for now while development is in process.
2014-07-16 12:13:09 -05:00
sudonim1
85bb789ffa Merge pull request #148 from Sonicadvance1/remove-dictionary
Remove most of HashTools.
2014-07-16 18:10:56 +01:00
sudonim1
06dfc4e6ef Merge pull request #118 from lioncash/zgs
Minor changes to ZeroGS
2014-07-16 18:08:12 +01:00
Ryan Houdek
ba7b0612dc Use the iterator to get the value from maps to avoid two look ups. 2014-07-16 12:00:50 -05:00
ramapcsx2
c8c4ff39de Merge pull request #152 from josephgbr/master
Update Brazilian Portuguese translation
2014-07-16 18:57:18 +02:00
ramapcsx2
d12e5104e2 Merge pull request #149 from Kingcom/LilyPad
Allow hotplugging XInput devices in LilyPad
2014-07-16 18:55:10 +02:00
sudonim1
90515fdbb0 Merge pull request #150 from Kingcom/Highlight
Highlight arguments from disassembler selection
2014-07-16 17:49:49 +01:00
ramapcsx2
cb9fc6fa3e Merge pull request #100 from lioncash/duplicate-condition
ZeroGS: Remove a duplicate condition in RenderCRTC
2014-07-16 18:33:15 +02:00
Rafael Ferreira
152f04c0a7 Keep previous translation
When updating existing PO files with the newly created POT files, keep previous msgids of translated messsages (as fuzzy). This allows translators to compare previous and current msgid strings and then identify what has changed, resulting in a faster translation activity and a more consistent GUI.
2014-07-16 12:18:58 -03:00
Rafael Ferreira
527d58c9c3 Updated Brazilian Portuguese translation
Updated pt_BR translation for pcsx2_Main file
2014-07-16 12:04:08 -03:00
Rafael Ferreira
839c0af088 Updated Brazilian Portuguese translation
Updated pt_BR translation for pcsx2_Iconized file
2014-07-16 12:02:54 -03:00
Kingcom
3db06d7426 Highlight arguments from disassembler selection 2014-07-16 16:20:03 +02:00
ramapcsx2
ae607e56ca These are also not needed anymore. 2014-07-16 12:46:01 +02:00
ramapcsx2
d6b042f9fe Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-16 12:32:51 +02:00
ramapcsx2
735e441afc Merge pull request #132 from Dokman/patch-1
Deleting avg thing of the full installer
2014-07-16 12:32:12 +02:00
sudonim1
48d00e817f Merge pull request #145 from Sonicadvance1/zzogl-pointer-cast
Fix a pointer cast on x86_64 in zzogl.
2014-07-16 10:53:54 +01:00
Kingcom
ce4dc4ae21 Allow hotplugging XInput devices in LilyPad 2014-07-16 11:18:20 +02:00
Ryan Houdek
0c1087a2e5 Remove HashTools::IHashable/CommonComparisonClass
These are no longer used.
2014-07-15 22:08:11 -05:00
Ryan Houdek
abd605a066 Remove HashTools::HashSet.
This is no longer used.
2014-07-15 22:07:03 -05:00
Ryan Houdek
5bd06d3a02 Remove HashTools::HashMap/SpecializedHashMap
These are no longer used. Wipe them out.
2014-07-15 22:05:36 -05:00
Ryan Houdek
391cf379ae Remove usages of HashTools::Dictionary/HashMap
Replace these usages with unordered_map since they are just as quick
2014-07-15 22:02:14 -05:00
Ryan Houdek
264cce2003 Also remove UnicodeDictionary.
This class isn't used anywhere and we should promote usage of std::unordered_map instead of this class
2014-07-15 21:01:30 -05:00
Ryan Houdek
79dd0958d0 Remove the pxDictionary class since it is no longer needed.
This was only used by the game database, which has now been changed to an unordered_map
2014-07-15 20:58:25 -05:00
Ryan Houdek
2c6188b73f Switch the GameDatabase from using a pxDictionary to a std::unordered_map.
Both implementations are about the same, which is hard to measure since we are limited in speed due to the hashing function.

Both implementations averaged ~220ms to load the full game database on my workstation.
2014-07-15 20:55:52 -05:00
Ryan Houdek
33adabb035 Fix some _M_AMD64 checks in GSdx.
In the future these will be _M_X86_64, but for now this won't be the case.
2014-07-15 18:21:03 -05:00
Ryan Houdek
616500b8f3 Disabled preferred stack boundary on x86_64in GSdx. 2014-07-15 18:18:59 -05:00
Ryan Houdek
2f98f5a6d6 Fix a pointer cast on x86_64 in zzogl. 2014-07-15 18:16:14 -05:00
Ryan Houdek
2a6656050c Fix the BitScanForward implementations for x86_64. 2014-07-15 18:13:32 -05:00
sudonim1
80b22ca2be Merge pull request #140 from Kingcom/Debugger
Various debugger fixes and enhancements
2014-07-15 23:59:07 +01:00
Kingcom
53159a81cf -Add lq/sq preview
-fix potential memory access exceptions
-prevent the disassembly from changing positions when a breakpoint is toggled
-only use the status bar text from the current cpu
2014-07-16 00:51:53 +02:00
sudonim1
6f0f7ce948 Merge pull request #110 from Sonicadvance1/hashmap_64bit
Support 64bit address hashing in the CommonHashClass.
2014-07-15 23:15:03 +01:00
sudonim1
c21dd828d5 Merge pull request #137 from Sonicadvance1/vtlb-64bit
Fix vtlb compiling for x86_64.
2014-07-15 23:13:08 +01:00
Ryan Houdek
97bed8e710 Fix vtlb compiling for x86_64.
This has no functional change on x86_32, it's mostly just changing a few pointer to u32 conversions to uptr and sptr.

I can not yet confirm if this runs on x86_64, but compiling is enough of an issue currently.
2014-07-15 16:42:59 -05:00
sudonim1
aaf70d652b Merge pull request #138 from Sonicadvance1/yuv2rgb-64bit
Let non-x86_32 use the reference yuv2rgb conversion function.
2014-07-15 22:34:38 +01:00
Lioncash
54c21b30c9 cdvdGigaherz: Fix the seek function in FileStream.
Prior to this, it would have ignored any kind of reference position.
2014-07-15 17:28:13 -04:00
sudonim1
91f23938b5 Merge pull request #136 from Sonicadvance1/gui-pointers
Fix two conversions of pointers to integer in the GUI.
2014-07-15 22:20:37 +01:00
Ryan Houdek
0af0db6593 Fix two conversions of pointers to integer in the GUI.
Use uptr instead of 32bit integers fixes the issue of compiling.
2014-07-15 16:18:24 -05:00
sudonim1
7a1ebd22ed Merge pull request #135 from Sonicadvance1/jmp_emitter
Change the x86emitter jmp emitter from using s32 to sptr.
2014-07-15 22:16:04 +01:00
Lioncash
c2e96a081f cdvdGigaherz: Use booleans instead of ints to represent conditionals in CDVD.cpp 2014-07-15 17:06:49 -04:00
sudonim1
1d56035a56 Merge pull request #134 from Sonicadvance1/NOT32-declaration
Fix NOT32M function declaration.
2014-07-15 22:06:48 +01:00
sudonim1
0e68a9e0fc Merge pull request #133 from Sonicadvance1/microvu_ptr
Fix microVU converting pointers to u32.
2014-07-15 22:02:19 +01:00
Ryan Houdek
a143a8b1f6 Let non-x86_32 use the reference yuv2rgb conversion function.
The yuv2rgb_sse2 implementation is x86_32 only, so x86_64 can't take advantage of this optimized code path.

This requires the architecture defines to be working fully, so this can't be merged until it is fixed on the Windows side of things.
2014-07-15 15:31:07 -05:00
Ryan Houdek
5114b37bfa Change the x86emitter jmp emitter from using s32 to sptr.
This doesn't change anything on x86_32, but it is required on x86_64 so we don't lose precision.
Also adds an assert to see if the distance is greater than the maximum 32bit jump, which can't be hit on x86_32, but can be on x86_64.
2014-07-15 15:16:30 -05:00
Ryan Houdek
8c746302a2 Fix NOT32M function declaration.
Use uptr as the argument since it is either u32 or u64 depending on architecture.
2014-07-15 15:05:46 -05:00
Ryan Houdek
a1d6ca2298 Fix microVU converting pointers to u32.
Convert them to uptr instead to make it architecture independent.
2014-07-15 15:04:08 -05:00
dokman
d6a617c225 Deleting avg thing of the full installer
If now you have drop the avg toolbar it does nothing here i think
2014-07-15 18:30:49 +02:00
David Quintana
69f57351b2 Merge pull request #109 from Sonicadvance1/windows_arch_defines
Support _ARCH_32/64 defines on Windows
2014-07-15 17:04:21 +02:00
David Quintana
c4d5267107 Merge pull request #128 from Sonicadvance1/linux_arch_defines
Support _M_X86[_32/_64] on Linux.
2014-07-15 17:04:20 +02:00
Ryan Houdek
6b1ee680a2 Support _ARCH_32/64 _M_X86[_32/_64] defines on Windows
This defines the correct define depending on architecture build target.
Currently Windows doesn't support a x86_64 build target, but once it does the define will be in place.
2014-07-15 09:16:37 -05:00
sudonim1
d3ebdae159 Merge pull request #131 from lioncash/gsdx-wat
GSDX: Replace an FLT_MAX with the appropriate ULONG_MAX
2014-07-15 12:04:14 +01:00
sudonim1
86a0d3faff Merge pull request #124 from lioncash/array-bounds
sVU_zerorec.cpp: Correctly guard against invalid indexes in SuperVUDestroy
2014-07-15 11:27:53 +01:00
sudonim1
3f62ad08e1 Merge pull request #122 from lioncash/indents
COP0: Fix indentation for function TLBR
2014-07-15 11:26:13 +01:00
sudonim1
1a483a7d88 Merge pull request #121 from lioncash/zzogl-fix
ZZOGL: Fix an incorrect formatting argument in the Win32 config.
2014-07-15 11:22:45 +01:00
ramapcsx2
3daff15f34 Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-15 11:56:55 +02:00
David Quintana
1736c1e32e Merge pull request #125 from lioncash/cdghz
cdvdGigaherz: Simplify the loops within readLine and readLineW
2014-07-15 11:53:36 +02:00
David Quintana
764ca25f8d Merge pull request #120 from lioncash/dev9ghzdrk
DEV9ghzdrk: Clarify precedence for a bitwise AND in smap.
2014-07-15 11:53:27 +02:00
David Quintana
79ee48d91b Merge pull request #129 from lioncash/spu2x-warnings
SPU2-X: Fix some signed/unsigned mismatch warnings.
2014-07-15 11:52:02 +02:00
David Quintana
e2f4fc245a Merge pull request #127 from lioncash/dev9-warnings
dev9ghzdrk: Fix a few warnings.
2014-07-15 11:49:37 +02:00
David Quintana
f26319a2b0 Merge pull request #126 from lioncash/dev9-unused
dev9ghzdrk: Remove unreachable code.
2014-07-15 11:49:12 +02:00
Lioncash
637c99a362 GSDX: Replace an FLT_MAX with the appropriate ULONG_MAX 2014-07-15 01:47:26 -04:00
Ryan Houdek
a1a0ed0563 Support _M_X86[_32/_64] on Linux.
These go hand in hand with PR #109 but for Linux as well.

These are much more useful defines than what other compilers give us.
2014-07-14 23:58:02 -05:00
Lioncash
0a825a1aa4 SPU2-X: Fix some signed/unsigned mismatch warnings. 2014-07-15 00:09:48 -04:00
Lioncash
b5f805fc6c dev9ghzdrk: Fix a few warnings.
Mostly unsigned mismatches.
2014-07-14 23:41:51 -04:00
Lioncash
55c8633f9a dev9ghzdrk: Remove unreachable code.
Same as what is in the default switch cases
2014-07-14 23:26:31 -04:00
Lioncash
1fa95de554 cdvdGigaherz: Simplify the loops within readLine and readLineW 2014-07-14 22:58:49 -04:00
Lioncash
a1080f4853 sVU_zerorec.cpp: Correctly guard against invalid VU indexes
recVUHeaders and recVUBlocks are both arrays of size 2. Prior to this, it would allow an index of 2, which is out of range.
2014-07-14 22:44:31 -04:00
Ryan Houdek
48d178886e Fixes interlockedbittestandreset/set in intrin_x86.h
This doesn't update the file to the latest version from mingw32 since this is already a custom header stripped from mingw32.

This also fixes the functions for x86_64(verified that it still works for both architectures) and also updates the version inside of GSdx.
Also removes a comment in the GSdx header saying that these functions are broken since they no longer are.
2014-07-14 21:20:31 -05:00
Lioncash
673bac12a6 COP0: Fix indentation for function TLBR 2014-07-14 22:07:02 -04:00
Lioncash
b0a0508c85 ZZOGL: Fix an incorrect formatting argument in the Win32 config.
the _u32 should be passed, not the direct union itself.
2014-07-14 21:31:44 -04:00
Lioncash
69ecdd3236 DEV9ghzdrk: Clarify precedence for a bitwise and in smap. 2014-07-14 20:49:03 -04:00
sudonim1
9a950cdca6 Merge pull request #119 from lioncash/spu2x
SPU2-X: Fix float truncation warnings
2014-07-15 01:31:44 +01:00
Lioncash
7ec3cf46d6 SPU2-X: Fix float truncation warnings 2014-07-14 20:26:38 -04:00
Lioncash
ba0d3d1a6a ZeroGS: Add a missing formatter to a sprintf call 2014-07-14 18:02:22 -04:00
Lioncash
b9ff3b6c81 ZeroGS: Explicitly convert the LPVOID buffer to a const char*
Also make the failure case for one of these log calls a DEBUG_LOG instead
of a printf.
2014-07-14 18:01:50 -04:00
David Quintana
f4178e41b3 Merge pull request #117 from lioncash/cdvd
Minor changes to cdvdGigaherz
2014-07-14 22:38:48 +02:00
Lioncash
d648227e3d cdvdGigaherz: Get rid of a magic constant in TocStuff 2014-07-14 16:11:51 -04:00
Lioncash
3d0094b611 cdvdGigaherz: Fix some minor tab/space mismatches in TocStuff 2014-07-14 16:11:01 -04:00
Gregory Hainaut
f85a4c0467 clang: don't use clang asm tool
-no-integrated-as fixes most of the asm issue :)
2014-07-14 13:58:06 +02:00
Forrest McDonald
b24d4cce8d Clang doesn't support some flags that GCC does, so conditionally check the compiler and add them if we are doing a GCC build 2014-07-14 13:54:31 +02:00
dokman
a235da9cc5 Windows GS -
Finished
2014-07-13 22:10:01 +02:00
dokman
fa45ea32dc GS Window -
Many translations like a 85%
2014-07-13 21:41:41 +02:00
dokman
a594c444da Starting - Settings
- Finished EE/IOP (Original)
- Finished VUs (Original)
- Finished GS (All Translated)
2014-07-13 21:04:09 +02:00
dokman
210f06d990 Finishing the System Menu now this menu is at 100% 2014-07-13 19:22:38 +02:00
Dokman
899156435c update of copyrights 2014-07-13 19:05:51 +02:00
Dokman
1303b4950f Typo error 2014-07-13 19:05:01 +02:00
Dokman
a24deadb54 update of copyrights 2014-07-13 19:04:33 +02:00
dokman
4b55e6e68e Starting Catalan Translation Files:
-First configuration finished translations
- System Menu at 90% translated
2014-07-13 19:02:20 +02:00
ramapcsx2
0121366f65 Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-12 20:23:01 +02:00
Gregory Hainaut
c60fefa1a6 gcc: support address sanitizer 2014-07-12 19:57:26 +02:00
Gregory Hainaut
8c03d50421 cmake: remove a specific warning for clang 2014-07-12 16:04:57 +02:00
Gregory Hainaut
7318814474 pcsx2: remove/disable brace warning 2014-07-12 16:04:07 +02:00
Gregory Hainaut
afc4f3386a pcsx2: be sure that variables are initialized 2014-07-12 16:03:06 +02:00
Gregory Hainaut
c6c6171841 pcsx2: don't hide base function
As far as I understand you can't mix virtual (select at runtime) and
overloading (select at compile time).
2014-07-12 16:01:21 +02:00
Gregory Hainaut
47bf88ed3f gsdx: miss break / inline function in header 2014-07-12 16:00:10 +02:00
Gregory Hainaut
492d67c6e8 spu2x: use std::abs (c abs support only integer) 2014-07-12 15:59:29 +02:00
ramapcsx2
58b63cb58c Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-12 14:41:50 +02:00
Gregory Hainaut
d4a76b979c ooups a very bad typo 2014-07-12 13:33:24 +02:00
Gregory Hainaut
4fdfd04d3c partially revert c5d2343f51
Parameter name can help to understand the code so let's keep them.
Clang warning was disabled in previous commit
2014-07-12 13:30:34 +02:00
Gregory Hainaut
79f6aacc85 common: various warning fix
* Use c++11 static assert
* Properly cast to parameter template to u32 (help clang)
* Remove lots of useless ASM. Memset it only used with a size of 4096.
* check pthread_mutex_init status
2014-07-12 12:59:23 +02:00
Gregory Hainaut
c73ce3d02d pcsx2: don't use 0&& to remove code
It works but compiler is not happy because it is still parsing the full line.
2014-07-12 12:59:23 +02:00
Gregory Hainaut
f3d03b025a pcsx2: reorder init of member in constructor
Init must be done in the order of declaration
2014-07-12 12:59:23 +02:00
Gregory Hainaut
a1ac59a48a pcsx2: add various default case statement
Note: add a note on some case note handled properly not sure how to fix them.
Actually there are potentially invalid case.
2014-07-12 12:59:23 +02:00
Gregory Hainaut
f401f817ed cmake: sdl opt typo + clean warning management
Add back a lots of warning in the core!
2014-07-12 12:59:23 +02:00
Gregory Hainaut
23c76075e5 Merge pull request #108 from Sonicadvance1/wrong_arch
Remove -march argument on x86_64 build option.
2014-07-12 12:58:04 +02:00
Ryan Houdek
d132e6bce4 Support 64bit address hashing in the CommonHashClass.
The class already supports hashing 64bit values, just break it out to support it in this particular case.
From the 64bit version of the hash, this hash favours values that aren't on the extreme end.
Consdering that hashing is only really used by the class itself it isn't too big of an issue.
2014-07-11 17:16:58 -05:00
Ryan Houdek
1f188b2610 Remove -march argument on x86_64 build option.
GCC doesn't support pentium4 as a arch target for x86_64. It complains that the architecture doesn't support x86_64
Which to be fair the first few models didn't support 64bit.
Just remove the architecture setting since there isn't a need for it.
2014-07-11 14:32:17 -05:00
Gregory Hainaut
a6d8b3b847 linux build: add an easy option to strip binary 2014-07-10 09:17:39 +02:00
Gregory Hainaut
0de6e80093 stupid space 2014-07-09 15:46:46 +02:00
Gregory Hainaut
3d0f8c986f Update contributing.md 2014-07-09 15:41:09 +02:00
ramapcsx2
d41edf21e4 Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-08 20:57:47 +02:00
refraction
06167087b3 Remove SVN checks from installer files. Closes issue #20 2014-07-08 01:38:50 +01:00
ramapcsx2
a3d5d9112a Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-07 09:38:54 +02:00
sudonim1
1cb5ba3efd Merge pull request #98 from Sonicadvance1/minor_cleanup
Some minor cleanups to the codebase.
2014-07-06 12:11:00 +01:00
ramapcsx2
b56d9c9e31 Merge pull request #96 from lioncash/unused-vars
Core: Remove some unused variables
2014-07-05 20:58:12 +02:00
ramapcsx2
a48369dc41 Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-07-05 20:48:52 +02:00
ramapcsx2
6800753f09 bla 2014-07-05 20:48:45 +02:00
ramapcsx2
e9e08c6576 Merge pull request #95 from lioncash/typo-error
ZeroGS: Fix a sprintf typo in GSopen.
2014-07-05 20:42:45 +02:00
ramapcsx2
5907bbea6e Merge pull request #89 from lioncash/array-bounds
Fix a possibility for out of bound accesses in logging within Cache.cpp
2014-07-05 20:34:56 +02:00
Lioncash
cb5b265dcd ZeroGS: Remove a duplicate condition in RenderCRTC 2014-07-05 14:00:00 -04:00
Gregory Hainaut
f9baf3eb1c Merge branch 'Sonicadvance1-cmake_64bit_option' 2014-07-05 15:09:49 +02:00
Gregory Hainaut
1dba4aceca cmake: reduce a bit cmake syntax cluttering 2014-07-05 15:08:39 +02:00
Gregory Hainaut
e8b3532658 cmake: clean main file and option
Move build configuration from CMakeLists to cmake/BuildParameters.cmake where it belongs
Use option syntax for on/off option
Complete a bit previous commit to force all 64bits path detections (likely done by cmake)
2014-07-05 14:54:56 +02:00
Ryan Houdek
35979bb5a6 Add a CMake compile time option for building a 64bit binary.
By default the cmake build will still cross compile a 32bit binary and spout a message about it if not enabled.
This doesn't fix the 64bit build issues, just makes it easier for someone to test 64bit builds in the future.
Look towards a bright future instead of a dark and gloomy past
2014-07-05 05:09:17 -05:00
Ryan Houdek
182e826dc5 Fix SpatialArrayReserve::SetBlockSize function declaration to match definition.
The function was defined to use uptr, but the declaration was using uint.
2014-07-05 04:59:31 -05:00
Ryan Houdek
08ef4bfbff Wipe the clusterfsck that was the get16bits define in HashTools.
This define takes a pointer(s8* in this case) and grabs 16bits of data from the array it points to.
This can be done the generic way on all compilers, no need for specifying it another way.
2014-07-05 04:39:55 -05:00
Ryan Houdek
1bc3f346b1 Fix HostSys::Munmap function declaration.
It's arguments are defined to be (void*, size_t) but with the function declaration they were (void*, u32).
2014-07-05 04:36:48 -05:00
Lioncash
6dff0b13a4 Core: Remove some unused variables 2014-07-04 22:11:13 -04:00
Lioncash
76796c76cd ZeroGS: Fix a sprintf typo in GSopen.
This 1000 millisecond specifier was intended for the AddMessage call.
2014-07-04 21:50:18 -04:00
Gregory Hainaut
c5d2343f51 pcsx2/common: fix tons of warning spamming on clang
* Don't use parameter name to avoid unused parameter
* Set a default for various case
2014-07-05 00:08:48 +02:00
Gregory Hainaut
e6e7c95e94 linux: add an option for clang
It will be used on the future with clang/cmake cleaning contribution
2014-07-05 00:08:48 +02:00
Pseudonym
f4cb9de8d9 mVU: Corrected a typo in the branch in branch delay slot handling which prevented using the simpler code in the case of the delay slot being that of an unconditional branch. Now hopefully the code in question actually works for that case, since I'm not sure this has been tested. 2014-07-04 12:38:14 +01:00
Pseudonym
6f19551a77 Quick fix for undefined behaviour in the R3000A disassembler. 2014-07-04 12:35:00 +01:00
Gregory Hainaut
efce449550 github: add a CONTRIBUTING.md file
Initial version that likely got a broken syntax :(
2014-07-03 21:22:15 +02:00
Lioncash
ffa216d958 Fix a possibility for out of bound accesses in logging within Cache.cpp 2014-07-03 00:24:16 -04:00
ramapcsx2
ecb42cad9b Thanks Bluefire101 for reporting this (eventually) undefined behavior (depending on who you ask).
Even if there was no problem, code should always be clear on what it does.
2014-07-01 15:43:26 +02:00
refraction
0ddb77c048 VIF: Ignore interrupts caused by obviously bogus NOP and NULL codes. Fixes Onimusha Blade Warriors. 2014-06-30 18:56:10 +01:00
Gregory Hainaut
5bd806ada6 Merge pull request #75 from Leucos8/master
i10n: Updated the it_IT translation files

Thanks
2014-06-30 08:46:02 +02:00
Gregory Hainaut
2582649490 Merge branch 'gigaherz-master' 2014-06-28 11:26:33 +02:00
Gregory Hainaut
2084ead56c spu2x: linux port of Giga lastest update
=> Advanced (per-channel) Volume Adjustment AKA Room Correction

windows: update CfgReadFloat to really return a float
2014-06-28 11:23:44 +02:00
Gregory Hainaut
f2e50d4ffd Merge branch 'master' of git://github.com/gigaherz/pcsx2 into gigaherz-master 2014-06-28 11:00:19 +02:00
Leucos8
6faa7a060c Updated the it_IT translation files 2014-06-27 10:03:56 +02:00
Gregory Hainaut
f998b72e99 sigh I do the mistake every time 2014-06-20 18:55:25 +02:00
Gregory Hainaut
fe30f2e48e pcsx2: tlb fix
* pc is incremented before execution of the instruction => must be
    decremented before exception

* PS2 support 48 tlb => mask need 6 bits
2014-06-20 13:52:05 +02:00
Gregory Hainaut
9a82bed3a5 db: enable autogamefix of goemon + bump to ingame
Note: actually it could even be playable or perfect (let's dream)
2014-06-20 13:52:05 +02:00
Gregory Hainaut
a00b8ecc55 pcsx2: tlb: goemon implement a preload hack tlb
Tlb mapping is stored @0x3d5580 (GoemonTlb[150])
The function that will populate the tlb is around pc = 0x356250, ra = 0x33ad48

The idea is to add a callback on 0x33ad48 block that will populate the tlb based on
ee mem content.

Note: The hack is based on previous Virtual PS2 => Physical PS2 LUT
2014-06-20 13:52:05 +02:00
Gregory Hainaut
9452444a9f pcsx2: tlb: add a new lut (Virtual PS2 to Physical PS2)
note: automatic gamefixes are done after done after the init that why code was splitted.
note2: The LUT is 4MB and only used for only 1 game. So I only allocate it when the gamefix is
    enabled
2014-06-20 13:51:33 +02:00
Gregory Hainaut
2e8f56fc86 pcsx2: tlb: add a new gamefix hack for goemon 2014-06-20 13:17:59 +02:00
Gregory Hainaut
8148148932 Merge pull request #67 from nrusef/master
i10n: ja_JP
2014-06-20 10:25:39 +02:00
Sakura Naruse
e000eeaafb edit ja_JP 2014-06-15 12:35:23 +09:00
Gregory Hainaut
9ac9307b44 gsdx: try to protect more code when togging f9
deassert gsopen_done before delete the gs object. Compiler and CPU will
reordonate the store (or not because it is a global variable). Probably not
perfect but better.

Got a crash on GSKeyEvent which I guess wasn't thread safe. So let's ensure
gs is open.
2014-06-13 23:32:50 +02:00
Gregory Hainaut
cdba010794 zzogl: kill a couple of gcc warning 2014-06-13 23:04:21 +02:00
Gregory Hainaut
eb947dc325 pcsx2:gsdx: support of cross-platform (C11) aligned_malloc 2014-06-13 23:04:21 +02:00
Gregory Hainaut
9e22135f35 i10n: remove various extra % in ar
More C-String compliant
2014-06-13 23:04:20 +02:00
bositman
5c42ced8d3 Update GSCrc.cpp
Missed comma, thanks yxmline
2014-06-10 10:28:52 +03:00
bositman
b5e9a9d451 Merge pull request #62 from Blackbird88/patch-1
Corrected MGS3 comment, because OCD also new CRC
2014-06-10 01:34:26 +03:00
Blackbird88
cd3cfb27de Update GSCrc.cpp 2014-06-09 18:34:23 +02:00
Blackbird88
f7d35ff619 Corrected MGS3 comment, because OCD also new CRC
There is no such thing as MGS3 Substance only Subsistence. Substance is MGS2 :P
Also this new CRC is US Disc 2 of Subsistence. The blue stripes should be fixed now I guess.
2014-06-09 18:23:29 +02:00
refraction
81dd3b46c5 Modified behavior of the Delay VIF1 Stall hack to work with Spy Hunter. This is another one of those games which relies on a FIFO which we won't implement because it will just slow things down. 2014-06-06 22:29:33 +01:00
bositman
96d3b41989 Misspell fix for someone special at the forum :P 2014-06-06 09:53:24 +03:00
ramapcsx2
ff837a767b Merge pull request #60 from MrColdbird/master
Fixing DEV9 Adapter Detection
2014-06-05 16:25:40 +02:00
Coldbird
002dc80d48 Fixing DEV9 Adapter Detection 2014-06-05 12:33:43 +02:00
Gregory Hainaut
c64d7483db Merge pull request #57 from IlDucci/patch-2
i18n: (es/ES) Update pcsx2_Main.po
2014-06-05 08:10:28 +02:00
IlDucci
ef0f473199 Update pcsx2_Main.po
Updating translation.
2014-06-02 21:35:27 +02:00
refraction
fd8161c523 Removed a hack which broke Midnight Club in r3285 to fix Batman Begins. Doesn't seem to be needed anymore. 2014-05-29 00:11:04 +01:00
ramapcsx2
53e2824937 cdvdGigaherz: Some improvements to smooth out the "experience" when playing from CDs. A keepalive thread polls the drive every 30 seconds to prevent it from spinning down. When the plugin starts, it now tries to limit the spindle speed so it is less noisy and doesn't wear out as much (32x speed for CD games, 8x speed for DVD games).
Version bump to 0.9.
2014-05-26 14:28:56 +02:00
ramapcsx2
71ebb2493e Merge pull request #52 from Bigpet/master
Dev9 plugin - prevent null dereference if no device is set
2014-05-25 16:49:49 +02:00
Peter Tissen
ad9ec44228 prevent null dereference if no network device is selected in dev9 2014-05-24 22:12:26 +02:00
Gregory Hainaut
8775e51ebd Merge pull request #28 from Kingcom/Breakpoints
If a memcheck or breakpoint is triggered in a delay slot, stop on branch
2014-05-24 10:59:04 +02:00
Gregory Hainaut
f11877e72c Merge pull request #48 from nE0sIghT/master
Fix Cg find for Gentoo amd64
2014-05-20 09:03:00 +02:00
nE0sIghT
66785be691 Fix Cg find for Gentoo amd64 2014-05-18 22:51:09 +04:00
gigaherz
1fb3de2960 cdvdGigaherz: Change the order in which the different reading modes are attempted. Seems to fix some CD-Rom games. While at it, renamed a rude variable with a better name. ;P 2014-05-16 22:36:16 +02:00
gigaherz
654343f875 Advanced (per-channel) Volume Adjustment AKA Room Correction (Windows-only, need someone to fix the linux counterpart) 2014-05-11 17:26:00 +02:00
Gregory Hainaut
0bf7a35a53 pcsx2: improve the GS read fifo API
1/ initReadFifo will be first called on the GS thread
    (openGL can only be done on the GS thread)

2/ readFifo will be called on the EE thread. It is not safe too access eeMem from GS
 because of memory is virtual

Fix "recent" regression (crash) on Kingdom heart and others game too.

v2: add a len check on GSState::InitReadFIFO
2014-05-06 20:28:18 +02:00
Gregory Hainaut
3a46634f4a gcc: fix a couple of gcc warning (sign compare)
My gosh, they're like rabbit :p
2014-05-06 09:25:00 +02:00
Kingcom
67f7eaabc7 If a memcheck or breakpoint is triggered in a delay slot, stop on the branch 2014-05-05 23:50:37 +02:00
Avi Halachmi (:avih)
d28669761f gzip-iso: Speedup some cases by using more memory.
Significant speedup on some cases by using roughly another index size
in ram. The ram usage is now up to roughly cache size plus 2x index size.

This patch adds another index-like direct access point for each span we've
visited. This replaces the single z-state which was used for
sequential extraction, and does the same, but now it can continue
sequentially on most previously visited spans instead of only from
the last read.
2014-05-05 15:07:48 +03:00
Avi Halachmi (:avih)
8684596d66 gzip-iso: bugfix in zstate setup, cosmetic refactoring 2014-05-05 14:58:44 +03:00
Gregory Hainaut
460ee7f5de Merge branch 'Mirrors' of git://github.com/Kingcom/pcsx2 2014-05-05 09:39:35 +02:00
Gregory Hainaut
b7536ca94b zzogl: gcc warning fix
Let's hope variadic macro work on visual

cmake: reenable various warning. With previous fixes it just a matter of a couple of warnings
2014-05-03 10:37:58 +02:00
Gregory Hainaut
58077c63a7 gcc-warning: check c function return. Print error when bad.
v2: properly check return code of fread/getcwd function
2014-05-03 10:32:05 +02:00
Gregory Hainaut
22b65489e2 gcc warning: constify const string 2014-05-03 10:18:27 +02:00
Gregory Hainaut
2816188c83 zzogl: bad function declaration 2014-05-03 10:18:27 +02:00
Gregory Hainaut
4d78b6be31 pcsx2/plugin: sign compare mismatch extra 2014-05-03 10:18:27 +02:00
Gregory Hainaut
5087d13de8 gsdx: remove/comment unused variable 2014-05-03 10:18:27 +02:00
Gregory Hainaut
4d6d5c870c pcsx2: remove useless volatile
Volatile is only useful as argument not the returned value
2014-05-03 10:18:26 +02:00
Gregory Hainaut
dd8666036c pcsx2: sign compare mismatch 3/3 2014-05-03 10:18:26 +02:00
Gregory Hainaut
27a4bc5a39 pcsx2: sign compare mismatch 2/3 2014-05-03 10:18:26 +02:00
Gregory Hainaut
88f4d1e3a7 pcsx2: sign compare mismatch 1/3 2014-05-03 10:18:26 +02:00
Gregory Hainaut
c6d8b52d26 pcsx2: try to ensure better sync with FIFO read call
First wait will ensure correctness of GS register.
2nd wait will ensure that the GS fifo read call is finished

(If I understand MTGS correctly)
2014-05-01 16:43:12 +02:00
Avi Halachmi
14efa6fbda gzip-iso: update VS2010/2012 projects (2012 untested) 2014-04-30 13:21:08 +03:00
Avi Halachmi (:avih)
e859d3f3d1 gzip-iso: change zlib_indexed.c to .h 2014-04-29 23:33:28 +03:00
Avi Halachmi (:avih)
0f26be85b5 gzip-iso: fix compiler warning/error 2014-04-29 23:23:07 +03:00
Avi Halachmi (:avih)
49505ab93f gzip-iso: optimal small chunks sequential access 2014-04-29 11:26:35 +03:00
Avi Halachmi (:avih)
86a6fcddc0 gzip-iso: Better cache, more cpu for quicker extract 2014-04-29 02:41:30 +03:00
Gregory Hainaut
c92de149a2 pcsx2: quick linux fix of recent addition 2014-04-27 22:45:28 +02:00
Avi Halachmi (:avih)
36fe83afcc Gzip ISO: add cache (50 chunks of 4M) 2014-04-27 22:51:58 +03:00
Avi Halachmi (:avih)
5771e6eae8 Indexed gzipped ISO support (slow - no caching) 2014-04-27 19:58:20 +03:00
Avi Halachmi (:avih)
7d491cb230 Adding zlib example files 2014-04-27 01:33:37 +03:00
Gregory Hainaut
a86f2615be cmake: git compilation issue + useless warning message
* avoid compilation failure when git -C isn't supported
* don't print missing dependency when EXTRA_PLUGINS isn't activated
* sed /endif(.*)/endif/ because I don't like it
2014-04-17 20:42:56 +02:00
Gregory Hainaut
c37d9c10f7 cmake: git compilation issue + useless warning message
* avoid compilation failure when git -C isn't supported
* don't print missing dependency when EXTRA_PLUGINS isn't activated
* sed /endif(.*)/endif/ because I don't like it
2014-04-17 20:26:16 +02:00
avih
e39db3f9ad Merge pull request #30 from bositman/master
Added Metal Gear Solid 3 Subsistence Spanish
2014-04-17 13:59:51 +03:00
bositman
82f347403a Added Metal Gear Solid 3 Subsistence Spanish
to GSdx CRC hacks.
Refer here: http://forums.pcsx2.net/Thread-Metal-Gear-Solid-3-SLES-820-48-not-included-to-GSdx-fix
2014-04-17 13:53:06 +03:00
Avi Halachmi (:avih)
916d7502c8 Lilypad: Better focus/capture/uncapture handling.
1. After ALT-Tab to another window and back, now it accepts PCSX2
shortcuts properly (e.g. Esc or F6 etc) - focus changes were not
always recognized before.

2. If Lilypad is set to capture mouse, now it releases it on Escape. This
part is a small hack because the code looks as if it should handle it,
but in practice doesn't. This adds explicit uncapture on Escape.
2014-04-16 18:39:07 +03:00
Kingcom
42651c1500 Check mirrors in breakpoints and memchecks 2014-04-13 18:37:42 +02:00
Gregory Hainaut
da4a785fae debian: make create tarball script compatible with git 2014-04-13 10:48:37 +02:00
Gregory Hainaut
c2b78c6fdf license: again not yet perfect but much better
Remove old tsvn of zzogl
Add various header
add "is in public domain" for license in public domain so Debian's script catch it
2014-04-13 10:41:24 +02:00
Gregory Hainaut
c260decf58 gsdx: add bsd3 clause on gsdx xbyak files 2014-04-13 10:06:52 +02:00
Gregory Hainaut
17eb468f38 win build fix: set utf8-bom 2014-04-13 10:05:26 +02:00
Gregory Hainaut
75c64e12aa license: add missing header
Still miss lots of copyright header but we are better
2014-04-12 19:42:41 +02:00
Gregory Hainaut
ea25d12405 gsdx-gles: nvidia driver quick trial (only GLES3.0)
* Fix to create a 3.0 GLES context
* set a default precision to fix most of shader compilation issue
* Crash later because of GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
    => need to test opensource driver
2014-04-12 12:40:23 +02:00
Gregory Hainaut
ca8c5b041d cmake: drop sparsehash_new module
It was a workaround for a buggy version of the lib.
2014-04-12 10:25:40 +02:00
Gregory Hainaut
414ce3589a cmake: new option -DEXTRA_PLUGINS=TRUE|FALSE
--extra for ./build.sh script

By default only build the pricipal plugin: GSdx|zzogl/spu2-x/onepad/UsbNull/Dev9Null

Extra plugins are: GsNull|zzogl-cg/Spu2Null|zerospu/PadNull

The purpose is to improve compilation time on linux
2014-04-11 09:18:31 +02:00
Gregory Hainaut
37b1d3ae42 codeblock: remove build file => linux is cmake only
They are completely out-dated. And nobody have time to update them.
2014-04-11 09:18:31 +02:00
Gregory Hainaut
f984339404 pcsx2: reduce gamefix panel size
Move 2 sentences into the tooltip. Reduce both box and the useless empty space.

Unfortunately, translation would need to updated too.

