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6476 Commits

Author SHA1 Message Date
Jonathan Li
15a9a95284 pcsx2: Bump version number 2020-05-07 08:40:04 +01:00
knight-ryu12
56ea8c4fe6 locale:ja_jp Add missing hotkey notations 2020-05-05 20:07:19 +01:00
Christian Kenny
c4c1b58108 NSIS: QoL changes, general cleanup, bug fixes (#3335)
Uninstaller:
- Removed dependency for AdvUninstallLog, it wasn't really used for anything.
- Remove unpacked installer files upon successful installation.

Installer:
- Remove detection code for versions prior to 1.4.
- Fix Unicode path issues.
- Fix path issues if install folder already exists.
- Remove language option.
- Fix redistributable installation issues.
- Move redistributable installation to after user proceeds with install.
2020-05-05 20:02:07 +01:00
lightningterror
6fd328611f onepad: Update to latest controller database. 2020-05-04 21:01:27 +02:00
refractionpcsx2
18f772e71c Debugger: Fix editing of function names 2020-05-02 14:56:49 +01:00
refractionpcsx2
97df1dd3b5 Only reload the function symbols in debugger once per game 2020-05-02 14:22:43 +01:00
refractionpcsx2
4ce3fdfcb2 Fix up debugger stepping 2020-05-02 04:53:03 +01:00
refractionpcsx2
939e576df9 Separate debug pausing from savestates and recording frame advance 2020-05-02 04:29:30 +01:00
lightningterror
1939671e7f onepad: Add PDP Kingdom Hearts Controller.
Close #3342
2020-05-02 05:00:38 +02:00
refractionpcsx2
ea52da9428 Move debugger function list reset to when the debugger breaks in to the code. Stops a long freeze when first launching a game 2020-05-02 03:41:42 +01:00
lightningterror
f0d08aa7d0 Revert "Locale:ja_JP:Update Hotkey notation"
This reverts commit a7717b9ff1.

It actually broke hotkeys, we noticed a bit too late.
2020-05-01 00:09:55 +02:00
knight-ryu12
a7717b9ff1 Locale:ja_JP:Update Hotkey notation 2020-04-30 21:58:38 +02:00
lightningterror
ba449a524a Revert "gsdx-ogl/d3d11: Add a assert when texture is too small or too big."
This reverts commit 99f814d376.

The assert gets triggered on Linux and so debug build can't be used properly.
Would be nice to investigate why in the first place but until then revert the
entire commit. We have checks for texture limits anyway so it shouldn't be an issue.
2020-04-29 19:33:38 +02:00
Shadix Aced
f68bbfba60 Locales: Update translations (fr-FR). (#3326) 2020-04-28 14:33:52 +02:00
lightningterror
bce30e7388 onepad: Add SZMY-POWER CO. LTD. GAMEPAD to db.
Close #3329
2020-04-28 01:28:14 +02:00
Abdullah Hashim
58f5a5b915 Locales: Update Arabic Translations ar_SA. (#3302) 2020-04-14 18:40:25 +02:00
lightningterror
e53b2585d1 onepad: Add SZMY-POWER CO. LTD. GAMEPAD 3 TURBO controller.
Issue: https://github.com/PCSX2/pcsx2/issues/3309
2020-04-14 18:28:16 +02:00
lightningterror
49e316e488 onepad: Update to latest controller database. 2020-04-08 19:31:26 +02:00
lightningterror
56b76b17a0 onepad: Update to latest controller database. 2020-03-27 18:30:28 +01:00
lightningterror
8d3ff9444f gamedb: Remove gamefix patch for Petz - Horsez 2.
No longer needed, fixed with DI execution PR.

Game requires EE Cyclerate +2 or +3 to work properly.

Tested by Prafull.
2020-03-23 00:18:24 +01:00
RedDevilus
7b9547de3e Locales: Update Arabic Translations ar_SA
Unneeded spaces and symbols changed and removed.
2020-03-23 00:13:38 +01:00
StarFang208
d652d4e364 Locales: Update Italian translations it_IT. (#3289) 2020-03-22 13:28:22 +01:00
Christian Kenny
69b97dc3a6 cheats_ws: Remove R&C NTSC Patch - resolves Vid Comic 1 Boss Hang.
45FE0CC4.pnach

Close #3291
2020-03-19 21:52:53 +01:00
dio-gh
2c294fad8e Locales: Update Hungarian Translations hu_HU 2020-03-19 21:22:43 +01:00
lightningterror
4aa594197a gsdx: Bump gsdx version number to 1.2.0. 2020-03-19 20:27:42 +01:00
lightningterror
62dd5d980d pcsx2-tas: Adjust TAS code to be properly disabled with macro.
VS complains about errors so isolate the code in each file for TAS with macros.

Remove ifndef for m_capturingVideo as it is used for video capture menu.
2020-03-19 20:27:19 +01:00
lightningterror
5afa0e6d20 cheats_ws: Update widescreen patches for 1.6 release.
Version 18.01.2020
2020-03-19 20:17:35 +01:00
lightningterror
79db01d7ed gsdx-d3d11: Truncate fog in tfx.fx shader.
The change should've been pushed in #3091

Fixes regression with fog rendering.
2020-02-29 22:47:30 +01:00
xddxd
2c4af87e13 Locales: Add Lithuanian Translations lt_LT. (#3267) 2020-02-29 19:08:18 +01:00
Christian Kenny
6e22efe790 NSIS: Don't pack files twice - reduces installer size to 7MB. 2020-02-22 08:38:50 +01:00
Christian Kenny
3b380148ee NSIS: Fix uninstaller issue with shortcut removal. 2020-02-22 08:38:50 +01:00
lightningterror
420f642f65 onepad: Update to latest controller database. 2020-02-21 00:25:12 +01:00
altiereslima
d7ae93d856 Locales: Update Portuguese Brazilian Translations pt_BR. (#3259) 2020-02-20 01:30:52 +01:00
RedDevilus
a3114a2f8d Locales: Update Polish Translations pl_PO
Mo minor fixes to polish
2020-02-19 02:49:06 +01:00
TheNekOz
47cfbcb3fb Locales: Update Norwegian Translations nb_NO
Fixes for Norwegian Translations (merged)
Fix Norwegian lines + reviews
2020-02-19 02:49:06 +01:00
RedDevilus
d13f5b192b Locales: Update French Translations fr_FR
Fixes for French Translations (merged)

Rebased for translation French
Fixes to mo files
2020-02-19 02:49:06 +01:00
refractionpcsx2
160f4fd255 GameDB: Added VU patch for Powerdrome PAL. (#3255)
This patches some values in Powerdromes VU microprogram, which restores the 3d models of the characters.
The game uses the extended PS2 float range to do some culling calculations, so I have brung them down to be usable by x86, no other way to really fix this game.
2020-02-15 13:24:20 +01:00
teorex
9770755881 Locales: Update Russian Translations (ru_RU). (#3253) 2020-02-14 05:10:29 +01:00
lightningterror
82ebf36970 onepad: Update to latest controller database. 2020-02-13 20:56:47 +01:00
RedDevilus
9fd8d5c58c Locales: Translation/localisation fixes for Arabic/French/German. (#3251) 2020-02-12 23:42:19 +01:00
Chromaryu
e55ad0a12e Locales: Update Japanese translations ja_JP. (#3250) 2020-02-11 14:55:31 +01:00
RedDevilus
b944e54868 Locales: Update Dutch/Polish translations (nl_NL, pl_PL). (#3245) 2020-02-11 10:35:36 +01:00
Christian Kenny
e45fa9b6d8 NSIS: Update VC Redist URL/comments 2020-02-10 23:18:23 +01:00
Jonathan Li
6a5795abaf locales: Refresh locales to include updated strings
Updated strings:
"Configuration Guides (online)" -> "Configuration Guide"
"Readme / FAQ (Offline/PDF)" -> "Readme / FAQ"

Any string reformatting/sorting was done automatically by script.
2020-02-10 17:38:08 +00:00
Jonathan Li
4858dea259 locales: Renormalise nl_NL line endings 2020-02-10 17:25:56 +00:00
Jonathan Li
75346f42c3 locales: Remove pl_PL duplicate metadata 2020-02-10 17:25:45 +00:00
RedPanda4552
a7285ff375 PCSX2: PCSX2 1.6 Documentation Overhaul. (#3139)
Update all documentation for 1.6.
Source files for documentation are in md format and are kept in pcsx2\pcsx2\Docs, final exported/converted docs are in pdf format (Configuration_Guide and PCSX2_FAQ).