Thanks Avih for the idea
2014-04-11 09:18:30 +02:00
Gregory Hainaut
86895cbf45 pcsx2 license: add missing nice header on various files
Remains 3 files that I don't know the source
pcsx2/windows/DwmSetup.cpp: *No copyright* UNKNOWN
pcsx2/windows/SamplProf.cpp: *No copyright* UNKNOWN
pcsx2/windows/VCprojects/IopSif.cpp: *No copyright* UNKNOWN

Remains 1 files in common that I don't know the source
common/include/comptr.h: *No copyright* UNKNOWN

Remains too much files in plugins that I don't know the source :(
2014-04-11 09:18:30 +02:00
Avi Halachmi (:avih)
18953e81bc Visual Studio re-Fix: and also build if git is available 2014-04-06 14:38:54 +03:00
Avi Halachmi (:avih)
bae75d234a Merge branch 'master' of https://github.com/PCSX2/pcsx2 2014-04-06 12:59:56 +03:00
Avi Halachmi (:avih)
2f634bddd3 Visual Studio Fix: build even if git is not available 2014-04-06 12:58:56 +03:00
Gregory Hainaut
187f0bea3b i18n: update all googlecode -> github stuff
Note: translation are still marked as fuzzy
2014-04-06 11:54:36 +02:00
Gregory Hainaut
605afeff74 cmake: enable -g for debug/dev build
otherwise it is a PITA on gdb
2014-04-06 11:43:40 +02:00
Gregory Hainaut
0d45e6d70e gsdx-ogl: avoid to send constant to the GPU
It was a waste of bandwith
2014-04-06 10:44:40 +02:00
gigaherz
4362cc0e9a Fixed a few references to Googlecode, and a few mentions of the "svn" word in comments.
Other instances of "svn" in filenames and such remain, but they are not high priority and I didn't want to mess with updating all the project systems.
Closes #19.
2014-04-05 18:38:41 +02:00
bositman
5af88a3e2b Merge pull request #17 from nrusef/master
Japanese translation improvement (further)
2014-04-01 16:17:56 +03:00
nrusef
9628700ced further improvement 2014-04-01 21:20:06 +09:00
Gregory Hainaut
32ed98a9a5 Merge pull request #15 from nrusef/jpn_translate
i18n: Japanese translation improvement

Note: mo not yet regenerated
2014-03-31 09:39:11 +02:00
nrusef
ea032b4b3e po format correction 2014-03-31 07:31:28 +09:00
nrusef
449192e565 Japanese translation fix 2014-03-31 04:31:00 +09:00
Roel Aaij
9d1840e37a Fix out of tree build.
Tell git to look in the source dir for the repository.
2014-03-30 16:59:29 +02:00
Roel Aaij
ec0f9e49c3 Fix segfault in non-dev build by adding extra check for NULL. 2014-03-30 16:59:28 +02:00
Gregory Hainaut
390245806a cmake: sed /PROJECT_SOURCE_DIR/CMAKE_SOURCE_DIR/
The former depends on the project command. Whereas the latter is the true absolute path
of the project
2014-03-30 16:36:02 +02:00
Gregory Hainaut
22e02b545e cmake: fatal error when path contains some parenthesis 2014-03-30 16:36:02 +02:00
Gregory Hainaut
b020bd76c6 gsdx-ogl: restore gles build
Add the --gles build option to the linux main script
Ifdef all gl code not supported on gles3 (note some will be reenabled for gles3.1)

Note: it probably doesn't run anymore. My Nvidia driver doesn't support
yet egl/gles so I can't test it. Feel free to contribute.
2014-03-29 11:55:02 +01:00
Gregory Hainaut
483b5a75e8 gsdx ogl: automatic setup of geometry shader
* disable it for gallium Mesa driver
* Re-enable it for Nvidia driver
2014-03-29 10:47:53 +01:00
Gregory Hainaut
70d1719b7d cmake: handle gracefully wxwidget 3.0-dev
1/ print a nice message
2/ replace 3.0 to 2.8 so it could still compile on system that both version
   are installed but wrongly configured
2014-03-26 11:37:49 +01:00
Gregory Hainaut
30ba964f9d fix visual studio compilation 2014-03-25 18:35:02 +01:00
gigaherz
3ef93addd0 It doesn't seem to be needed with vs, but those numbers are technically long longs. 2014-03-25 17:51:38 +01:00
Gregory Hainaut
0980591fa2 pcsx2 debugger: be more friendly with linux
* Fix a couple of gcc warning and replace deprecated function
* Fix the redraw of the memory zone
* Avoid a crash if we breakpoint before running
* Use %s on linux because %S isn't supported
* Properly check .result in recMemCheck. Add some code to print hit
  breakpoint.
* breakpoint window isn't properly resized so used a static size as a
  temporary workaround
2014-03-25 17:31:52 +01:00
Gregory Hainaut
e59b252cc0 ignore vim tmp file 2014-03-25 17:31:19 +01:00
Gregory Hainaut
4496093cf8 cmake version:
Use same version as window based on git
drop subversion code
use lld on onepad
2014-03-25 17:29:47 +01:00
Gregory Hainaut
8b78551b92 gsdx-ogl: improve debugging capabilities
allow to print memory transfer usage
Check gl call in dev build
2014-03-25 16:36:29 +01:00
Gregory Hainaut
bde2e3956d gsdx-ogl: automatic dectection of buffer_storage 2014-03-25 16:36:29 +01:00
Gregory Hainaut
c85ba4c259 gsdx ogl: add buffer_storage for vertex upload
A bit slower. Maybe because SubData does the copy in the driver thread. My memcpy is done on
the main thread. I'm not sure it would worth an extra thread to copy vertex data to the GPU

Note: testers are welcome. You need to edit the ini file.
"ogl_vertex_storage=1" <= enable the extension
"ogl_vertex_storage=0" <= disable the extension

Again you need the support of GL_arb_buffer_storage (i.e. not catalyst)
2014-03-25 16:36:29 +01:00
Gregory Hainaut
403518e852 gsdx-ogl: texture management
Improve arb_buffer_storage implementation
Try harder to align the texture buffer

Strangely arb_buffer_storage is 3 times slower on my PC (nvidia)

Tester are welcome! Open the ini file
"ogl_texture_storage = 1" <= enable the extension
"ogl_texture_storage = 0" <= disable the extension

Note: you need an opengl 4.4 driver or one that support arb_buffer_storage (i.e. not catalyst)
2014-03-25 16:36:29 +01:00
Gregory Hainaut
41091f8ebf gsdx ogl: remove multithread hack
This hack was used because GSReadFifo was called from the EE thread.
Previous commit move the call to the GSThread.

Hopefully avoid flushing the full GPU contex would improve openGL
performance (at least avoid some hiccups ;) )

Note: newer GSdx ogl won't be compatible with older PCSX2
2014-03-25 16:36:29 +01:00
Gregory Hainaut
f78c39cc98 pcsx2: call GSReadFIFO from GS thread (was EE) 2014-03-25 16:36:29 +01:00
Gregory Hainaut
39a9b7b721 local: refresh all language
* Mark "enable widescreen hack" as fuzzy in most translation
* update zh_TW/es_ES
2014-03-25 16:36:29 +01:00
Gregory Hainaut
9d2b6cb589 locale: remove garbage files 2014-03-25 16:36:28 +01:00
David Quintana
87c42c8c5d Merge pull request #7 from Kingcom/master
Fix VS2010 build
2014-03-25 16:18:52 +01:00
Kingcom
e31afb5885 Fix VS2010 build 2014-03-25 16:15:21 +01:00
David Quintana
2fbac107ca Merge pull request #5 from Kingcom/master
More debugger enhancements and fixes
2014-03-25 14:42:59 +01:00
David Quintana
a1239ee6a8 Update README.md 2014-03-25 14:19:30 +01:00
David Quintana
15ac8d9ffc Update README.md 2014-03-25 14:17:48 +01:00
David Quintana
f57be52061 Update README.md 2014-03-25 14:17:18 +01:00
David Quintana
f68918c5a9 Update README.md 2014-03-25 14:07:43 +01:00
David Quintana
1b481f1946 Update README.md 2014-03-25 14:02:45 +01:00
David Quintana
127c1ef8bf Create README.md 2014-03-25 13:53:36 +01:00
gigaherz
189c8701d7 Git ignore. 2014-03-25 13:31:56 +01:00
gigaherz
f7c1b6e060 Git-based versioning. 2014-03-25 13:31:36 +01:00
Kingcom
c25020765c Display memory view page when setting its position 2014-03-23 13:30:11 +01:00
Kingcom
10c3928eef Focus disassembly when a breakpoint triggered 2014-03-23 13:30:11 +01:00
Kingcom
100fe404a5 Load symbols from file 2014-03-23 13:30:10 +01:00
Kingcom
0ade0a44b5 Detect and skip padding nops at the end of functions 2014-03-23 13:30:10 +01:00
Kingcom
7a20d94536 Fix breakpoint window on Linux 2014-03-23 13:30:10 +01:00
Kingcom
4e2e178417 Add list to show, edit and delete breakpoints 2014-03-23 13:30:10 +01:00
Kingcom
aad9ea0e05 Memory breakpoints 2014-03-23 13:27:50 +01:00
Kingcom
074da1fedf Use CPU cycles to determine if we should skip a breakpoint after resuming 2014-03-23 13:27:50 +01:00
Kingcom
c8a760832b Change register value 2014-03-23 13:27:50 +01:00
Kingcom
b69dcb51a0 Always enable debugger in devbuilds, but keep function scanning restricted to the enable state 2014-03-23 13:27:50 +01:00
Kingcom
e55229db40 A hackish attempt at step into 2014-03-23 13:27:49 +01:00
Kingcom
d8abd04a8e Only capture F10, not all system keys 2014-03-23 13:27:49 +01:00
Kingcom
5935572458 Better valid ranges 2014-03-23 13:27:49 +01:00
Kingcom
807521f91b Add debugger config to ini, and put it to use 2014-03-23 13:27:49 +01:00
Kingcom
8ee14a8039 Address mask for breakpoints, always clear whole instruction cache (until there's a better solution) 2014-03-23 13:27:49 +01:00
Kingcom
8cd45189c3 Step over ERET 2014-03-23 13:27:48 +01:00
Kingcom
fbb0a77ce3 Allow re-opening the debugger after closing it 2014-03-23 13:27:48 +01:00
Kingcom
854574af66 Enable debugger in release builds. Let's see if it negatively affects anythi 2014-03-23 13:27:48 +01:00
Kingcom
1f7d6461c5 Help button/window in debugger (Windows only) 2014-03-23 13:27:48 +01:00
gregory.hainaut
30d5135fdd gsdx-ogl: sigh.. this one was hidden :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5932 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-23 08:25:54 +00:00
gregory.hainaut
192c5d2c4a gsdx-ogl: one more
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5931 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-22 22:00:46 +00:00
gregory.hainaut
6c87673e57 gsdx-ogl: forget a pointer
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5930 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-22 21:14:57 +00:00
gregory.hainaut
ba46b25e2f GSdx-ogl: GL4.1 program shader is optional
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5929 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-22 09:08:37 +00:00
gregory.hainaut
d044147698 linux: fix compilation issue with recent Mesa (gentoo)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5928 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-13 17:37:40 +00:00
ramapcsx2.code
689405732c VS2012 project file changes. Took a bit of trickery since I don't have 2012 installed but I hope it works.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5927 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-07 00:04:03 +00:00
ramapcsx2.code
bae54f312d VS2010 project file changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5926 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-06 23:44:56 +00:00
ramapcsx2.code
8fbe363f3c Gte.cpp fix for VS2013.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5925 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-06 23:34:23 +00:00
gregory.hainaut
141c5e60c5 mirror, mirror
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5924 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-06 23:32:56 +00:00
gregory.hainaut
9d41fe251b linux fix:
rename Gte.c into Gte.cpp need to be done on windows too
rename a duplicated function. Until we get a nice name for it.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5923 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-06 23:30:11 +00:00
ramapcsx2.code
6ccebbf7a8 These files go with last commit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5922 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-06 23:16:50 +00:00
ramapcsx2.code
ef27358a82 Initial work on getting further with PSX mode. Because the PSX rules!
All work done by Refraction, I'm just the commit guy for this.

Note: Missing Visual Studio 2012 / 2010 project files and Linux makefile additions.
Note2: PSX games don't work yet :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5921 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-06 23:00:09 +00:00
refraction@gmail.com
fb13a502d2 Don't know how/why these changed in the DMA commit, but reverting to what it should be.
(seriously, i don't remember changing this!)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5920 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-03-05 10:11:28 +00:00
refraction
e6b363ef54 Path3 Masking: Lower the Intermediate mode threshold for smaller packets, fixes some small texture glitches on Path3 masking games such as Wallace & Gromit
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5919 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-28 21:38:04 +00:00
ramapcsx2.code
8fd3fd7259 These logs never helped solve issues and they tend to spam in some games. Removing them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5918 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-28 01:36:44 +00:00
refraction
3f2f799248 DMA: Fix for FFXII in r5915. Apparently it tries to use an invalid DMA mode, so we shall assume they meant "chain" mode.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5917 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-27 22:22:28 +00:00
gigaherz@gmail.com
b460019846 [15:33] (Kingcom): it seems inline breaks gcc, as it can't extern a function declared with inline
[15:34] (Kingcom): other functions in other units use it, and get linker errors like this

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5916 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-27 14:41:44 +00:00
refraction
35b5e6a923 GIF:
-Implemented GIF_MODE Masking fixed the All Star Pro Wrestling series slowness/hanging.

DMA: 
-Standardize the IPU and SIF dma's to use the standard chain handling in hw.c, fixed up some DMA resuming stuff in the forementioned units, VIF, GIF and SPR.

-Added some warnings for DMA stall control which isn't implemented, hopefully somebody will find a game that does it so we can add/test it :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5915 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-26 22:34:02 +00:00
gregory.hainaut
e24f3585d4 pcsx2: fix window compilation + a couple of extra ;)
* Fix some issue with the new debugger on linux
* Enable the previous tlb miss fix on the interpreter
* disable the building of po by default. It pollute too much my env.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5914 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-23 16:00:55 +00:00
gregory.hainaut
220f55d760 linux compilation fix:
* use c++11 for pcsx2
* rename __rdtsc so I won't conflict with gnu version
* add a bunch of .data() method to get string data



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5913 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-23 09:57:01 +00:00
ramapcsx2.code
c374343ae9 GSdx:
Crashfix for a weird GIF_FLG_IMAGE2 situation in Wallace and Gromit Project Zoo. Needs further investigation.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5912 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 20:04:32 +00:00
gregory.hainaut
ca3035fe07 pcsx2: on going work to better support tlb miss
Currenty code isn't activated because it will crash any game that do a tlb miss (with the recompiler)

However if you activate the code with the interpreter, the exception will be fired and new tlb setting
will be loaded => got nice picture with "Bouken Jidai Katsugeki"



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5911 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 16:23:31 +00:00
gregory.hainaut
5af621056a gsdx ogl: new option for free driver
reduce_gl_requirement_for_free_driver => set it to 1 to only required a 3.0 context (you still required the good extensions)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5910 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 16:12:42 +00:00
ramapcsx2.code
44d43495a7 Kingcom fixed a small annoyance where the savestate hotkeys would defocus the GS window, causing them to not work after one use.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5909 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 14:54:37 +00:00
ramapcsx2.code
8a92ad1434 Added insane EE cycle rate multipliers because they get requested so much.
Requires editing the pcsx2_vm.ini directly. Set EECycleRate = whatever (between 3 and 99). 

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5908 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-22 14:04:41 +00:00
gigaherz
182d51eb34 Really, svn? those files clearly were in the patch I gave you, you created them on disk, how did you forget to add them to the commit?!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5907 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-21 14:43:13 +00:00
gigaherz
22dc1e7f86 Missed these files while juggling with git<->svn
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5906 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-21 14:38:10 +00:00
gigaherz
babd8868d9 Initial debugger work by Kingcom. Features:
- Advanced disassembly view for R5900 and R3000
  - Register list with change highlight
  - Editable memory view
  - Conditional execute breakpoints (r5900 only)
  - Step over
  - Scan for functions (incomplete), show macros
  - Enable C++11 for debug tools.
  - Expression parser
  - Disasm updates for thread safety
Squashed from: https://github.com/PCSX2/pcsx2/pull/1
Thanks to Kingcom for coding it all and mziab for Linux patches


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5905 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-21 14:29:13 +00:00
refraction
038d3bea87 If you're gonna do a revert, you might as well do it properly :P If you don't want it doing properly, give it to me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5904 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-16 16:21:08 +00:00
refraction
f3399ead26 Vsync: Put it back to half slices, there seems to be games which don't like the vsync timing more accurate either way. Until i can work out why we will go back to the old half n half timing which all known games seem happy with.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5903 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-16 16:07:14 +00:00
gigaherz
888f0a27da Remove vs2008 project files, since they have become outdated, and complicated to maintain.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5902 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-15 18:24:06 +00:00
refraction
c979181bd7 Counters/Vsync: Adjusted VSync according to an older test we had. Fixes Legendz Gekitou! Saga Battle. Also adjusted the number of scanlines depending on if the game is using interlacing or not.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5900 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-13 22:16:21 +00:00
ramapcsx2.code
916537b0f8 These might be needed, dunno.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5899 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-12 12:52:03 +00:00
ramapcsx2.code
65152066ca Just a bit of GSdx debugging.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5898 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-11 21:47:43 +00:00
Asmodean.pcsx2
0651e45460 GSdx: Just some cleaning.
Reformatted fx files that were causing issues on certain text editors. They should now display correctly in those editors.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5897 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-11 04:27:32 +00:00
Asmodean.pcsx2
7d96af950e GSdx: A few small post-processing changes, to accommodate future updates.
Also removed the fallback recovery ps, and replaced the compile fail catch to a simple console print. Which I think is safer, and faster.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5894 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-09 01:01:41 +00:00
refraction
82d5194a4f SPU2-X: Just fixing up a small error i came across while looking into something else. Nothing to see here.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5893 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 17:52:33 +00:00
refraction
9d479ab64b GameGB: Syphon Filter - Omega Strain Europe patch for Flashlight. Removed an incorrect/pointless patch on the US version.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5892 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 12:38:08 +00:00
gregory.hainaut
1922598f0f the "don't let users shoot themself in the foot" commit
UserHacks_AlphaStencil will take precedence on override_GL_ARB_shader_image_load_store


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5891 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 11:22:51 +00:00
gregory.hainaut
3d7b86660a gsdx ogl: Enable by default advance DATE effect on nvidia (GL4 GPU)
Note: DATE is used for shadows (persona 3) and others effect

You can disable it when you disable gl image extension (override_GL_ARB_shader_image_load_store = 0)
You can also enable it on AMD too (set it to 1 this time) but no guarantee.

If you feel the extension is too slow, you can try disable some gl barrier (aka "damn the torpedo full steam ahead!").
It can be done with the option UserHacks_DateGL4 = 1. Otherwise just disable the extension.

Note: don't enable UserHacks_AlphaStencil in the same time. GL_ARB_shader_image_load_store is an alternative implementation.
Enabling both in the same time will lead to undefined (well surely wrong) behavior.




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5890 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 11:05:26 +00:00
refraction
907964a7d1 Langs: Change the Arabic name properly, update relevant files (thanks for the heads up Gregory :) )
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5889 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-07 20:34:36 +00:00
gregory.hainaut
384c0c12ea gsdx ogl:
* properly detect gl nv depth extension
* Always show the hack on the gui. Add a new hack option for DATE (gl4.2) only
* Save the scan mode on linux too (f7)
* hopefully fix some crash on some drivers... (ensure aligment 256 bits alignment, and if not use std memcpy)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5888 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-07 19:53:01 +00:00
ramapcsx2.code
749568f290 It might be a good idea to notify the emulator that the disc changed on a disc swap.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5886 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-07 10:02:53 +00:00
refraction
0403bd8c3c rename Arabic folder, one user suggested it fixed some problem causing PCSX2 to boot. Makes it more uniform so it can't hurt i guess.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5885 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-06 21:57:36 +00:00
refraction
eafadaf15a GSDX: Fix up the GUI that displays during the First Run Wizard
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5884 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-05 22:42:02 +00:00
Asmodean.pcsx2
ea06e2e403 GSdx: Dialog label fix.
Extra rendering threads label text was getting cut off early.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5882 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-05 00:23:02 +00:00
Asmodean.pcsx2
11a15ca58a GSdx: Just tidying up a few last things, to wrap up the AF changes.
Also disabled the gsdx AF options for the OGL renderer (because it's not implemented for that yet). 

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5881 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-04 21:42:43 +00:00
avihal@gmail.com
93cb647091 Games db: normalize (4 missing games name, few places where compat appeared after the hacks section, removed 2 almost duplicate entries (-T at the serial).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5880 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-04 01:43:50 +00:00
Asmodean.pcsx2
42b879e6b8 GSdx: Anisotropic Filtering.
Fixes a small oversight on my part. Which was setting the maximum anisotropy to (0,1,2,3,4) respectively, instead of (1,2,4,8,16). So when you selected x16 for example, you were actually only getting x4 >.>

Corrected now, and you will be getting the full x16 when selected :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5879 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-03 20:06:00 +00:00
Asmodean.pcsx2
b8f8459275 GSdx: Anisotropic Filtering.
Adds anisotropic texture filtering (1x-16x) to the hardware settings. Enhances the visual quality of textures that are at oblique viewing angles.

Anisotropic filtering is automatically disabled if: 8-bit textures are enabled.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5878 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-03 16:58:11 +00:00
refraction
3bc5779f68 GSDX: Just correcting some typo's
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5875 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 22:46:06 +00:00
Asmodean.pcsx2
644f0e61ba GSdx: Store the user selected F7 shader to the ini, as TVShader.
As before: use the hotkey(f7) to switch between them. It will now save the chosen scanline effect, instead of always defaulting to disabled, on load.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5874 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 20:40:28 +00:00
refraction
5a8f01edf4 VIF MFIFO: Missed the MFIFO when i did my VIF change in r5843 which would have stopped some games working.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5873 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 20:19:54 +00:00
Asmodean.pcsx2
02afca3bb6 GSdx: Just some small post processing cleanup changes, should lower the FXAA compiling time on pause/resumes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5872 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 17:50:32 +00:00
ramapcsx2.code
1fb3d7dd17 Regular version numbering for SVN again. We're at 1.3 now :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5870 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 13:56:09 +00:00
ramapcsx2.code
5d51fa357f And the .docs
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5867 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 12:34:38 +00:00
ramapcsx2.code
cf9a8f42df Release version numbers.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5866 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 12:30:08 +00:00
ramapcsx2.code
2080db255a New pdfs for 1.2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5865 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 12:27:53 +00:00
gregory.hainaut
6cf75e086b gsdx ogl: Only enable advance DATE when user request it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5864 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 18:46:18 +00:00
gregory.hainaut
061f357618 i18n: refresh all translations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5863 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 17:20:44 +00:00
gregory.hainaut
c0558c00e7 gsdx ogl:
* gui refresh
  + Use some tab to reduce heigth for small screen
  + Add logz option
  + remove broken/experimental keyword. GSdx ogl is not too bad ;)
* autodetect GL_NV_depth_buffer_float

Linux tester you are welcome!



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5862 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 11:11:14 +00:00
gregory.hainaut
6f3326a9a4 gsdx ogl: Fog hide this typo :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5861 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-01 10:14:01 +00:00
gregory.hainaut
84895eadd9 gsdx ogl: correct most of Z-depth issue
Best setting if you driver support GL_NV_depth_buffer_float => GL_NV_Depth = 1 & logz = 0
Otherwise => GL_NV_Depth = 0 & logz = 1

Explanation of the bug:
Dx z position ranges from 0.0f to 1.0f (FS ranges 0.0f to 1.0f)
GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)

Why it sucks:
GS small depth value will be "mapped" to -1.0f. In others all small values will be 1.0f! Terrible lost
of accuraccy.

The GL_NV_depth_buffer_float extension allow to set the near plane as -1.0f.
So
"GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)"
will become
"GL z Position ranges from -1.0f to 1.0f (FS ranges -1.0f to 1.0f)"
and therefore
"z posision [0.0f;1.0f] will map to FS [0.0f;1.0f]" as DX

Yes we just get back all precision lost previously :)
However you need hardware (intel?) and driver support (free driver?/gles?) :(





git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5860 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-31 21:30:54 +00:00
ramapcsx2.code
e27d04ff08 Fix for intention change in last commit, was an oversight :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5859 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-31 12:00:50 +00:00
ramapcsx2.code
c03a1c9bd0 Small round of patches for various issues, #3.
Fixed a bad string in the German translation, added GSdx-avx2 to the installer, silenced a debug print and shortened the app name in release builds.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5858 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-31 11:53:00 +00:00
gregory.hainaut
1c5cec4647 i18n: refresh all languages with previous fix incorporated
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5857 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-30 19:27:58 +00:00
gregory.hainaut
c707bf8572 i18n:
* add a PERL script to ensure translation quality (ie check c-string format)
* Fix c-format error as best as can! It will hopefully fix various potential crash


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5856 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-30 19:26:09 +00:00
refraction
4ac5f70f08 Updated Widescreen hacks. Removed hacks where different regions (PAL/NTSC) share CRC as this will cause problems. KH2 PAL fixed thanks to devina40 :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5854 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-27 23:39:47 +00:00
refraction
1aedab7910 Installer: Removed SDL.dll as it is no longer required by any plugins.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5853 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-27 19:40:21 +00:00
refraction
1d680c9d82 Silencing assert for the moment as it seems to work regardless. (assert triggered since r5851)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5852 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-27 19:30:29 +00:00
gregory.hainaut
61da62bf27 pcsx2: Create GetProgramDataDir (for cheats_ws and game db)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5851 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-27 18:59:52 +00:00
gregory.hainaut
48356e31b8 linux:
* use same path as game index db for cheats and cheats_ws
* install the new cheat zip file on cmake and debian installer 


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5850 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 18:00:14 +00:00
avihal@gmail.com
afa2336254 Installer: use cheats_ws.zip instead of dbf
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5841 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 02:34:58 +00:00
refraction
5b14ca0fb9 GSDX: Clear up all compiler warnings. No changes to emulation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5840 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 00:58:21 +00:00
refraction
d4211394a5 Another small thing picked up by VS Analyzer. Again probably no actual change in emulation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5839 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 00:21:51 +00:00
refraction
8e6e0f4c66 Just a couple of small fixes picked up by the compiler, no change to emulation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5838 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 23:36:40 +00:00
avihal@gmail.com
5187f8bfe1 ws_cheats folder goes back to documents (following r5640, r5824 and r5826). This way the installer only installs the cheats_ws,zip file at the installation dir, while users could put their own ws cheat files at cheats_ws folder under documents. Portable mode is unaffected.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5837 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 21:31:42 +00:00
avihal@gmail.com
980229ce5b Widescreen hacks db: change from dbf to normal zip (also replaced the dbf with a zip of current ws hacks).
Logic stays the same as before: If no ws hack is loaded from the normal cheats_ws folder, they try finding ws hacks at the zip.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5836 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 21:13:52 +00:00
ramapcsx2.code
d89d02a59f Refinement of the last patch.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5835 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:53:12 +00:00
ramapcsx2.code
2ba52ebf3e GSdx:
This fixes the crashes on F9 for me. We don't want to call GSgetTitleInfo2() when GSOpen() isn't finished yet.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5834 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:36:45 +00:00
sudonim1@gmail.com
7fce5709d4 GSDX: Forgot to remove a bit of cruft in the last rev.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5833 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:17:00 +00:00
sudonim1@gmail.com
d6457e9983 GSDX: Fixed the allocation checks in the previous couple of revs.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5832 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 19:14:28 +00:00
ramapcsx2.code
ab1f4f99af Small round of patches for various issues, #2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5831 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 15:53:31 +00:00
ramapcsx2.code
b99aa05cbf Small round of patches for various issues.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5830 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-25 14:25:48 +00:00
refraction
18b345fab9 Installer: Update to include new cheats_ws.dbf file
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5829 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 23:01:46 +00:00
avihal@gmail.com
d9026a10a7 Wide screen hacks db: fix boot to bios (was trying to load all patches, now only the patches for CRC 00000000)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5828 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 21:33:09 +00:00
avihal@gmail.com
d11382a20c Support single widescreen dbf file. Also includes a batch file to create a cheats_ws.dbf file from individual pnach files, and also includes the cheats_ws.dbf file which was generated from the current individual ws cheat pnach files.
Still needs: 1. remove all single ws pnach files from the repository. 2. Update the installer/uninstaller accordingly.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5827 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 21:13:25 +00:00
gregory.hainaut
4ae6b0cb83 redo commit r5824 with the eye open this time...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5826 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 18:12:11 +00:00
gregory.hainaut
2f7d642113 i18n: update sv_SE/tr_TR/ko_KR + refresh others
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5825 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 17:46:01 +00:00
gregory.hainaut
6214fd0456 pcsx2: Used correct path for cheats/cheats_ws (thanks avih)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5824 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 17:41:23 +00:00
ramapcsx2.code
72f7b70f7b SPU2-X:
WinXP should be exempted from Portaudio as the default for now. 
It has a large latency with DirectSound compared to direct use and XA2 isn't available at all.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5823 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 17:03:50 +00:00
gigaherz
01daa0b6fd Change the vs2012 project files to use the v110_xp platform toolset, and the vs2013 project files to use the v120_xp platform toolset, so that the resulting executables can be run in Windows XP/2003.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5822 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-24 15:30:34 +00:00
ramapcsx2.code
992a453a68 SPU2-X:
The preferred audio output module is PortAudio, so making it the default under Windows now (it is already on Linux).
It will use wasapi mode with the default sound device by default, both are configurable though.
This setup gives us better latency and a higher time stretch polling frequency, resulting in better quality overall.
With this we can also lower the main latency default from 150ms to now 100ms.
There is no error checking for the wasapi mode selection yet, as I don't know how this should be done. 
Help would be appreciated (gigaherz!) :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5821 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-23 15:19:43 +00:00
refraction
442fc846eb GameDB: Added some missing games. Thanks for GeoMan and shinra358 on the forums :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5820 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-21 21:08:25 +00:00
ramapcsx2.code
55eea6317b GSdx:
HTB123 on our forums came up with a hack that removes the broken main character shadow in hardware rendering
in SMT Nocturne.
This should work for all GSdx recognized versions / regions of the game (tested EU and NTSC-U).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5819 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-21 15:27:05 +00:00
gregory.hainaut
c2aa4ff3fd gsdx ogl:
* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-18 14:46:13 +00:00
ramapcsx2.code
f8264bce2c GSdx:
Last patch regarding FXAA and external shader loading, I hope :)
Changes are here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=343285#pid343285
I've included bin\shader.fx and the settings file bin\GSdx_FX_Settings.ini.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5817 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-17 10:17:24 +00:00
refraction
8900a72115 GameDB: Kessen 2 patch for EU version SLES 50578
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5816 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-14 23:12:50 +00:00
refraction
c4d88a24ed GameDB: COP2 patch for Kessen 2 US version - Fixes Graphics. Will patch the EU version when i can get a dev build run on it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5815 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 23:47:01 +00:00
ramapcsx2.code
4015db8403 GSdx: Newest scanlines shader looks much nicer this way :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5814 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 18:23:53 +00:00
ramapcsx2.code
bdf5e650a6 GSdx: Quick workaround for DX9 until the shader is adapted.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5813 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-13 17:48:43 +00:00
ramapcsx2.code
1155dd6e21 GSdx:
Add another scanline algorithm, made by pseudonym. This one is pretty fancy, using a cosinus function for generating the dark lines.
It only works on unscaled output, so use software rendering or native resolution for hardware.
It's an effect that works best on 240p converted games (like the SNES titles in Mega Man Collection).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5812 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 19:47:49 +00:00
gregory.hainaut
23ae6f0641 the regular copy/past mistake
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5811 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 12:35:15 +00:00
gregory.hainaut
2238095a82 gsdx ogl: do the same as previous commit but for ogl ;)
* fix the missing auto interlace opt when cycling with hotkey on linux


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5810 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 11:38:50 +00:00
ramapcsx2.code
2ac3c47c42 GSdx:
Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 23:17:07 +00:00
gregory.hainaut
f5257b2c3c gsdx ogl: don't rely on GL_ES builtin (3 differents implementations...). Hopefully fix Linux Intel GPU.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5808 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 15:01:13 +00:00
gregory.hainaut
b5cad8bd6a gsdx ogl linux: use OGL renderer by default otherwise it fallback to unsupported GSDeviceNull which badly crash
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5807 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-10 21:04:04 +00:00
gregory.hainaut
5309dd0e59 zzogl: fix wrong type access
cmake: don't strip by default the binary in release mode
gsdx: disable the regeneration of ogl shader


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5806 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-10 20:25:03 +00:00
refraction
cf8912eb2c Dev9ghzdrk: Take the first 3 bytes of the host MAC for the virtual one, should make it unique for people using xlink or multiple people playing the same game.
Hopefully this works anyway ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5805 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 22:39:23 +00:00
sudonim1@gmail.com
53c76b3780 GSDX: Nonsense workaround for VS2010 crash issue. We suspect that memory is getting corrupted but we've failed to find the code responsible. Many different changes result in code that doesn't crash for no obvious reason, this one at least looks vaguely like sane code though.
Reverted optimisation flag for VS2010 release target.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5804 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 21:51:42 +00:00
sudonim1@gmail.com
a1f50d4306 GSDX: (FXAA) Treat shader model 4.1 as 4.0 and future shader models as 5 rather than failing to compile.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5803 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 18:32:26 +00:00
refraction
515e268bf5 GSDX: As the Optimization option in VS2010 causes GSDX to crash now, i've disabled it. Whole program optimization is still on and the release will use both (compiled with vs2013). So the SVN can like it or lump it ;p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5802 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 00:31:46 +00:00
refraction
5aa0a9a94d GSDX: Modified the FXAA shader loading so Page Up works again. Now loads the shader just in time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5801 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-07 23:53:30 +00:00
gregory.hainaut
b13c00f42d i18n:
* update korean translation
* generate german binary mo file

Translation status:
locales/ar/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/cs_CZ/pcsx2_Main.po -   564/  2/565   ( 99%)  -1
locales/fi_FI/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/hu_HU/pcsx2_Main.po -   525/  8/565   ( 92%)  -40
locales/id_ID/pcsx2_Iconized.po -    49/ 48/74    ( 66%)  -25
locales/id_ID/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/ja_JP/pcsx2_Main.po -   563/  4/565   ( 99%)  -2
locales/ms_MY/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/nb_NO/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/pl_PL/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/ru_RU/pcsx2_Main.po -   557/  8/565   ( 98%)  -8
locales/th_TH/pcsx2_Iconized.po -    72/  3/74    ( 97%)  -2
locales/th_TH/pcsx2_Main.po -   563/  2/565   ( 99%)  -2
locales/tr_TR/pcsx2_Main.po -   564/  2/565   ( 99%)  -1
locales/zh_CN/pcsx2_Main.po -   564/  2/565   ( 99%)  -1
locales/zh_TW/pcsx2_Main.po -   563/  2/565   ( 99%)  -2



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5800 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-07 07:39:00 +00:00
refraction
5e22971db0 GSDX: New shader is quite slow to compile, so lets not compile it unless the user is using it :)
-switching between sw/hw modes, resuming emulation speed back to normal.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5799 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 22:51:45 +00:00
ramapcsx2.code
a1e387e23e GSdx: Fix for the DX9 crashing issue, many thanks to Asmodean again! :)
(Also sets new defaults with only minor processing, mainly FXAA now)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5798 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 18:03:47 +00:00
ramapcsx2.code
67ebf98d6e Update German translation
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5797 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 08:07:55 +00:00
refraction
76583f5fe5 GSDX: Fix/Hack for NVIDIA stretch issue on drivers > 320.18 with DirectX 11 when using a custom resolution. You can enable it in the HW Hacks section, let me know if there is a game it doesn't fix.
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 23:31:26 +00:00
refraction
7b4f431782 Whoops, made a mistake there :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5795 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 21:59:58 +00:00
refraction
3fbd01af6b Installer: VS 2013 Redist detects if it's properly now under 64bit systems. Also fixed some problems causing the web installer not to compile correctly.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5794 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 21:23:46 +00:00
ramapcsx2.code
20ffe92ee8 GSdx:
- FXAA shader replaced by Asmodeans shader suite 'PCSX2 Fx 2.00 Revised'.
This is an entire enhancement suite with many configurable options like FXAA, texture sharpening
or lighting tweaks. Some of the effects are pretty advanced so kudos to him allowing it to be integrated with GSdx! :)
Note that there's no interface for the tweaks yet. Until those are done, the defaults will be used.
Release thread here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=334766#pid334766

- Disabled an option from the widescreen patches for SH:Shattered Memories.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5793 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 11:24:43 +00:00
gregory.hainaut
9d34c34e6c i18n: new language croatian
+ fix a french string (thanks pgert for the info)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5792 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-04 17:38:12 +00:00
gregory.hainaut
349b91ef1b i18n:
* update fr_FR/it_IT/es_ES/pt_BR
* refresh others for free ;)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5791 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-31 17:13:36 +00:00
ramapcsx2.code
27a93ffb6d Installer: More fixes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5790 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-31 10:59:17 +00:00
gigaherz
cda2a2011d Whoops, I also changed these.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5789 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 21:49:07 +00:00
gigaherz
e4db01c939 The zlib project is not using mfc, and vs2013 didn't like that it was MFC and non-unicode, so I removed the MFC flag (from all the projects).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5788 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 21:48:20 +00:00
refraction
b4886cc00e Install Script: additional changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5787 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 17:50:07 +00:00
refraction
e6138a2149 Install Script: Add Widescreen patches to installer
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5786 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 17:49:19 +00:00
gregory.hainaut
33832b4479 gsdx ogl: Intel driver keep the GL_ES macro undefined...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5785 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 14:48:26 +00:00
gregory.hainaut
bdea4837c7 ... forget to refresh my patch ...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5784 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 10:15:01 +00:00
gregory.hainaut
4d3de6e911 gsdx linux:
* allow to control the gl dectection from the gui (+1 for the user-friendliness ;) )
* disable geometry shader by default on Intel driver


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5783 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 09:30:10 +00:00
ramapcsx2.code
86a5933f91 Left this in by accident.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5782 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-30 09:12:18 +00:00
refraction
e8f31a3e3e SIO: KrossX new changes for Memcards, seems ok on a test of random 10-15 random games, please report if any errors appear!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5781 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 21:57:17 +00:00
ramapcsx2.code
bcb8a0e991 Last patch also had a weird encoding, confusing the googlecode diff display at least.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5780 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 09:32:06 +00:00
ramapcsx2.code
d42de0ade2 This patch came out weird.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5779 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 09:26:32 +00:00
ramapcsx2.code
958b814251 Latest stable wide screen patches.
Many thanks to devina40 and all the community for creating and collecting them!
A lot of work went into these.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5778 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-29 09:04:12 +00:00
ramapcsx2.code
f4370077f0 GSdx:
Added a check box and config code for the fxaa shader. 
It's not currently hooked up since the shader setup might get replaced in a day or two.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5777 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 21:36:29 +00:00
ramapcsx2.code
be185275c9 Minor additions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5776 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 21:24:25 +00:00
ramapcsx2.code
d6bb242042 Just revert the last commit until the bug is fixed. Prevents people from messing up their memory cards.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5775 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 10:41:57 +00:00
refraction
6cd7c74d51 SIO: Latest changes from KrossX which solves problems with Metal Gear Solid 3 and Shining Force EXA.
You might need to make a  new memory card for those games if you had a problem.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5774 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-27 22:40:40 +00:00
gregory.hainaut
462c40cf4b fix zzogl-cg too
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5773 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-23 14:25:51 +00:00
gregory.hainaut
ea804a309f zzogl: fix compilation issue with mesa10
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5772 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-23 13:35:48 +00:00
refraction
a87bd017c6 COP2/GameDB: COP2 patch for Syphon Filter - Omega Strain USA
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5771 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-22 20:25:25 +00:00
ramapcsx2.code
5a53b682f0 GSdx:
Added a simple scanlines filter (2nd one activated by F7). No tweaking done yet. 
It shows how to get scanlines that aren't affected by input resolution or scaling.
A good next step would be determining the exact number of dark lines to show :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5770 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-22 15:36:47 +00:00
gregory.hainaut
c8068e0514 i18n: unfuzzy one string (only a case update on the English string)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5769 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-16 19:32:52 +00:00
gregory.hainaut
eea231b4ea i18n:
* refresh all strings with latest update
* Update it_IT and sv_SE


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5768 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-15 12:25:59 +00:00
refraction@gmail.com
efa12b4012 Region now know n for Crash Bandicoot CRC added in r5762
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5767 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-13 22:10:16 +00:00
refraction
9e1717fee5 Gif/Path3 Masking: Fixed a bug introduced in r5759 stopping SSX On Tour from loading.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5766 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-05 23:17:58 +00:00
gigaherz
9d284d1b0c Missed this file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5765 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-27 16:59:59 +00:00
gigaherz
4173080028 Because vs2012==vs11 and vs2013==vs12, which is extremely confusing, I renamed the project files to use the full year as the name.
Also fixed some project references to the right filenames.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5764 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-27 16:53:36 +00:00
gigaherz
74378ce378 Created vs2013 files based on the vs2012 code, and fixed a small incompatibility between vs2013 and pthreads.
Removed some missing headers from the vs2010 and vs2012 project files that were causing vs to always claim the projects were out of date.
Also removed some other entries for c/cpp files that were disabled but also missing (I did not search exhaustively).