Update First time wizard to reflect recent documentation changes.
Update cmake to reflect recent documentation changes.

PO/POT/MO Localisation needs to be updated for the First time wizard to include the documentation changes.
NSIS installer needs to be updated to reflect the recent changes.
2020-02-10 04:46:49 +01:00
lightningterror
63eaea26d2 onepad: Update to latest controller database. 2020-02-09 17:51:22 +01:00
JohnHolmesII
c0eb053866 gsdx-hw: Add Jak 2 JP to crc list. (#3240) 2020-02-07 11:53:07 +01:00
atomic83GitHub
2b6905307d GameDB: New fixes/patches
This commit add several fixes for several games as well as some serial updates:

- Batman Vengeance - patch removal and the addition of EETiminghack to fix slow videos.
- Musashiden 2 - Several fixes which reduce by a large margin the amount of graphical issues.
- F1 2001 - Adjustment of the patch to make it fully working as well as the addition of the NTSC-U patch.
- Sprint Car 2 - Added a patch to make it playable without bouncing cars.
- Wakeboarding Unleashed - Added 2 fixes to fix various graphics issues (still unplayable on retail builds).
- Netsu Chu! Pro Baseball 2003 - Added a patch to fix game hanging when going ingame.
- Hisshou Pachinko-Pachislot series - Added the EETiminghack to solve crashing videos.
- Yu Gi ho 2 - Added several fixes to fix battle annimation.
- .hack fragment - Removal of all unneeded hacks.
- Ratchet and Calnk 2 - Removal of the EEtimingHack causing problems in the game.
2020-02-06 19:21:16 +01:00
lightningterror
5308be3c4d Locales: Fix First time wizard window width on Chinese Simplified language zn_CN. 2020-02-04 22:57:09 +01:00
teorex
654af774c8 Locales: Update Russian translations ru_RU. (#3234)
Some strings haven't been translated, another translator will have to look in to them.
2020-02-04 20:27:47 +01:00
XXXBold
4b72c32a09 Locales: Update German translations de_DE. (#3230) 2020-02-04 19:58:21 +01:00
arcum42
8550cb9b1b onepad: Broken haptic != Broken controller. 2020-02-02 01:49:00 -08:00
lightningterror
69ae598b7e gsdx-gui: Update crc hack level and Image load store tooltips to reflect recent changes. 2020-01-31 16:19:58 +01:00
lightningterror
f54b79c274 gsdx-hw: Move GSC_XenosagaE3 crc hacks to Aggressive state.
It will allow D3D11 to render Texture shuffle effects.

Keep the crc hacks on aggressive instead of removing them as they might
still be useful.
2020-01-31 16:19:58 +01:00
lightningterror
9af1d3b137 onepad: Update to latest controller database. 2020-01-27 20:51:41 +01:00
RedDevilus
46f1821046 Locales: Update Dutch translations nl_NL. (#3224) 2020-01-27 18:10:48 +01:00
lightningterror
6bcd118b62 gsdx-d3d11: Adjust anisotropic filtering handle.
Previous behaviour:
Anisotropic filtering was continuing to run even with Nearest filtering.
On opengl it doesn't run on nearest filtering. The gui for both
renderers also greys out aniso when nearest is selected.

Anisotropic filtering being able to run on palette texture. This caused
to break the rendering on palette textures for games that use it.

PR behavior:
The PR corrects both of these behaviors, Aniso won't run on palette
textures as well as nearest filtering.

Test cases for observing the issues were used: Star Ocean 3, Fifa
Street.
2020-01-26 22:02:19 +01:00
manz4rk
eb2ca00e8d Locales: Polish localization/translation fixes. (#3223) 2020-01-26 16:16:43 +01:00
resadent
6ef0e94520 Locales: Update Spanish translations es_ES. (#3203) 2020-01-23 13:47:38 +01:00
lightningterror
0c5353a709 gsdx-hw: Remove GSC_DemonStone crc hack.
It removed texture shuffle effects.
Half screen issue can be properly emulated with "Half-screen fix" option
set to Force Enabled.
2020-01-23 01:22:23 +01:00
lightningterror
f9e3605254 gsdx-gui: Add an option in hw hacks to control the half bottom detection.
Automatic, Force Disabled, Force Enabled.

Automatic - automatically determinate if a game needs the half screen
fix.
Force Disabled - fully disables the half bottom fix. It will help
Xenosaga games.
Force Enabled - fully enables the half bottom fix. Will help Lord of the
Rings Two Towers, Superman Shadows of Apokolips, Midnight Club 3.
2020-01-23 01:11:57 +01:00
lightningterror
f5eeaf1baa gsdx-hw: Split half screen/bottom detection in 3 levels.
Automatic, same as before, automatically enable based on height delta.

Force Disabled, fully disables the half bottom detection.

Force Enabled: Fully enables the half bottom detection.
2020-01-23 01:11:57 +01:00
hchsu
5aef5030d7 Locales: Update Traditional Chinese (zh_TW) translations. (#3216) 2020-01-21 07:30:24 +01:00
Marcin Mitura
cacaf3822b Locales: Polish localization fix. (#3222)
Fixed missing space gaps and corrected some stuff.
2020-01-20 11:24:32 +01:00
lightningterror
e43ba53ea9 gsdx-d3d11: Remove unused m_rt_ss sampler.
It was removed with old rtCopy DATE code.
2020-01-18 18:06:46 +01:00
Chromaryu
3d06cca15c Locale: Update Japanese translations ja_JP. (#3204) 2020-01-17 15:34:25 +01:00
Marcin Mitura
d77168f19e Locales: Update Polish language translations pl_PL. (#3213) 2020-01-17 15:21:24 +01:00
JudgeJE
8e420fe39b Locales: Updated the Turkish(tr_TR) translation with the missing string. (#3217) 2020-01-17 15:09:20 +01:00
Jonathan Li
b9c0faf51c locales: Refresh locales to include missing string 2020-01-17 08:52:48 +00:00
Jonathan Li
bb5e91a377 pcsx2:gui: Make the presets tooltip translatable again 2020-01-17 08:45:42 +00:00
JudgeJE
6452ae077c Locales: Updated Turkish translations for PCSX2(tr_TR). (#3208) 2020-01-17 04:06:02 +01:00
Hamish
96ef800777 Update locale files to current set of translatable strings (#3158) 2020-01-15 10:30:19 +00:00
Jonathan Li
7a83f7c8f6 pcsx2: Quickfix for translatable string not being picked up by xgettext 2020-01-15 09:24:41 +00:00
lightningterror
df639970c6 gsdx-hw: Add some missing game regions to crc list.
ArTonelico2 JP, Okami KO, SMTNocturne KO, TenchuWoH KO, TimeSplitters2
KO, Xenosaga 3 Demo JP, ShadowofRome JP, BurnoutTakedown KO,
BurnoutDominator JP,,  ShinOnimusha disc 1 and 2 JP (PS2 the best), Jak
2 KO, Jak 3 KO, Barnyard KO, HarryPotterATGOF KO, SoulReaver2 US/KO,
Persona 3 KO, ShoX KO/EU, TheIncredibleHulkUD US and Whiplash EU.
2020-01-14 02:02:04 +01:00
lightningterror
9c12937351 gsdx-hw: Add GT4 Mazda MX-5 Edition to crc list. 2020-01-05 16:00:52 +01:00
Christian Kenny
80e3e00f96 GameDB: Add patch for Nascar09. (#3193)
This prevents the DMA transfer from being corrupted intentionally from values written in cached memory (that require the EE data cache).
2019-12-31 22:09:42 +01:00
lightningterror
d78f9fdf2b gsdx-hw: Add Jak1 Cingular/Underground Demo, Jak X trilogy demo, RatchetAndClank3 1108 Beta to crc list. 2019-12-31 17:32:34 +01:00
lightningterror
03027453c8 onepad: Update to latest controller database.
Close #3188
2019-12-30 20:58:08 +01:00
refractionpcsx2
10dd9412a1 Fix CMSAR1 execution to use correct multiplier
Fix ILW/ISW/LQ/SQ on microVU for reading VU1 regs

Marvel Nemesis - Rise of the Imperfects goes ingame now, but it's quite messy
2019-12-30 15:26:44 +00:00
lightningterror
90b0e7af83 pcsx2-gui: Remove Dump memory option from Debugger.
Feature was never implemented, option served no purpose to remain there.