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5763 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-27 16:44:32 +00:00
refraction@gmail.com
64dd73e9a0 Added another version of Crash Bandicoot Wrath of Cortex to the CRC hack list. Not sure what region it is, possibly japan.
(Did this through the google code file editing so if it's broken i apologise :P )

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5762 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-25 15:41:27 +00:00
gregory.hainaut
0a9e9f9834 cmake: fix sdl switch typo (close #1448)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5761 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-12 18:56:15 +00:00
refraction
8eb50263cf Always the same isn't it? you always see a blinding cock up you made after you commit it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5760 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-05 14:41:57 +00:00
refraction
45d790b854 Path3 Masking: Fixed up some issues causing Gunfighter 2 not to work. Closes Issue 1445
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5759 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-05 14:40:25 +00:00
sudonim1@gmail.com
54fa8719a3 EE: Whoops! Fairly major oversight in the COP2 flag delay logging code causing false positives.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5758 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-03 19:59:34 +00:00
sudonim1@gmail.com
3e4153597b GameDB: Patch for Run Like Hell (US), same as EUR.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5757 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-02 22:38:51 +00:00
gregory.hainaut
5df7af9bc5 cmake:
* new option SDL2_API
* drop GLSL_SHADER_DIR. Useless, shaders are embedded in .h file
* use some hardening flags (for the moment only basic one)
onepad:
* port the code to SDL2 (Note only SDL1 is supported for the moment)
* improve detection of button vs axis (long-standing issue)
* avoid potential overflow on mouse mouvement detection


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5756 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-11-01 21:05:59 +00:00
refraction
2712bac5ee GameDB: Patch for Forbidden Siren 2 Europe
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5755 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-29 23:41:20 +00:00
refraction@gmail.com
421d917f28 VS2012: Force it not to use SSE optimizations to avoid FPU using SSE instead of x87 - Consistancy and stability change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5754 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-27 23:19:55 +00:00
refraction@gmail.com
98cc030e44 GameDB: COP2 patch for SPS issues on Siren 2 (J) SCPS-15106.
Nice easy one to fix.  Will need logs from recent SVN ( r5743 or higher) dev builds, not SVN builds in order to fix other versions.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5753 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-27 15:10:35 +00:00
gregory.hainaut
e80b002929 gsdx ogl: Flush various pending work
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 20:54:27 +00:00
refraction@gmail.com
178563a4b6 VIF: Fix up handling of indeterminate data with different alignment. Not sure if this will affect anything, but test results now match the PS2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5751 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 16:21:45 +00:00
refraction@gmail.com
8e59b6bbf5 Left some logging in, nothing to see here.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5750 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 12:19:09 +00:00
refraction@gmail.com
09c01abd05 microVU: Fix for Conditional branches on E-Bit. One less bug on DT Racers with microVU.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5749 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 12:14:17 +00:00
sudonim1@gmail.com
c03a588c3c GameDB: COP2 patch for Ace Combat Zero - The Belkan War (NTSC-U)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5748 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-21 00:16:10 +00:00
sudonim1@gmail.com
1d5d9da25b GameDB: COP2 patch for Ace Combat - The Belkan War (PAL-E)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5747 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-20 19:22:01 +00:00
sudonim1@gmail.com
5eff8ef2c1 Database: COP2 patch for Ace Combat: Squadron Leader (PAL-E).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5746 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-19 16:53:40 +00:00
refraction@gmail.com
fc4be4f2cc VIF: Fix for Warship Gunner 2 Issue 1079 . On VU executes immediately followed by an unpack we will execute it immediately. I didn't look too deeply in to this but the game doesn't like the delays. Baldurs Gate still happy though.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5745 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-18 13:03:22 +00:00
sudonim1@gmail.com
136935c22f Database: COP2 patch for The Mark of Kri (NTSC-U). Not sure what defect it fixes, but this patch should be necessary.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5744 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-17 20:41:05 +00:00
sudonim1@gmail.com
97fa1a7454 EE: I'm forgetful, this was meant to be part of the log change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5743 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-17 20:11:48 +00:00
sudonim1@gmail.com
1c861617a1 EE: made the developer log for COP2 a bit more verbose and useful.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5742 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-17 20:09:52 +00:00
ramapcsx2.code
51c4e05bd0 GameDB updates from pgert.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5741 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-17 10:13:45 +00:00
refraction@gmail.com
433bf2a7f3 GameDB: COP2 Patch for European version of Ghost in a Shell for the door problem
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5740 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-16 22:59:49 +00:00
refraction@gmail.com
94e696afc3 GameDB: Ghost in the Shell USA version patch. After sudo added the new COP2 logging stuff, i pondered if this might be a culprit and it was. You can now "X" on the first level door and go through.
All "macflag" reads are patched to ensure there's no other issues. I might have a go at the EU one soon (unless somebody can get me a dev build log of it all the way up to the first gate)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5739 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-16 18:24:28 +00:00
sudonim1@gmail.com
e820b8711d Database: Patch for Run Like Hell (EUR), fixes "spasms" I'm told? I only saw the code, I guess if you have the game you know what was wrong with it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5738 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-15 20:12:09 +00:00
sudonim1@gmail.com
35da3319df Database: First patch for ace combat 5 (US). I have doubts about some other blocks, such as the code leading up the CFC2 at 1D0D98 and another at 1CF7C0 but this code clearly needs a patch.
Also 3 patches for ace combat 4 (US).  As I'm not aware of any physics problems I'm a bit confused about what this might fixed but the code is executed so it should fix something.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5737 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-14 01:11:02 +00:00
sudonim1@gmail.com
b256bb36ec We can reject sequences with 4 intervening cop2 operations because the one cycle stall when coissuing with a cop2 move brings it up to 5 cycles. Not sure about 4 cop2 moves, I think that's okay but I'm not confident.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5736 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-13 23:56:12 +00:00
sudonim1@gmail.com
6f763e8221 R5900: I forgot a bunch of stuff in the last commit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5735 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-13 20:59:36 +00:00
sudonim1@gmail.com
1ceac4e16d R5900: Developer log for possibly (but not necessarily, the asm has to be checked manually) incorrect recompilation of COP2 code. The patch is disgusting, please don't look.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5734 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-13 19:38:28 +00:00
sudonim1@gmail.com
48f284a49e Compilation fix for SPU2-X non-release targets on VS2010.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5733 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-12 20:45:02 +00:00
gregory.hainaut
4934e43287 gsdx ogl: in case of EGL_BAD_MATCH try to create the context with different option (hope to fix intel mesa)
cmake: add sdl as a dependency requirement of spu2x


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5732 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-05 10:37:48 +00:00
gregory.hainaut
00ea70d4d1 spu2x (linux): allow to use sdl as audio backend instead of portaudio (recommended for pulseaudio user). Close i1413
Thanks to Matt Scheirer for his patch



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5731 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-14 15:23:35 +00:00
ramapcsx2.code
a73e1b294a Silence a mVU bad opcode error log that would spam in Shadow Hearts 1 battles and likely in Dawn of Mana 2nd level, too.
Also renamed a widescreen string and added a compiler warning fix.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5730 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-12 19:34:01 +00:00
avihal@gmail.com
49d417b60e SPU2-X: Stretcher: Better behavior - can now maintain stable 1:1 with 30ms latency on my system if the game is light enough, and much better resilience to infinite underruns (e.g. when going from turbo to 60fps, or from turbo to 10fps, even with under 50ms latency): 1. Improved averaging on init (and after reset) 2. Added reset after few underruns. 3. automatically slightly increase target latency when pcsx2 runs slow. 4. un-staled dynamic tuning (still disabled by default, but now can be enabled and works reasonably well). 5. Lowered minimum latency from 50ms to 30ms.
Next commit will include some cleanups, and I'll probably also remove the dynamic-tunning and related support code (not a lot of code though, but.. it's currently unused). I'm also considering completely removing the old stretcher from the code, such that both dynamic-tunning and the old stretcher will only live in SVN history.

Meanwhile, you can test this patch and report back here if you notice a difference. BTW, on my system I use the portaudio output since IIRC it offers the lowest latency.

As before, to display stretcher messages at the console, enable underrun/overrun messages at the SPU2X debug UI (which is also available on normal builds).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5729 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-12 13:35:29 +00:00
gregory.hainaut
c2acd80236 spu2x: correct the modulo parameter of the Timestretcher. Use a size of 128 so the compiler can optimize the code a bit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5728 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-11 20:56:48 +00:00
gregory.hainaut
44d8301bb2 spu2x: array out of bond (-1)
Performance note, it might be faster to replace the MODULO with an AND. Not sure on the impact
for the new time stretcher algo.

GSdx: fixed use-after-free (linux)

PCSX2: 
* add a define to support address sanitizer (both rely on 0x20000000-0x3fffffff memory ranges..)
* sio_buffer out of bond (-1). Maybe we can move the flush in the 2 if previous branch. It would
avoid the extra test.
* wxGetEnv (linux) generates double free (maybe not thread safe). Cache the result so it doesn't crash 
anymore when switching renderer

Comment/Review/Improvement are welcome :)




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5727 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-10 11:41:11 +00:00
gregory.hainaut
fb684df32b pcsx2: fix 4 arrays out of bond
Gsdx: fix a memcpy src/dst overlap + a clang compilation fix



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5726 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-05 20:01:47 +00:00
gregory.hainaut
e01c6cd9ce gsdx ogl: the proof of concept commit
* GL_ARB_shader_subroutine for perf
fix for nvidia => add missing shader declaration. Nvidia got +4fps on colin3 :) 

For the moment only 2 PS parameters are supported. Code need to be extended to support others games that often
switch shader program (like xenosaga).
require GL4 class hardware and the option override_GL_ARB_shader_subroutine = 1
Note: strangely on AMD linux it is slower!

* GL_ARB_shader_image_load_store for accuraccy (Date)
Use a signed integer texture and reenable color buffer writing

Current status: Amagami_transparency.gs & P3_battle_shadows.gs are now working on Nvidia with a small perf impact.
Current implementation detail:
1/ setup the standard stencil as before
2/ on remaining pixel, draw once to compute first primitive that will write a fail alpha value.
3/ final draw based on primitive id of step 2

Note: I think we would get a bad behavior if depth test&mask are enabled on step 2/3
Note2: on my limited testcase the perf impact was on CPU. It would be possible to merge step1&2 to nullifying it (could 
even be faster actually), however it would require more GPU power.

Again require GL4 class hardware. And the option UserHacks_DateGL4 = 1



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5725 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-28 08:44:16 +00:00
gregory.hainaut
452cf72ddf onepad: fix a bug to handle multiple button (fix #1271)
zzogl: fix memory leak (fix #1431, #1432)
GSdx ogl: disable geometry shader on Nvidia/Windows (I will wait a 3rd implementation to find which one is correct)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5724 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-25 12:11:32 +00:00
ramapcsx2.code
3aa0f374d4 Just fixing this oversight. Thanks, gb2985.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5723 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-21 10:10:45 +00:00
refraction@gmail.com
cc13ac321d CDVD/BIOS/NVM: When creating a blank NVM file, write a dummy value to the ILink area. This is read by Age of Empires 2 and fails to load if it doesn't exist.
This should work with all BIOS versions, please make sure you delete your NVM first then run the emulator to generate it.  Of course if you have an NVM file from your PS2, you shouldn't need this :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5722 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-19 21:13:21 +00:00
gregory.hainaut
690432de30 gsdx ogl:
* redo most of the texture upload (PBO): colin3 benchmark: 32 fps now (vs 26 fps 2 weeks ago)
* use the cross vendor vsync extension on linux (previous wasn't supported by nvidia)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5721 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-17 09:05:41 +00:00
gregory.hainaut
07605941ef gsdx ogl:
* some preliminary work to test/benchmark bindless texture in the future (glsl was not yet updated)
Bindless texture allow to get a GPU texture pointer and then set it directly
to the shader as a basic uniform.
=> no more texture unit selection/validation
=> no more texture validation neither texture hash lookup

3rdparty: update gl header to the latest gl4.4


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5720 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-17 08:57:52 +00:00
avihal@gmail.com
e66f515605 Pleasing devina40 ;) ("WideScreen" -> "Widescreen" at the menu)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5719 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-16 02:57:28 +00:00
gregory.hainaut
b4084047be gsdx ogl: Used a basic flat interpolation for color interpolation (line & tri primitives)
Card that support gs:
remain only a gs to generate sprite from a line. Even dummy gs are costly for the GPU.

Card that don't support gs:
remove useless copy of color for line and triangle primitives

Note for dx: opengl 3.2 (maybe not gles) supports both flat interpolation
convention (GL_FIRST_VERTEX_CONVENTION or GL_LAST_VERTEX_CONVENTION).  It might
be possible to shuffle vertex index to put the last vertex in first position.

- buff[0] = head + 0;
- buff[1] = head + 1;
- buff[2] = head + 2;
+ buff[0] = head + 2;
+ buff[1] = head + 1;
+ buff[2] = head + 0;



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5718 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-14 10:18:38 +00:00
ramapcsx2.code
6673166cb5 Uploading all patches from the PS2 Widescreen Pack dated 08-11-2013.
Patches contributed by members of the community and assembled by devina40. 
Thanks people! :)

It's currently untested if the patches play nicely with regular cheats, will do that later.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5717 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-14 09:56:28 +00:00
ramapcsx2.code
05d5051096 Finishing up widescreen patch support: Add GUI toggle and connect it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5716 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-14 09:48:36 +00:00
gregory.hainaut
0f603a98d5 gsdx ogl: Test the ARB_shader_subroutine GL4.0 extension
The idea was to replace shader program swith by pointer function calls inside
shaders.  At least parameters that are often changed between draw call. So far
I only ported atst and colclip. Unfortunately code is "slower" (on GSdx standalone).
For the moment keep the code but disabled.

If I understand well the validation of program is done in the "driver thread"
but the additional call are done in the overloaded MTGS thread. Apitrace
profiling shows faster GPU draw calls. Another possibility is that the driver still
need to validate the draw call because of others state change.

Here some stats on colin3 (90 frames):
without subroutine: UseProgram 125246
with subroutine: UseProgram 2906, subroutine 125945 => 3605 extra calls overhead (not
all parameters are ported to subroutine)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5715 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-10 19:43:59 +00:00
gregory.hainaut
c9755361ec gsdx ogl: remove useless ps.rt
Note: I think we can do the same on DX11

Perf wise: on colin mcrae 3 it reduces shader prog setup from 3005 to 2086 each frames. It saves 2 ms of CPU processing (27->29fps)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5714 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-06 06:48:44 +00:00
gregory.hainaut
a46b489a24 gsdx ogl: various minor optimization.
* move most of gl states into a separate namespace. Extend it to depth/stencil/blend micro state
=> save 10,000 opengl call by frame for colin mcrae 3
* Only setup blend state of first drawbuffer
* Don't request anymore a debug context on dev/release build



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5713 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-05 20:25:25 +00:00
gregory.hainaut
34045eb8f7 gsdx ogl: AMD users upgrade to 13.8 now ;)
* clean extension management and fix compilation of previous gl44 code.
* Use pixel buffer object to upload texture data.
=> avoid crash on AMD driver
=> a bit faster and probably got some margins for the future



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5712 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-03 08:29:01 +00:00
gregory.hainaut
64f783410e gsdx ogl:
* preliminary work for GL4.4 extensions (ARB_clear_texture & ARB_multi_bind). Disabled until I got a 4.4 driver
Note: I plan also to use ARB_buffer_storage
* compute texture gl option in the constructor (avoid a couple of swith case)
* redo texture unit management. Unit 0-2 for shaders, Unit 3 for texture operations. MultiBind will allow to bind 
shader input without disturbing texture binding points.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5711 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-02 16:38:12 +00:00
ramapcsx2.code
ae0df6a3ad Memcard patch #3 (KrossX): Should help Metal Gear Solid 3.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5710 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-29 17:23:13 +00:00
gregory.hainaut
2634ee851c miss another debug stuff
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5709 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-28 19:08:46 +00:00
gregory.hainaut
a172da1f30 gsdx ogl: oups forget to disable stencil debug
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5708 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-28 17:12:23 +00:00
gregory.hainaut
e394de86dc gsdx ogl:
* add a non-working hack: UserHacks_DateGL4, goal was to replace UserHacks_AlphaStencil
 + Detection of good/bad samples is based on primitive ID variable. However I'm not sure
 the behavior is always the same between draw call...Anyway let's keep a copy of the current
 work
* Dump integer texture into text csv
* add gl4.2 ARB_shader_image_load_store extension (needed by UserHacks_DateGL4)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5707 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-28 14:40:43 +00:00
avihal@gmail.com
baffb9c8d9 (Patch by KrossX) - Fix memory card issues from r5703 (should fix Persona 3/4, possibly MGS3, possibly others).
Please report here if there are still games which suffer from memory card issues. Thanks to KrossX for the quick fix.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5706 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-27 23:11:31 +00:00
ramapcsx2.code
1c9146b07e Working on my backlog: GSdx CRC patches.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5705 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-23 13:55:38 +00:00
gregory.hainaut
d3e1e4da0d gsdx ogl:
* allow to switch renderer with F9
* skip first frame in stat of the replayer
* drop msaa. Fxaa and internal resolution will do the job
* move texture attachment from texture object into device object (allow to keep sanely the state)
* split the write buffer and attachment setup
* completely split sampler and texture input setup
* redo GSDeviceOGL::CopyOffscreen to avoid an extra copy.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5704 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-19 19:25:50 +00:00
avihal@gmail.com
92487e2618 (Patch by KrossX): Fixed multitap - Part 2 - (e.g. Timesplitters), New: support raw PSX
memcards (mcd/mcr), Fixed issues with pad 2 (e.g. issue 1326).

These are changes which were left out at r5622, updated to pach v9 by KrossX from http://forums.pcsx2.net/Thread-Multitap-PCSX2 .

- Please report any issues with memcards corruption/incompatibilities here.
- Please feedback on multitap improvements here.

Thanks, KrossX! :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5703 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-19 13:43:33 +00:00
gregory.hainaut
b912778a3c gsdx: forget to regenerate shader in previous commit
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5702 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-13 16:31:19 +00:00
gregory.hainaut
916a091f8a gsdx ogl: GLes
* use gles header file, disable opengl code (mainly GLX, ARB_sso, geometry shader)
* Define properly the function pointer, GLES use basic linking whereas GL must get the symbol dynamically
* cmake: properly search and set libglesv2.so
* don't use dual source blending => HW renderer work (only miss unimportant FBA)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5701 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-13 11:39:45 +00:00
gregory.hainaut
bd5f379044 gsdx ogl:
* uniform was wrongly set before the activation of the program (free driver only)
* Always use only 1 drawbuffer. Easier besides previous setup was wrong for convert:ps_main1

GLES trial (v3):
* add the cmake option GLES_API. Note library (libgles) are hardcoded for the moment
* Disable opengl check
* Disable gl_GetDebugMessageLogARB not supported!
* Emulate gl_DrawElementsBaseVertex, add manually the index offset (surely slow but work)
* Fix hundred of shader error (no implicit cast of integer to float...)
Unfortunately GLES doesn't support dual blending so no blend in hardware renderer. Otherwise it is fine




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5700 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-12 21:12:34 +00:00
gregory.hainaut
a764950468 gsdx ogl:
* replace vertex interface with block interface. It avoid to depends on the ARB_sso extension.
* disable geometry shader on Nvidia & Linux. Slower but better than a black screen !
* default logz to 1, avoid some glitches.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5699 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-11 17:08:42 +00:00
gregory.hainaut
f22b366cea gsdx:
* redo glsl2h.pl script to generate only one big glsl headers.
* fix gcc warning in GSVector.h
* fix memory leak of GSDeviceOGL.m_shader
* clean shader compilation function => split generation header & drop malloc stuff
cmake:
* only rebuild shader when asked by the use. Avoid perl dependency to build pcsx2


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5698 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-07 16:13:11 +00:00
gregory.hainaut
dc036ff59d gsdx: split shader/program/pipeline object management into a separate class
* remove the possibility to compile shader from file. Some people loads older shaders...
  The feature might be readded later


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5697 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-06 10:08:52 +00:00
gregory.hainaut
544c84a344 gsdx:
* try to setup advance gl context attribute. If driver doesn't support it fallback to the default.

zzogl:
* use glsl2h to generate an header shader as GSdx. Much easier to install
* Get GSUniformBufferOGL & GSVertexArrayOGL speed improvement from GSdx

cmake:
* detect current gcc version. Yield  a warning if < 4.7 or an error if < 4.5

glsl2h:
* support zzogl too
* compute md5sum to avoid useless relink


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5696 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-06 09:42:46 +00:00
gregory.hainaut
ba2ec6fe59 all: gcc warning clean round 4
* remove unused variable
* move static function from h into cpp
* Initialized hw_by_page to 0xFFFFFFFF instead of -1 (number must be a positive integer)
* Use a s32 fore m_current_lsn instead of u32 (use -1 as error code)
Bonus: a couple of fix for clang compiler (doesn't mean that it fully compile with clang)
* remove useless __debugbreak on linux
* use short for 16bits atomic function


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5695 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-03 18:42:05 +00:00
gabest11
811a3d96cc Fix for the v110_xp toolset in vs2012. Removed winuser.h from afxresmw.h, nothing seems to be using it, but it breaks something in string.h. I did not change the projects to use v110_xp by default, to get an xp compatible binary, you have to call it from command line like this: msbuild pcsx2_suite_2012.sln /t:Build "/p:Configuration=Release AVX2" /p:PlatformToolset=v110_xp /m. Change Configuration=... as needed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5694 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-02 16:01:06 +00:00
gabest11@gmail.com
c3ceac83f9 Missing file
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5693 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-01 21:32:44 +00:00
gabest11
ddaa892726 Removed ATL/MFC dependencies from every project, the free version of visual studio does not have those. It compiles with vs2012 express now, will fix others later, in case they are broken.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5692 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-01 21:28:58 +00:00
gregory.hainaut
a4475a4595 spu2x:
* remove iconvert.cpp not used anymore
* change copyrigh header from GPL to LGPL. Those 2 files are only basic .h. 1 licence by plugin is enough ;)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5691 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-01 16:43:35 +00:00
gregory.hainaut
91d39de645 gsdx ogl: fix crash when pause/resume with EGL (opensource driver)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5690 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-30 15:27:50 +00:00
gregory.hainaut
ba20bb0258 pcsx2: gcc warning round 3
* various cast was overflowing
 - use unsigned integer for SSE mask
 - force SINGLE macro to use u32
* disable parenthesis warning, only a matter of coding style

Remains 2 wrong use of unsigned integer:
pcsx2/CDVD/InputIsoFile.cpp:96:21: warning: comparison of unsigned expression < 0 is always false [-Wtype-limits]
pcsx2/Memory.cpp:108:86: warning: narrowing conversion of ‘-1’ from ‘int’ to ‘vtlbHandler {aka unsigned int}’ inside { } is ill-formed in C++11 [-Wnarrowing]


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5689 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-30 11:43:12 +00:00
gregory.hainaut
d81254469a gsdx ogl:
* fix shader compilation on Nvidia (broken on r5682)
* fix various memory leak thanks to Valgrind

Cmake: fix a minor typo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5688 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-30 11:18:46 +00:00
gregory.hainaut
58cacc3b1c gsdx: use size_t for loop index when it used countof macro
* fix override_GL_ARB_copy_image typo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5687 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-29 12:02:03 +00:00
gregory.hainaut
aec05e8b60 debian: update Control with latest GSdx requirement. Update Readme with latest openGL extensions
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5686 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-29 10:30:50 +00:00
gregory.hainaut
40e26648c6 all: gcc warning clean (round 2)
* reorder static initialization list
* Add missing virtual desctrutor to virtual object
* int -> uint/u32/uint32 cast of for loop index
* add a missing return in pxTrySetFocus
* fix size parameter of memset m_clut
* disable missing-field-initializers warning
* disable unused-local-typedefs warning


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5685 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-28 17:32:37 +00:00
gregory.hainaut
d9af23c946 plugin: restore sprintf_s on windows and hopefully fix vs201n compilation
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5684 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-28 17:11:16 +00:00
gregory.hainaut
3c7167be50 clean (some) gdb warning: round 1
* use svnrev.h on linux too
* replace sprintf_s with snprintf (hope it still compile on Windows)
* init integer with 0 instead of NULL
* various int -> u32/uint32/uint on for loop index
* remove a couple of unused variable
* init few variable
* disable unused warning results


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5683 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-28 10:43:50 +00:00
gregory.hainaut
ca1edbf2cb gsdx ogl:
* Separate state and shader compilation into separate function
* replace various hash_map by basic array
* Compact VertexScale and offset into a single vec4
* add the new option "ogl_vertex_subdata": subdata is faster on FGLRX, test are welcome on Nvidia drivers
    0 => use map/unmap
    1 => use subdata

replay: add "linux_replay" option and compute some nice stat (mean, standard deviation)

cmake: recreate shader header at build time


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5682 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-26 20:09:07 +00:00
gabest11@gmail.com
9cd463e4f8 GSdx: obligatory vs2010 compiler fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5681 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-24 06:29:08 +00:00
gabest11@gmail.com
4dd898c754 GSdx: Found some 16-bit integer overflow in GSState::VertexKick, some triangles could have been removed by the scissor test.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5680 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-24 01:11:00 +00:00
gabest11@gmail.com
37dd5f5bb5 GSdx: copy-paste mistake, thanks rama :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5679 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-23 12:13:40 +00:00
gabest11@gmail.com
20d99ae9fc GSdx: vs2010 fix and minor changes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5678 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-23 10:46:24 +00:00
gabest11@gmail.com
d20bd4f86a GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5677 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-20 05:07:52 +00:00
gabest11@gmail.com
3b753bec42 GSdx: sse2/ssse3 missing graphics fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5676 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-18 00:25:46 +00:00
gabest11@gmail.com
8b9f5b5bc2 GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5675 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-17 04:11:10 +00:00
gregory.hainaut
f4ce6d6fce gsdx:
* don't delete the wnd in GSclose. It can still be used later
* Properly detect the GL_ARB_gpu_shader5 extension for Fxaa
* A couple of fix in Create (GSopen1) of GSWndEGL/GSWndOGL


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5674 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 16:33:08 +00:00
gregory.hainaut
b7a6dd93b3 i18n: refresh string translation
GSdx: nothing to see :p


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5673 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 09:55:37 +00:00
gregory.hainaut
f4b173bbd1 gsdx: miss a part of the previous patch...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5672 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 09:43:34 +00:00
gregory.hainaut
09571dac0b gsdx:
* add exception in GSWndEGL and GSWndOGL 
* Try to use EGL when GLX failed => you don't need any flags for the opensource driver ;)

cmake: don't install anymore the glsl shader


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5671 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 09:40:38 +00:00
gregory.hainaut
9b037a3813 pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
gsdx:
* move gl function loading into GSwnd. Clean the header and avoid to rely on macro.
* Always require libegl for GSdx. You still need to select the API at compilation.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5670 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 08:43:50 +00:00
gregory.hainaut
b10d554764 gsdx (ogl):
* fix memory leak of m_wnd
* don't escape % in the shader string
* Fix shadeboost StretchRect parameter

debian: compress package with xz


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5669 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 07:05:57 +00:00
gabest11@gmail.com
1da166a1af GSdx: minor fixes to previous commit, rundll32 window not showing and a compiler warning
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5668 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 02:48:16 +00:00
gregory.hainaut
328cc55c60 gsdx: merge back gsdx-ogl-wnd to the trunk
Here the list of the major change:
* Drop glew. It won't failed to load because of the wrong glew version
* shaders are include in the source code to ease release&packaging

* Port GSdx-ogl to MS Windows

* Fix lots of HW rendering bug. 8bits textures/upscale/transparency...
   - rendering isn't yet perfect but some games must be playable now.
* Add Fxaa shader.
* run on the opensouce driver (require mesa 9). You will need to build with EGL support
  - either use this cmake option -DEGL_API=TRUE
  - Or the handy script ./build.sh --egl ...
* Linux AMD users: you need to do a choice
    * speed but bad rendering => catalyst
    * correct rendering but slower => opensource radeon

* Some parts are still unimplemented:
 - MSAA
 - Vsync
 - Fully dynamic switch between EGL/GLX
 - Speed optimization
 - Others stuff that I have forgotten  :p



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5667 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 20:11:13 +00:00
gregory.hainaut
91e74637d5 gsdx-ogl-wnd:
* update linux dialog: create a custom shader box and put it Shade boost and Fxaa
* force the reloading of the inifile after any configuration update.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5666 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 15:03:44 +00:00
gregory.hainaut
4c37d25134 gsdx-ogl-wnd: fix ifdef mess on fxaa (both dx and ogl)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5665 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 10:35:10 +00:00
gregory.hainaut
adc232cb95 gsdx-ogl-wnd: VS2010 doesn't support string bigger than 64k bytes. So remove PS3&360 shader from fxaa
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5664 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 10:06:47 +00:00
gregory.hainaut
19961175c9 gsdx-ogl-wnd: port (minor) renderer update of r5649 to opengl
Now the brach is ready to be merged :)

Dears Window users. If you can test that:
1/ still compile
2/ still running on DX
3/ can run with opengl


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5663 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 09:24:13 +00:00
gregory.hainaut
f8242bd458 gsdx-ogl_wnd: Merging r5633 through r5661
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5662 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 09:05:02 +00:00
gregory.hainaut
93d2cd6f7e gsdx-ogl-wnd: ... forget to add the file...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5661 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 07:22:11 +00:00
gregory.hainaut
8ec0275a96 onepad: Don't try to acquire the lock when it wasn't initialized. Avoid
the freezing of the window when a plugin failed to open.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5660 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 07:20:02 +00:00
gregory.hainaut
59501227b3 gsdx-ogl-wnd: implement fxaa. I directly reuse the .fx file with minor update
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5659 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 21:22:44 +00:00
gregory.hainaut
92a3549e9c gsdx-ogl-wnd:
* Patch from miseru to fix VS2010
* Quick fix for 8-bits textures


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5658 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 16:22:22 +00:00
gregory.hainaut
e021630bb9 gsdx-ogl-wnd:
* Don't write color during stencil. Keep the old method to ease debug
* Realign date shader on DX
* keep stencil ref to 1. Reduce stencil management burder
* Fix texture pitch (was in pixels but need bytes). Fix Bleach Blade Battlers 2. Thanks Miseru for your trace

Remember note:
fxaa -> not yet implemented
msaa -> not implemented (I might drop it actually)
8 bit texture -> not yet implemented



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5657 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 11:34:44 +00:00
gregory.hainaut
382258ec03 gsdx-ogl-wnd:
* properly set the stencil write mask
* Multiply Y coodinates by -1. Let's hope it fixes shadows gliches.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5656 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-12 20:57:16 +00:00
gregory.hainaut
041bf4cee6 gsdx-ogl-wnd:
* detect Advanced Micro Devices for newer AMD Card...
* Mess with coordinate for StretchRect. Upscaling seem to work now. Surely the biggest diff between ogl and dx...



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5655 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-11 11:14:26 +00:00
gabest11@gmail.com
c94ee5e4ce GSdx: one more try to fix vs2010
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5654 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-10 20:43:03 +00:00
gabest11@gmail.com
a5103a28e7 GSdx: attempting to fix vs2010 project files, I don't have it installed anymore.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5653 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-10 18:48:14 +00:00
gabest11@gmail.com
43c7235cc3 GSdx: Added a vector class for AVX2 and upgraded a few functions to use it, still a lot to do. New project config AVX2, _M_SSE = 0x501, only use it if you have haswell. Might break GCC or older MSVC, please test it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5652 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-10 15:56:11 +00:00
gregory.hainaut
58699923e0 gsdx-ogl-wnd:
* factorize sample object creation
* remember frame buffer attachment state
* Use a basic context on EGL. Allow to use Mesa 9.1 on AMD GPU.
* precompile vertex and geometry shader to avoid benchmark polution on replay
* Try harder to detect FGLRX driver on window
* various clean

Remain to fix the coordinate system for upscaling



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5651 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-09 16:41:58 +00:00
gregory.hainaut
65b5a376ed gsdx-ogl-wnd:
* Fix shader alpha issue. Hoppefully fix lots of glitches.
* Use glBufferSubData to upload data into the constant buffer instead of map/unmap. More fps :)
* Fix wrong api setup on EGL
* Be more portable on glsl2h


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5650 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-07 19:16:27 +00:00
gabest11@gmail.com
d27b606e5c GSdx:
- changed the KH2 fix in GetTextureMinMax to my taste, should give the same results, when the used texture rect is to the left/above the clamped area, it returns [min, min+1], and [max-1, max] for right/below
- m_mem.m_clut.Read32 was returned to its original place from GetAlphaMinMax
- UserHacks_WildHack was moved up to GSState, special UV handlers are only used when this setting is active
- updated xbyak to the latest available (avx2 seems incomplete, the 256-bit promoted old instructions are missing)
- changed vtune's include path to the 2013 edition

Some other not yet commited changes from a year ago:
- WriteImageX overflow crash-fix
- moved colclamp after dithering (sw mode), it makes more sense, no visible changes noticed
- Gif_Tag::analyzeTag(), there was a conditional I didn't like, split the loop into two parts

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5649 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-06 11:36:01 +00:00
gregory.hainaut
efcb015361 gsdx-ogl-wnd:
* clean texture management & use different texture unit for various texture operation
* separate sampler and texture setup
* Always disable GL_SCISSOR_TEST before any cleaning to be sure the all pixels are reset
* properly set upscale_multiplier in the linux gui (was mixed with msaa). Unfortunately it is still broken...
* Fix EGL with GSopen1
* Use stdcall for function definition in the replay (avoid segmentation fault)
* Directly use gl_Position in shader instead of an extra user defined variable


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5648 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-01 09:29:57 +00:00
gregory.hainaut
acaf1ac8d5 gsdx-ogl-wnd: Make the HW renderer "work" on the opensource driver
* replace most OGL_FREE_DRIVER with a dynamic detection. Remains the context creation. Closed drivers need 3.3
* Add the CopySubImage fallback


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5647 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-27 18:02:27 +00:00
gregory.hainaut
75418aba43 gsdx-ogl-wnd:
* Emulate Geometry Shader from the CPU.
* add some option to override opengl extension detection
* redo shader interface (again) to compile on the free driver

SW renderer is now working on the free driver.

To test it on your linux box use this cmake option -DEGL_API=TRUE
Note: (need opengl 3.0) I test mesa 9.2 git



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5646 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-27 16:53:38 +00:00
gregory.hainaut
ae5f9f812d pcsx2: redo cheat loading on linux. Now it will be fully case insensitive.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5645 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-27 16:41:22 +00:00
gregory.hainaut
aafa7a088a gsdx-ogl-wnd:
* fix a bad interaction when GL_ARB_SSO is supported without GL_ARB_shading_language_420pack
* try to replace struct with flat parameter in glsl interface
=> with some hacks of the free driver, I was able to compile SW renderer shader. Unfortunately
   the rendering is broken. Maybe my hack :p
* remove EGL context check (wasn't working as expected)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5644 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-26 13:05:03 +00:00
gregory.hainaut
c9b3dcf581 gsdx-ogl-wnd:
* fix wrong interaction when both GL41 or GL42 aren't supported
* Add a new define to downgrade opengl requirement to test the free driver and EGL
 => As far as I can tell, they only miss geometry shader& GLSL150 (got GLSL140)
* Found a way to avoid crash in AMD driver. Skip the upload of small texture but rendering is wrong now...


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5643 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-25 14:28:16 +00:00
gregory.hainaut
832016f757 pcsx2: support both pnach and PNACH extension (linux is case sensitive...)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5642 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-25 08:33:30 +00:00
gregory.hainaut
dfd4e9b216 pcsx2: fixed cheat loading on linux.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5641 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-24 15:08:01 +00:00
gregory.hainaut
b9bd672c89 pcsx2 gui:
* handle cheats and cheatsWS folder like others data folders.
Note: I didn't add new gui entry but every configuration bits are here. Tell me if you want addional entry

* replace folder name hardcoded in AppCoreThread with the new PathDefs::GetCheats* functions


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5640 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-23 20:03:10 +00:00
gregory.hainaut
49cd9fd97d gsdx-ogl-wnd:
* remove an old&useles dummy geometry shader (was used to workaround amd bug)
* use a basic X11 window for GSopen1
* redo the replayer: it is now based on dlopen rather than standard static/dynamic library. AMD driver doesn't play nicely with the later...


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5639 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-23 17:03:18 +00:00
gregory.hainaut
5a0367f398 gsdx-ogl-wnd: fix compilation on MSVC201x
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5638 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-20 16:29:56 +00:00
gregory.hainaut
a877395918 gsdx-ogl-wnd: update GL extension file.
Must fix some undefined in windows


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5637 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-20 06:42:17 +00:00
gregory.hainaut
6779edfe28 gsdx-ogl-wnd:
* replace both DISABLE_GL41_SSO and DISABLE_GL42 macro with a dynamic check based on the extension support
* glsl2h: use static instead of extern


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5636 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-19 12:42:55 +00:00
gregory.hainaut
9376b26537 gsdx-ogl-wnd:
* load extension as gl_Function instead of glFunction


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5635 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-19 09:19:20 +00:00
gregory.hainaut
dce89ff1a0 gsdx-ogl-wnd: fix compilation error on linux
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5634 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-18 16:19:23 +00:00
gregory.hainaut
b8e36b44af gsdx-ogl-wnd: sync from trunk (r5550 to r5632)
Note: Code need to be fixed with latest GSdx ogl additions


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5633 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-18 16:09:09 +00:00
gregory.hainaut
e3d658b501 gsdx ogl: load shader from C code instead of an external file
* add a perl script to convert shader to char*
* By default use *.glsl file (handy to do some trials). 

Only drawback, glsl2h need to be manually called at the moment



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5632 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-18 09:17:30 +00:00
gregory.hainaut
6760ed552b gsdx ogl: fix previous commit
* clean shader properly
* use a 64 bits map to contain shader pointer


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5631 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-17 20:14:10 +00:00
gregory.hainaut
a163677cec gsdx ogl: New config option to disable separate shader program. Not enabled by default
* workaround AMD driver bleding issue (got at least a nice rendering in GoW)
* would run on the opensource driver when they support geometry shader

Stil got some crash on the driver. Arg!!!
FGLRX user if you want to do some trials 
uncomment #define DISABLE_GL41_SSO in GSdx/config.h



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5630 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-17 18:28:51 +00:00
gregory.hainaut
15b255617a gsdx ogl: use immutable texture, it would avoid multiple validation from the driver
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5629 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-17 16:55:55 +00:00
ramapcsx2.code
b9bb764749 Moved some stall related logs to DevCon(sole) as games that trigger them will slow down.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5628 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-17 07:24:31 +00:00
gregory.hainaut
320d3a572e gsdx ogl: AMD fix some bugs in their driver ! (catalyst 13.4 branch). Let's remove some buggy workaround now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5627 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-08 15:51:42 +00:00
refraction@gmail.com
c51f8cae54 GameDB: Re-enable the Neo Contra IPU patch on the EE and USA versions as they were in 1.0.0, seems it still needs it. Removed the True Crime EE Timing Fix, apparently it doesn't need it! Software mode and SuperVU is enough.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5625 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-02 13:51:55 +00:00
gregory.hainaut
43fb0a9a5e linux various:
* Try to launch dev/debug version when pcsx2 isn't found
* remove svn metadata from the linux tarball
* Add libaio on the cmake dependency message


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5624 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-01 16:02:11 +00:00
refraction@gmail.com
4548e916fa GameDB: Entries for Mafia and True Crime - New York. Helps with bad textures in True Crime, not sure what it's needed for in Mafia but apparently it is (was already present on NTSC version)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5623 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-29 21:46:04 +00:00
avihal@gmail.com
6bfcf433db (Patch by KrossX): Fixed multitap (e.g. Timesplitters), New: support raw PSX memcards (mcd/mcr), Fixed issues with pad 2 (e.g. issue 1326).
- Also, I slightly modified the default column widths at the memory card config panel.
- Tip: If the column widths are resized, the new widths will get saved after clicking OK/Apply, but NOT if clicking Cancel or closing the window with [X]. 

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5622 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-27 16:24:02 +00:00
refraction@gmail.com
c5ffa6ae92 GameDB: Updates by pgert.
-Added patch for Drakan (SCES-50006) to improve the corruption problems when using resolution scaling.
-Many comment modifications and console comments explaining that BIOS boot is required for correct language selection.

Thanks for the updates :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5621 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-25 19:11:55 +00:00
gregory.hainaut
08329122aa gsdx (ogl):
* Use bigger index for Uniform buffer to avoid any collision with sampler. 
* add a new config to disable openGL 4.2 requirement. Would be done at runtime later.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5620 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-19 19:16:26 +00:00
ramapcsx2.code
796bdb8f37 Soundtouch update from 1.5 to 1.71 as per patch from lincolnh_br.
There's been changes in the VS2008 project file which we may want to look at and port to 2010/2012 separately but it builds like this in 2010 here.
I want to wait and see if there's any issues with Linux first, too.
Thanks to lincolnh_br :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5619 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-17 10:46:57 +00:00
gregory.hainaut
86a2f5a8ec gcc:
* Fix a couple of GCC warning
* Fix build with gcc4.8 (issue 1392)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5618 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-14 10:48:50 +00:00
refraction@gmail.com
cd7c24895c DMA/Path3 Masking: Shameful hack to make Wallace & Gromit in Project Zoo work. Game does something stupid, not sure how we will resolve it properly, but this will be harmless to any games not using Path3 masking.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5617 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-13 22:04:35 +00:00
refraction@gmail.com
3f80ce330e CDVD: slightly modified the way PCSX2 checks for oddly sized DVD's. Some CD's weren't providing information as expected so it detected it as a DVD, resulting in nothing but TLB misses.
Fixes Impossible Mission, possibly other games that do nothing but TLB miss or fail to load an IRX module.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5616 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-13 19:11:04 +00:00
refraction@gmail.com
4ad29982ac microVU: Parametrised D-Bit handling. This *Shouldn't* be needed in retail games, but now it's working it could be useful for homebrew and testing. By default this is now disabled, but can be enabled by editing the parameter in microVU_Misc.h
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5615 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-12 09:16:15 +00:00
avihal@gmail.com
f0c76c3244 Cheat files: If no disc is inserted, treat CRC as 00000000 when trying to load pnach files (previously, empty CRC would result in *.pnach wildcard, which tried to load all pnach files).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5614 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-12 00:23:05 +00:00
sudonim1@gmail.com
2fbcafc85e GSDX: Implemented CLUT temporary buffer wrapping by mirroring writes and hopefully fixed all CSA related bugs. There are fewer asserts on register values in the code now.
I'm only about 75% confident in this code.  Games might be broken.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5613 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-10 17:55:02 +00:00
sudonim1@gmail.com
be7e1163b4 GSDX: Fixed GetTextureMinMax's vertex tracer interaction properly and added some comments.
It wasn't the suspicious code, that actually seems to be correct.  The rempty() case should now be unnecessary except in case of bad register settings, but that's outside of our control so it needs to stay until code's added for that case.  A console warning would be appropriate.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5612 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-10 15:57:21 +00:00
ramapcsx2.code
c4d9ce2e05 GSdx: Fixed a missing clut offset which broke Disney's Golf.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5611 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-10 11:48:27 +00:00
sudonim1@gmail.com
a0e960b77d GSDX: Disable a buggy vertex tracer optimisation in GetTextureMinMax (produces a rectangle with a negative dimension leaving it still empty after the follow block which is likely a hack itself). Fixes textures in Kingdom Hearts 2's tron stage.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5610 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-09 22:17:49 +00:00
refraction@gmail.com
fa2dc3d3d4 GameDB: Added Siren 2 to the list of XGKick hack games. Should make it playable now as per the result of Issue 1054
Thanks for testing IceLancerSR :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5609 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-08 20:57:40 +00:00
refraction@gmail.com
c472db6327 microVU: Fixes to D/T Bit handling and XGKick Delay
-Elemental Garde - Fixed up D-Bit so it remembers the microVU state when recompiling, this fixes the bad geometry that was introduced with T/D bit handling.
-WRC Rally Evolved - Changed the XGKick delay to an increased number, solves all remaining SPS problems.
-Crash Twinsanity - Increased XGKick delay resolves geometry issues on Crash, thanks to Autoran1 for debugging this :)

GameDB Changes: Added XGKick hack to Crash Twinsanity auto gamefixes, checked the main entries for the others above have it too.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5608 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-08 20:47:04 +00:00
gregory.hainaut
fa7d10cfb1 gsdx ogl: install a GLX error handler before the context creation. Allow to print a nice message when the user doesn't support opengl 3.3
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5607 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-07 14:37:14 +00:00
refraction@gmail.com
a28ca6554d Game Index: Changes made by pgert, mostly naming changes, added what i believe is a second disc for the US version of Persona 4 Serial: SLUS-21782B to auto enable VU Clip Flag Hack.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5606 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-07 13:27:01 +00:00
refraction@gmail.com
e2ff25963b GSDX: Applying patch for 2 small errors in GSDX provided by mathew1800.
Thanks to KrossX3 for aiding our laziness:P

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5605 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-04-04 19:39:46 +00:00
refraction@gmail.com
75284c9b76 microVU: Reverted original Xtreme G Racing 3 change as that was a hack, found the real problem. Evil jumps on E-bits, could it get any worse????
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5604 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-30 23:50:22 +00:00
gregory.hainaut
9cc306c74f zzogl-pg:
* bump minimal requirement to  opengl 2! Basically any Dx9 class hardware. On intel you will need a gen4+ GPU.
* remove the bad quality integer texture to use only texture float. Again need an gen4+ Intel GPU. Opensource users: Mesa must be built with support of texture float (stupid patents)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5603 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-25 18:49:29 +00:00
ramapcsx2.code
51fc6dbd07 Added Visual Studio 2012 solution files for DEV9ghzdrk and avoided a macro redefinition error in WinPcap when that compiler is used.
VS2008 is harder to do as there is no automatic downgrader tools for the solution files, sorry.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5602 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-20 16:34:31 +00:00
ramapcsx2.code
a6f5ac4720 DEV9ghzdrk:
Changed the stack init hack so it is consistent on plugin resets and removed a part of it that broke OPL.
Hopefully this works for all use cases, but we should fix the initial problem anyway.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5601 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-20 14:50:56 +00:00
ramapcsx2.code
447d7152b5 DEV9ghzdrk: Re-enabled the stack init hack, fixing GT4 network use.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5600 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-20 14:07:31 +00:00
ramapcsx2.code
e32a18dac4 Added WinPcap to the library of 3rd party includes and made DEV9ghzdrk use them.
WinPcap version is 4.1.2 and only the /include and /lib folders of their developer pack are included.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5599 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-20 13:58:00 +00:00
ramapcsx2.code
7a00d19b55 DEV9ghzdrk: Fixed the bad slowness.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5598 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-19 23:43:16 +00:00
ramapcsx2.code
2e6917c409 DEV9ghzdrk: Either be thread safe in the whole plugin or don't try to at all.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5597 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-19 23:08:29 +00:00
ramapcsx2.code
6ac678d34f DEV9ghzdrk: These files aren't needed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5596 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-19 22:21:48 +00:00
gigaherz
90f0da8ec2 Include dev9ghzdrk into the main plugins folder, and integrate it into the build system (windows only).
Most of the work done by Rama, I just integrated the vcxproj.

Only done for vs2010, vs2008 or vs2012 will have to wait.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5595 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-19 22:01:41 +00:00
refraction@gmail.com
6d456b8a69 microVU: T/D Bit cleanup, slightly better code, makes much more sense to how the PS2 does it. Fixed ICO's graphics.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5594 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-18 09:32:41 +00:00
refraction@gmail.com
31221a29bd microVU: Save PC when processing T/D bits on branches, this is to ensure the rest of the block gets compiled correctly. Could have been the reason VP2 was freaking out after loading a save.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5593 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-13 11:26:42 +00:00
refraction@gmail.com
2ef95df6e1 microVU: Another branch delay slot fix. Extreme-G Racing now playable in microVU :)
If anybody has Mark of Kri, can you please confirm that's still working okay? I'm expecting it to, but just to be sure.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5592 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-13 00:51:39 +00:00
refraction@gmail.com
cba8b0f6e5 microVU: Made the new logs mVU logs for Rama <3
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5591 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-12 23:45:13 +00:00
refraction@gmail.com
501766d852 microVU: T/D Bit on branches fixed, kinda. It's ugly, possibly wrong in places, but it works for known games that fall for this. Fixes VP2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5590 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-12 23:37:50 +00:00
refraction@gmail.com
232765f27f GameDB: Found and removed 4 more duplicate entries.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5589 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-12 20:34:16 +00:00
refraction@gmail.com
ebe1f58cdb GameDB: Corrected Serial number for Ski Alpin 2006, should have been SLES-53867, was SLES-53866 which is actually Over The Hedge.
Thanks for spotting that Nik1895 :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5588 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-12 20:04:17 +00:00
refraction@gmail.com
e3fead7f09 microVU:
- Fixed up the T/D Bit handling properly this time (or at least much better).
- Moved the interrupt outside of the recompiled code.

VU Interpreter:
-Fixed the T/D Bit handling when the interrupt wasn't enabled.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5587 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-11 21:54:05 +00:00
refraction@gmail.com
c81eab917e microVU: T/D Bit handling. Improved it so it doesn't kill the BIOS.
Also adjusted the bios bug handling, there were reports of our new handling breaking a game called Triggerheart Excelica Enhanced, hopefully this should make it work again.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5586 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-11 16:36:32 +00:00
refraction@gmail.com
b7d28572a2 MFIFO: Added protection on MADR when it is on the edge of the ring buffer when setting the DMA Tag where the data follows the Tag.
Fixes Front Mission 4.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5585 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-11 16:02:56 +00:00
refraction@gmail.com
e8b09949f8 MFIFO: Just over the top of the ring buffer is not classed as in the buffer (reaching the top is masked anyway). Fixes DDR X and Supernova games.
Bug was introduced between r4034 and r4039.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5584 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-10 23:24:00 +00:00
refraction@gmail.com
8d0f6701b7 microVU/VU Int: Implemented T-Bit/D-Bit handling on microVU.
-Dreamworks Over The Hedge actually requires this to load.  Interpreter kind of had it right, but didn't stop the VU on these flags, causing the graphics to look bad and hang on the start button, works fine now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5583 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-09 11:03:59 +00:00
refraction@gmail.com
2e363b376e CDVD: Corrected logging output for sector being read for DVD/CD reads. It was reporting the sector it was currently at, not the one it was actually reading.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5582 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-08 15:24:30 +00:00
gregory.hainaut
2ae4c62a41 cmake: update wx-config option order for fedora
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5581 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-05 12:38:22 +00:00
ramapcsx2.code
fd7b163643 GSdx: Committing a fix for the Steambot Chronicles hack, thanks miseru99. Also: using a new alias, yay :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5580 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-02 11:51:14 +00:00
gregory.hainaut
2769fe7e32 revert previous commit r5578. Didn't work as expected on CG and didn't solve radeon driver issue neither.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5579 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-03-01 17:37:05 +00:00
gregory.hainaut
2157fb4907 zzogl-pg: use the red channel instead of the alpha channel for the block data. Alpha channel isn't supported (normally) in OGL3 and later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5578 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-28 18:24:27 +00:00
gregory.hainaut
d438ac3d0c cmake: remove useless line that failed to build on older cmake version
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5577 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-28 18:19:56 +00:00
refraction@gmail.com
a467075ae0 Missed a log.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5576 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-24 20:34:50 +00:00
refraction@gmail.com
f984c7027f Decided after discussion amongst the team to let the BIOS bugs run wild. Altered microVU to just ignore these problems and end silently (The real VU would probably do this anyway)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5575 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-24 20:29:51 +00:00
refraction@gmail.com
ef6cc1d715 Implemented VI Backing up for branch instructions on the VU Interpreter. Fixes Kingdom Hearts 2 and possibly others when running off the interpreters.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5574 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-24 18:58:52 +00:00
gigaherz
6255f7d8a8 Updated zlib to 1.2.7. I skipped updating the CMakeLists.txt because ours is probably set up to work with the rest of the project.+
This probably doesn't fix anything important.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5573 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-24 17:37:17 +00:00
refraction@gmail.com
64474926f1 As previous commit - But check anywhere in the BIOS. It varies, the address i used was for Europe 1.7 only >.<
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5572 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-24 15:24:28 +00:00
refraction@gmail.com
3f27730f45 Fixed up my changes from r5569. Change it so it only reverses the order during the bios writes to VU memory. FFXII is fine again, games still not have the unknown op problems, also TOCA 3 no longer has the illegal opcode errors.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5571 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-24 14:37:30 +00:00
gregory.hainaut
d3d9b520f0 gsdx ogl:
* port KrossX patch from r5556 to openGL
* add a basic gui entry, would love an additional description
* also add the pointsampler hack but don't activate it yet


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5570 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-23 15:35:56 +00:00
refraction@gmail.com
4cada4d0ff microVU: Fixed random Unknown Opcode messages. Turns out the bios blanket writes MOV VF00, VF00 and NOP (for lower, upper respectively) ops to the VU's on boot, apparently some game designers new this and just left it being ran as part of their programs. Our problem being is it was writing it to the VU MicroMem in the wrong order!
All fixed now :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5569 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-22 16:30:59 +00:00
ramapcsx2
b76c57b37c One of the automatic patches for GT4 causes TLB misses. Disabled it for now.
(EE full clamping, broke license test nr. 3 here.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5568 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-21 21:27:25 +00:00
refraction@gmail.com
03b15d395e microVU: Slight modification to yesterdays work. Realised blocktype 1 needs its flag status's checking too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5567 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-21 18:32:20 +00:00
refraction@gmail.com
adc075a098 microVU: Fixed 1-Op flag linking (hopefully) if it kills stuff let me know and ill revert. Hopefully it'll help MGS2 a bit, but no guarantees.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5566 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-21 01:07:52 +00:00
refraction@gmail.com
a1bc42fa92 VIF: Put in a check to make sure VIF doesn't break during a FIFO write.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5565 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 21:17:35 +00:00
refraction@gmail.com
8c86009a27 microVU: Found another bug with double branches, when there is a conditional in a JR/JALR delay slot it may have ended up in the wrong place. Unknown what it fixes, if anything.
VIF/Path3 Masking: Put a timing break in on Path2 transfers, this gives it chance to stop being busy incase it is closely followed by a path3 mask, which caused it to go out of time.  Fixes Sensible Soccer.

VIF: Fixed up a couple of typo's, which may or may not have done anything, one which was not setting an offset if it stalled on 1/4 of a quadword, which could have been disasterous if done by the wrong game.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5564 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 20:42:27 +00:00
avihal@gmail.com
c64c9a16ad Typo fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5563 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 16:45:21 +00:00
avihal@gmail.com
8cc03b1e2a Multiple cheat files and WIP: widescreen cheats
1. Multiple cheats files (at the "cheats' folder) can be loaded, as long as they begin with the CRC and end in '.pnach' (e.g ABCD1234.Persona4(EU).god-mode.pnach)

2. Multiple cheats are also loaded from the Widescreen hacks folder ('cheats_ws'). File names rules are the same as for normal cheats.

TODO: Add config and GUI for widescreen hacks. Right now the cheat files from cheat_ws folder are loaded if cheats are enabled. We need a separate config for that.

Thanks to dlanor from the forum for his filenames wildcards patch: http://forums.pcsx2.net/Thread-PCSX2-Patch-Finder-Removed-completely-or-just-hidden?pid=263592#pid263592

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5562 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 16:39:46 +00:00
refraction@gmail.com
484065d0a8 microVU: Fixed linking on branch delays. There may still be some situations that don't work correctly, but i don't have any games which use it, have ammended console logging to inform us if the game is broken.
Fixes in this commit:
-Evil Dead - Fistful of Boomstick - Now goes ingame and works right (needs software mode on gsdx to fix lighting)
-Tony Hawk's Project 8 - Graphics are no correct. Like earlier TH games, you need Negative rounding to fix it all.
-Mark of Kri - The game now has collision detection! Apparently before you'd get stuck on objects, now you can walk freely.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5561 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 15:39:22 +00:00
refraction@gmail.com
a7c8da7578 Path3 Masking: Fix up some timing issues (now we have some lol) which made puzzle quest look even worse than it already did. also as a test i have enabled Intermittent transfer modes on GIF, however it's only very loosely working as it should, just enough so Puzzle Quest looks right.
If it slows things down too much (initial testing is showing minimal slowdowns), then we can always disable it again.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5560 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-13 21:49:54 +00:00
ramapcsx2
8f9e04dc9d GSdx, SPU2-X: Remove old code and disable a now useless warning.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5559 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 18:41:33 +00:00
ramapcsx2
7af51edd87 GSdx: DX9 hardware fix for the new hack.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5558 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 12:08:46 +00:00
ramapcsx2
fae268b269 One more patch by KrossX:
Should fix the VS2012 project files for when only VS2012 (and not VS2010) is installed.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5557 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 11:46:36 +00:00
ramapcsx2
94cad4a61a GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5556 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 10:57:48 +00:00
ramapcsx2
45e3e6d549 GSdx: Added a crc hack for Steambot Chronicles, made by miseru99. It doesn't look perfect but at least it's rather playable now. Thanks miseru99 :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5555 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-11 17:10:22 +00:00
ramapcsx2
b5e33f9c6c Make dev and debug builds report "PS2DVD" disks instead of CDVD_TYPE_ILLEGAL.
Need this for homebrew which wants to read disks.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5554 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-10 19:50:46 +00:00
refraction@gmail.com
7b195696a7 VIF: Hack for Dynasty Warriors 5 Empires. Completely harmless hack to make sure we aren't still waiting for PATH 2 data after a VIF reset. Something really odd is going off with the VIF packets in this game (probably SIF or something), but until we know what, this'll do.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5553 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-10 18:31:35 +00:00
refraction@gmail.com
e8d865d01d Gif Unit/VIF: Fix up some bits from r5551. Fixes SSX 3 and Charlie and the Chocolate Factory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5552 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-10 15:06:10 +00:00
refraction@gmail.com
b51f0b01dd GIF Unit: Gave it some timing, kind of. Well the APATH and OPH flags in GIF Stat will now pretend it's transferring anyway, this makes games that read these flags and expect to see them busy very happy indeed. (187 Ride or Die as an example).
I'm expecting something to break, it's my code, it's bound to. But i have tested some 40 games without problems, so my hopes are high!

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5551 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 23:41:28 +00:00
gregory.hainaut
cf16274d6a gsdx-ogl-wnd: trunk sync: merge of r5497 through r5549
goal was to get the Nvidia glsl shader fix


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5550 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 17:51:44 +00:00
sudonim1@gmail.com
b1536a755f GSDX: Nothing is fixed, the last two revisions did not happen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5549 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:36:54 +00:00
sudonim1@gmail.com
23cd8fd641 GSDX: Committing pointless extra work for the record before reverting. Everything is terrible.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5548 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:35:28 +00:00
sudonim1@gmail.com
5988c70822 GSDX: Mask off high bits of calculated GS memory addresses, untested but probably what happens with real hardware. Fixes crash/memory corruption on starting Fatal Fury Battle Archives Volume 2, hopefully some other games too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5547 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-07 17:32:34 +00:00
refraction@gmail.com
0e80111499 VIF/VU: Removed all the everblue crap, found another way of doing it. As the savestate bummp wasn't needed anymore, i've put it back again. savestate users rejoyce?
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5546 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-05 23:30:25 +00:00
ramapcsx2
8d80ff0652 SPU2-X: Adding a log for bad pitch settings, in preparation of changing current behavior. (Need to check some games that do it first)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5545 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-05 14:21:24 +00:00
refraction@gmail.com
c30f67b767 VIF/VU: Fixes for Everblue and Hitman 2 from r5404, details below. Savestate bump needed, sorry. Also fixed a copy/paste bug i noticed along the way in vif0FBRST.
Everblue: Slightly messy fix, not as nice as id hope, but it seems to work, we need to remember VU programs written to the VU so we can check if an unpack is modifying it.  This retains the behaviour of the Snowblind engines whilst fixing everblue.

Hitman 2: Our vif0/1VUFinish() routing which works in conjunction with the delays wasn't paying attention to if the VIF was stalled or not and reran it before the game wanted it to, now fixed.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5544 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-05 00:42:44 +00:00
gregory.hainaut
580f7a2e3d gsdx (ogl):
* Don't try to allocate a "null" array when shader log is empty
* glsl: hopefully implicit cast error on Nvidia driver


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5542 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-03 15:46:42 +00:00
refraction@gmail.com
c78b6157cb VU Interpreter Branch Delays: After some brainstorming amongst the team, we came up with a theory on what should be happening. I'm pleased to say it works in all cases.
As a bonus, the Tony Hawk Project 8 game (possibly the others using the same engine too) now have perfect graphics in VU Interpreter :) (software mode still required to get rid of lighting garbage however.  Skipdraw 2 "kinda" works, but not overly well)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5541 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-31 23:02:32 +00:00
refraction@gmail.com
73a08536d1 VU Interpreter Branch Delays: Rethink of this. As it's completely undocumented and nobody seems to know exactly what goes on, i have made my own guess...
If the first branch is a branch instruction, then ignore the second.
If the first branch is a jump instruction, execute 1 instruction from the first jump, then execute the second branch. (This is the only confirmed thing i can find from people testing this)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5539 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-28 23:05:18 +00:00
refraction@gmail.com
26cac4d837 VU Interpreter: It seems doing JALR in a delay slot is not taken ( Evil Dead - Fistfull of Boomstick) So the game now works in VU1 interpreter only. Tried fixing up MicroVU but its too confusing. Got close but lots of missing textures :(
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5538 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-27 16:56:58 +00:00
ramapcsx2
82e4b1166a Fix for blockdumps, thanks gigaherz.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5530 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-19 19:33:10 +00:00
gregory.hainaut
e6cd4129c2 gsdx-ogl-wgl:
* initialize the context status variable that take care of some startup hang
* cmake: don't link and compile EGL when it isn't requested


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5528 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-18 21:56:43 +00:00
gregory.hainaut
e6e18607e0 gsdx-ogl-wnd: ooups
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5521 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-17 17:14:33 +00:00
gregory.hainaut
36f8dda3fe gsdx-ogl-wnd:
* implement GSWndEGL copy/pasted from zzogl.
* remove linux debugging shader that failed to compile on window
* add additional debug message during context creation


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5520 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-17 16:58:48 +00:00
gregory.hainaut
c4dfd0c7c5 gsdx-ogl-wnd: gl.h doesn't provide same functions on linux and windows...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5519 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-17 15:24:55 +00:00
refraction@gmail.com
f000b3603e VIF: Fixed a logic error from r5380 which broke The Simpsons Game
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5517 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-16 21:00:07 +00:00
gigaherz
c46deeccde Updated portaudio to the svn revision 1885.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5513 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-16 18:28:22 +00:00
gregory.hainaut
58cc2ddd1f gsdx-ogl-wnd:
* Remove bad redefinition of glActiveTexture and glBlendColor pointer
* Remove glew dependency on linux
* s/OGL_DEBUG/ENABLE_OGL_DEBUG/ and enable it on debug


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5512 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-16 18:25:53 +00:00
gregory.hainaut
fb9c4e5a61 gsdx-ogl-wnd:
* add a new config define ENABLE_OGL_MT_HACK to replace the define OGL_MT_HACK


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5511 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-14 09:25:16 +00:00
gregory.hainaut
b65ad2c3e5 gsdx-ogl-wnd:
* move GL loading function into its own namespace
* Use manual GL loading on linux too and mostly drop glew dependency. (Not 100% clean we are still depends on some glew define, it will be fixed later)

Note: shaders still need to be copied manually from GSdx/res to bin/plugins


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5510 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-14 09:15:39 +00:00
ramapcsx2
c09f758602 gsdx-ogl-wnd: Build fix
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5509 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-12 23:41:31 +00:00
gregory.hainaut
f82421eaf7 gsdx-ogl-wnd: really create a 3.0GL context
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5508 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-11 13:54:15 +00:00
gregory.hainaut
ddbad1315b gsdx-ogl-wnd: forget 1 file
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5507 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-11 13:39:07 +00:00
gregory.hainaut
266af77420 gsdx-ogl-wnd: add GL function loading (done manually). It would be interesting to do the same on linux that would allow to drop glew depency.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5506 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-10 19:11:03 +00:00
gregory.hainaut
f9ddd639b8 gsdx-ogl-wnd: Try to compile OGL backend on VS
* Update project files
* basic compilation fix: include stdafx, s/uint/uint32/
* add selection of the opengl renderer/device in gsopen

Remain to fix opengl function declaration/initialization


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5505 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-10 13:13:59 +00:00
gregory.hainaut
cf2910f7ed gsdx-ogl-wnd: try to update VS to include 3rdparty and link with opengl32 lib
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5504 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-09 11:28:35 +00:00
gregory.hainaut
c5a6b07b30 gsdx-ogl-wnd:
* fix C compilation issue

Remain 2 issues with VCS:
1/ need to add 3rdparty dir as include dir (zzogl seem to import common\vsprops\3rdpartyDeps.props)
2/ need to add opengl32.lib as additional lib


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5503 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 23:02:48 +00:00
gregory.hainaut
5e4bae5f5d gsdx-ogl-wnd: * add a preliminary context and wgl management
Note: don't expect to compile/work yet


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5502 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 21:33:24 +00:00
gregory.hainaut
d91b28ac32 gsdx-ogl-wnd: forget one file ...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5501 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 15:47:11 +00:00
gregory.hainaut
4fb7474e9c gsdx-ogl-wnd: multiple VS compilation fix.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5500 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 15:41:37 +00:00
gregory.hainaut
4d90ad17a1 gsdx-ogl-wnd: update the MS build system. Not sure I got all verions.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5499 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 11:47:20 +00:00
gregory.hainaut
f95d9bd989 gsdx-ogl-wnd:
* split GSwnd into GSWndOGL  and GSWndDX
* replace GSwnd static object by a dynamic pointer


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5498 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 11:41:51 +00:00
gregory.hainaut
6a827a9dfc GSdx branch to support various openGL window API (wgl/glx/egl)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5497 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 11:17:06 +00:00
gregory.hainaut
0046f4a6f7 debian:
* add libaio new dependency
* update create_pcsx2_tarball_from_svn_repository script to support svn 1.7


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5496 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-02 16:09:09 +00:00
gregory.hainaut
9421e105bd cmake: Use non standard arch parameter on Fedora's wxconfig. Close issue 1368
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5495 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-02 13:34:38 +00:00
gregory.hainaut
d4280db1f0 i18n:
* new language: arabic
* update CS_CZ/es_ES/sv_SE/tr_TR/zh_CN
* refresh others translations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5494 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-02 10:24:48 +00:00
ramapcsx2
c20de38d4c Make a rare IPU chain mode transfer error log be DevCon only.
The only known game to run into it is fine anyway (Phase Paradox).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5492 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-28 23:00:59 +00:00
gigaherz
5ceb0a139d Fix the fix, one line got lost during the backporting.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5491 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-28 13:45:17 +00:00
gigaherz
2fed2964f5 Backport the NRG fix to trunk.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5490 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-28 13:41:43 +00:00
gigaherz
4a27edc8a3 Revert previous mistake.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5487 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-28 01:44:32 +00:00
gigaherz
d2f3b4a7fc async-iso: First iteration of the experimental read-ahead system.
In this iteration, a simple read-ahead scheme is used where the next expected read begins as soon as the CDVD code calls FinishRead.
The expected improvement is close to 0 since a similar system is already in place in the core.

The next iteration should have an internal buffer, and use completion callbacks to initiate read-aheads as soon as the previous read is done, without waiting for the emulator to fetch the results of the previous operation.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5486 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-28 01:42:39 +00:00
gigaherz
ac28815316 Merge async-iso branch into trunk.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5484 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-23 19:21:23 +00:00
sudonim1@gmail.com
4eb5dedef1 Core: Changed when scratchpad DMA waits on the VU1 thread with MTVU active, might fix/speed up something.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5483 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-21 00:46:16 +00:00
refraction@gmail.com
ac54bad33c VIF VU Execs: Fix for r5404 (the fabled Baldurs Gate fix). Need to check that when VIF ends there is no queued VU Exec left else it gets abandoned. Fixes freezing in Legends of Wrestling 2, possibly fixes the graphics on Warship Gunner 2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5482 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-20 23:46:09 +00:00
refraction@gmail.com
c46d422887 SPR VU Access (Again): Managed to get VU0 working the way we wanted it, thank to sudonim1 for pointing out where i was failing.
Also added a check for a possible scenario where SPR may try and read/write crossing VU0 memory boundaries in to mirrored space, could cause issues in games if it happens.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5481 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-19 20:20:14 +00:00
refraction
f3844f026a SPR VU Access: Changed VU0 back to using physical memory map addresses, Doesn't seem to work the other way. Fixes CSI 3 - Dimensions of Murder SPS
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5480 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-16 14:23:47 +00:00
gregory.hainaut
db1cd9a5c5 async-iso:
* add cmake plumbing for libaio
* add Native EOL style on cmake file


git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5479 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-13 16:11:53 +00:00
ramapcsx2
7f45b21be1 SPU2-X:
Just adding a log to devel builds. This is a curious case we want to be notified about.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5478 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-13 14:44:36 +00:00
refraction
71065506c1 Vif: Modified VIF FIFO reverse while VIF is active hack. Now just makes sure VIF is stopped before it swaps direction either way. Fixes Sled Storm.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5477 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-08 13:00:31 +00:00
gregory.hainaut
038dbd8401 async-iso: finish the linux port
Warning new dependency libaio. Cmake would need to be fixed later too.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5476 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-07 15:53:27 +00:00
ramapcsx2
401bd9201e async-iso: Fixed MSVC 2008 project file.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5475 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-03 20:02:43 +00:00
gregory.hainaut
7a1d67409d async-iso: linux. Create an empty FlatFileReader implementation. It will be completed later based on http://code.google.com/p/kernel/wiki/AIOUserGuide
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5474 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-03 19:53:27 +00:00
gigaherz
cf5d7780ba async-iso: Some cleanups.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5473 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-02 18:16:23 +00:00
gigaherz
f7a1e04a46 async-iso: Update the vs2010 project files.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5472 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-02 15:24:27 +00:00
gigaherz
befc637441 async-iso: Uncomment and fix the blockdump creation code.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5471 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-02 14:20:42 +00:00
gigaherz
1871750733 Attempt at making blockdump loading faster, may go either way.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5470 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-02 01:43:15 +00:00
gigaherz
b9f8be3323 Fix blockdumps containing 2352byte sectors.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5469 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-02 01:06:00 +00:00
gigaherz
6dcc908884 Fix blockdump reading, the disc type wasn't being properly detected.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5468 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-02 00:53:14 +00:00
gigaherz
d8a1534bce async-iso: Fix non-debug builds.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5467 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-01 20:32:18 +00:00
gigaherz
568e74f0e4 async-iso: Current state of the code. It was done on vs2012 so only the vs2012 project file is updated with the file changes.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5466 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-01 19:42:24 +00:00
gigaherz
d7372ef0cd Creating a branch to backup and track future progress on my attempt to make the internal ISO reading code asynchronous.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/async-iso@5465 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-12-01 19:40:00 +00:00
gregory.hainaut
c86ca9c56e gsdx ogl: don't check dual source support on SW mode to avoid a crash on SW mode. (note HW is still crashing but better than nothing)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5464 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-27 07:50:51 +00:00
gregory.hainaut
3c3e0f7113 cmake: always use /usr/lib/i386-linux-gnu when it exists
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5463 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-24 22:37:26 +00:00
ramapcsx2
ab207187bd That warning was annoying me :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5462 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-23 19:56:06 +00:00
refraction
5cdad0ed20 GSNull: Change the register set definitions to structs instead of unions so it ACTUALLY writes the data to the registers, rather than just writing to 2 predefined variables then being overwritten the next time a write is done to something else :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5461 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-23 17:47:08 +00:00
sudonim1@gmail.com
2a0bbc89db SPU2-X: Actually ignore successive writes within 4 ticks to the same key-on bit, don't just say we do. I think I just forgot this return in r5418. Fixes The Legend of Spyro: The Eternal Night (probably the other two legend games too).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5460 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-21 14:32:55 +00:00
ramapcsx2
6050e9bb05 SPU2-X: Made the message "KeyOn after less than 4 T disregarded" less visible on release builds. It tended to slow games down.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5459 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-21 12:18:50 +00:00
refraction
3d247da4c2 GSNull: Stop it calling itself "Firewire" in the config etc.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5458 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-21 11:18:22 +00:00
ramapcsx2
7d5201f328 Game Database: Removed Midnight Club 2/3 skip video hacks since they're reported fixed (after r5393). A few other, rarer games still have video skip hacks though.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5457 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-15 09:04:23 +00:00
ramapcsx2
00d6980bec Game Database: Added the OPH hack to Tomb Raider Angel of Darkness, making the game playable.
It also needs to be started via full boot. Issue 1355 is about that.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5456 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-14 20:32:55 +00:00
ramapcsx2
95ff6f5f6f Game Database: Removed the IPU busy patches from Neo Contra as they're not helping anymore. Also added the OPH hack for Motorstorm Arctic Edge.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5453 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-14 18:17:59 +00:00
ramapcsx2
3c478fed8f Add a dev notice for a tweak point with VU0 Macro/Micro updates.
This is rare and I'd like to know when games trigger this.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5452 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-13 16:47:51 +00:00
ramapcsx2
376e373137 Fixed Prince of Persia Sands of Time by increasing the VU kickstart cycles a bit.
(Issue 1341)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5451 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-12 20:48:55 +00:00
ramapcsx2
a208901b9d Like this?
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5450 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-12 17:31:21 +00:00
refraction
094a8ab0d6 Corrected masks again, apparently my brain refused to function properly last night. Thanks for pointing out my noobness Sudonim1
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5449 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-12 13:13:29 +00:00
refraction
8f6d4963bc fix the masks in the previous commit, habits die hard :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5448 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-11 19:20:55 +00:00
refraction
edc2389b23 Modified the way SPR accesses the VU memory as the old method doesn't seem to work with the VU's since the MTVU change in r4865. Fixes Summoner 2 in Issue 1354.
Probably is a better way of doing this, but this works ;p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5447 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-11 19:18:50 +00:00
sudonim1@gmail.com
1468b21ca0 SPU2-X: Disabled the parked voice processing optimisation completely for now. Fixes Silent Hill: Shattered Memories, maybe others. Reduces speed for all games. However much you hate this change, I hate it more.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5446 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-10 18:10:34 +00:00
ramapcsx2
28e6d96955 SPU2-X: 2 known games set an illegal reverb EEA that randomly causes crashes in the plugin.
We need to figure out what real hardware does with it but for now let's disable the effect engine in that case.
Affected games: Summer Beach Volleyball and 18 Wheeler.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5445 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-07 19:39:29 +00:00
ramapcsx2
4375f5b8c4 Hide the "Disable GS output" option since it's currently broken.
All this commit does is hiding the option in the GUI.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5444 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-11-02 09:29:39 +00:00
refraction
159c4ba138 VIF: Fixed a bug which caused PATH3 masking to fail if there was an IRQ on the FlushA command while it needed to wait. Fixes Futurama Issue 1343
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5443 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-31 22:12:38 +00:00
gregory.hainaut
c4af005f0b gsdx ogl:
* retry compilation when driver failed to compile with a static 'index' constraint. Replace previous AMD hack.
* clean context default attribute value
zzogl 4: clean context default attribute value too.
zzogl 3: backport texture size fix


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5442 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-29 21:35:47 +00:00
gregory.hainaut
a9020c6065 GSdx: only enable AMD hack for AMD GPU. Remove the older geometry shader hack fixed since 6 monthes
ZZogl: support xdg for the replayer


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5441 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-28 10:14:42 +00:00
gregory.hainaut
059346b5f2 zzogl: fixed crash at startup for Intel (and probably nvidia too). Opengl3 and 2 don't support the same set of attributes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5440 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-27 16:52:51 +00:00
gregory.hainaut
972aa02c11 cmake: policy existence must be checked on older Cmake version...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5439 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-25 18:10:28 +00:00
gregory.hainaut
41a5578097 zzogl: Check the size of both rectangle and 2D textures. Hopefully will fix Sandybridge system. Tests are welcome.
cmake: be sure that EGL is supported


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5438 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-23 19:59:00 +00:00
gregory.hainaut
d5b318b990 zzogl:
* move all remaining glx into the dedicated GLwin object
* rework a bit WGL to separate opengl context and window creation (like linux actually)

gsdx: Allow to control vsync. Not sure I used the good extension.

cmake: 
* check that EGL opengl context creation
* Shut up gcc warning when force inline might not work...