Issue #3186
2019-12-23 19:47:55 +01:00
Mrlinkwii
471a58a7a9 GameDB: Add Burnout 3 - Takedown [Demo], International Cue Club, Telly Addicts to db. (#3185) 2019-12-23 15:53:56 +01:00
chaoticgd
63a6e94444 Fix VIF unpack log message in Vif_Unpack.cpp for VU1 2019-12-23 01:17:25 +00:00
lightningterror
9ff5f5de7e gamedb: remove gamefix patches for DI execution fixes.
Jak X, Spongebob Squarepants( The movie  and Battle for Bikini Bottom),
namCollection - Namco 50th Anniversary, Disney-Pixar's The Incredibles,
Incredibles, The - Rise of the Underminer.
2019-12-22 20:58:29 +01:00
refractionpcsx2
908049a0fb pcsx2: DI execution is delayed by one instruction.
Fixes booting issues in the following games:
Jak X, Namco 50th anniversary, Spongebob the Movie, Spongebob Battle for Bikini Bottom,
The Incredibles, The Incredibles rize of the underminer, Soukou kihei armodyne, Garfield Saving Arlene, Tales of Fandom Vol. 2.

The games will no longer require a patch to boot.
2019-12-22 20:58:29 +01:00
Jonathan Li
363b87b334 gui: Fix about dialog logo DPI scaling
Also dynamically allocate the wxStaticBitmap control since its parent
window will delete it, which can cause issues.
2019-12-19 19:53:40 +01:00
lightningterror
1dc5d07696 pcsx2-gui: Fix dpi scaling for some windows.
About, first time wizard, import settings, assertion dialog.
2019-12-19 19:53:40 +01:00
lightningterror
18fe9431e0 pcsx2-gui: Update About window.
Add forum and license links.
Remove Developers and Contributors names, replaced with:
"Big thanks to everyone who contributed to the project throughout the years."
2019-12-19 19:53:40 +01:00
lightningterror
bbc3e36055 Lilypad-gui: Fix gui overlapping for force feedback axis 2 value. 2019-12-19 19:53:40 +01:00
lightningterror
23cbfdcf47 gsdx-gui: Redesign hw hacks gui on Windows.
Separate and group hack types in to Rendering and Upscaling hacks. This
should help users identify better what some hacks do and make it a
little bit easier to use.
2019-12-19 19:53:40 +01:00
lightningterror
2ec35f4493 gsdx-gui: Adjust some gui options.
Rename Automatic CRC Level label back to CRC Hack Level.
Rename Accurate Date label to DATE Accuracy.
Rename Accurate Blending label to Blending Accuracy.

Remove 10x and 12x upscaling options, we don't want to hit the maximum
texture size limit and cause issues so better play it safe and allow
only up until 8x upscaling.

Reword the tooltip to make it a bit more fitting with it's current
behavior.
Add all games in the list that have some sort of aggressive state.
Update anisotropic filtering, autoflush sw, sparse texture, gl blending tooltips.
2019-12-19 19:53:40 +01:00
lightningterror
92473c2ef6 gsdx-hw: Add missing crc id for Star Wars: The Force Unleashed PAL region.
Issue #3175
2019-12-19 19:17:10 +01:00
Christian Kenny
02a9d73c89 GameDB: Resolve missing blade issue in Castlevania Curse of Darkness. (#3173)
Fixes issue regarding a missing blade in Castlevania Curse of Darkness. User reported in Discord that any EE clamping modes besides full would work (they used Extra + Preserve sign, so we've done that here as well).
2019-12-19 16:34:06 +01:00
atomic83GitHub
9c65b73ae6 GameDB: Ecco the dolphin - Defender of the Future patch
This commit add a patch for the game : Ecco the Dolphin - Defender of the Future

This resolve a race condition causing the game to hang on the main loading screen.
2019-12-08 17:39:01 +01:00
lightningterror
23174f3a00 onepad: Update to latest controller database. 2019-12-06 20:13:28 +01:00
Jonathan Li
aa03c83126 pcsx2: Fix mainframe wxStaticBitmap delete issue
wxWindow classes will delete their children when destroyed, so
the wxStaticBitmap control must be allocated with new to avoid
undefined behaviour.
2019-12-02 20:40:48 +00:00
lightningterror
230c1ece35 gamedb: Add vuClampMode 2 gamefix to Soul Calibur 2.
Fixes respawn issues as well as SPS.
Also add a missing DB entry for a JAP release of SC3 Trial. The demo
discs may not actually need the gamefixes so they aren't included.