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5437 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-21 18:10:13 +00:00
gregory.hainaut
f53a062063 license: update the copyrigh address to please linux distribution
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5436 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-19 20:27:50 +00:00
ramapcsx2
ec60ba2440 Added a new variable for defining a 'release to public' build which replaces the automatic system we had before. The automatic system doesn't work well with planned updates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5435 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-18 20:49:53 +00:00
ramapcsx2
e7eb00469a Added correct clamp modes for GT4 to the game database. Fixes various issues with the GUI.
Also added a mark for Klonoa 2 problems with SPU2-X.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5434 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-15 19:39:43 +00:00
gregory.hainaut
74a4cb7703 linux: allow to use the shell interpreter to execute the launcher script => "bash launch_pcsx2_linux.sh"
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5432 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-09 16:33:07 +00:00
ramapcsx2
7ed8e5c2c0 User submitted updates for the game database. Thanks for compiling them, pgert.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5431 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-09 14:38:52 +00:00
ramapcsx2
dece4c730c Add NFL '12 to the database and silence a SPU2 cache clear notice.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5430 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-09 13:07:06 +00:00
ramapcsx2
15e7fcba5e GamGames database: Removed Tony Hawks again. The problem was already fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5429 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-07 13:20:19 +00:00
ramapcsx2
52a557f34b Games database update, fixing an error and adding the EE timing hack for Tony Hawk's Underground 2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5428 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-06 18:48:50 +00:00
sudonim1@gmail.com
2cc794e638 SPU2-X: Add an assertion that I used (in a more stupid and long winded form) to find the effects memory corruption bug.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5427 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-03 01:45:11 +00:00
sudonim1@gmail.com
8d07fdf165 SPU2-X: Update effects engine indexers when the effects area is moved and kept the same size. Not doing so caused SPU2 memory corruption in Sphinx and the Cursed Mummy and maybe others.
Save state compatibility broken.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5426 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-02 17:43:21 +00:00
sudonim1@gmail.com
86e5f32efb SPU2-X: Another change to the shortcut processing of voices, check the actual loop flags in memory rather than the ones in the voice structure because the memory might've changed. Fixes Innocent Life - A Futuristic Harvest Moon.
Also, check both cores rather than the current core, that was a mistake.
Speed-- again.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5425 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-10-02 17:40:42 +00:00
sudonim1@gmail.com
a06b9064f2 GUI: Don't resize the window automatically while it's maximised or fullscreen. (Annoying consequence: if you change the GS window size setting while it's fullscreen or maximised, the setting will be overwritten by the resize event on restoring to normal size. Seems to be far more hassle to work around than it's worth.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5423 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-24 15:12:46 +00:00
gregory.hainaut
1cc654e9bf zzogl: some experiences to EGL (on linux). It can be enabled with -DEGL_API=TRUE
* EGL is the interface between the window and opengl. The purpose is to replace GLX/WGL in a crossplatform way.
  Unfortunately so far only opensource driver use it (need not yet released mesa 9.0)
* clean most of the legacy GSopen1 window management. Only keep a basic window for debug with replayer.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5422 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-23 18:52:44 +00:00
sudonim1@gmail.com
77eee6e2b9 SPU2-X: Add extra exceptions to shortcutting silenced voice processing (which is basically a speedhack and should probably have a GUI option). Unfortunately this is a significant speed hit for all games, but I have no solution to this for now. Fixes Gegege no Kitarou - Ibun Youkai Kitan and quite likely others.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5421 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-22 22:11:37 +00:00
ramapcsx2
c26f684a65 Fix from refraction for the recent VIF changes: Unbreaks Sega Superstar Tennis.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5420 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-22 20:48:06 +00:00
ramapcsx2
893c5a5c1e Make IOP module loads visible in dev builds as well, not just debug ones.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5419 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-22 18:03:44 +00:00
sudonim1@gmail.com
f1cffa6f7f SPU2-X: Delay starting voices for 4 SPU2 cycles after key on. No idea if this is right, but there must be a reason some register writes aren't effective for a few cycles after key on, and this seems likely. Fixes DQ5 adventure log music and Le Mans 24 Hours everything.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5418 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-21 15:17:16 +00:00
sudonim1@gmail.com
636ce9fc1d SPU2-X: Fix old crash on state load if logging is enabled. (It's appalling that this is in the state though.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5417 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-21 13:39:57 +00:00
sudonim1@gmail.com
4d9e07b311 SPU2-X: Removed the temporary "TDA" variable from the core structure. Breaks state compatibility.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5416 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-21 13:05:04 +00:00
sudonim1@gmail.com
7dc3b25ddf SPU2-X: Trigger interrupts only if TSA is incremented to IRQA on the basis that we know that the final TSA value after the transfer is checked. Also fix inconsistency in TSA after transfer in one case. Fixes Chaos Legion bgm.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5415 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-21 13:03:19 +00:00
sudonim1@gmail.com
23d638558f GUI: All GS window settings should now apply immediately regardless of the state of the window. (Window size and resizing border were not applying correctly.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5414 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-18 19:42:55 +00:00
refraction
3016161920 Modified my changes from r5392, one small fix and some code movement, thanks to DarkShoelaces for pointing it out.
Also cleaned up the DMA change made in r5393 and added a small comment of explination to why it is now right :P

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5413 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-13 19:55:25 +00:00
gregory.hainaut
e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
gregory.hainaut
818e5ff4eb i18n: Apply pg patch to better detect the system language
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5411 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-08 16:47:02 +00:00
gregory.hainaut
66f7a16f7d i18n: long awaited update
* New nb_NO (only main, iconized was bad)
* update tr_TR/it_IT/ko_KR/pl_PL/pt_BR/sv_SE
* refresh pot/po


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5410 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-08 16:41:26 +00:00
gregory.hainaut
81cc4d51da GSdx, linux: remove some letf-overs
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5408 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-08 16:06:44 +00:00
gregory.hainaut
6cf8c444b4 i18n: update 2 strings not aligned on current gui
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5407 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-08 16:03:14 +00:00
sudonim1@gmail.com
5ccc4bbfdf SuperVU: fixed null pointer dereference in constructing an exception object.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5406 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-05 22:35:49 +00:00
gregory.hainaut
b1541f4ab7 onepad: reduce dialogs of another 25 pixels for small screen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5405 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-05 20:53:03 +00:00
sudonim1@gmail.com
ad3720c107 VIF: EXPERIMENTAL, NOT SANITY CHECKED: Delayed VU execution until the next flush, mpg, microprogram call or (as a fallback) end of dma packet to deal with cases like MSCAL, UNPACK, MSCAL (expects the first program to receive the unpack data).
Fixes Snowblind's games (BG Dark Alliance etc.), Mortal Kombat Shaolin Monks.  May break things, needs extensive testing.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5404 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-05 20:13:50 +00:00
gigaherz
31f685c490 [VS2012] For some reason when I made the conversion I totally forgot to copy these, and I didn't notice that until yesterday.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5403 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-05 18:04:09 +00:00
sudonim1@gmail.com
4ab5b03bdc SPU2-X: Use zero coefficients when the sample data references a higher entry in the coefficients table than we know about and print a warning to the console if logging is enabled. Fixes audio glitches in "Crash" series games. Also fixed the voice stop log, it was printing when voices looped.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5402 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-03 11:43:16 +00:00
sudonim1@gmail.com
7e528d3f1f SPU2-X: cleaned up the re-enabled debugging messages from r5400.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5401 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-03 09:55:08 +00:00
ramapcsx2
2e1b138219 SPU2-X: Add the alignment check to console logging.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5400 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-02 22:20:18 +00:00
sudonim1@gmail.com
d4e4abfe82 SPU2-X: TDA is a fake internal register (which should probably be nuked), so reading from the FIFO (or whatever 1AC is) certainly shouldn't use it. Also fixed up related code a little. We don't know of any games which actually use this though. Actually I don't know if we know that reading this register does anything, this could all be the product of an overactive imagination.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5399 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-02 22:07:11 +00:00
sudonim1@gmail.com
7027c54309 SPU2-X: Don't force align transfer addresses, fixes The Bouncer. I honestly don't know on what basis they were force aligned in the first place. The Bouncer very strangely has correctly aligned sample data in IOP memory which it uploads using an unaligned DMA with SPU2 set to an unaligned address, resulting in the data being correctly aligned in the end. Weird. It also writes the address twice in the order high word, low, low, high, the first pair being aligned and the second pair not. Really weird.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5398 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-02 21:33:16 +00:00
sudonim1@gmail.com
b643fa06d5 SPU2-X: Fix a minor logging bug.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5397 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-01 13:10:38 +00:00
sudonim1@gmail.com
c86a003b0d Bleh: some really unproductive hacking on DOA2 implementing the noted "better" way to patch the previously patched function and a poorly understood hack to get past the black screen (but the US game just breaks later if you do this). All of this is commented out, it's just for the benefit of my future self when he comes back to trying to fix this game.
Current status: the pad rpc hangs in the second iteration of the main game loop for an unknown reason.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5396 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-31 20:44:00 +00:00
gregory.hainaut
8f4ceea43a onepad: reduce a bit (75 pixels) the heigh of the dialog for NNNNx768 displays
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5395 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-31 20:08:20 +00:00
ramapcsx2
5fd4f75be5 Optimistically removed all the SkipMPEGHack gamefixes from the database.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5394 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-31 19:39:54 +00:00
ramapcsx2
99d8eac84a Found and hopefully fixed a really long standing DMAC bug.
This gets videos working in Katamari Damaci, Baldurs Gate, Tales of Destiny 2, Suikoden Tactics and others.
May fix other games as well, these are just the popular ones :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5393 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-31 19:11:57 +00:00
refraction
ca2d9b0469 Vif Unpacks: Fixed Issue 1325 with Non-SSE4 processors.
Put in some handling for MPG Overflows (VIF command, not videos :P)
Fixed another SSE Unpack bug i came across - Effected THPS Project 8

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5392 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-25 19:09:29 +00:00
ramapcsx2
f44e697743 New optional gamefix detects when a full motion video runs and temporarily switches GSdx to software rendering mode.
This is a workaround for the many FMV issues that occur in hardware rendering and that will take a while longer to get a proper fix.
It doesn't have any checks for the current video mode, so don't put GSdx in software mode and expect this to adapt, okay? :p
Note: It's possible to get crashes from switching renderers so please report those if you get them.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5391 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-21 19:11:53 +00:00
ramapcsx2
fb851cfdfc GSdx:
Added loading of external shaders, coded by KrossX (thanks again :p ).
Right now it looks for a file called "shader.fx" in PCSX2's main directory.
If it finds one, the PageUp key activates the external shader (instead of the built-in FXAA).
We have a forum thread for some nice shaders to try out here:
http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5390 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-20 19:46:51 +00:00
gigaherz
801867ab95 [vs2012] ZeroGS/ZZogl: Also disable SAFESEH for the other targets, not just Debug.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5389 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-20 13:01:47 +00:00
gigaherz
107ba696bd Missed one reference in he vs2008 sln
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5388 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 21:10:48 +00:00
gigaherz
995f2adbd5 Remove glew from the 3rdparty libs. It's not currently used by any project.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5387 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 21:06:49 +00:00
gigaherz
f724e6fa07 Turn off SAFESEH for ZeroGS and ZZogl.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5386 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 20:52:19 +00:00
gigaherz
c696c40924 ZeroGS/vs2012: "count" is a function in the vs2012's std:: namespace, so it conflicts to use count as a variable when "using namespace std;" is in place. Renamed the two instances of that issue to "counter".
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5385 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 20:03:47 +00:00
gigaherz
a21c85266c Make PCSX2 compile with Visual Studio 2012 (3/3): Upgrade the project files and fix a few project names. Update the .sln to point to the right project files.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5384 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 19:54:12 +00:00
gigaherz
027b7a8b98 Make PCSX2 compile with Visual Studio 2012 (2/3): Copy project files and solution from their vs2010 originals. Not updated yet!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5383 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 19:45:56 +00:00
gigaherz
72372c2219 Make PCSX2 compile with Visual Studio 2012 (1/3): Workaround compiler differences that result in compile-time errors.
NOTE: The 'glew' project does NOT build yet, but it will have to be decided how to approach the problem (String literal too long in glew.rc)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5382 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 19:36:59 +00:00
gregory.hainaut
e650a1d8a0 GSdx ogl: Fix a nasty crash because of the multithread hack.
canditate for 1.0 branch


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5381 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-19 13:06:40 +00:00
refraction
d465c18228 More vif work to fix Shadowman 2 and improve the function of some parts. Gave vifstalled a more specific job and reasons for the stall. Also did some work with the irq offset, seperating it from the stalls.
Savestate bump needed.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5380 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-16 23:03:27 +00:00
sudonim1@gmail.com
9e76c0ba49 Removed the SDL project from the visual studio solutions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5379 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 13:41:18 +00:00
gregory.hainaut
68fa8ae195 cmake:
* search 32-bits library on /usr/lib/../lib32 on 64 system (if they don't support Debian/Ubuntu multiarch)
* downgrade the 64-bits FATAL_ERROR to a warning. It is much more easier to use multiarch than to set a chroot.
* incorporate Micove's patch to allow keyword on PLUGIN_DIR define. (fixed issue 1233)
* Allow to use command line pcsx2 option with the linux launcher script. Thanks Rafael for the idea.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5378 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 10:31:28 +00:00
gregory.hainaut
4f087a6a8e 3rdparty: remove SDL code source (and reduced 3rdparty size by 40%)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5377 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 10:23:50 +00:00
gregory.hainaut
226b2d63b8 gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
cmake: take the opportunity to drop the support of 3rdparty compilation. Distributions have got a more recent version of zlib/soundtouch anyway.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5376 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 10:22:19 +00:00
gregory.hainaut
b70c5eb8b7 gsdx ogl: incorporate DX sudonim's changes on ogl
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5375 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 10:14:13 +00:00
ramapcsx2
3cd3262612 Added the new OPH hack to Sphinx the Cursed Mummy and Buffy the Vampire Slayer.
Both should run fine now, only tested Sphinx though.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5374 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 09:39:53 +00:00
sudonim1@gmail.com
6669b7d6ef Game fixes: Extended the OPH hack a bit to set APATH to each path in turn in addition. Should make the hack fix some Eurocom games (Sphinx and the Cursed Mummy, some Buffy thing, others?)
VIF: changed a memcpy_aligned on 64-bit aligned data to memcpy_fast.  Doesn't matter with the current memcpy set we use but could have caused a crash in the future.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5373 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-14 22:30:04 +00:00
refraction
0e3a7f74be Fixed a bug pseudonym spotted. stalls should be handled properly once again on games that have IRQ's on VIF Mark commands.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5372 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-14 20:52:24 +00:00
avihal
c83b72339b Fixed: Change-Language menu item was a checkbox (plain menu item is enough here).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5371 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-14 08:50:12 +00:00
avihal
58ee82334d New: Allow changing the language at any time.
Added menu item (always in English): Misc -> Change Language. Displays a message that the first time wizard will be displayed after pcsx2 is restarted, and requests the user to restart.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5370 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-14 08:35:30 +00:00
avihal
42f3f9526f Fixed Issue 1311: UI percentage values sometimes save incorrectly to ini file.
All UI percentage values (framerates, zoom) are saved incorrectly when the number ends with 0n (e.g. 105 is saved as 150, 307 is saved as 370, etc). The problem becomes apparent when these values are loaded from the ini file after restarting pcsx2.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5369 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-14 07:15:27 +00:00
refraction
f19c0b7ca9 VIF: Some optimizations for the VIF Rec, some small clean-up/optimizations for VIF itself.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5368 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-13 19:11:34 +00:00
gregory.hainaut
68a833f4e7 cmake:
* set CMAKE_POSITION_INDEPENDENT_CODE variable for future cmake policy (which need to be upgraded to remove some warnings)
* On multiarch system, force the search on 32bits library (/usr/lib/i386-linux-gnu). Change previous compilation behavior on 64 bits system
    - Before: cmake search lib in 64 bits dir (64 bits lib needed to be install) but the linker got the 32 bits lib under the hood.
    + now: cmake search lib in 32 bits dir (only 32 bits lib need to be install). The linker still get 32 bits lib. In others word, you need to install -dev:i386 package on debian/ubuntu system



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5367 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-12 07:26:39 +00:00
gregory.hainaut
20958dede3 i18n: use standard pcsx2_Iconize instead of an additional key lookup. In others word, english string is now included directly in the po/pot
Translators note: I save previous translation but a careful review is mandatory


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5366 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-10 10:10:55 +00:00
gregory.hainaut
636c16f2df gsdx ogl:
* add some dummy shader. Can be modify inside the debugger apitrace
* glclear* commands` seem to depend on scissor test and depth mask. Allow full write for the depth buffer
* texture debug, try to output some nice colors for the depth buffers


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5365 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-08 17:49:23 +00:00
gregory.hainaut
7ff8abe376 zzogl-pg:
* properry separate both GLSL implementation
* glsl4: Use a define for logz instead of extra math computation. Much more easier to understand


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5364 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-08 17:44:03 +00:00
sudonim1@gmail.com
0d9d10bc26 GSDX: Temporary fix for another unorm precision issue.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5363 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 17:49:15 +00:00
sudonim1@gmail.com
10db10e6ba GSDX: reduce precision requirement for DATE, partially fixes Intel GPUs. (Not sure exactly what's going on here, I think that 0x80 as a 8 bit unorm isn't exactly the same as 128.f/255 but I don't know whether it's required to be... we can just play safe on this anyway).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5362 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 17:38:28 +00:00
ramapcsx2
36669d17cd Cleanup part 3: Update the cmake files in /trunk and /1.0 and upload the readme and faq pdf to /trunk
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5361 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 12:00:29 +00:00
sudonim1@gmail.com
20fbc82842 GSDX: And combo boxes are apparently weird about vertical size.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5360 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:58:02 +00:00
sudonim1@gmail.com
89bfd83621 GSDX: missed the property files, VS is awkward about saving them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5359 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:43:51 +00:00
sudonim1@gmail.com
469beeac14 GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
Probably only of interest to testers (and me).  Absolutely do NOT select the reference device even out of extreme morbid curiosity.  It's not even very good at being a reference despite being slower than you can probably believe.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5358 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:26:44 +00:00
sudonim1@gmail.com
cd05504851 GSDX: Simplified and improved (for my purposes) the D3D11 checks a little. Necessary for something I'm working on, hopefully doesn't break GSDX for anyone (this code took a lot of revisions initially as I recall).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5357 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 01:56:25 +00:00
gigaherz
53396b52c0 Update installer version string.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5356 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-04 16:22:05 +00:00
ramapcsx2
b40682155a Cleanup part 2: Renamed the readme and faq where they're referred and upped the trunk version to 1.1.0
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5355 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-04 15:37:50 +00:00
ramapcsx2
e60db5cba6 Bit of cleanup in our /pcsx2/docs folder
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5353 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-04 14:58:36 +00:00
ramapcsx2
68121cefcf Re-added prafull to the beta testers list, he got lost somehow.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5350 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-01 00:48:00 +00:00
sudonim1@gmail.com
134ac6a160 GUI: Closing the GS window didn't update the structure telling plugins about the window. Decided that just hiding the window has less race potential.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5347 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-24 03:48:38 +00:00
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
sudonim1@gmail.com
96c8c13ead 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.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5345 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-23 22:55:06 +00:00
sudonim1@gmail.com
8a20e5af90 GSDX: Quick ugly fix (major work on this function might be done soon) for a bug with colclamp I noticed. Unknown impact, might make some effects work.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5344 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-23 20:24:09 +00:00
sudonim1@gmail.com
8a8d3c67d4 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.
No change in functionality expected.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5343 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-23 16:39:56 +00:00
sudonim1@gmail.com
1f8c4ddc22 GSDx: Just slapping some consts on methods I needed to use with const references in testing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5342 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-21 03:45:40 +00:00
sudonim1@gmail.com
546adf52c9 GSDx: ATI strikes again. Workaround for ATI sampler bug, the same bug I found in palette sampling earlier.
This may make gsdx slightly slower for everyone (I don't know an easy way to restrict this to affected systems), especially if using 8-bit textures.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5341 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-19 20:40:42 +00:00
gregory.hainaut
0aeb9afcc0 1.0.0 & trunk: add new language th_TH
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5339 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-11 19:48:37 +00:00
gregory.hainaut
214487a467 1.0.0 & trunk:i18n update sv_SE
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5337 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-08 07:25:25 +00:00
ramapcsx2
180b57b9cf GSdx: 2 more crcs for GoW and GoW2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5336 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-07 20:46:03 +00:00
gregory.hainaut
5fc77e8646 trunk/branch: i18n: update zh_TW and de_DE
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5335 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-07 08:44:50 +00:00
ramapcsx2
e4a4e607c9 A couple installer fixes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5331 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-03 10:30:26 +00:00
ramapcsx2
1e70895118 GSdx: Removed the CRC hack for Drakengard 2 as per issue 1303.
Thanks for reporting.
(Also replaced broken Chinese characters in comments.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5330 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-27 16:06:25 +00:00
sudonim1@gmail.com
80ba8ff16a 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?
So, in the end I only properly understood the old code after finding all the problems with my version.  I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind.  This effort might've been a big waste of time.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-27 00:57:44 +00:00
shadowladyngemu
540d098794 GameDB: Status updates, games that require new gamefixes or don't anymore, etc etc...
GSdx Hackfixes: Lego Batman changed to aggressive list, doesn't really fix ingame and breaks the title screens.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5328 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-26 11:57:44 +00:00
refraction
64447dd23a Path3 Masking: Optimization got missed during r5277 revert. Outrun, GTA:SA, Burnout 2 and others all speed boosted again ;p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5326 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-25 20:55:31 +00:00
refraction
7b8d99a69f GIF/1.0.0: Fix some condition bitching from my sloppy coding in r5277 and integrated the change in to the 1.0.0 branch as it will stop the emulator complaining about double interrupts.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5325 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-25 12:15:39 +00:00
gregory.hainaut
040e6c509b linux launcher:
* play with LD_LIBRARY_PATH variable to allow to ship 3rd party library with pcsx2 binary build
* Add a basic check to catch missing depencencies of plugins


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5323 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-21 19:39:26 +00:00
gregory.hainaut
3af930c555 gsdx ogl: nvidia compiler is not happy with implicit cast...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5322 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-21 17:31:53 +00:00
avihal
3b2944fe45 GSdx: Disable CRC hacks: Yet cleaner, better and more generic. Thx to sudonim.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5321 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-20 20:45:24 +00:00
avihal
ae9c7791c2 GSdx: Disable CRC hacks - cleanups:
- Removed the #define DISABLE_CRC_HACKS (since it's at the GUI now).
- reverted r5315 and r5319 (which prevented gs dumps to have a correct CRC).
- Restored the functionality of these revisions via simple skip of the other hack calls.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5320 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-20 18:51:30 +00:00
gregory.hainaut
35d381cd11 linux compilation fix (introduce in r5306)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5319 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-20 18:00:08 +00:00
ramapcsx2
48284746d6 GSdx: Better CRC disable value, using -2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5318 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-20 13:23:35 +00:00
sudonim1@gmail.com
179246a4eb SPU2-X: Tweak the quick fix in the previous rev a little: also select the default device if a GUID is specified but not present in the enumeration.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5317 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-20 12:28:13 +00:00
sudonim1@gmail.com
aa54e28add SPU2-X: Quick fix for an issue with dsound configuration dialog where if the default device is selected, nothing is initially selected in the combo box and on writing the configuration uninitialised memory is used for the GUID.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5316 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-20 12:21:44 +00:00
ramapcsx2
ef0377b0e9 GSdx: Fully disable CRC based hacks when the option is set (by setting the CRC to 0). Some GSRendererHW::OI_* functions were still active before.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5315 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 16:10:24 +00:00
sudonim1@gmail.com
4f6a842dca Fix SPU2-X linking issues (I sincerely hope).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5314 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 03:09:59 +00:00
sudonim1@gmail.com
f2ca45ad46 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))
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5313 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:57:13 +00:00
sudonim1@gmail.com
f5f5074172 GSDX: Put the sprite hack back in because apparently it wasn't fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5312 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:12:01 +00:00
sudonim1@gmail.com
21522e71b2 GSDX: Skip checking each palette entry's expanded alpha when deciding whether a texture is fully opaque. Textures are probably almost never determined to be opaque by this and doing it is problematic. (Skipping the check might even be a performance gain for hardware, you never know.)
Also remove some (probably mangled) chinese comments from the cutie merge.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5311 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:02:52 +00:00
sudonim1@gmail.com
0d9eca8668 88GSDX: Removed the "sprite hack" as it should be obsolete, fixed the vertex shader selector key function (the pixel shader was broken in the same way but with the "sprite hack" removed it doesn't matter now).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5310 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:35:42 +00:00
sudonim1@gmail.com
c755435eeb GSDX: Do not interpret TEXA while filling the gsdx internal temporary CLUT buffer used in texture creation and updating (I didn't realise this was happening and it's incompatible with my approach). Probably generally fixes stuff in combination with the other changes in palette handling, at the very least I know it fixes lines in sprites in Ar Tonelico 2 (currently needs the "sprite hack"), a bug which I spent a long time trying to fix after it was pointed out to me before.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5309 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:12:35 +00:00
gregory.hainaut
27a4110256 zzogl glsl: remove a bad optimization that lost track of some textures. Fix potential black-screen
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5308 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-18 22:13:22 +00:00
gregory.hainaut
d72a64b9cf zzogl: autocompletion typo. Interlace texture was attached to the wrong shader program
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5307 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-18 21:38:41 +00:00
refraction
ff6b79085d Null Plugins: Now report an SVN revision as well as a version.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5306 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-18 21:16:25 +00:00
gregory.hainaut
91ad246b46 i18n:
* update it_IT and pt_BR
* remove bad character in id_ID


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5305 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-18 18:26:49 +00:00
sudonim1@gmail.com
e13c58812d GSDX: Add a comment explaining something which doesn't matter.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5304 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 18:39:18 +00:00
sudonim1@gmail.com
323ac81a7d GSDX: use a GPU side palette for high byte indexed format copies from framebuffers again (including all the buggy cases because of the revert). I think this is how it used to be but I've lost track a little.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5303 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 18:26:42 +00:00
sudonim1@gmail.com
c9194b185a GSDX: Ignore this commit, just deleting lines of code.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5302 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 17:54:09 +00:00
sudonim1@gmail.com
0e9a4c1663 GSDX: Missed this in d3d9 code while fiddling with the shader. Can't be bothered to do the maths to determine whether doing this twice would have a visible effect.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5301 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 17:49:50 +00:00
sudonim1@gmail.com
a617a6c983 GSDX: partially revert texture cache changes for now. Compat probably back to normal, some glitchy textures are probably differently glitchy, the other changes might improve some games, performance probably much the same as ever.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5300 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 14:33:34 +00:00
sudonim1@gmail.com
14acb81553 GSDX: CT32 -> T8H, need to use a 32 bit D3D format for the texture so that they have compatible D3D types for the copy (don't have to if using StretchRect but might as well).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5299 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 14:07:03 +00:00
gigaherz
b769a79d22 portaudio (SPU2-X): Last merge from portaudio svn I forgot to include this change (or tell rama to include it), which breaks debug builds of SPU2-X.
Also, "omfg a commit by gigaherz!"

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5295 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 01:32:04 +00:00
avihal
999ff5c457 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.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5294 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 23:53:08 +00:00
sudonim1@gmail.com
1ed80f320e GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5293 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 18:14:58 +00:00
sudonim1@gmail.com
6bb9339223 GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.
GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5292 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 17:44:24 +00:00
sudonim1@gmail.com
0bf64fdffd GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs. Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5291 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 15:36:10 +00:00
gregory.hainaut
b8b451340c zzogl: use the EXT version of fbo (fix the build on windows)
gsdx:
* add some parenthesis to shup up very verbose gcc warning
* adapt ogl to latest sudonim change


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5290 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 10:43:04 +00:00
gregory.hainaut
3b22f0fb0c zzogl glsl4:
* properly delete program and vertex array. Avoid a crash on plugin reload
* reset shader state. Avoid to reuse invalid data on plugin reload
gsdx:
* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works
* implement logz for test purpose (don't seem to help)
gsdx replay:
* use default xdg location


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5289 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-12 18:14:01 +00:00
sudonim1@gmail.com
b722dfd013 GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback. Compat should be back to normal?
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5288 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 10:57:32 +00:00
sudonim1@gmail.com
e8257df98d GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5287 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 03:27:16 +00:00
sudonim1@gmail.com
8ab8b4592d GSDX: Err, and another file, I should be asleep.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5286 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 02:57:28 +00:00
sudonim1@gmail.com
adfa7f1579 GSDX: Forgot a file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5285 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 02:56:44 +00:00
sudonim1@gmail.com
08d8287d3e 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.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5284 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 02:31:44 +00:00
sudonim1@gmail.com
17f28b24b3 GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5283 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 00:00:18 +00:00
sudonim1@gmail.com
1711a26bbb GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong. Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5281 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-10 16:04:47 +00:00
sudonim1@gmail.com
4f79c4d1cb GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead. The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason). Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0. Should be very safe against small errors.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5280 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-09 08:03:27 +00:00
sudonim1@gmail.com
1df5b7ef7a GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups. I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.
Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.

Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5279 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-08 21:36:44 +00:00
gregory.hainaut
b534fcc1bc zzogl:
* add a script to run cg compiler on glsl file:
  + handy to check the syntax
  + output the asm of the shader
  - unfortunately don't support latest glsl construct but better than nothing
* really delete resources before context destruction
* wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5278 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-08 18:14:47 +00:00
refraction
cb7f27cd76 Revert original fix for Realta Nua as Pseudonym found the proper fix. This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5277 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-07 21:41:00 +00:00
avihal
faa463b95c GSdx: CRC hacks: ICO: moved the cutie extra hack from r5214 to "Aggressive mode".
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5276 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-07 15:22:12 +00:00
ramapcsx2
a74b8e2c7f GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5275 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-07 11:53:53 +00:00
ramapcsx2
c7b1423a83 Game database: 2 games have the ee timing hack enabled now, one game disabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5274 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-07 11:45:16 +00:00
sudonim1@gmail.com
22bdd1fbec GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked. Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism. tl;dr: fixes realta nua and probably other stuff.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5273 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-06 22:04:39 +00:00
avihal
1628ab154e Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5272 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-06 20:38:24 +00:00
avihal
6d691b63f5 NSIS Un/Installer: updates (for both full/web installers):
- Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.
- GSdx DLLs rename (+"32"), added avx.
- Version to 1.0.0.
- Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).
- Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).

TODO/ToTest:
- Test upgrade from 0.98, 0.97.
- Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.
- First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).
- Add an option to run pcsx2 when the installer completes?
- readme/faq have "0.9.8" in filename, but the installer refers to <version>, check if/when it's used.
- Cheats folder created at program files. consider at mydocs?
- Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?
- Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).
- Change the installer logo to the one used everywhere else?
- See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).
- Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5271 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-06 14:55:15 +00:00
ramapcsx2
3321b327a9 Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.
Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5270 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-06 10:08:08 +00:00
gregory.hainaut
d79186fafe zzogl replayer:
* I miss some ending bit. 
* Use a full int for GSvsync
* fix a small memory link


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5269 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-05 06:46:52 +00:00
gregory.hainaut
55ba4477ca gsdx: remove sdl and ogl from the win32 dialogs
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5268 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-04 18:45:54 +00:00
gregory.hainaut
b751aa855e i18n:
* new language fi_FI
* update cs_CZ


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5267 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-03 11:29:13 +00:00
refraction
b2932414e8 Path3 Regression Fix: Turns out part of the optimization in r5245 didn't work so well with SSX3, plus it didn't create much benefit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5265 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-02 21:52:23 +00:00
gregory.hainaut
0fff99f4f3 zzogl: gl resources must be deleted before the destruction of the GL context
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5264 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-02 09:33:40 +00:00
gregory.hainaut
ef976706f6 debian: don't ship null plugins
build.sh: fix shell bug & update the help


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5263 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-02 08:01:04 +00:00
refraction
77f0422e7d Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5260 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-01 22:23:43 +00:00
refraction
c6d820ff4e SPU-2X Project too for VS2010
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5259 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-01 18:24:37 +00:00
refraction
cabcc83ac5 Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5258 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-01 18:18:14 +00:00
5618 changed files with 829348 additions and 1053055 deletions

8
.gitattributes vendored Normal file
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@@ -0,0 +1,8 @@
# Set the default behavior, in case people don't have core.autocrlf set.
* text=auto
# Declare files that will always have CRLF line endings on checkout.
*.sln text eol=crlf
*.props text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf

112
.gitignore vendored Normal file
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@@ -0,0 +1,112 @@
.*.swp
.*.swn
.*.swo
*.suo
*.ncb
*.sdf
*.opensdf
*.user
*.log
*.dsp
*.dsw
*.bsc
*.aps
*.exe
*.trace
*.dump
*.asm
!/pcsx2/IPU/yuv2rgb.asm
!/pcsx2/x86/ix86-32/aVif_proc-32.asm
!/plugins/CDVDpeops/i386.asm
!/plugins/zerogs/dx/x86-32.asm
!/plugins/zerogs/dx/x86-64.asm
!/plugins/zerogs/opengl/x86-32.asm
!/plugins/zzogl-pg/opengl/x86-32.asm
**/Win32/Release*
**/Win32/Debug*
**/Win32/Devel*
**/x64/Release*
**/x64/Debug*
**/x64/Devel*
_ReSharper.*
pcsx2.snapshot_*
svnrev.h
/build
/obj-*
.DS_Store
Thumbs.db
Debug.txt
install_log.txt
Debug
Release
Devel
oprofile_data/
# Visual Studio upgrades
/Backup*
/UpgradeLog*.htm
/bin/**/*.dll
/bin/**/*.exp
/bin/**/*.ilk
/bin/**/*.lib
/bin/**/*.pdb
/bin/PCSX2
/bin/*ReplayLoader
/bin/bios
/bin/dumps
/bin/help
/bin/inis
/bin/logs
/bin/memcards
/bin/plugins
/bin/snaps
/bin/sstates
/deps
/ipch
/nsis/output/
!/3rdparty/libjpeg/change.log
/3rdparty/portaudio/portaudio-2.0.pc
/3rdparty/portaudio/bin
/3rdparty/portaudio/bin-*
/3rdparty/portaudio/autom4te.cache
/3rdparty/portaudio/libtool
/3rdparty/portaudio/config.*
/3rdparty/portaudio/lib-stamp
/3rdparty/portaudio/Makefile
/3rdparty/portaudio/bindings
/3rdparty/portaudio/test
/3rdparty/portaudio/testcvs
/3rdparty/portaudio/src/hostapi/asio/ASIOSDK/common
/3rdparty/portaudio/src/hostapi/asio/ASIOSDK/host
/3rdparty/portaudio/src/hostapi/wasapi/mingw-include
/3rdparty/**/include/wx/setup.h
/3rdparty/**/wx/msw/rcdefs.h
/nsis/svnrev_cdvdiso.nsh
/nsis/svnrev_gsdx.nsh
/nsis/svnrev_lilypad.nsh
/nsis/svnrev_pcsx2.nsh
/nsis/svnrev_spu2x.nsh
/nsis/svnrev_zerogs.nsh
/nsis/svnrev_zerospu2.nsh
/pcsx2/gui/Resources/*.h
!/pcsx2/gui/Resources/EmbeddedImage.h
/plugins/CDVDolio/Template
/plugins/GSdx/Template
/plugins/USBqemu/Win32/bin
/plugins/xpad/Template
/plugins/zerospu2/Windows/dsound51.cpp
/tools/bin
/tools/GSDumpGUI/bin
/tools/GSDumpGUI/obj

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language: cpp
sudo: required
dist: trusty
matrix:
include:
# Version 5 seems to be whatever is latest - for now it's 5.2
- env: VERSION=5
compiler: gcc
os: linux
- env: VERSION=4.9
compiler: gcc
os: linux
- env: VERSION=3.7
compiler: clang
os: linux
before_install:
- ./travis.sh before_install
script:
- ./travis.sh script

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@@ -1,21 +1,21 @@
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
<OutDir>$(SvnRootDir)\deps\$(PlatformName)\$(Configuration)\</OutDir>
<IntDir>$(PlatformName)\$(Configuration)\</IntDir>
<ExtensionsToDeleteOnClean>*.bsc;*.idb;*.sbr;*.res;*.pch;*.pdb;*.obj;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;$(TargetPath);$(ExtensionsToDeleteOnClean)</ExtensionsToDeleteOnClean>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
<FunctionLevelLinking>true</FunctionLevelLinking>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
<OutDir>$(SvnRootDir)\deps\$(PlatformName)\$(Configuration)\</OutDir>
<IntDir>$(PlatformName)\$(Configuration)\</IntDir>
<ExtensionsToDeleteOnClean>*.bsc;*.idb;*.sbr;*.res;*.pch;*.pdb;*.obj;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;$(TargetPath);$(ExtensionsToDeleteOnClean)</ExtensionsToDeleteOnClean>
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<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
<FunctionLevelLinking>true</FunctionLevelLinking>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
</ItemDefinitionGroup>
</Project>

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@@ -1,26 +0,0 @@
<?xml version="1.0" encoding="windows-1250"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="3rdparty"
OutputDirectory="$(SvnRootDir)\deps\$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
DeleteExtensionsOnClean="*.bsc;*.idb;*.sbr;*.res;*.pch;*.pdb;*.obj;*.tlb;*.tli;*.tlh;*.tmp;*.rsp;*.pgc;*.pgd;*.meta;$(TargetPath)"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="&quot;$(ProjectDir)&quot;"
PreprocessorDefinitions="__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
StructMemberAlignment="5"
EnableFunctionLevelLinking="true"
RuntimeTypeInfo="false"
WarningLevel="3"
DebugInformationFormat="3"
CompileAs="0"
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<Tool
Name="VCLinkerTool"
GenerateDebugInformation="true"
SubSystem="2"
/>
</VisualStudioPropertySheet>

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@@ -1,28 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
<OutDir>$(SvnRootDir)\deps\$(PlatformName)\$(Configuration)\</OutDir>
<IntDir>$(PlatformName)\$(Configuration)\</IntDir>
<LinkIncremental>false</LinkIncremental>
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<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>$(SolutionDir)bin\$(ProjectName).dll</OutputFile>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<ImportLibrary>$(OutDir)$(ProjectName).lib</ImportLibrary>
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<ResourceCompile>
<AdditionalIncludeDirectories>$(SvnRootDir)/common/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
<OutDir>$(SvnRootDir)\deps\$(PlatformName)\$(Configuration)\</OutDir>
<IntDir>$(PlatformName)\$(Configuration)\</IntDir>
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<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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<Link>
<OutputFile>$(SolutionDir)bin\$(ProjectName).dll</OutputFile>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<ImportLibrary>$(OutDir)$(ProjectName).lib</ImportLibrary>
</Link>
<ResourceCompile>
<AdditionalIncludeDirectories>$(SvnRootDir)/common/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ResourceCompile>
</ItemDefinitionGroup>
</Project>

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@@ -1,30 +0,0 @@
<?xml version="1.0" encoding="windows-1250"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="3rdpartyDLL"
OutputDirectory="$(SvnRootDir)\deps\$(PlatformName)\$(ConfigurationName)"
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<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="&quot;$(ProjectDir)&quot;"
PreprocessorDefinitions="__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
StructMemberAlignment="5"
RuntimeTypeInfo="false"
WarningLevel="3"
DebugInformationFormat="3"
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<Tool
Name="VCLinkerTool"
OutputFile="$(SolutionDir)\bin\$(ProjectName).dll"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="2"
ImportLibrary="$(OutDir)\$(ProjectName).lib"
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<Tool
Name="VCResourceCompilerTool"
AdditionalIncludeDirectories="&quot;$(SvnRootDir)/common/include&quot;"
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</VisualStudioPropertySheet>

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@@ -1,22 +0,0 @@
# Check that people use the good file
if(NOT TOP_CMAKE_WAS_SOURCED)
message(FATAL_ERROR "
You did not 'cmake' the good CMakeLists.txt file. Use the one in the top dir.
It is advice to delete all wrongly generated cmake stuff => CMakeFiles & CMakeCache.txt")
endif(NOT TOP_CMAKE_WAS_SOURCED)
# build project zlib
if(projectZLIB)
add_subdirectory(zlib)
endif(projectZLIB)
# build project SoundTouch
if(projectSoundTouch)
add_subdirectory(SoundTouch)
endif(projectSoundTouch)
# build project sdl
if(projectSDL)
add_subdirectory(SDL-1.3.0-5387)
endif(projectSDL)

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@@ -1,18 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<SvnRootDir>$(ProjectRootDir)\..\..</SvnRootDir>
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<PropertyGroup>
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<ItemGroup>
<BuildMacro Include="ProjectRootDir">
<Value>$(ProjectRootDir)</Value>
</BuildMacro>
<BuildMacro Include="SvnRootDir">
<Value>$(SvnRootDir)</Value>
</BuildMacro>
</ItemGroup>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="UserMacros">
<ProjectRootDir>$(ProjectDir)</ProjectRootDir>
<SvnRootDir>$(ProjectRootDir)\..\..</SvnRootDir>
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<PropertyGroup>
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<ItemGroup>
<BuildMacro Include="ProjectRootDir">
<Value>$(ProjectRootDir)</Value>
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<BuildMacro Include="SvnRootDir">
<Value>$(SvnRootDir)</Value>
</BuildMacro>
</ItemGroup>
</Project>

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@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="DefaultProjectRootDir"
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<UserMacro
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Value="$(ProjectDir)"
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<UserMacro
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Value="$(ProjectRootDir)\..\.."
/>
</VisualStudioPropertySheet>

14435
3rdparty/GL/glew.h vendored

File diff suppressed because it is too large Load Diff

20411
3rdparty/GL/glext.h vendored

File diff suppressed because it is too large Load Diff

1476
3rdparty/GL/glxew.h vendored

File diff suppressed because it is too large Load Diff

1247
3rdparty/GL/wglew.h vendored

File diff suppressed because it is too large Load Diff

1321
3rdparty/GL/wglext.h vendored

File diff suppressed because it is too large Load Diff

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@@ -1,57 +0,0 @@
[patterns]
.hgeol = native
.hgignore = native
BUGS = native
CREDITS = native
INSTALL = native
NOTES = native
TODO = native
WhatsNew = native
**COPYING = native
**README = native
**doxyfile = native
**Doxyfile = native
**install-sh = LF
**mkinstalldirs = LF
**Makefile = LF
**Makefile.* = LF
test/automated/rwops/read = LF
**README.* = native
**.S = native
**.bmp = BIN
**.c = native
**.cc = native
**.cpp = native
**.csh = LF
**.dat = BIN
**.gdbinit = LF
build-scripts/config.guess = LF
**.h = native
**.htm = native
**.html = native
**.icns = BIN
**.in = LF
**.java = native
**.m = native
**.m4 = native
**.mk = LF
**.nib = BIN
**.pch = BIN
**.pdf = BIN
**.pl = native
**.plist = native
**.png = BIN
.indent.pro = LF
**.rc = native
**.rtf = BIN
**.sh = LF
**.sln = native
**.txt = native
**.vcp = native
**.vcproj = native
**.vcw = native
**.vcxproj = native
**.wav = BIN
**.xbm = BIN
**.xml = native
**.zip = BIN

View File

@@ -1,96 +0,0 @@
syntax:glob
autom4te*
config.cache
config.log
config.status
Makefile
sdl-config
SDL.spec
SDL.qpg
build
# for Xcode
*.orig
*.swp
*.tmp
*.rej
*~
*.o
*.mode1*
*.model*
*.perspective*
*.perspective*
*.pbxuser
(^|/)build($|/)
.DS_Store
# for Visual C++
Debug
Release
*.user
*.ncb
*.suo
sdl.pc
test/autom4te*
test/config.cache
test/config.log
test/config.status
test/Makefile
test/SDL.dll
test/checkkeys
test/graywin
test/loopwave
test/testalpha
test/testatomic
test/testaudioinfo
test/testbitmap
test/testblitspeed
test/testcdrom
test/testcursor
test/testdraw2
test/testdyngl
test/testdyngles
test/testerror
test/testeyes
test/testfile
test/testfill
test/testgesture
test/testgl
test/testgl2
test/testgles
test/testhaptic
test/testhread
test/testiconv
test/testime
test/testintersections
test/testjoystick
test/testkeys
test/testloadso
test/testlock
test/testmmousetablet
test/testmultiaudio
test/testoverlay
test/testoverlay2
test/testpalette
test/testplatform
test/testpower
test/testresample
test/testscale
test/testsem
test/testshader
test/testshape
test/testsprite
test/testsprite2
test/testspriteminimal
test/teststreaming
test/testtimer
test/testver
test/testvidinfo
test/testwin
test/testwm
test/testwm2
test/threadwin
test/torturethread
test/*.exe
test/*.dSYM

View File

@@ -1,15 +0,0 @@
0afe0e38e02cf2048e93582f01c52fbb91d3c7bb release-1.2.7
230b156829ed13b31134d96f689c917981f57b84 release-1.2.5
27cab50ec9c746e886ce0f3fdaa0b0cdc55a594f release-1.2.11
2fe3fbd2bff50165b3cad33bf40d70b3bb3c9fd0 release-1.2.3
3c052d3bcc76c899dfd4846be76243a78e8c7180 release-1.2.4
3c5eed71a3320962551af3b3dfbee0c99fcf0086 release-1.2.10
4867f7f7dd3426d1dbbeef48b3f3b3aa19590cc4 release-1.2.12
6e28dae59e3baf4447c83e833a8d2ac912536f5b release-1.2.1
7c2589fb8d4df54c6faabd3faebd0c0e73f67879 release-1.2.13
86de11faf082881ad9b73a1a1d78733ca07f8db8 release-1.2.6
bb051fa871aa0b53ea57df56a446cec3bb85924c release-1.2.2
cfcb2e1c36ebe9809577adf768b0ec53e8768af9 release-1.2.8
e044e7c70a50a2f54d14ee20d0933e904e5853b6 release-1.2.9
f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
39c22a953456f6c9e2c8993c8ff973824104102a pre-touch-removal

View File

@@ -1 +0,0 @@
-i4 -nut -nsc -br -ce -cdw -npcs

View File

@@ -1,45 +0,0 @@
LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.cpp) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c))
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)

View File

@@ -1,18 +0,0 @@
Bugs are now managed in the SDL bug tracker, here:
http://bugzilla.libsdl.org/
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL mailing list. Subscription information:
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
bugs discussed on the mailing list may be forgotten or missed.

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@@ -1,139 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>Building SDL with Borland's C++ compilers</title>
<meta name="author"
content="David Snopek and updated by Dominique Louis.">
</head>
<body>
<xevol @newtonave.net=""> </xevol>
<h1>Building SDL with Borland's C++ compilers. </h1>
<b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b>
and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique
Louis</a></b> ( Last updated : 30th June 2003 ).<br>
<br>
These instructions cover how to compile SDL and its included test
programs using either Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>,
<a href="#k3">C++ Builder for Linux ( AKA Kylix 3 )</a> or the free <a
href="#bccc">Borland C++ command-line compiler</a>. <br>
<h3> <b> Extract the files </b> </h3>
<p> Unzip the Borland.zip archive into <b>this</b> directory. Do not unzip
it into any other directory because the makefiles ( *.mak ) and project
files ( *.bpr ) use relative paths to refer to the SDL sources. This should
create a directory named "Borland" inside of the top level SDL source directory.
</p>
<h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b>
</h3>
<p> Inside of the "Borland" directory there is a "bcb6" directory that contains
a number of Builder project files. Double-click on the "libSDL.bpg" file
icon. Once Builder has started click on the "<u>P</u>rojects" menu on
the menu-bar and go down to "B<u>u</u>ild All Projects" option. <br>
This will proceed to build SDL ( with Borland's calling convention ),
SDLmain, and all the <a href="#tests">test programs</a>. Currently, all
the <a href="#tests">test programs</a> are dynamically linked to Sam Lantinga's
SDL.dll.</p>
<p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible.
&nbsp;<br>
If you wish to dynamically link to the SDL library supplied by Sam Lantinga
in each release, I have created the correct *.libs for SDL 1.2.4 and they
exist in the "/lib" directory.<br>
If you would like to create the *.lib files yourself, you will need to
make use of Borland's "implib.exe" utility.<br>
</p>
<p><tt>IMPLIB</tt> works like this: </p>
<pre> IMPLIB (destination lib name) (source dll)<br></pre>
<p> For example,</p>
<pre> IMPLIB SDL.lib SDL.dll<br></pre>
<p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br>
</p>
<p>To learn more about the difference between Borland's and Microsoft's *.lib
format please read the article <a
href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br>
</p>
<p> <b><br>
NOTE :</b> The C++ Builder for Windows project format, is not compatible
with the Kylix 3 project format, hence the reason why they are in separate
directories.</p>
<h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler
</b> </h3>
<p> The free Borland compiler can be downloaded at no charge from <a
href="http://www.borland.com/bcppbuilder/freecompiler/"> the Borland website
</a>. Make sure that it is installed and properly configured. </p>
<p> Open an MS-DOS Prompt. Change to the "Borland\freebcc" directory under
the SDL source directory. Type "make -f SDL.mak" to build SDL and "make
-f SDLmain.mak". There are also makefiles for all of the <a
href="#tests">test programs</a>, if you wish to build them. All .exes and
DLLs are created in the "test" SDL directory. Ify ou would like to create
the DLL and all the test applications, I have thrown together a basic batchfile
called "makeall.bat" which should create everything in the right order. </p>
<h3> <b> Output files </b> </h3>
No matter which compiler you used, three important files should have
been produced:
<ul>
<li> SDL.dll ( Borland format ) </li>
<li> SDL.lib&nbsp;( Borland format ) </li>
<li> SDLmain.lib&nbsp;( Borland format ) </li>
</ul>
Both of the *.lib files will need to be added to all the projects
that use SDL and SDL.dll must be placed some where the Windows dynamic
linker can find it (either in your project directory or on the system
path, C:\WINDOWS\SYSTEM).
<h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix
3 ) </b> </h3>
<p> Inside of the "Borland" directory there is a "k3" directory that contains
a number of Builder project files. Double-click on the "libSDL.bpg" file
icon. Once Builder has started click on the "<u>P</u>rojects" menu on
the menu-bar and go down to "B<u>u</u>ild All Projects" option. This will
proceed to build all the <a href="#tests">test programs</a>.&nbsp;<br>
Linux users do not need *.lib files as the Shared Object is linked right
into the project ( very neat actually, Windows should do this sort of thing
as it is a lot easier for the developer ). <br>
<b>NOTE :</b>&nbsp;The C++ Builder for Windows project format, is not
compatible with the Kylix 3 project format, hence the reason why they are
in separate directories.</p>
<p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib
directory as libSDL_*.so and the Mesa OpenGL shared objects are located
in /usr/X11R6/lib as libGL*.so<br>
<br>
So if your setup is different you may need to change the project file
so that they re-link to the ones on your system.<br>
<br>
On Mandrake 8.1 the headers files are located at /usr/include/SDL/.
So if you you have not installed the development RPMs ( usually named libSDL-devel*
) for SDL ( not included ) you may have to change the include directory
within some of the projects.<br>
</p>
<h3> Known Problems</h3>
The only known problem is that I ( Dominique Louis ), was unable to
create the projects that rebuilt the SDL shared objects under Linux, due
to time constraints and my lack of intimate knowledge of Linux.
<h3><a name="tests"><b> Test programs </b> </a></h3>
Some of the test programs require included media files ( *.wav; *.bmp
etc ). All the test programs are now created in the "test" directory, where
the media files are ( usually ) so they should be ready to go. <br>
<br>
<br>
<br>
</body>
</html>

Binary file not shown.

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@@ -1,415 +0,0 @@
# library name
set(Output pcsx2_SDL)
set (SDL_ROOT "${PROJECT_SOURCE_DIR}/3rdparty/SDL-1.3.0-5387")
# set common flags
set(CommonFlags
-DHAVE_LINUX_VERSION_H
-D_REENTRANT
-D__LINUX__
-pthread
-mmmx
-msse
-msse2
-fvisibility=hidden
-pipe
-w
)
# set warning flags
set(DebugFlags
-g
)
# set optimization flags
set(OptimizationFlags
-O3
)
if(CMAKE_BUILD_TYPE STREQUAL Debug)
add_definitions(${CommonFlags} ${DebugFlags})
endif(CMAKE_BUILD_TYPE STREQUAL Debug)
if(CMAKE_BUILD_TYPE STREQUAL Devel)
add_definitions(${CommonFlags} ${OptimizationFlags})
endif(CMAKE_BUILD_TYPE STREQUAL Devel)
if(CMAKE_BUILD_TYPE STREQUAL Release)
add_definitions(${CommonFlags} ${OptimizationFlags})
endif(CMAKE_BUILD_TYPE STREQUAL Release)
#Make on big arrary with all the source and header files
set(SDL_sources
#Headers
"${SDL_ROOT}/include/begin_code.h"
"${SDL_ROOT}/include/close_code.h"
"${SDL_ROOT}/include/SDL_assert.h"
"${SDL_ROOT}/include/SDL_atomic.h"
"${SDL_ROOT}/include/SDL_audio.h"
"${SDL_ROOT}/include/SDL_blendmode.h"
"${SDL_ROOT}/include/SDL_clipboard.h"
"${SDL_ROOT}/include/SDL_compat.h"
"${SDL_ROOT}/include/SDL_config.h"
"${SDL_ROOT}/include/SDL_config_macosx.h"
"${SDL_ROOT}/include/SDL_config_minimal.h"
"${SDL_ROOT}/include/SDL_config_windows.h"
"${SDL_ROOT}/include/SDL_config_wiz.h"
"${SDL_ROOT}/include/SDL_copying.h"
"${SDL_ROOT}/include/SDL_cpuinfo.h"
"${SDL_ROOT}/include/SDL_endian.h"
"${SDL_ROOT}/include/SDL_error.h"
"${SDL_ROOT}/include/SDL_events.h"
"${SDL_ROOT}/include/SDL_gesture.h"
"${SDL_ROOT}/include/SDL.h"
"${SDL_ROOT}/include/SDL_haptic.h"
"${SDL_ROOT}/include/SDL_hints.h"
"${SDL_ROOT}/include/SDL_input.h"
"${SDL_ROOT}/include/SDL_joystick.h"
"${SDL_ROOT}/include/SDL_keyboard.h"
"${SDL_ROOT}/include/SDL_keycode.h"
"${SDL_ROOT}/include/SDL_loadso.h"
"${SDL_ROOT}/include/SDL_log.h"
"${SDL_ROOT}/include/SDL_main.h"
"${SDL_ROOT}/include/SDL_mouse.h"
"${SDL_ROOT}/include/SDL_mutex.h"
"${SDL_ROOT}/include/SDL_name.h"
"${SDL_ROOT}/include/SDL_opengles2.h"
"${SDL_ROOT}/include/SDL_opengles.h"
"${SDL_ROOT}/include/SDL_opengl.h"
"${SDL_ROOT}/include/SDL_pixels.h"
"${SDL_ROOT}/include/SDL_platform.h"
"${SDL_ROOT}/include/SDL_power.h"
"${SDL_ROOT}/include/SDL_quit.h"
"${SDL_ROOT}/include/SDL_rect.h"
"${SDL_ROOT}/include/SDL_render.h"
"${SDL_ROOT}/include/SDL_revision.h"
"${SDL_ROOT}/include/SDL_rwops.h"
"${SDL_ROOT}/include/SDL_scancode.h"
"${SDL_ROOT}/include/SDL_shape.h"
"${SDL_ROOT}/include/SDL_stdinc.h"
"${SDL_ROOT}/include/SDL_surface.h"
"${SDL_ROOT}/include/SDL_syswm.h"
"${SDL_ROOT}/include/SDL_thread.h"
"${SDL_ROOT}/include/SDL_timer.h"
"${SDL_ROOT}/include/SDL_touch.h"
"${SDL_ROOT}/include/SDL_types.h"
"${SDL_ROOT}/include/SDL_version.h"
"${SDL_ROOT}/include/SDL_video.h"
# Source Files
"${SDL_ROOT}/src/SDL_assert.c"
"${SDL_ROOT}/src/SDL_assert_c.h"
"${SDL_ROOT}/src/SDL.c"
"${SDL_ROOT}/src/SDL_compat.c"
"${SDL_ROOT}/src/SDL_error.c"
"${SDL_ROOT}/src/SDL_error_c.h"
"${SDL_ROOT}/src/SDL_fatal.c"
"${SDL_ROOT}/src/SDL_fatal.h"
"${SDL_ROOT}/src/SDL_hints.c"
"${SDL_ROOT}/src/SDL_log.c"
#c/atomic:
# "${SDL_ROOT}/src/atomic/SDL_atomic.c"
"${SDL_ROOT}/src/atomic/SDL_spinlock.c"
#c/audio:
"${SDL_ROOT}/src/audio/SDL_audio.c"
"${SDL_ROOT}/src/audio/SDL_audio_c.h"
"${SDL_ROOT}/src/audio/SDL_audiocvt.c"
"${SDL_ROOT}/src/audio/SDL_audiodev.c"
"${SDL_ROOT}/src/audio/SDL_audiodev_c.h"
"${SDL_ROOT}/src/audio/SDL_audiomem.h"
"${SDL_ROOT}/src/audio/SDL_audiotypecvt.c"
"${SDL_ROOT}/src/audio/SDL_mixer.c"
"${SDL_ROOT}/src/audio/SDL_mixer_m68k.c"
"${SDL_ROOT}/src/audio/SDL_mixer_m68k.h"
"${SDL_ROOT}/src/audio/SDL_mixer_MMX.c"
"${SDL_ROOT}/src/audio/SDL_mixer_MMX.h"
"${SDL_ROOT}/src/audio/SDL_mixer_MMX_VC.c"
"${SDL_ROOT}/src/audio/SDL_mixer_MMX_VC.h"
"${SDL_ROOT}/src/audio/SDL_sysaudio.h"
"${SDL_ROOT}/src/audio/SDL_wave.c"
"${SDL_ROOT}/src/audio/SDL_wave.h"
#c/cpuinfo:
"${SDL_ROOT}/src/cpuinfo/SDL_cpuinfo.c"
#c/events:
"${SDL_ROOT}/src/events/blank_cursor.h"
"${SDL_ROOT}/src/events/default_cursor.h"
"${SDL_ROOT}/src/events/scancodes_darwin.h"
"${SDL_ROOT}/src/events/scancodes_linux.h"
"${SDL_ROOT}/src/events/scancodes_windows.h"
"${SDL_ROOT}/src/events/scancodes_xfree86.h"
"${SDL_ROOT}/src/events/SDL_clipboardevents.c"
"${SDL_ROOT}/src/events/SDL_clipboardevents_c.h"
"${SDL_ROOT}/src/events/SDL_events.c"
"${SDL_ROOT}/src/events/SDL_events_c.h"
"${SDL_ROOT}/src/events/SDL_gesture.c"
"${SDL_ROOT}/src/events/SDL_gesture_c.h"
"${SDL_ROOT}/src/events/SDL_keyboard.c"
"${SDL_ROOT}/src/events/SDL_keyboard_c.h"
"${SDL_ROOT}/src/events/SDL_mouse.c"
"${SDL_ROOT}/src/events/SDL_mouse_c.h"
"${SDL_ROOT}/src/events/SDL_quit.c"
"${SDL_ROOT}/src/events/SDL_sysevents.h"
"${SDL_ROOT}/src/events/SDL_touch.c"
"${SDL_ROOT}/src/events/SDL_touch_c.h"
"${SDL_ROOT}/src/events/SDL_windowevents.c"
"${SDL_ROOT}/src/events/SDL_windowevents_c.h"
#c/file:
"${SDL_ROOT}/src/file/SDL_rwops.c"
#c/haptic:
"${SDL_ROOT}/src/haptic/SDL_haptic.c"
"${SDL_ROOT}/src/haptic/SDL_haptic_c.h"
"${SDL_ROOT}/src/haptic/SDL_syshaptic.h"
#c/joystick:
"${SDL_ROOT}/src/joystick/SDL_joystick.c"
"${SDL_ROOT}/src/joystick/SDL_joystick_c.h"
"${SDL_ROOT}/src/joystick/SDL_sysjoystick.h"
#c/libm:
#"${SDL_ROOT}/src/libm/e_atan2.c"
#"${SDL_ROOT}/src/libm/e_log.c"
#"${SDL_ROOT}/src/libm/e_pow.c"
#"${SDL_ROOT}/src/libm/e_rem_pio2.c"
#"${SDL_ROOT}/src/libm/e_sqrt.c"
#"${SDL_ROOT}/src/libm/k_cos.c"
#"${SDL_ROOT}/src/libm/k_rem_pio2.c"
#"${SDL_ROOT}/src/libm/k_sin.c"
#"${SDL_ROOT}/src/libm/math.h"
#"${SDL_ROOT}/src/libm/math_private.h"
#"${SDL_ROOT}/src/libm/s_atan.c"
#"${SDL_ROOT}/src/libm/s_copysign.c"
#"${SDL_ROOT}/src/libm/s_cos.c"
#"${SDL_ROOT}/src/libm/s_fabs.c"
#"${SDL_ROOT}/src/libm/s_floor.c"
#"${SDL_ROOT}/src/libm/s_scalbn.c"
#"${SDL_ROOT}/src/libm/s_sin.c"
#c/power:
"${SDL_ROOT}/src/power/SDL_power.c"
#c/render:
"${SDL_ROOT}/src/render/mmx.h"
"${SDL_ROOT}/src/render/SDL_render.c"
"${SDL_ROOT}/src/render/SDL_sysrender.h"
"${SDL_ROOT}/src/render/SDL_yuv_mmx.c"
"${SDL_ROOT}/src/render/SDL_yuv_sw.c"
"${SDL_ROOT}/src/render/SDL_yuv_sw_c.h"
#c/stdlib:
"${SDL_ROOT}/src/stdlib/SDL_getenv.c"
"${SDL_ROOT}/src/stdlib/SDL_iconv.c"
"${SDL_ROOT}/src/stdlib/SDL_malloc.c"
"${SDL_ROOT}/src/stdlib/SDL_qsort.c"
"${SDL_ROOT}/src/stdlib/SDL_stdlib.c"
"${SDL_ROOT}/src/stdlib/SDL_string.c"
#c/thread:
"${SDL_ROOT}/src/thread/SDL_systhread.h"
"${SDL_ROOT}/src/thread/SDL_thread.c"
"${SDL_ROOT}/src/thread/SDL_thread_c.h"
#c/timer:
"${SDL_ROOT}/src/timer/SDL_timer.c"
"${SDL_ROOT}/src/timer/SDL_timer_c.h"
#c/video:
"${SDL_ROOT}/src/video/SDL_blit_0.c"
"${SDL_ROOT}/src/video/SDL_blit_1.c"
"${SDL_ROOT}/src/video/SDL_blit_A.c"
"${SDL_ROOT}/src/video/SDL_blit_auto.c"
"${SDL_ROOT}/src/video/SDL_blit_auto.h"
"${SDL_ROOT}/src/video/SDL_blit.c"
"${SDL_ROOT}/src/video/SDL_blit_copy.c"
"${SDL_ROOT}/src/video/SDL_blit_copy.h"
"${SDL_ROOT}/src/video/SDL_blit.h"
"${SDL_ROOT}/src/video/SDL_blit_N.c"
"${SDL_ROOT}/src/video/SDL_blit_slow.c"
"${SDL_ROOT}/src/video/SDL_blit_slow.h"
"${SDL_ROOT}/src/video/SDL_bmp.c"
"${SDL_ROOT}/src/video/SDL_clipboard.c"
"${SDL_ROOT}/src/video/SDL_fillrect.c"
"${SDL_ROOT}/src/video/SDL_pixels.c"
"${SDL_ROOT}/src/video/SDL_pixels_c.h"
"${SDL_ROOT}/src/video/SDL_rect.c"
"${SDL_ROOT}/src/video/SDL_rect_c.h"
"${SDL_ROOT}/src/video/SDL_RLEaccel.c"
"${SDL_ROOT}/src/video/SDL_RLEaccel_c.h"
"${SDL_ROOT}/src/video/SDL_shape.c"
"${SDL_ROOT}/src/video/SDL_shape_internals.h"
"${SDL_ROOT}/src/video/SDL_stretch.c"
"${SDL_ROOT}/src/video/SDL_surface.c"
"${SDL_ROOT}/src/video/SDL_sysvideo.h"
"${SDL_ROOT}/src/video/SDL_video.c"
#re deeply nestedfiles that may need some platform specific logic to determine inclusion
"${SDL_ROOT}/src/audio/dummy/SDL_dummyaudio.c"
"${SDL_ROOT}/src/audio/dummy/SDL_dummyaudio.h"
"${SDL_ROOT}/src/haptic/dummy/SDL_syshaptic.c"
"${SDL_ROOT}/src/haptic/linux/SDL_syshaptic.c"
"${SDL_ROOT}/src/joystick/dummy/SDL_sysjoystick.c"
"${SDL_ROOT}/src/joystick/linux/SDL_sysjoystick.c"
"${SDL_ROOT}/src/joystick/linux/SDL_sysjoystick_c.h"
"${SDL_ROOT}/src/loadso/dlopen/SDL_sysloadso.c"
"${SDL_ROOT}/src/loadso/dummy/SDL_sysloadso.c"
"${SDL_ROOT}/src/loadso/macosx/SDL_dlcompat.c"
"${SDL_ROOT}/src/main/dummy/SDL_dummy_main.c"
"${SDL_ROOT}/src/power/linux/SDL_syspower.c"
"${SDL_ROOT}/src/render/direct3d/SDL_render_d3d.c"
"${SDL_ROOT}/src/render/opengles2/SDL_render_gles2.c"
"${SDL_ROOT}/src/render/opengles2/SDL_shaders_gles2.c"
"${SDL_ROOT}/src/render/opengles2/SDL_shaders_gles2.h"
"${SDL_ROOT}/src/render/opengles/SDL_render_gles.c"
"${SDL_ROOT}/src/render/opengl/SDL_glfuncs.h"
"${SDL_ROOT}/src/render/opengl/SDL_render_gl.c"
"${SDL_ROOT}/src/render/opengl/SDL_shaders_gl.c"
"${SDL_ROOT}/src/render/opengl/SDL_shaders_gl.h"
"${SDL_ROOT}/src/render/software/SDL_blendfillrect.c"
"${SDL_ROOT}/src/render/software/SDL_blendfillrect.h"
"${SDL_ROOT}/src/render/software/SDL_blendline.c"
"${SDL_ROOT}/src/render/software/SDL_blendline.h"
"${SDL_ROOT}/src/render/software/SDL_blendpoint.c"
"${SDL_ROOT}/src/render/software/SDL_blendpoint.h"
"${SDL_ROOT}/src/render/software/SDL_draw.h"
"${SDL_ROOT}/src/render/software/SDL_drawline.c"
"${SDL_ROOT}/src/render/software/SDL_drawline.h"
"${SDL_ROOT}/src/render/software/SDL_drawpoint.c"
"${SDL_ROOT}/src/render/software/SDL_drawpoint.h"
"${SDL_ROOT}/src/render/software/SDL_render_sw.c"
"${SDL_ROOT}/src/render/software/SDL_render_sw_c.h"
# "${SDL_ROOT}/src/thread/generic/SDL_syscond.c"
# "${SDL_ROOT}/src/thread/generic/SDL_sysmutex.c"
# "${SDL_ROOT}/src/thread/generic/SDL_sysmutex_c.h"
# "${SDL_ROOT}/src/thread/generic/SDL_syssem.c"
# "${SDL_ROOT}/src/thread/generic/SDL_systhread.c"
# "${SDL_ROOT}/src/thread/generic/SDL_systhread_c.h"
"${SDL_ROOT}/src/thread/pthread/SDL_syscond.c"
"${SDL_ROOT}/src/thread/pthread/SDL_sysmutex.c"
"${SDL_ROOT}/src/thread/pthread/SDL_sysmutex_c.h"
"${SDL_ROOT}/src/thread/pthread/SDL_syssem.c"
"${SDL_ROOT}/src/thread/pthread/SDL_systhread.c"
"${SDL_ROOT}/src/thread/pthread/SDL_systhread_c.h"
"${SDL_ROOT}/src/timer/dummy/SDL_systimer.c"
"${SDL_ROOT}/src/timer/unix/SDL_systimer.c"
# "${SDL_ROOT}/src/timer/wince/SDL_systimer.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_dyn.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_dyn.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_events.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_events.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_modes.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_modes.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_mouse.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_mouse.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_opengl.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_opengl.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_render.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_render.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_video.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_video.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_window.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_window.h"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_WM.c"
# "${SDL_ROOT}/src/video/directfb/SDL_DirectFB_WM.h"
"${SDL_ROOT}/src/video/dummy/SDL_nullevents.c"
"${SDL_ROOT}/src/video/dummy/SDL_nullevents_c.h"
"${SDL_ROOT}/src/video/dummy/SDL_nullframebuffer.c"
"${SDL_ROOT}/src/video/dummy/SDL_nullframebuffer_c.h"
"${SDL_ROOT}/src/video/dummy/SDL_nullvideo.c"
"${SDL_ROOT}/src/video/dummy/SDL_nullvideo.h"
"${SDL_ROOT}/src/video/uikit/jumphack.c"
"${SDL_ROOT}/src/video/uikit/jumphack.h"
"${SDL_ROOT}/src/video/uikit/keyinfotable.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitappdelegate.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitevents.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitkeyboard.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitopengles.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitopenglview.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitvideo.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitview.h"
"${SDL_ROOT}/src/video/uikit/SDL_uikitwindow.h"
"${SDL_ROOT}/src/video/x11/imKStoUCS.c"
"${SDL_ROOT}/src/video/x11/imKStoUCS.h"
"${SDL_ROOT}/src/video/x11/SDL_x11clipboard.c"
"${SDL_ROOT}/src/video/x11/SDL_x11clipboard.h"
"${SDL_ROOT}/src/video/x11/SDL_x11dyn.c"
"${SDL_ROOT}/src/video/x11/SDL_x11dyn.h"
"${SDL_ROOT}/src/video/x11/SDL_x11events.c"
"${SDL_ROOT}/src/video/x11/SDL_x11events.h"
"${SDL_ROOT}/src/video/x11/SDL_x11framebuffer.c"
"${SDL_ROOT}/src/video/x11/SDL_x11framebuffer.h"
"${SDL_ROOT}/src/video/x11/SDL_x11keyboard.c"
"${SDL_ROOT}/src/video/x11/SDL_x11keyboard.h"
"${SDL_ROOT}/src/video/x11/SDL_x11modes.c"
"${SDL_ROOT}/src/video/x11/SDL_x11modes.h"
"${SDL_ROOT}/src/video/x11/SDL_x11mouse.c"
"${SDL_ROOT}/src/video/x11/SDL_x11mouse.h"
"${SDL_ROOT}/src/video/x11/SDL_x11opengl.c"
"${SDL_ROOT}/src/video/x11/SDL_x11opengles.c"
"${SDL_ROOT}/src/video/x11/SDL_x11opengles.h"
"${SDL_ROOT}/src/video/x11/SDL_x11opengl.h"
"${SDL_ROOT}/src/video/x11/SDL_x11shape.c"
"${SDL_ROOT}/src/video/x11/SDL_x11shape.h"
"${SDL_ROOT}/src/video/x11/SDL_x11sym.h"
"${SDL_ROOT}/src/video/x11/SDL_x11touch.c"
"${SDL_ROOT}/src/video/x11/SDL_x11touch.h"
"${SDL_ROOT}/src/video/x11/SDL_x11video.c"
"${SDL_ROOT}/src/video/x11/SDL_x11video.h"
"${SDL_ROOT}/src/video/x11/SDL_x11window.c"
"${SDL_ROOT}/src/video/x11/SDL_x11window.h"
"${SDL_ROOT}/src/video/Xext/extensions/extutil.h"
"${SDL_ROOT}/src/video/Xext/extensions/panoramiXext.h"
"${SDL_ROOT}/src/video/Xext/extensions/panoramiXproto.h"
"${SDL_ROOT}/src/video/Xext/extensions/Xext.h"
"${SDL_ROOT}/src/video/Xext/extensions/xf86dga1.h"
"${SDL_ROOT}/src/video/Xext/extensions/xf86dga1str.h"
"${SDL_ROOT}/src/video/Xext/extensions/xf86dga.h"
"${SDL_ROOT}/src/video/Xext/extensions/xf86dgastr.h"
"${SDL_ROOT}/src/video/Xext/extensions/xf86vmode.h"
"${SDL_ROOT}/src/video/Xext/extensions/xf86vmstr.h"
"${SDL_ROOT}/src/video/Xext/extensions/Xinerama.h"
"${SDL_ROOT}/src/video/Xext/extensions/Xv.h"
"${SDL_ROOT}/src/video/Xext/extensions/Xvlib.h"
"${SDL_ROOT}/src/video/Xext/extensions/Xvproto.h"
"${SDL_ROOT}/src/video/Xext/Xinerama/Xinerama.c"
"${SDL_ROOT}/src/video/Xext/XME/xme.c"
"${SDL_ROOT}/src/video/Xext/Xv/Xv.c"
"${SDL_ROOT}/src/video/Xext/Xv/Xvlibint.h"
"${SDL_ROOT}/src/video/Xext/Xxf86vm/XF86VMode.c"
)
#include_directories( ${SDL_ROOT}/include /usr/include/kde/artsc /usr/include/directfb)
# Hiden option. It is only a temporary workaround of issue 1003. The purpose is to LD_PRELOAD
# the library so it avoid any conflict with previous SDL1.2 symbol
if (DEFINED SHARED_SDL)
add_library(${Output} SHARED ${SDL_sources} )
# Install the library with others plugins
if(PACKAGE_MODE)
install(TARGETS ${Output} DESTINATION ${PLUGIN_DIR})
else(PACKAGE_MODE)
install(TARGETS ${Output} DESTINATION ${CMAKE_SOURCE_DIR}/bin/plugins)
endif(PACKAGE_MODE)
else (DEFINED SHARED_SDL)
# Std build use static build
add_library(${Output} STATIC ${SDL_sources} )
endif (DEFINED SHARED_SDL)
# Gold (new linux linker) does not get automatically dependency of dependency so you must add
# them manually.
target_link_libraries(${Output} ${LIBC_LIBRARIES})
# User flags options
if(NOT USER_CMAKE_LD_FLAGS STREQUAL "")
target_link_libraries(${Output} "${USER_CMAKE_LD_FLAGS}")
endif(NOT USER_CMAKE_LD_FLAGS STREQUAL "")

View File

@@ -1,458 +0,0 @@
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Such new versions will be similar in spirit to the present version,
but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library
specifies a version number of this License which applies to it and
"any later version", you have the option of following the terms and
conditions either of that version or of any later version published by
the Free Software Foundation. If the Library does not specify a
license version number, you may choose any version ever published by
the Free Software Foundation.
14. If you wish to incorporate parts of the Library into other free
programs whose distribution conditions are incompatible with these,
write to the author to ask for permission. For software which is
copyrighted by the Free Software Foundation, write to the Free
Software Foundation; we sometimes make exceptions for this. Our
decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing
and reuse of software generally.
NO WARRANTY
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
END OF TERMS AND CONDITIONS