Wasn't able to verify if the gamefixes are required for SC3.
2019-12-02 20:43:20 +01:00
atomic83GitHub
21227cd12f GameDB: Patches update. (#3166)
This commit add multiples patch for various games.

F1 Racing championship - Fixes IPU hanging.

Sprint Cars 2 - Rearrange COP2 instructions to fix bad mac flag stuff. Fix for bouncing vehicles. Close #1991

Knockout Kings 2002 - Fixes DMA loop causing Hanging at start of fight.
2019-12-01 18:03:08 +01:00
lightningterror
2827394f3c gsdx-hw: Disable half screen TS fix for Xenosaga 3.
Xenosaga handles the half bottom as an vertex offset instead of a buffer
offset which does the effect twice.
Half bottom won't trigger a cache miss that skip the draw because it is
still the normal buffer but with a vertices offset.

Issue #3147
2019-11-28 00:04:15 +01:00
lightningterror
f2da7ece5c onepad: Update to latest controller database. 2019-11-25 22:56:51 +01:00
lightningterror
cc62165e36 gsdx-hw: Remove GSC_ResidentEvil4 crc hack.
Game is properly rendered on all renderers, any upscaling issues can be
resolved with Half Pixel Offset Normal.
2019-11-25 08:17:25 +01:00
lightningterror
50dda75c0d gsdx-hw: Add missing crc id for CrashBandicootWoC, pal region. 2019-11-25 05:34:09 +01:00
atomic83GitHub
f6600ec835 GameDB: Various updates
This commit add several changes:

- Various serials updates.
- An Emotion Engine clamping fix to solve the inability of collecting items in Lemony Snicket's A Series of Unfortunate Events. Tested by atomic83github
- A missing XgKickHack fix for Crash Twinsanity.
- An adjustment of the fixes applied to Muppets Party Cruise which allow to make the game fully playable. Tested by atomic83github
- A patch for Superman Returns (Pal only) to fix major SPS ingame. Tested by kozarovv
- A missing Gif Fifo fix for Puzzle Quest - Challenge of the Warlords to correct flickering black and white sprites.
- A removal of Vif Fifo hack for Pippa Funnell which do not change anything.
- A XgKickHack fix for Eternal Quest which fixes missing blue lines on the characters in dark areas. Tested by atomic83github
- Several EETiminghack fixes to various games of the Hisshou Pachinko-Pachislot Kouryoku series which fixes FMV hanging. Tested by atomic83github
- A patch for namCollection - Namco 50th Anniversary which fixes a game hanging at the intro. Tested by atomic83github - PSI and Refraction
- An adjustment of the VU clamping mode fix for Pac-Man World Rally which require a higher value to work. Tested by atomic83github
- A patch for True Crime streets of LA which fixes a game hanging before going ingame. Tested by PSI
2019-11-24 21:07:19 +01:00
lightningterror
dbfbc333f4 fps2bios: Remove fps2bios from master branch.
It's an abandoned project pretty much, if someone needs to go back and
take a look at it we have 1.4 branches and older.
2019-11-18 18:30:58 +01:00
lightningterror
89848346ae gsdx-hw: Add comments explaining what GSC_MidnightClub3 crc hack does. 2019-11-17 17:14:27 +01:00
Christian Kenny
132caf7f4a GameDB: Update/Remove outdated gamefixes for the following titles:
---------REMOVALS--------
EETimingHack:
- Blade 2 (replace EE TimingHack with GIF FIFO Gamefix)
- Buffy the Vampire Slayer
- Drakan The Ancient Gates
- Euro Rally Champion
- Obscure
- R-Type Final
- Muppets Party Cruise (replace EETimingHack with mVUFlagSpeedHack)

OPHFlagHack:
- Sphinx and the Cursed Mummy
- Buffy the Vampire Slayer
- Motorstorm Arctic Edge

------ADDITIONS```````
- Evergrace (Full EE Clamping - fixes hanging going in-game.)
2019-11-13 18:59:54 +01:00
lightningterror
3c38087e78 Gamedb: Remove FMVinSoftwareHack gamefix for Silent Hill 3.
On Direct3D11 FMVinSoftwareHack in combination with FXAA or External
shader enabled cause the emulator to hang. This is only a temporary
solution, a real solution would be to fix the fmv issue instead.
2019-11-03 16:25:28 +01:00
lightningterror
24be7785db gsdx-hw: Add Persona 3 to automatic mipmapping (basic level).
Fixes flashing / strobing windows.
Issue #1342
2019-10-27 02:03:56 +01:00
Jonathan Li
5b6b386708 ci:appveyor: Add VS2019 and remove VS2015
[skip travisci]
2019-10-23 15:33:13 +01:00
Some1fromthedark
e7d1a58a5a pcsx2: Remove special case from pointer patch command parsing (#3135)
Removes the special case in type 6 (pointer) code parsing when the data value
is 0. This matches Codebreaker behaviour.
2019-10-23 01:21:01 +01:00
lightningterror
b34338a500 gsdx-d3d11: Fetch the texture PSM format rather than the context format in texture sampler.
Match opengl behavior.
2019-10-21 23:23:22 +02:00
lightningterror
70c2778686 gsdx-hw: Adjust GSC_Bully crc hack.
Previous skip value 6 wasn't enough and caused some visual issues on the
ntsc version. Use value of 8 instead.

Issue reported by ozzie212121 on discord.
2019-10-21 18:55:45 +02:00
orbea
293983ea71 common: Silence -Wunused-function clang warnings. (#3127)
v2: Use pragma instead of [[maybe_unused]].
v3: Silence warnings with older clang versions too.
2019-10-12 12:14:40 -07:00
lightningterror
7bf920b07c gsdx-hw: Purge impact screen crc hack for Burnout Revenge.
Effect is properly rendered with depth emulation, so far only Burnout
Revenge triggered the crc hack from my testing.

Triggering the draw is done when the player car crashes.
2019-10-11 21:04:20 +02:00
lightningterror
c6b8763ba6 Onepad: Update to latest controller database. 2019-10-08 14:02:06 +02:00
orbea
afde59bb19 spu2-x: Fix crash with an invalid output module. (#3125)
* spu2-x: Fix crash with an invalid output module.

This will default to SDLOut.

Fixes https://github.com/PCSX2/pcsx2/issues/3124

* spu2-x: Create non-empty defaults for OutputApi and SdlOutputApi.
2019-10-06 18:05:19 -07:00
Jonathan Li
fa096cfce0 cmake: Change FreeBSD wx-config path 2019-10-07 01:39:32 +01:00
Jonathan Li
c87b8c7f49 pcsx2|utilities: Remove ambiguous wxString-related overloads
Avoid some function overloads that can accept char*, wxChar* and
wxString as a parameter. wxString can be constructed with either of
those parameters, so the function overloads may actually result in
ambiguity errors. Keep the wxString parameter versions and remove the
rest.

Fixes some compile errors on FreeBSD.
2019-10-07 01:39:32 +01:00
Jonathan Li
aee571e9b2 utilities: Split thread internal callback function
__try is used in pthread_cleanup_push when CLEANUP_SET is used as the
pthread cleanup model. That can't be used in functions with objects that
have destructors, so move it into a separate function.

Prevents compile errors on non-release Windows builds if other things in
the internal callback function change.
2019-10-07 01:39:32 +01:00
atomic83GitHub
cc52be15f3 GameDB: Asobo VU Rounding mode fixes (#3129)
This commit adds VU rounding modes (Positive) to Asobo games (Disney-Pixar WALL-E, Disney-Pixar Toy Story 3) which produces small lines in game.
Also add missing PAL entries to DB for Disney-Pixar WALL-E.
2019-10-05 20:17:23 +02:00
atomic83GitHub
3a15751fe9 GameDB: Fahrenheit asylum crashing fixes. (#3109)
This commit add a patch to solve a crash in the game "Fahrenheit".

Found with the help of the dev-9 plugin and the PS4 emu.

This is a game bug trigger by a timing issue. The game have an internal crash reporting system
which rely on a debug server connected to the console.

When the game do an error, it expects the debug server to be connected to send the crash dump.

But that never happen on PCSX2 as the debug server is not present.