View File

@@ -1,73 +0,0 @@
Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
* Cliff Matthews, for giving me a reason to start this project. :)
-- Executor rocks! *grin*
* The Linux Fund, C Magazine, Educational Technology Resources Inc.,
Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson,
Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker,
and Phoenix Kokido for financial contributions
* Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008
* Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008
* Holmes Futrell for port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008
* Darren Alton for port of SDL to the Nintendo DS during the Google Summer
of Code 2008
* Szymon "Wilku" Wilczek for adding support for multiple mice and tablets
during the Google Summer of Code 2008
* Marty Leisner, Andrew, Will, Edgar Simo, Donny Viszneki, Andrea Mazzoleni,
Dmytro Bogovych, and Couriersud for helping find SDL 1.3 bugs in the great
SDL Bug Hunt of January 2009!
* Donny Viszneki for helping fix SDL 1.3 bugs in the great SDL Bug Hunt of
January 2009!
* Luke Benstead for OpenGL 3.0 support
* Ga<47>tan de Menten for writing the PHP and SQL behind the SDL website
* Tim Jones for the new look of the SDL website
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
* Mattias Engdeg<65>rd, for help with the Solaris port and lots of other help
* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port
* David Carr<72>, for the Pandora port
* Couriersud for the DirectFB driver
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation
* Arne Claus, for the 2004 winning SDL logo,
and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann,
Daniel Liljeberg, Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella,
Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson,
S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand,
Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller,
Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja
for other logo entries.
* Bob Pendleton and David Olofson for being long time contributors to
the SDL mailing list.
* Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who gave me appreciation, advice,
and suggestions, especially the good folks on the SDL mailing list.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

View File

@@ -1,27 +0,0 @@
To compile and install SDL:
0. If you have downloaded this from the website, skip to the next step.
If you have checked this out from subversion, you'll need to run
./autogen.sh to build the configure script.
1. Run './configure; make; make install'
If you are compiling for Windows using gcc, read the FAQ at:
http://www.libsdl.org/faq.php?action=listentries&category=4#42
If you are compiling using Visual C++ on Win32, you should read
the file VisualC.html
2. Look at the example programs in ./test, and check out the HTML
documentation in ./docs to see how to use the SDL library.
3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface:
http://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>

View File

@@ -1,140 +0,0 @@
#LibSDL 1.3 porting and enhancements by Darren Alton (lifning)
#LibSDL 1.2.9 DS porting by Troy Davis(GPF)
ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment (available from http://www.devkitpro.org). export DEVKITPRO=<path to>devkitPro")
endif
ifeq ($(strip $(DEVKITARM)),)
DEVKITARM = $(DEVKITPRO)/devkitARM
endif
PATH := $(PATH):$(DEVKITARM)/bin
CC = arm-eabi-gcc
AR = arm-eabi-ar
RANLIB = arm-eabi-ranlib
#ifdef GL
#DEFS += -DSDL_VIDEO_OPENGL=1
#TARGET = libSDL_gl.a
#else
TARGET = libSDL.a
#endif
#CFLAGS=$(DEFS) -Iinclude
CFLAGS = -mthumb -mthumb-interwork \
-march=armv5te -mtune=arm946e-s \
-O2 -Wall -Wwrite-strings -Wpointer-arith \
-DARM9 -D__NDS__ -I$(DEVKITPRO)/libnds/include -DENABLE_NDS -DNO_SIGNAL_H -DDISABLE_THREADS -DPACKAGE=\"SDL\" -DVERSION=\"1.3\" -DHAVE_ALLOCA_H=1 -DHAVE_ALLOCA=1 -Iinclude
#src/audio/disk/SDL_diskaudio.c \
#src/audio/dummy/SDL_dummyaudio.c \
SRCS = \
src/SDL.c \
src/SDL_assert.c \
src/SDL_compat.c \
src/SDL_error.c \
src/SDL_fatal.c \
src/SDL_hints.c \
src/SDL_log.c \
src/atomic/SDL_atomic.c \
src/atomic/SDL_spinlock.c \
src/audio/SDL_audio.c \
src/audio/SDL_audiocvt.c \
src/audio/SDL_audiodev.c \
src/audio/SDL_audiotypecvt.c \
src/audio/SDL_mixer.c \
src/audio/SDL_mixer_MMX.c \
src/audio/SDL_mixer_MMX_VC.c \
src/audio/SDL_mixer_m68k.c \
src/audio/SDL_wave.c \
src/audio/nds/SDL_ndsaudio.c \
src/cpuinfo/SDL_cpuinfo.c \
src/events/SDL_events.c \
src/events/SDL_keyboard.c \
src/events/SDL_mouse.c \
src/events/SDL_quit.c \
src/events/SDL_touch.c \
src/events/SDL_windowevents.c \
src/events/nds/SDL_ndsgesture.c \
src/file/SDL_rwops.c \
src/haptic/SDL_haptic.c \
src/haptic/nds/SDL_syshaptic.c \
src/joystick/SDL_joystick.c \
src/joystick/nds/SDL_sysjoystick.c \
src/power/SDL_power.c \
src/power/nds/SDL_syspower.c \
src/render/SDL_render.c \
src/render/SDL_yuv_sw.c \
src/render/software/SDL_render_sw.c \
src/render/software/SDL_blendpoint.c \
src/render/software/SDL_drawline.c \
src/render/software/SDL_blendline.c \
src/render/software/SDL_blendfillrect.c \
src/render/software/SDL_drawpoint.c \
src/stdlib/SDL_getenv.c \
src/stdlib/SDL_iconv.c \
src/stdlib/SDL_malloc.c \
src/stdlib/SDL_qsort.c \
src/stdlib/SDL_stdlib.c \
src/stdlib/SDL_string.c \
src/thread/SDL_thread.c \
src/thread/nds/SDL_syscond.c \
src/thread/nds/SDL_sysmutex.c \
src/thread/nds/SDL_syssem.c \
src/thread/nds/SDL_systhread.c \
src/timer/SDL_timer.c \
src/timer/nds/SDL_systimer.c \
src/video/SDL_RLEaccel.c \
src/video/SDL_blit.c \
src/video/SDL_blit_0.c \
src/video/SDL_blit_1.c \
src/video/SDL_blit_A.c \
src/video/SDL_blit_N.c \
src/video/SDL_blit_auto.c \
src/video/SDL_blit_copy.c \
src/video/SDL_blit_slow.c \
src/video/SDL_bmp.c \
src/video/SDL_fillrect.c \
src/video/SDL_pixels.c \
src/video/SDL_rect.c \
src/video/SDL_stretch.c \
src/video/SDL_surface.c \
src/video/SDL_video.c \
src/video/dummy/SDL_nullevents.c \
src/video/dummy/SDL_nullvideo.c \
src/video/nds/SDL_ndsevents.c \
src/video/nds/SDL_ndsrender.c \
src/video/nds/SDL_ndsvideo.c \
OBJS = $(SRCS:.c=.o)
TEST = \
test/nds-test-progs/general/general.nds \
test/nds-test-progs/sprite/sprite.nds \
test/nds-test-progs/sprite2/sprite2.nds \
all: $(TARGET) install nds_test
# That file must be compiled in arm mode, not thumb mode.
src/atomic/SDL_spinlock.o: src/atomic/SDL_spinlock.c
$(CC) $(CFLAGS) -mno-thumb -o $@ -c $^
$(TARGET): $(OBJS)
$(AR) rc $(TARGET) $(OBJS)
-@ ($(RANLIB) $@ || true) >/dev/null 2>&1
install: $(TARGET)
@cp libSDL.a $(DEVKITPRO)/libnds/lib/
@mkdir -p $(DEVKITPRO)/libnds/include/SDL/
@cp include/*.h $(DEVKITPRO)/libnds/include/SDL/
nds_test:
$(MAKE) -C test/nds-test-progs/general
# $(MAKE) -C test/nds-test-progs/sprite
# $(MAKE) -C test/nds-test-progs/sprite2
clean:
rm -f $(OBJS)

View File

@@ -1,225 +0,0 @@
# Makefile to build and install the SDL library
top_builddir = .
srcdir = @srcdir@
objects = build
prefix = @prefix@
exec_prefix = @exec_prefix@
bindir = @bindir@
libdir = @libdir@
includedir = @includedir@
datarootdir = @datarootdir@
datadir = @datadir@
auxdir = @ac_aux_dir@
distpath = $(srcdir)/..
distdir = SDL-@SDL_VERSION@
distfile = $(distdir).tar.gz
@SET_MAKE@
SHELL = @SHELL@
CC = @CC@
INCLUDE = @INCLUDE@
CFLAGS = @BUILD_CFLAGS@
EXTRA_CFLAGS = @EXTRA_CFLAGS@
LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
NASM = @NASM@ @NASMFLAGS@
AR = @AR@
RANLIB = @RANLIB@
WINDRES = @WINDRES@
TARGET = libSDL.la
OBJECTS = @OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDLmain.a
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
DIST = acinclude Android.mk autogen.sh Borland.html Borland.zip BUGS build-scripts configure configure.in COPYING CREDITS include INSTALL Makefile.minimal Makefile.in README* sdl-config.in sdl.m4 sdl.pc.in SDL.spec SDL.spec.in src test TODO VisualC.html VisualC VisualCE Watcom-Win32.zip WhatsNew Xcode Xcode-iPhoneOS
HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_compat.h \
SDL_cpuinfo.h \
SDL_endian.h \
SDL_error.h \
SDL_events.h \
SDL_gesture.h \
SDL_haptic.h \
SDL_hints.h \
SDL_input.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_log.h \
SDL_main.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
SDL_opengl.h \
SDL_opengles.h \
SDL_pixels.h \
SDL_platform.h \
SDL_power.h \
SDL_quit.h \
SDL_rect.h \
SDL_render.h \
SDL_rwops.h \
SDL_scancode.h \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
SDL_touch.h \
SDL_types.h \
SDL_version.h \
SDL_video.h \
begin_code.h \
close_code.h
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(DESTDIR)$(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET)
$(srcdir)/configure: $(srcdir)/configure.in
@echo "Warning, configure.in is out of date"
#(cd $(srcdir) && sh autogen.sh && sh configure)
@sleep 3
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
Makefile.in:;
$(objects):
$(SHELL) $(auxdir)/mkinstalldirs $@
update-revision:
$(SHELL) $(auxdir)/updaterev.sh
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
$(objects)/$(TARGET): $(OBJECTS) $(VERSION_OBJECTS)
$(LIBTOOL) --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(AR) cru $@ $(SDLMAIN_OBJECTS)
$(RANLIB) $@
install: all install-bin install-hdrs install-lib install-data
install-bin:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl-config $(DESTDIR)$(bindir)/sdl-config
install-hdrs: update-revision
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL
for file in $(HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL/SDL_config.h
if test -f include/SDL_revision.h; then \
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL/SDL_revision.h; \
else \
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL/SDL_revision.h; \
fi
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl.m4 $(DESTDIR)$(datadir)/aclocal/sdl.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl.pc $(DESTDIR)$(libdir)/pkgconfig
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl-config
uninstall-hdrs:
for file in $(HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL/SDL_config.h
rm -f $(DESTDIR)$(includedir)/SDL/SDL_revision.h
-rmdir $(DESTDIR)$(includedir)/SDL
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl.pc
clean:
rm -rf $(objects)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile Makefile.rules sdl-config
rm -f SDL.qpg
rm -f config.status config.cache config.log libtool
rm -rf $(srcdir)/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
tar cf - $(DIST) | (cd $(distdir); tar xf -)
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?
# Run indent on the source to standardize coding style
indent:
@echo "Running indent... modified files:"
@cd $(srcdir) && \
find . \( \
-name '*.h' -o \
-name '*.c' -o \
-name '*.cc' \) \
-print | fgrep -v ./Xcode | \
while read file; do \
indent "$$file" -o "$$file.indent"; \
if cmp "$$file" "$$file.indent" >/dev/null; then \
rm -f "$$file.indent"; \
else \
echo "$$file"; \
mv -f "$$file.indent" "$$file"; \
fi; \
done
# Run indent and then commit modified files
commit: indent
hg commit

View File

@@ -1,41 +0,0 @@
# Makefile to build the SDL library
INCLUDE = -I./include
CFLAGS = -g -O2 $(INCLUDE)
AR = ar
RANLIB = ranlib
TARGET = libSDL.a
SOURCES = \
src/*.c \
src/audio/*.c \
src/audio/dummy/*.c \
src/cpuinfo/*.c \
src/events/*.c \
src/file/*.c \
src/haptic/*.c \
src/haptic/dummy/*.c \
src/joystick/*.c \
src/joystick/dummy/*.c \
src/loadso/dummy/*.c \
src/power/*.c \
src/render/*.c \
src/render/software/*.c \
src/stdlib/*.c \
src/thread/*.c \
src/thread/generic/*.c \
src/timer/*.c \
src/timer/dummy/*.c \
src/video/*.c \
src/video/dummy/*.c \
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: $(TARGET)
$(TARGET): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(OBJECTS)

View File

@@ -1,37 +0,0 @@
# Makefile to build the pandora SDL library
AR = arm-none-linux-gnueabi-ar
RANLIB = arm-none-linux-gnueabi-ranlib
CC = arm-none-linux-gnueabi-gcc
CXX = arm-none-linux-gnueabi-g++
STRIP = arm-none-linux-gnueabi-strip
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-I./include -I$(PNDSDK)/usr/include -DSDL_REVISION=0
TARGET = libSDL.a
SOURCES = ./src/*.c ./src/audio/*.c ./src/cpuinfo/*.c ./src/events/*.c \
./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \
./src/joystick/*.c ./src/haptic/*.c ./src/power/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c ./src/audio/dma/*.c \
./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c \
./src/atomic/linux/*.c \
./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o ./src/video/x11/*.c
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h && touch include/SDL_revision.h)
all: $(TARGET)
$(TARGET): $(CONFIG_H) $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(OBJECTS)

View File

@@ -1,61 +0,0 @@
# Makefile to build the pandora SDL library
WIZSDK = /mythtv/media/devel/toolchains/openwiz/arm-openwiz-linux-gnu
AR = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ar
RANLIB = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ranlib
CC = $(WIZSDK)/bin/arm-openwiz-linux-gnu-gcc
CXX = $(WIZSDK)/bin/arm-openwiz-linux-gnu-g++
STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
CFLAGS = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
TARGET_STATIC = libSDL13.a
TARGET_SHARED = libSDL13.so
SOURCES = ./src/*.c ./src/audio/*.c ./src/cdrom/*.c ./src/cpuinfo/*.c ./src/events/*.c \
./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \
./src/joystick/*.c ./src/haptic/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c ./src/audio/dma/*.c \
./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c ./src/cdrom/dummy/*.c \
./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: config_copy $(TARGET_STATIC) $(TARGET_SHARED)
$(TARGET_STATIC): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
$(TARGET_SHARED):
$(CC) -shared -Wl,-soname,$(TARGET_SHARED).0 -o $(TARGET_SHARED).0.0.1 $(OBJECTS)
ln -s $(TARGET_SHARED).0.0.1 $(TARGET_SHARED).0
ln -s $(TARGET_SHARED).0 $(TARGET_SHARED)
config_copy:
cp include/SDL_config_wiz.h include/SDL_config.h
clean:
rm -f $(TARGET_STATIC) $(TARGET_SHARED)* $(OBJECTS)
install:
mkdir -p $(WIZSDK)/lib
mkdir -p $(WIZSDK)/include/SDL13
cp -f $(TARGET_STATIC) $(WIZSDK)/lib
cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0.0.1 $(WIZSDK)/lib/$(TARGET_SHARED).0
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
cp $(TARGET_STATIC) ../../toolchain/libs
cp $(TARGET_SHARED).0.0.1 ../../toolchain/libs
rm -f ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
ln -s ../../toolchain/libs/$(TARGET_SHARED).0.0.1 ../../toolchain/libs/$(TARGET_SHARED).0
ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
cp -f include/*.h $(WIZSDK)/include/SDL13/
cp -f include/*.h ../../toolchain/include/SDL13/

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@@ -1,172 +0,0 @@
Sam - Mon Aug 6 23:02:37 PDT 2007
------
Add color modulation to blitting
Blit convert format X -> format Y (needed for texture upload)
Blit copy / blend / modulate format X -> format X (needed for software renderer)
Create full software renderer for framebuffer interfaces.
Create texture for surface, keep surface around as pixel source, allow
copying / blending / modulating from surface to display (automatically
generate texture?)
At that point, should anyone be using anything besides textures for display?
IRC - Mon Aug 6 23:50:44 PDT 2007
-----
[11:07pm] icculus: so we're clear, "textures" replace "surfaces" from 1.2 when you want to get stuff to the screen? So you have a definitely point where it stops being pixels in memory and starts being an object on the graphics card?
[11:07pm] icculus: Upload once, blit many
[11:07pm] icculus: something like that?
[11:07pm] slouken: That's the idea, yes
[11:07pm] icculus: ok, just making sure
[11:08pm] slouken: Many drivers retain the "texture" as a surface and blit to opaque bits which then get copied into a framebuffer.
[11:08pm] slouken: retain -> would retain
[11:08pm] icculus: yeah, I figured
[11:08pm] slouken: That's why the features for surface blitting need to match the features for texture display.
[11:08pm] icculus: But it gives an abstraction where the app has to make a conscious action: the upload is slow, but then the blit is fast.
[11:09pm] icculus: This couldn't just map to LockSurface, though?
[11:09pm] slouken: Yes, exactly. I wasn't sure whether to make that clear, e.g. can you display any surface, and automatically generate a texture (if necessary)?
[11:09pm] slouken: If not, it simplifies the framebuffer case.
[11:10pm] slouken: But even the framebuffer case will probably still want to convert the bits to the optimal format.
[11:10pm] slouken: And at that point, the non-optimal bits can be thrown away.
[11:11pm] slouken: e.g. SDL_DisplayFormat()
[11:10pm] icculus: oh, that's a good point.
[11:10pm] icculus: hmm
[11:11pm] icculus: yeah, okay
[11:11pm] icculus: I was thinking about if the separation is really necessary, or if LockSurface would imply a texture creation (and you just have much more strict locking requirements than most 1.2 targets had)
[11:11pm] slouken: That's also why I separated the conversion blits from the copy / blend / modulate blits.
[11:12pm] icculus: But I like that the app has to be conscious of when that's happening
[11:12pm] slouken: Yeah, I was really leaning towards making it implicit, but the memory savings is pretty significant for artwork.
[11:12pm] icculus: SDL_compat can wrap the difference for people that can't get their head around it.
[11:13pm] icculus: At the performance cost, that can be a totally external layer that manages it like 1.2's locking.
[11:13pm] slouken: Well, SDL_compat is entirely software on top of a single texture that represents the screen.
[11:14pm] slouken: Yeah, that's the way it's implemented right now.
[11:14pm] slouken: a HWSURFACE is one that is backed by a texture, and lock/unlock is used to synchronize the bits.
[11:14pm] slouken: I'm not sure if that's worth keeping though, if SDL_compat is software only.
[11:15pm] slouken: It would minimize code migration though.
[11:15pm] icculus: yeah
[11:15pm] icculus: I expect SDL_compat to be a complete cesspool
[11:15pm] icculus: just a black box that no one touches or looks at more than necessary
[11:15pm] slouken: more or less, but it's actually pretty clean right now... I think as a side effect of the new API being pretty clean.
[11:15pm] slouken: I'm just unsure how much to use texture vs HWSURFACE
[11:16pm] icculus: Besides, you'd be surprised how quickly you can get people to move if you flag functions as deprecated so that GCC bitches when you use them.
[11:16pm] slouken:
[11:16pm] icculus: how much to use texture vs HWSURFACE in 1.3, or in SDL_compat?
[11:16pm] slouken: in 1.3
[11:17pm] icculus: Pick one or the other, I would say.
[11:17pm] icculus: I don't think it's good to confuse people with both terms
[11:17pm] slouken: yeah
[11:17pm] icculus: Everything is software until it's a texture.
[11:17pm] slouken: I'm just not sure which
[11:17pm] slouken: that's certainly cleanest.
[11:18pm] slouken: and what's currently implemented
[11:18pm] slouken: Let's think through the migration process...
[11:18pm] icculus: Plus dropping the term HWSURFACE gets the point across that a) this isn't 1.2 and b) this is probably going to a 3D api that you should be using anyhow.
[11:18pm] • slouken nods
[11:18pm] icculus: I mean, "texture" is what every API calls these things
[11:18pm] slouken: Yep
[11:19pm] slouken: So let's work through a migration case...
[11:19pm] icculus: ok
[11:19pm] slouken: FooBall loads a big background and a bunch of sprites. They are png, loaded into SDL_Surface with SDL_image, then converted with SDL_DisplayFormat()
[11:20pm] slouken: Then the background is blitted every frame and the sprites are blended on top.
[11:20pm] slouken: In the compat case:
[11:21pm] slouken: SDL_SetVideoMode() creates a single lockable texture for the display. DisplayFormat() converts the bits into the optimal format, all blitting is done in software, and SDL_UpdateRects() pushes the bits into the texture and the texture is rendered.
[11:21pm] slouken: In the 1.3 case:
[11:22pm] slouken: The background and sprites are converted to textures using SDL_CreateTextureFromSurface(), and the appropriate blending flags are set. Each frame copies the textures into place and then the display is presented.
[11:23pm] slouken: compat is software only, 1.3 can be 3D accelerated.
[11:23pm] icculus: wait, why does all blitting have to be done in software in the SDL_compat case?
[11:23pm] icculus: I don't understand why SDL_compat can't move things between surfaces and textures at Lock/Unlock time
[11:24pm] slouken: Because by default the screen isn't created with HWSURFACE, since apps expect to be able to munge the bits. Therefore, the blits to it have to be done locally.
[11:24pm] icculus: And all the surfaces are flagged HWSURFACE, so ->pixels is NULL until locked.
[11:24pm] icculus: oh
[11:24pm] icculus: It wasn't possible to have a HWSURFACE screen?
[11:25pm] slouken: Yes, it was, just nobody did it because alpha blending needs to read from video memory, and poking pixels across the bus is slow.
[11:25pm] slouken: Even in 1.3, the Xlib case needs to be software renderer if you want to do any alpha blending.
[11:26pm] icculus: But arguably there's no reason that can't all be HWSURFACE (that is, they need to get moved to a texture, even if that's still a software renderer on the backend)
[11:26pm] icculus: That sounds like it's only a problem when an app touches SDL_GetVideoSurface()->pixels without checking if they should lock it.
[11:26pm] icculus: Which might be quite common
[11:27pm] slouken: Yep, in 1.2 the app was able to specify it, and most explicitly don't because it's either not available or bad for alpha blending and direct pixel poking.
[11:27pm] icculus: hmm.
[11:28pm] slouken: You see why I've been going round and round for months on this?
[11:28pm] icculus: Well, we're talking about a compatibility layer; if it's going to crash without LockSurface() on the screen, make them lock it. If that makes it slow, so be it.
[11:29pm] icculus: The options are make small changes and take a performance hit, or make bigger changes and get a big performance win.
[11:29pm] icculus: (if touching the framebuffer directly, that is)
[11:29pm] slouken: Well, at that point it's a compatibility layer, why not just leave it software? (devil's advocate here)
[11:29pm] icculus: That's a good point.
[11:30pm] slouken: Unless we leave everything surfaces to get the best of both worlds...
[11:30pm] • slouken gets dizzy
[11:30pm] icculus: From a technical elegance viewpoint, I can see a good mapping between HWSURFACE and textures, but realistically, you want to motivate people to move away from old APIs.
[11:31pm] slouken: Yeah probably. There's a certain attraction to retaining the SDL_Surface usage even for hardware surfaces, simply because of code reuse. You don't have to have separate code for your software composition and your rendering. You also get to keep your old image loading code, etc.
[11:31pm] icculus: man, this really is a pain in the ass, I see what you mean.
[11:32pm] slouken: Yeah.
[11:32pm] icculus: hmm, let me think on this awhile.
[11:32pm] slouken: On the other hand, separating the Texture API for rendering is clearer and allows extension in the future.
[11:32pm] slouken: We could potentially allow you to create a software renderer pointed at an SDL surface....
[11:32pm] slouken: Hmmm
[11:33pm] icculus: well, that's what you have now for something like Doom
[11:33pm] icculus: you render to a shadow surface, and throw a hail-mary with SDL_Flip()
[11:34pm] slouken: Yep. I mean a 1.3 "renderer" with an SDL_Surface or another texture as the target.
[11:34pm] icculus: More or less, that doesn't change. The only important thing there is not generating a new texture every time, but being able to discard what's currently in it for a fresh upload.
[11:34pm] slouken: Yep
[11:34pm] icculus: oh, I see
[11:35pm] icculus: render-to-surface
[11:35pm] slouken: lol
[11:35pm] slouken: yeah
[11:36pm] slouken: So... where to draw the line with surface vs texture...
[11:37pm] icculus: I don't know, I would think that basically you want to get out of surfaces as fast as possible
[11:37pm] icculus: (disregarding SDL_compat for the moment)
[11:37pm] slouken: Yeah, I think so.
[11:37pm] slouken: Load the bits up, throw them into a texture, and go
[11:37pm] icculus: And basically all you really need for that is an "upload" function.
[11:38pm] slouken: Yep
[11:38pm] icculus: I'd even be inclined to not allow "Locking," so there's no readback.
[11:38pm] icculus: well, I'm sure that would cause a fight
[11:38pm] • slouken thinks
[11:40pm] slouken: Let me see where I use SDL_LockTexture() right now.
[11:42pm] slouken: The only time that's useful is to avoid a buffer copy when you're already writing the bits in the correct format.
[11:42pm] slouken: e.g. lock -> software render into bits -> unlock (upload)
[11:43pm] slouken: that may already be taken care of by the upload though.
[11:43pm] slouken: e.g. software render into bits -> upload
[11:44pm] slouken: Oh yeah, there's probably a memory copy of the bits though, so it's: upload = copy into cached bits, copy cached bits to video memory as needed. In that case if you lock to get access to the cached bits directly that's a win.
[11:44pm] icculus: ah, okay
[11:47pm] icculus: I don't know, my head hurts.
[11:47pm] slouken: Yeah, mine too.
[11:47pm] slouken: I was pretty happy with the current setup until I noticed that it's really hard to write a framebuffer driver right now.
[11:49pm] slouken: I think maybe if I clean that up and separate conversion blit and copy / blend / modulate blit, then it may work pretty cleanly.
[11:49pm] icculus: yeah
[11:54pm] slouken: So recapping... SDL_Surface is only used for loading and app composition.
[11:55pm] slouken: SDL surface blitting is enhanced to maintain parity with the renderer features, since it's used as the core of the software renderer.
[11:56pm] slouken: The software renderer is adapted to be a standalone module targeting either an SDL_Surface or an SDL_Texture.
[11:56pm] slouken: SDL_HWSURFACE goes away
[11:57pm] slouken: Anything I'm missing?
[11:58pm] icculus: no, sounds good
[11:58pm] slouken: This means we have the new 1.3 texture API pretty much as it stands.
[11:59pm] slouken: Right?
[11:59pm] icculus: yeah, I think so
[12:00am] slouken: I was trying to see if it was possible to make a pluggable blit API, but I was going insane with trying to figure out how to make it fast.
[12:01am] slouken: If it were software only I could just say, write your own and register it here, but you'd have to maintain parity with the OpenGL and Direct3D renderers as well.
[12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture.
[12:02am] icculus: yeah
TODO
----
Change textures to static/streaming. Static textures are not lockable,
streaming textures are lockable and may have system memory pixels available.
SDL_compat will use a streaming video texture, and will never be HWSURFACE,
but may be PREALLOC, if system memory pixels are available.
*** DONE Thu Aug 16 14:18:42 PDT 2007
The software renderer will be abstracted so the surface management can be
used by any renderer that provides functions to copy surfaces to the window.
Blitters...
----
Copy blit and fill rect are optimized with MMX and SSE now.
Here are the pieces we still need:
- Merging SDL texture capabilities into the SDL surface system
- Generic fallback blitter architecture
- Custom fast path blitters

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@@ -1,47 +0,0 @@
Simple DirectMedia Layer
(SDL)
Version 1.3
---
http://www.libsdl.org/
This is the Simple DirectMedia Layer, a general API that provides low
level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
and 2D framebuffer across multiple platforms.
The current version supports Windows, Windows CE, Mac OS X, Linux, FreeBSD,
NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains
support for other operating systems but those are not officially supported.
SDL is written in C, but works with C++ natively, and has bindings to
several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
Pike, Pliant, Python, Ruby, and Smalltalk.
This library is distributed under GNU LGPL version 2, which can be
found in the file "COPYING". This license allows you to use SDL
freely in commercial programs as long as you link with the dynamic
library.
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation is available in HTML format in "docs/index.html", and
a documentation wiki is available online at:
http://www.libsdl.org/cgi/docwiki.cgi
The test programs in the "test" subdirectory are in the public domain.
Frequently asked questions are answered online:
http://www.libsdl.org/faq.php
If you need help with the library, or just want to discuss SDL related
issues, you can join the developers mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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@@ -1,13 +0,0 @@
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platfrom library
designed to make it easy to write multi-media software, such as games and
emulators.
The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/
This library is distributed under the terms of the GNU LGPL license:
http://www.gnu.org/copyleft/lesser.html

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@@ -1,13 +0,0 @@
SDL on BeOS R5
==============
You can build SDL on BeOS like any other GNU style package.
e.g. ./configure && make && make install
By default it is installed in /boot/develop/tools/gnupro/{bin,lib,etc.}
Once you install SDL, you need to copy libSDL.so to /boot/home/config/lib,
so it can be found by the dynamic linker.
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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@@ -1,106 +0,0 @@
SDL on DirectFB
Supports:
- Hardware YUV overlays
- OpenGL - software only
- 2D/3D accelerations (depends on directfb driver)
- multiple displays
- windows
What you need:
DirectFB 1.0.1, 1.2.x, 1.3.0
Kernel-Framebuffer support: required: vesafb, radeonfb ....
Mesa 7.0.x - optional for OpenGL
/etc/directfbrc
This file should contain the following lines to make
your joystick work and avoid crashes:
------------------------
disable-module=joystick
disable-module=cle266
disable-module=cyber5k
no-linux-input-grab
------------------------
To disable to use x11 backend when DISPLAY variable is found use
export SDL_DIRECTFB_X11_CHECK=0
To disable the use of linux input devices, i.e. multimice/multikeyboard support,
use
export SDL_DIRECTFB_LINUX_INPUT=0
To use hardware accelerated YUV-overlays for YUV-textures, use:
export SDL_DIRECTFB_YUV_DIRECT=1
This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be
rendered in software.
In addition, you may use (directfb-1.2.x)
export SDL_DIRECTFB_YUV_UNDERLAY=1
to make the YUV texture an underlay. This will make the cursor to
be shown.
Simple Window Manager
=====================
The driver has support for a very, very basic window manager you may
want to use when runnning with "wm=default". Use
export SDL_DIRECTFB_WM=1
to enable basic window borders. In order to have the window title rendered,
you need to have the following font installed:
/usr/share/fonts/truetype/freefont/FreeSans.ttf
OPENGL Support
==============
The following instructions will give you *software* opengl. However this
works at least on all directfb supported platforms.
As of this writing 20100802 you need to pull Mesa from git and do the following:
------------------------
git clone git://anongit.freedesktop.org/git/mesa/mesa
cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
------------------------
Edit configs/linux-directfb so that the Directories-section looks like
------------------------
# Directories
SRC_DIRS = mesa glu
GLU_DIRS = sgi
DRIVER_DIRS = directfb
PROGRAM_DIRS =
------------------------
make linux-directfb
make
echo Installing - please enter sudo pw.
sudo make install INSTALL_DIR=/usr/local/dfb_GL
cd src/mesa/drivers/directfb
make
sudo make install INSTALL_DIR=/usr/local/dfb_GL
------------------------
To run the SDL - testprograms:
export SDL_VIDEODRIVER=directfb
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
./testgl

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@@ -1,23 +0,0 @@
The latest development version of SDL is available via Mercurial.
Mercurial allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "hg" to mirror that
source tree instead of waiting for an official release. Please look
at the Mercurial website ( http://mercurial.selenic.com/ ) for more
information on using hg, where you can also download software for
Mac OS X, Windows, and Unix systems.
hg clone http://hg.libsdl.org/SDL
If you are building SDL with an IDE, you will need to copy the file
include/SDL_config.h.default to include/SDL_config.h before building.
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the subversion repository at:
http://hg.libsdl.org/SDL/
There is an RSS feed available at that URL, for those that want to
track commits in real time.

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@@ -1,186 +0,0 @@
==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================
These instructions are for people using Apple's Mac OS X (pronounced
"ten").
From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.
To build SDL using the command line, use the standard configure and make
process:
./configure
make
sudo make install
You can also build SDL as a Universal library (a single binary for both
PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
the fatbuild.sh script in build-scripts:
sh build-scripts/fatbuild.sh
sudo build-scripts/fatbuild.sh install
This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
ABI compatibility on Intel architectures. For best compatibility you
should compile your application the same way. A script which wraps
gcc to make this easy is provided in test/gcc-fat.sh
To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.
==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================
An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".
To get this build automatically, add something like the following rule to
your Makefile.am:
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file.
If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a seperate rule.
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/.
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with
a bare bone .app bundle, which is double clickable from the Finder. But
there are some more things you should do before shipping yor product...
1) The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can
achieve that by linkinag against the libraries listed by
sdl-config --static-libs
instead of those listed by
sdl-config --libs
Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail
2) Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some
variations of them) in Exult and ScummVM; both are available in source on
the net, so feel free to take a peek at them for inspiration!
==============================================================================
Using the Simple DirectMedia Layer with Xcode
==============================================================================
These instructions are for using Apple's Xcode IDE to build SDL applications.
- First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
cd [path_to_SDL_source]
tar zxf Xcode.tar.gz
This will create a new folder called Xcode, which you can browse
normally from the Finder.
- Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder heirarchy of executible code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
~/Library/Frameworks
/Local/Library/Frameworks
/System/Library/Frameworks
- Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
- Building the Testers
Open the SDLTest project and build away!
- Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
- Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
* Create a new "Cocoa Application"
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
* Remove "main.c" from your project
* Remove "MainMenu.nib" from your project
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
* Add your files
* Clean and build
- Building from command line
Use pbxbuild in the same directory as your .pbproj file
- Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
"Executibles" panel of the target settings.
- Implementation Notes
Some things that may be of interest about how it all works...
* Working directory
As defined in the SDL_main.m file, the working directory of your SDL app
is by default set to its parent. You may wish to change this to better
suit your needs.
* You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
Known bugs are listed in the file "BUGS"

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This is a list of the platforms SDL supports, and who maintains them.
Officially supported platforms
==============================
(code compiles, and thoroughly tested for release)
==============================
Windows XP
Windows Vista
Windows 7
Mac OS X 10.4+
Linux 2.6+
iOS 3.1.3+
Android 1.6+
Unofficially supported platforms
================================
(code compiles, but not thoroughly tested)
================================
Windows CE
FreeBSD
NetBSD
OpenBSD
Solaris
Platforms supported by volunteers
=================================
Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
Platforms that need maintainers
===============================
Nintendo DS
Haiku

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* Porting To A New Platform
The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system.
The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
Ideally SDL_platform.h will be able to auto-detect the system it's building
on based on C preprocessor symbols.
There are two basic ways of building SDL at the moment:
1. The "UNIX" way: ./configure; make; make install
If you have a GNUish system, then you might try this. Edit configure.in,
take a look at the large section labelled:
"Set up the configuration based on the target platform!"
Add a section for your platform, and then re-run autogen.sh and build!
2. Using an IDE:
If you're using an IDE or other non-configure build system, you'll probably
want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
add a section for your platform, and create a custom SDL_config_{platform}.h,
based on SDL_config.h.minimal and SDL_config.h.in
Add the top level include directory to the header search path, and then add
the following sources to the project:
src/*.c
src/audio/*.c
src/cdrom/*.c
src/cpuinfo/*.c
src/events/*.c
src/file/*.c
src/joystick/*.c
src/stdlib/*.c
src/thread/*.c
src/timer/*.c
src/video/*.c
src/audio/disk/*.c
src/audio/dummy/*.c
src/video/dummy/*.c
src/joystick/dummy/*.c
src/cdrom/dummy/*.c
src/thread/generic/*.c
src/timer/dummy/*.c
src/loadso/dummy/*.c
Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform.
If you have any questions, don't hesitate to ask on the SDL mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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Using SDL 1.3 under Windows with the OpenWatcom compiler
====================================================
Prerequisites
-------------
I have done the port under Windows XP Professional with SP2 installed.
Windows 2000 should also be working. I'm not so sure about ancient Windows NT,
since only DirectX 3 is available there. Building should be possible,
but running the compiled applications will probalbly fail with
SDL_VIDEODRIVER=directx. The windib driver should work, though.
To compile and use the SDL with Open Watcom you will need the following:
- Open Watcom compiler. I used version 1.8. The environment variables
PATH, WATCOM and INCLUDE need to be set appropriately - please consult
the OpenWatcom documentation and instructions given during the
installation of the compiler.
My setup looks like this in owvars.bat:
set WATCOM=C:\dev\ow18
set INCLUDE=%WATCOM%\h;%WATCOM%\h\nt
set PATH=%PATH%;%WATCOM%\binnt;%WATCOM%\binw
- A recent DirectX SDK. The library needs D3d9.h so at leat the
directx 9 sdk is to be used. I used DirectX 10 SDK from August 2009
taken directly from the microsoft site.
- The SDL 1.3 sources from Subversion
- The file Watcom-Win32.zip (now available in Subversion)
Building the Library
--------------------
1) In the SDL base directory extract the archive Watcom-Win32.zip. This
creates a subdirectory named 'watcom'.
2) The makefile expects the environment variable DXDIR to be set to the
base directory of a DirectX SDK. I have tried the August 2009
DirectX SDK from Microsoft
You can also edit the makefile directly and hard code your path to
the SDK on your system.
I have this in my setup:
set DXDIR=..\dx10
3) Enter the watcom directory and run
wmake sdl
4) All tests from the test directory are working and can be built by
running
wmake tests
Notes:
The makefile offers some options to tweak the way the library is built.
You have at your disposal the option to build a static (default)
library, or a DLL (with tgt=dll). You can also choose whether to build
a Release (default) or a Debug version (with build=debug) of the tests
and library. Please consult the usage comment at the top of the
makefile for usage instructions.
If you specify a test target (i.e. 'wmake tests' for all tests, or
selected targets like 'wmake testgl testvidinfo testoverlay2'), the
tests are always freshly compiled and linked. This is done to
minimise hassle when switching between library versions (static vs.
DLL), because they require subtly different options.
Also, the test executables are put directly into the test directory,
so they can find their data files. The clean target of the makefile
removes the test executables and the SDL.dll file from the test
directory.
To use the library in your own projects with Open Watcom, you can use
the way the tests are built as base of your own build environment.
The library can also be built with the stack calling convention of the
compiler (-6s instead of -6r).
Test applications
-----------------
$FixME: which test works ? which one compiles ?
I've tried to make all tests work. The following table gives an overview
of the current status.
Testname Status
~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
checkkeys +
graywin +
loopwave +
testalpha +
testbitmap +
testdyngl +
testerror +
testfile +
testgamma +
testgl +
testhread +
testiconv - (all failed)
testkeys +
testlock +
testoverlay + (needs 'set SDL_VIDEODRIVER=directx')
testoverlay2 + (needs 'set SDL_VIDEODRIVER=directx')
testpalette +
testplatform +
testsem +
testsprite +
testtimer +
testver +
testvidinfo +
testwin ? (fading doesn't seem right)
testwm +
torturethread +
testcdrom +
testjoystick not tested
threadwin +
testcursor +
TODO
----
There is room for further improvement:
- Test joystick functionality.
- Investigate fading issue in 'testwin' test.
- Fix the UTF-8 support.
- Adapt the makefile/object file list to support more target systems
- Use "#pragma aux" syntax for the CPU info functions.
Questions and Comments
----------------------
Please direct any questions or comments to me:
ow_sdl [at] digitalfantasy [dot] it
The original porting to the open watcom compiler was made by
Marc Peter <mailto:macpete@gmx.de>
Happy Coding!
Daniele Forghieri

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Project files for embedded Visual C++ 3.0, 4.0 and
Visual Studio 2005 can be found in VisualCE.zip
SDL supports GAPI and WinDib output for Windows CE.
GAPI driver supports:
- all possible WinCE devices (Pocket PC, Smartphones, HPC)
with different orientations of video memory and resolutions.
- 4, 8 and 16 bpp devices
- special handling of 8bpp on 8bpp devices
- VGA mode, you can even switch between VGA and GAPI in runtime
(between 240x320 and 480x640 for example). On VGA devices you can
use either GAPI or VGA.
- Landscape mode and automatic rotation of buttons and stylus coordinates.
To enable landscape mode make width of video screen bigger than height.
For example:
SDL_SetVideoMode(320,240,16,SDL_FULLSCREEN)
- WM2005
- SDL_ListModes
NOTE:
There are several SDL features not available in the WinCE port of SDL.
- DirectX is not yet available
- Semaphores are not available
- Joystick support is not available
- CD-ROM control is not available
In addition, there are several features that run in "degraded" mode:
Preprocessor Symbol Effect
=================== =================================
SDL_systimer.c:
USE_GETTICKCOUNT Less accurate values for SDL time functions
USE_SETTIMER Use only a single marginally accurate timer
SDL_syswm.c:
DISABLE_ICON_SUPPORT Can't set the runtime window icon
SDL_sysmouse.c:
USE_STATIC_CURSOR Only the arrow cursor is available
SDL_sysevents.c:
NO_GETKEYBOARDSTATE Can't get modifier state on keyboard focus
SDL_dibevents.c:
NO_GETKEYBOARDSTATE Very limited keycode translation
SDL_dibvideo.c:
NO_GETDIBITS Can't distinguish between 15 bpp and 16 bpp
NO_CHANGEDISPLAYSETTINGS No fullscreen support
NO_GAMMA_SUPPORT Gamma correction not available

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================================================================================
Simple DirectMedia Layer for Android
================================================================================
Requirements:
Android SDK
http://developer.android.com/sdk/index.html
Android NDK r4 or later
http://developer.android.com/sdk/ndk/index.html
================================================================================
How the port works
================================================================================
- Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library
- This means that your application C code must be placed inside an android
Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package
The Android Java code implements an "activity" and can be found in:
android-project/src/org/libsdl/app/SDLActivity.java
The Java code loads your game code, the SDL shared library, and
dispatches to native functions implemented in the SDL library:
src/SDL_android.cpp
Your project must include some glue code that starts your main() routine:
src/main/android/SDL_android_main.cpp
================================================================================
Building an app
================================================================================
Instructions:
1. Copy the android-project directory wherever you want to keep your projects and rename it to the name of your project.
2. Move this SDL directory into the <project>/jni directory
3. Place your application source files in the <project>/jni/src directory
4. Edit <project>/jni/src/Android.mk to include your source files
5. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
If you want to use the Eclipse IDE, skip to the Eclipse section below.
6. Edit <project>/local.properties to point to the Android SDK directory
7. Run 'ant debug' in android/project. This compiles the .java and eventually
creates a .apk with the native code embedded
8. 'ant install' will push the apk to the device or emulator (if connected)
Here's an explanation of the files in the Android project, so you can customize them:
android-project/
AndroidManifest.xml - package manifest, do not modify
build.properties - empty
build.xml - build description file, used by ant
default.properties - holds the ABI for the application, currently android-4 which corresponds to the Android 1.6 system image
local.properties - holds the SDK path, you should change this to the path to your SDK
jni/ - directory holding native code
jni/Android.mk - Android makefile that includes all subdirectories
jni/SDL/ - directory holding the SDL library files
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
jni/src/ - directory holding your C/C++ source
jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
res/ - directory holding resources for your application
res/drawable-* - directories holding icons for different phone hardware
res/layout/main.xml - place holder for the main screen layout, overridden by the SDL video output
res/values/strings.xml - strings used in your application, including the application name shown on the phone.
src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation.
================================================================================
Additional documentation
================================================================================
The documentation in the NDK docs directory is very helpful in understanding the build process and how to work with native code on the Android platform.
The best place to start is with docs/OVERVIEW.TXT
================================================================================
Using Eclipse
================================================================================
First make sure that you've installed Eclipse and the Android extensions as described here:
http://developer.android.com/sdk/eclipse-adt.html
Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
* File -> New -> Other
* Select the Android -> Android Project wizard and click Next
* Enter the name you'd like your project to have
* Select "Create project from existing source" and browse for your project directory
* Make sure the Build Target is set to Android 1.6
* Click Finish
================================================================================
Loading files and resources
================================================================================
NEED CONTENT
================================================================================
Troubleshooting
================================================================================
You can create and run an emulator from the Eclipse IDE:
* Window -> Android SDK and AVD Manager
You can see if adb can see any devices with the following command:
adb devices
You can see the output of log messages on the default device with:
adb logcat
You can push files to the device with:
adb push local_file remote_path_and_file
You can push files to the SD Card at /sdcard, for example:
adb push moose.dat /sdcard/moose.dat
You can see the files on the SD card with a shell command:
adb shell ls /sdcard/
You can start a command shell on the default device with:
adb shell
You can do a clean build with the following commands:
ndk-build clean
ndk-build
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
ndk-build V=1
If your application crashes in native code, you can use addr2line to convert the addresses in the stack trace to lines in your code.
For example, if your crash looks like this:
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
You can see that there's a crash in the C library being called from the main code. I run addr2line with the debug version of my code:
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
and then paste in the number after "pc" in the call stack, from the line that I care about:
000014bc
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
You can add logging to your code to help show what's happening:
#include <android/log.h>
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
If you need to build without optimization turned on, you can create a file called "Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug
================================================================================
Known issues
================================================================================
- SDL audio (although it's mostly written, just not working properly yet)
- TODO. I'm sure there's a bunch more stuff I haven't thought of

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================================================================================
Simple DirectMedia Layer for Nintendo DS
================================================================================
-Requirements-
The devkitpro SDK available at http://devkitpro.org.
Read the information at http://devkitpro.org/wiki/Getting_Started/devkitARM
The necessary packages are devkitARM, libnds and default arm7.
-Building SDL-
After setting the devkitpro environment, type:
make -f Makefile.ds
This will compile and install the library and headers into the proper libnds directories.
Additionnaly it will compile the general test, that you can run either on the DS or with desmume:
desmume test/nds-test-progs/general/general.nds
Note that the port is very basic and incomplete.

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===========================================================================
Dollar Gestures
===========================================================================
SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
Recording:
----------
To begin recording on a touch device call:
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
A SDL_DOLLARRECORD event is a dgesture with the following fields:
event.dgesture.touchId - the Id of the touch used to record the gesture.
event.dgesture.gestureId - the unique id of the recoreded gesture.
Performing:
-----------
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
event.dgesture.touchId - the Id of the touch which performed the gesture.
event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
event.dgesture.numFingers - the number of fingers used to draw the stroke.
Most programs will want to define an appropriate error threshold and check to be sure taht the error of a gesture is not abnormally high (an indicator that no gesture was performed).
Saving:
-------
To save a template, call SDL_SaveDollarTemplate(gestureId, src) where gestureId is the id of the gesture you want to save, and src is an SDL_RWops pointer to the file where the gesture will be stored.
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(src) where source is an SDL_RWops pointer to the file where the gesture will be stored.
Both functions return the number of gestures sucessfully saved.
Loading:
--------
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
SDL_LoadDollarTemplates returns the number of templates sucessfully loaded.
===========================================================================
Multi Gestures
===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
event.mgesture.touchId - the Id of the touch on which the gesture was performed.
event.mgesture.x - the normalized x cooridinate of the gesture. (0..1)
event.mgesture.y - the normalized y cooridinate of the gesture. (0..1)
event.mgesture.dTheta - the amount that the fingers rotated during this motion.
event.mgesture.dDist - the amount that the fingers pinched during this motion.
event.mgesture.numFingers - the number of fingers used in the gesture.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com

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==============================================================================
Building the Simple DirectMedia Layer for iPhone OS 2.0
==============================================================================
Requirements: Mac OS X v10.5 or later and the iPhone SDK.
Instructions:
1. Open SDLiPhoneOS.xcodeproj (located in Xcode-iPhoneOS/SDL) in XCode.
2. Set Project->Set Active SDK to "Use Project Settings"
3. Select your desired target, and hit build.
There are three build targets:
- StaticLibiPhoneOS:
Build SDL as a statically linked (armv6) library for iPhone OS 2.0.
- StaticLibSimulator:
Build SDL as a statically linked (x86) library for the iPhone Simulator
- Template:
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
==============================================================================
Using the Simple DirectMedia Layer for iPhone OS 2.0
==============================================================================
Here is the easiest method:
1. Build the SDL libraries (libSDLiPhoneOS.a and libSDLSimulator.a) and the iPhone SDL Application template.
1. Install the iPhone SDL Application template by copying it to one of XCode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iPhoneOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
2. Start a new project using the template. The project should be immediately ready for use with SDL.
Here is a more manual method:
1. Create a new iPhone view based application.
2. Build the SDL static libraries (libSDLiPhoneOS.a and libSDLSimulator.a) for iPhone and include them in your project. XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
3. Include the SDL header files in your project.
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
==============================================================================
Notes -- Accelerometer as Joystick
==============================================================================
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
==============================================================================
Notes -- OpenGL ES
==============================================================================
Your SDL application for iPhone uses OpenGL ES for video by default.
OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
==============================================================================
Notes -- Keyboard
==============================================================================
SDL for iPhone contains several additional functions related to keyboard visibility. These functions are not part of the SDL standard API, but are necessary for revealing and hiding the iPhone's virtual onscreen keyboard. You can use them in your own applications by including a copy of the SDL_uikitkeyboard.h header (located in src/video/uikit) in your project.
int SDL_iPhoneKeyboardShow(SDL_Window * window)
-- reveals the onscreen keyboard. Returns 0 on success and -1 on error.
int SDL_iPhoneKeyboardHide(SDL_Window * window)
-- hides the onscreen keyboard. Returns 0 on success and -1 on error.
SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window)
-- returns whether or not the onscreen keyboard is currently visible.
int SDL_iPhoneKeyboardToggle(SDL_Window * window)
-- toggles the visibility of the onscreen keyboard. Returns 0 on success and -1 on error.
==============================================================================
Notes -- Reading and Writing files
==============================================================================
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
Once your application is installed its directory tree looks like:
MySDLApp Home/
MySDLApp.app
Documents/
Library/
Preferences/
tmp/
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
More information on this subject is available here:
http://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/ApplicationEnvironment/chapter_6_section_3.html#//apple_ref/doc/uid/TP40007072-CH7-SW21
==============================================================================
Notes -- iPhone SDL limitations
==============================================================================
Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS). Presently, landscape mode is not supported.
Video:
For real time frame-rates, you are advised to use strictly SDL 1.3 video calls. Using compatibility video calls uploads an OpenGL texture for each frame drawn, and this operation is excruciatingly slow.
Textures:
SDL for iPhone Textures supports only SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_RGB24 pixel formats. This is because texture support in SDL for iPhone is done through OpenGL ES, which supports fewer pixel formats than OpenGL, will not re-order pixel data for you, and has no support for color-paletted formats (without extensions).
Audio:
SDL for iPhone does not yet support audio input.
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.

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SDL 1.3 with open pandora console support ( http://openpandora.org/ )
=====================================================================
- A pandora specific video driver was writed to allow SDL 1.3 with OpenGL ES
support to work on the pandora under the framebuffer. This driver do not have
input support for now, so if you use it you will have to add your own control code.
The video driver name is "pandora" so if you have problem running it from
the framebuffer, try to set the following variable before starting your application :
"export SDL_VIDEODRIVER=pandora"
- OpenGL ES support was added to the x11 driver, so it's working like the normal
x11 driver one with OpenGLX support, with SDL input event's etc..
David Carré (Cpasjuste)
cpasjuste@gmail.com

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===========================================================================
System Specific Notes
===========================================================================
Linux:
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
Mac:
The Mac and Iphone API's are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone:
Works out of box.
Windows:
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
===========================================================================
Events
===========================================================================
SDL_FINGERDOWN:
Sent when a finger (or stylus) is placed on a touch device.
Fields:
event.tfinger.touchId - the Id of the touch device.
event.tfinger.fingerId - the Id of the finger which just went down.
event.tfinger.x - the x coordinate of the touch (0..touch.xres)
event.tfinger.y - the y coordinate of the touch (0..touch.yres)
event.tfinger.pressure - the pressure of the touch (0..touch.pressureres)
SDL_FINGERMOTION:
Sent when a finger (or stylus) is moved on the touch device.
Fields:
Same as FINGERDOWN but with additional:
event.tfginer.dx - change in x coordinate during this motion event.
event.tfginer.dy - change in y coordinate during this motion event.
SDL_FINGERMOTION:
Sent when a finger (or stylus) is lifted from the touch device.
Fields:
Same as FINGERDOWN.
===========================================================================
Functions
===========================================================================
SDL provides the ability to access the underlying Touch and Finger structures.
These structures should _never_ be modified.
The following functions are included from SDL_Touch.h
To get a SDL_Touch device call SDL_GetTouch(touchId).
This returns an SDL_Touch*.
IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouch will return null. Be sure to check for this!
An SDL_Touch has the following fields:
>xres,yres,pressures:
The resolution at which x,y, and pressure values are reported. Currently these will always be equal to 2^15, but this may not always be the case.
>pressure_max, pressure_min, x_max, x_min, y_max, y_min
Which give, respectively, the maximum and minumum values that the touch digitizer can return for pressure, x coordiniate, and y coordinate AS REPORTED BY THE OPERATING SYSTEM.
On Mac/iPhone systems _max will always be 0, and _min will always be 1.
>native_xres,native_yres,native_pressureres:
The native resolution of the touch device AS REPORTED BY THE OPERATING SYSTEM.
On Mac/iPhone systems these will always be 1.
>num_fingers:
The number of fingers currently down on the device.
>fingers:
An array of pointers to the fingers which are on the device.
The most common reason to access a touch device is to normalize inputs. This would be accomplished by code like the following:
SDL_Touch* inTouch = SDL_GetTouch(event.tfinger.touchId);
if(inTouch == NULL) continue; //The touch has been removed
float x = ((float)event.tfinger.x)/inTouch->xres;
float y = ((float)event.tfinger.y)/inTouch->yres;
To get an SDL_Finger, call SDL_GetFinger(touch,fingerId), where touch is a pointer to an SDL_Touch device, and fingerId is the id of the requested finger.
This returns an SDL_Finger*, or null if the finger does not exist, or has been removed.
An SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the FINGERUP event is polled.
As a result, be very careful to check for null return values.
An SDL_Finger has the following fields:
>x,y,pressure:
The current coordinates of the touch.
>xdelta,ydelta:
The change in position resulting from the last finger motion.
>last_x, last_y, last_pressure:
The previous coordinates of the touch.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com

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<Unit filename="../src/video/bwindow/SDL_sysmouse_c.h" />
<Unit filename="../src/video/bwindow/SDL_syswm_c.h" />
<Unit filename="../src/video/bwindow/SDL_sysyuv.h" />
<Unit filename="../src/video/cocoa/SDL_cocoaclipboard.h" />
<Unit filename="../src/video/cocoa/SDL_cocoaevents.h" />
<Unit filename="../src/video/cocoa/SDL_cocoakeyboard.h" />
<Unit filename="../src/video/cocoa/SDL_cocoamodes.h" />
<Unit filename="../src/video/cocoa/SDL_cocoamouse.h" />
<Unit filename="../src/video/cocoa/SDL_cocoaopengl.h" />
<Unit filename="../src/video/cocoa/SDL_cocoashape.h" />
<Unit filename="../src/video/cocoa/SDL_cocoavideo.h" />
<Unit filename="../src/video/cocoa/SDL_cocoawindow.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_WM.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_dyn.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_events.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_modes.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_mouse.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_opengl.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_render.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_video.h" />
<Unit filename="../src/video/directfb/SDL_DirectFB_window.h" />
<Unit filename="../src/video/dummy/SDL_nullevents.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/dummy/SDL_nullevents_c.h" />
<Unit filename="../src/video/dummy/SDL_nullframebuffer.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/dummy/SDL_nullframebuffer_c.h" />
<Unit filename="../src/video/dummy/SDL_nullvideo.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/dummy/SDL_nullvideo.h" />
<Unit filename="../src/video/nds/SDL_ndsevents_c.h" />
<Unit filename="../src/video/nds/SDL_ndsrender_c.h" />
<Unit filename="../src/video/nds/SDL_ndsvideo.h" />
<Unit filename="../src/video/pandora/SDL_pandora.h" />
<Unit filename="../src/video/pandora/SDL_pandora_events.h" />
<Unit filename="../src/video/uikit/SDL_uikitappdelegate.h" />
<Unit filename="../src/video/uikit/SDL_uikitevents.h" />
<Unit filename="../src/video/uikit/SDL_uikitkeyboard.h" />
<Unit filename="../src/video/uikit/SDL_uikitopengles.h" />
<Unit filename="../src/video/uikit/SDL_uikitopenglview.h" />
<Unit filename="../src/video/uikit/SDL_uikitvideo.h" />
<Unit filename="../src/video/uikit/SDL_uikitview.h" />
<Unit filename="../src/video/uikit/SDL_uikitwindow.h" />
<Unit filename="../src/video/uikit/jumphack.h" />
<Unit filename="../src/video/uikit/keyinfotable.h" />
<Unit filename="../src/video/windows/SDL_msctf.h" />
<Unit filename="../src/video/windows/SDL_vkeys.h" />
<Unit filename="../src/video/windows/SDL_windowsclipboard.h" />
<Unit filename="../src/video/windows/SDL_windowsevents.h" />
<Unit filename="../src/video/windows/SDL_windowsframebuffer.h" />
<Unit filename="../src/video/windows/SDL_windowskeyboard.h" />
<Unit filename="../src/video/windows/SDL_windowsmodes.h" />
<Unit filename="../src/video/windows/SDL_windowsmouse.h" />
<Unit filename="../src/video/windows/SDL_windowsopengl.h" />
<Unit filename="../src/video/windows/SDL_windowsshape.h" />
<Unit filename="../src/video/windows/SDL_windowsvideo.h" />
<Unit filename="../src/video/windows/SDL_windowswindow.h" />
<Unit filename="../src/video/windows/wmmsg.h" />
<Unit filename="../src/video/x11/SDL_x11clipboard.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11clipboard.h" />
<Unit filename="../src/video/x11/SDL_x11dyn.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11dyn.h" />
<Unit filename="../src/video/x11/SDL_x11events.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11events.h" />
<Unit filename="../src/video/x11/SDL_x11framebuffer.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11framebuffer.h" />
<Unit filename="../src/video/x11/SDL_x11keyboard.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11keyboard.h" />
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<Unit filename="../src/video/x11/SDL_x11opengles.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11opengles.h" />
<Unit filename="../src/video/x11/SDL_x11shape.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11shape.h" />
<Unit filename="../src/video/x11/SDL_x11sym.h" />
<Unit filename="../src/video/x11/SDL_x11touch.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11touch.h" />
<Unit filename="../src/video/x11/SDL_x11video.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11video.h" />
<Unit filename="../src/video/x11/SDL_x11window.c">
<Option compilerVar="CC" />
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<Unit filename="../src/video/x11/SDL_x11window.h" />
<Unit filename="../src/video/x11/imKStoUCS.c">
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<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@@ -1,113 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL
Version: @SDL_VERSION@
Release: 1
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: LGPL
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL-1.2.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-directfb
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
ln -s libSDL-1.2.so.0 $RPM_BUILD_ROOT%{_libdir}/libSDL-1.1.so.0
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README-SDL.txt COPYING CREDITS BUGS
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew
%doc docs/index.html docs/html
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%dir %{_includedir}/SDL
%{_includedir}/SDL/*.h
%{_libdir}/pkgconfig/sdl.pc
%{_datadir}/aclocal/*
%{_mandir}/man3/*
%changelog
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Mon Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

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@@ -1,42 +0,0 @@
Eli Gottlieb's checklist for the GSOC shaped windows project. Dated July 9, 2010.
1. Enable proper linking of the X11 implementation and test it.
--> Find the place in the build system for platform-specific linking flags. STATUS: DONE
--> Add a linker flag to bring in libXext.a. STATUS: DONE.
2. Build the Win32 implementation of shaped-windows functionality.
--> Add driver functions to the SDL_ShapeDriver in the Win32 driver's SDL_DisplayDevice at the proper point in the code. STATUS: CHECK.
--> Add a hook in the Windows resize-window code to call Win32_ResizeWindowShape(). STATUS: CHECK.
--> Get the Windows code to build and run properly. STATUS: IN PROGRESS.
3. Enable building the testeyes program.
--> Reprogram it to use the latest shaped-windows API. STATUS: CHECK.
--> Get it, along with the rest of the test suite in my branch, building successfully. STATUS: DONE.
--> Debug testeyes and the platform-specific shaped-window implementations in tandem. STATUS: IN PROGRESS.
4. Implement the SDL shaped-windows API for Mac OS X using Cocoa. STATUS: IN PROGRESS
--> Locate (once more) the API documentation for shaped windows under Cocoa. STATUS: NEARLY FINISHED.
--> Design and encode a version of SDL_ShapeData for Cocoa. STATUS: IN PROGRESS.
--> Write Cocoa_CreateShaper(). STATUS: MOSTLY DONE, AFAIK.
--> Write Cocoa_ResizeWindowShape(). STATUS: DONE, AFAIK.
--> Write Cocoa_SetWindowShape(). STATUS: IN PROGRESS.
--> If necessary, implement functionality adjunct to SDL_CalculateShapeBitmap() for Cocoa usage.
5. Use testeyes to debug all implementations. STATUS: SPRINT + 2.
--> Debug Cocoa implementation.
--> Debug Win32 implementation.
--> Debug X11 implementation (again).
1.3 release checklist:
* http://wiki.libsdl.org/moin.cgi/Roadmap
* See why windows are being rearranged. Is the shield window not up?
* Make sure you can create and show a fullscreen window in one step
* Figure out how to handle OpenGL context lost on Mac OS X (does it happen?)
* Write automated test case for multi-draw APIs
* Make sure you can build SDL without the renderer to slim it down a bunch
* Implement assertion code on iPhone
* Add __WINDOWS__ in addition to __WIN32__
* Check 1.2 revisions:
3554 - Need to resolve semantics for locking keys on different platforms
4874 - Do we want screen rotation? At what level?
4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
4865 - See if this is still needed (mouse coordinate clamping)
4866 - See if this is still needed (blocking window repositioning)

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@@ -1 +0,0 @@
WARNING: This code is under construction, may not build, and is unstable!

View File

@@ -1,157 +0,0 @@
<HTML>
<HEAD>
<TITLE>Using SDL with Microsoft Visual C++</TITLE>
</HEAD>
<BODY>
<H1>
Using SDL with Microsoft Visual C++ 5,6&nbsp;and 7
</H1>
<H3>
by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
James Turk</A>
</H3>
<p>
You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php">
the SDL Download web site </A>, or you can build SDL yourself.
</p>
<H3>
Building SDL
</H3>
<P>
Go into the VisualC directory and double-click on the VC++ file "<CODE>SDL.dsw</CODE>" <STRONG><FONT color="#009900">("<CODE>SDL.sln</CODE>")</FONT></STRONG>. This should open up the IDE.
</P>
<P>
You may be prompted at this point to upgrade the workspace, should you be using
a more recent version of Visual C++. If so, allow the workspace to be upgraded.
</P>
<P>
Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
</P>
<P>
This is done by right clicking on each project in turn (Projects are listed in
the Workspace panel in the FileView tab), and selecting "Build".
</P>
<P>
If you get an error about SDL_config.h being missing, you should
copy include/SDL_config.h.default to include/SDL_config.h and try again.
</P>
<P>
You may get a few warnings, but you should not get any errors. You do have to
have at least the DirectX 5 SDK installed, however. The latest
version of DirectX can be downloaded or purchased on a cheap CD (my
recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>.
</P>
<P>
Later, we will refer to the following .lib and .dll files that have just been
generated:
</P>
<ul>
<li> SDL.dll</li>
<li> SDL.lib</li>
<li> SDLmain.lib</li>
</ul>
<P>
Search for these using the Windows Find (Windows-F) utility, if you don't
already know where they should be. For those of you with a clue, look inside
the Debug or Release directories of the subdirectories of the Project folder.
(It might be easier to just use Windows Find if this sounds confusing. And
don't worry about needing a clue; we all need visits from the clue fairy
frequently.)
</P>
<H3>
Creating a Project with SDL
</H3>
<P>
Create a project as a Win32 Application.
</P>
<P>
Create a C++ file for your project.
</P>
<P>
Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++
tab|Code Generation|Runtime Library </CODE>.
</P>
<P>
Add the SDL <CODE>include</CODE> directory to your list of includes in the
menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>
.
<br>
<STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to
add the include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New Directory
Icon" and add the [SDLROOT]\include directory (ex. If you installed to
c:\SDL-1.2.5\ add c:\SDL-1.2.5\include).&nbsp;Proceed to&nbsp;change the
dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
</P>
<P>
The "include directory" I am referring to is the <CODE>include</CODE> folder
within the main SDL directory (the one that this HTML file located within).
</P>
<P>
Now we're going to use the files that we had created earlier in the Build SDL
step.
</P>
<P>
Copy the following files into your Project directory:
</P>
<ul>
<li> SDL.dll</li>
</ul>
<P>
Add the following files to your project (It is not necessary to copy them to
your project directory):
</P>
<ul>
<li> SDL.lib </li>
<li> SDLmain.lib</li>
</ul>
<P>
(To add them to your project, right click on your project, and select "Add
files to project")
</P>
<P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more
desireable to add them to the linker options: Project|Properties|Linker|Command
Line and type the names of the libraries to link with in the "Additional
Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build
configuration (eg. Release,Debug).</FONT></STRONG></P>
<H3>
SDL 101, First Day of Class
</H3>
<P>
Now create the basic body of your project. The body of your program should take
the following form: <CODE>
<PRE>
#include "SDL.h"
int main( int argc, char* argv[] )
{
// Body of the program goes here.
return 0;
}
</PRE>
</CODE>
<P></P>
<H3>
That's it!
</H3>
<P>
I hope that this document has helped you get through the most difficult part of
using the SDL: installing it. Suggestions for improvements to this document
should be sent to the writers of this document.
</P>
<P>
Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port.
</P>
<P>
This document was originally called "VisualC.txt", and was written by <A HREF="mailto:slouken@libsdl.org">
Sam Lantinga</A>.
</P>
<P>
Later, it was converted to HTML and expanded into the document that you see
today by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>.
</P>
<P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="mailto:james@conceptofzero.net">James Turk</A>
</P>
</BODY>
</HTML>

File diff suppressed because it is too large Load Diff

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@@ -1,436 +0,0 @@
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2008.vcproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamma", "tests\testgamma\testgamma_VS2008.vcproj", "{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}"
ProjectSection(ProjectDependencies) = postProject
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{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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ProjectSection(ProjectDependencies) = postProject
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EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2008.vcproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
ProjectSection(ProjectDependencies) = postProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2008.vcproj", "{55812185-D13C-4022-9C81-32E0F4A08304}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay", "tests\testoverlay\testoverlay_VS2008.vcproj", "{9E320A14-B443-4DD7-8725-B7020DCFF730}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2_VS2008.vcproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2008.vcproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
ProjectSection(ProjectDependencies) = postProject
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EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2008.vcproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
ProjectSection(ProjectDependencies) = postProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite_VS2008.vcproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2008.vcproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
ProjectSection(ProjectDependencies) = postProject
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{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvidinfo", "tests\testvidinfo\testvidinfo_VS2008.vcproj", "{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwin", "tests\testwin\testwin_VS2008.vcproj", "{0FFD1A21-11DB-492C-A989-E4F195B0C441}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwm", "tests\testwm\testwm_VS2008.vcproj", "{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2008.vcproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2008.vcproj", "{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2008.vcproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
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{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.ActiveCfg = Release|Win32
{9E320A14-B443-4DD7-8725-B7020DCFF730}.Debug|Win32.ActiveCfg = Debug|Win32
{9E320A14-B443-4DD7-8725-B7020DCFF730}.Debug|Win32.Build.0 = Debug|Win32
{9E320A14-B443-4DD7-8725-B7020DCFF730}.Debug|x64.ActiveCfg = Debug|Win32
{9E320A14-B443-4DD7-8725-B7020DCFF730}.Release|Win32.ActiveCfg = Release|Win32
{9E320A14-B443-4DD7-8725-B7020DCFF730}.Release|Win32.Build.0 = Release|Win32
{9E320A14-B443-4DD7-8725-B7020DCFF730}.Release|x64.ActiveCfg = Release|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.ActiveCfg = Debug|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.Build.0 = Debug|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.ActiveCfg = Debug|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.ActiveCfg = Release|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.Build.0 = Release|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}.Debug|Win32.ActiveCfg = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}.Debug|Win32.Build.0 = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}.Debug|x64.ActiveCfg = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}.Release|Win32.ActiveCfg = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}.Release|Win32.Build.0 = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}.Release|x64.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|Win32
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}.Debug|Win32.ActiveCfg = Debug|Win32
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}.Debug|Win32.Build.0 = Debug|Win32
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}.Debug|x64.ActiveCfg = Debug|Win32
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}.Release|Win32.ActiveCfg = Release|Win32
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}.Release|Win32.Build.0 = Release|Win32
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}.Release|x64.ActiveCfg = Release|Win32
{0FFD1A21-11DB-492C-A989-E4F195B0C441}.Debug|Win32.ActiveCfg = Debug|Win32
{0FFD1A21-11DB-492C-A989-E4F195B0C441}.Debug|Win32.Build.0 = Debug|Win32
{0FFD1A21-11DB-492C-A989-E4F195B0C441}.Debug|x64.ActiveCfg = Debug|Win32
{0FFD1A21-11DB-492C-A989-E4F195B0C441}.Release|Win32.ActiveCfg = Release|Win32
{0FFD1A21-11DB-492C-A989-E4F195B0C441}.Release|Win32.Build.0 = Release|Win32
{0FFD1A21-11DB-492C-A989-E4F195B0C441}.Release|x64.ActiveCfg = Release|Win32
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}.Debug|Win32.ActiveCfg = Debug|Win32
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}.Debug|Win32.Build.0 = Debug|Win32
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}.Debug|x64.ActiveCfg = Debug|Win32
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}.Release|Win32.ActiveCfg = Release|Win32
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}.Release|Win32.Build.0 = Release|Win32
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}.Release|x64.ActiveCfg = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|Win32.ActiveCfg = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|Win32.Build.0 = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|x64.ActiveCfg = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|Win32.ActiveCfg = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|Win32.Build.0 = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|x64.ActiveCfg = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.ActiveCfg = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.Build.0 = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.ActiveCfg = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.ActiveCfg = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.Build.0 = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{0BCCA0BF-073E-439E-BCE0-C9353C177487} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{7814D54B-65D3-4677-AD77-E0B980B4FA2D} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08304} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{9E320A14-B443-4DD7-8725-B7020DCFF730} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{575FD095-EDAB-4BD4-B733-CD4A874F6FB0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{0FFD1A21-11DB-492C-A989-E4F195B0C441} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{66B32F7E-5716-48D0-B5B9-D832FD052DD5} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
EndGlobalSection
EndGlobal

View File

@@ -1,312 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL", "SDL\SDL_VS2010.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLmain", "SDLmain\SDLmain_VS2010.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{CE748C1F-3C21-4825-AA6A-F895A023F7E7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "automated", "tests\automated\automated_VS2010.vcxproj", "{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "graywin", "tests\graywin\graywin_VS2010.vcxproj", "{0BCCA0BF-073E-439E-BCE0-C9353C177487}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2010.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testalpha", "tests\testalpha\testalpha_VS2010.vcxproj", "{7814D54B-65D3-4677-AD77-E0B980B4FA2D}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamma", "tests\testgamma\testgamma_VS2010.vcxproj", "{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl", "tests\testgl\testgl_VS2010.vcxproj", "{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08304}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvidinfo", "tests\testvidinfo\testvidinfo_VS2010.vcxproj", "{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwin", "tests\testwin\testwin_VS2010.vcxproj", "{0FFD1A21-11DB-492C-A989-E4F195B0C441}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwm", "tests\testwm\testwm_VS2010.vcxproj", "{6AF0724B-BAC1-4C9D-AFBF-F63B4A2FB8FB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2010.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2010.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2010.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2010.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay", "tests\testoverlay\testoverlay_VS2010.vcxproj", "{9E320A14-B443-4DD7-8725-B7020DCFF730}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2_VS2010.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
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{EDEA9D00-AF64-45DE-8F60-5957048F2F0F} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
EndGlobalSection
EndGlobal

View File

@@ -1,434 +0,0 @@
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View File

@@ -1,365 +0,0 @@
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View File

@@ -1,161 +0,0 @@
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View File

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View File

@@ -1,217 +0,0 @@
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View File

@@ -1,213 +0,0 @@
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View File

@@ -1,144 +0,0 @@
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View File

@@ -1,217 +0,0 @@
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View File

@@ -1,213 +0,0 @@
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View File

@@ -1,146 +0,0 @@
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View File

@@ -1,217 +0,0 @@
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View File

@@ -1,145 +0,0 @@
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View File

@@ -1,217 +0,0 @@
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View File

@@ -1,213 +0,0 @@
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View File

@@ -1,144 +0,0 @@
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View File

@@ -1,217 +0,0 @@
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Name="testgamma"
ProjectGUID="{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}"
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RuntimeLibrary="2"
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Culture="1033"
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Name="VCFxCopTool"
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View File

@@ -1,213 +0,0 @@
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IntermediateDirectory=".\Release"
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AdditionalIncludeDirectories="..\..\..\include"
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<Tool
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CommandLine="copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll"
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View File

@@ -1,144 +0,0 @@
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View File

@@ -1,226 +0,0 @@
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View File

@@ -1,213 +0,0 @@
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View File

@@ -1,134 +0,0 @@
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View File

@@ -1,219 +0,0 @@
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View File

@@ -1,215 +0,0 @@
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View File

@@ -1,146 +0,0 @@
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<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testgl.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Debug/testgl.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Debug/</AssemblerListingLocation>
<ObjectFileName>.\Debug/</ObjectFileName>
<ProgramDataBaseFileName>.\Debug/</ProgramDataBaseFileName>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalOptions>/MACHINE:I386 %(AdditionalOptions)</AdditionalOptions>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>.\Debug/testgl.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>.\Debug/testgl.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testgl.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Release/testgl.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
<ObjectFileName>.\Release/</ObjectFileName>
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalOptions>/MACHINE:I386 %(AdditionalOptions)</AdditionalOptions>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>.\Release/testgl.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<ProgramDatabaseFile>.\Release/testgl.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\Sdl\Debug\SDL.lib" />
<Library Include="..\..\SDLmain\Debug\SDLmain.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgl.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,223 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Name="testgl2"
ProjectGUID="{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testgl2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="_DEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testgl2.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
OutputFile=".\Debug/testgl2.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testgl2.pdb"
SubSystem="2"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testgl2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="NDEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testgl2.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
OutputFile=".\Release/testgl2.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testgl2.pdb"
SubSystem="2"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\common.c"
>
</File>
<File
RelativePath="..\..\Sdl\Debug\SDL.lib"
>
</File>
<File
RelativePath="..\..\SDLmain\Debug\SDLmain.lib"
>
</File>
<File
RelativePath="..\..\..\test\testgl2.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,219 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testgl2"
ProjectGUID="{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
RootNamespace="testgl2"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testgl2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="_DEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testgl2.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
OutputFile=".\Debug/testgl2.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testgl2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testgl2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="NDEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testgl2.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
OutputFile=".\Release/testgl2.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testgl2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\common.c"
>
</File>
<File
RelativePath="..\..\..\test\testgl2.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,147 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testgl2</ProjectName>
<RootNamespace>testgl2</RootNamespace>
<ProjectGuid>{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">.\Release\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">.\Release\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testgl2.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Debug/testgl2.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Debug/</AssemblerListingLocation>
<ObjectFileName>.\Debug/</ObjectFileName>
<ProgramDataBaseFileName>.\Debug/</ProgramDataBaseFileName>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalOptions>/MACHINE:I386 %(AdditionalOptions)</AdditionalOptions>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>.\Debug/testgl2.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>.\Debug/testgl2.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll</Command>
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<PostBuildEvent>
<Message>Copy SDL</Message>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
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<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testgl2.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Release/testgl2.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
<ObjectFileName>.\Release/</ObjectFileName>
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
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<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalOptions>/MACHINE:I386 %(AdditionalOptions)</AdditionalOptions>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>.\Release/testgl2.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<ProgramDatabaseFile>.\Release/testgl2.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\common.c" />
<ClCompile Include="..\..\..\test\testgl2.c" />
</ItemGroup>
<ItemGroup>
<Library Include="..\..\Sdl\Debug\SDL.lib" />
<Library Include="..\..\SDLmain\Debug\SDLmain.lib" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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