Thus, the game will enter in an infinite loop at the asylum level.

This only happen when certain conditions are meet in the game.

This patch makes the game to exit the loop by cancelling the debug reporting.

On top of that the game have no frame pacing system in place which causes a massive slowdown in loading screens.

Thankfully, this can be patched out.

Note: NTSC version is fine and doesn't require the patch.

Tested by atomic83github
2019-10-05 11:34:19 +02:00
lightningterror
f2a9b59aae gsdx-ogl: Hit unsafe instead of safe path for sw fbmask when there is no alpha blending. (#3100)
So far notable performance improvement show Spiderman 3 and Scarface of 1-2 fps when using basic blending. Full list of known affected games at #3100
2019-10-03 15:50:19 +02:00
orbea
1c66851344 gsdx_legacy: Silence very verbose clang warnings. (#3126)
[107/641] Building CXX object plugins/GSdx_legacy/CMakeFiles/GSdx-legacy-1.0.0.dir/stdafx.cpp.o
warning: unknown warning option '-Wno-class-memaccess'; did you mean '-Wno-class-varargs'? [-Wunknown-warning-option]
warning: unknown warning option '-Wno-packed-not-aligned'; did you mean '-Wno-over-aligned'? [-Wunknown-warning-option]
2 warnings generated.
2019-09-30 16:23:47 -07:00
KrossX
fd5d80b53f Set F4's AlsoApplyToGui to false to avoid a hang when spammed. 2019-09-30 19:56:10 +05:30
orbea
d943870413 common: Fix build error with clang 9. (#3123)
clang 9 now provides _rotr and _rotl.
2019-09-29 20:30:47 +01:00
Jonathan Li
45687cd51a pcsx2: Partially fix IPU PACK command
The pack command converts from RGB32 to RGB16/INDX4, not RAW8 to
RGB16/INDX4.

Also, the VQ conversion (still unimplemented) only occurs when the
output format is 0, so fix that as well.
2019-09-29 12:06:27 +01:00
lightningterror
e506dc1457 Onepad: Update to latest controller database. 2019-09-22 17:49:05 +02:00
orbea
d92e4343e3 cmake: Fix build with cmake-3.5.2. (#3117) 2019-09-21 18:00:52 -07:00
Jonathan Li
0967f9bcfc cdvdgigaherz: Prevent potential infinite loop on ini read
Fixes a condition where a file read error could cause an infinite loop.
2019-09-21 22:29:23 +01:00
Some1fromthedark
33f4f04594 pcsx2: Fix parsing error in pointer patch command (#3112)
Fixes a type 6 (pointer) code parsing error that resulted in codes
with more than one offset getting terminated early.
2019-09-21 17:32:33 +01:00
lightningterror
6392f79fb6 gsdx-gui: Fix FXAA Shader checkbox not working properly.
Bonus: Remove unused "ModeRefreshRate" ini setting, leftover from d3d9,
psx option.
2019-09-17 23:05:03 +02:00
lightningterror
2a94dbcfe3 Gamedb: Remove Dakar 2 gamefix patches.
On earlier versions (0.9.8) the KOSMOS patches were used to fix an
emulator crash on bootup, the patches are no longer needed and cause an
emulator crash on OpenGL HW before a race begins.
The intro video patch skip also isn't needed anymore since intro video
is emulated properly. So far the only issue I spotted on earlier
versions such as 0.9.8 was fmv screen shaking.

Bug Report:
https://forums.pcsx2.net/Thread-Regression-Bug-Report-Emulator-crash-with-game-Dakar-2?pid=602842
2019-09-17 19:58:37 +02:00
KrossX
4db6b287cd GSdx-d3d11: Make TFX shader more similar to OGL's.
Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX
ee05d55a51 GSdx-d3d11: Reorganize TFX shader to match OGL's. 2019-09-15 19:02:36 +02:00
Hamish
e2d8992310 GSdx: Enable OpenCL on Linux (#3099) 2019-09-11 17:59:33 -07:00
lightningterror
a69cb88b16 Onepad: Update to latest controller database. 2019-09-10 23:35:50 +02:00
arcum42
877c4358d8 Take care of a typo that only effects pcsx2 if built without superVU. 2019-09-07 11:09:45 -07:00
lightningterror
159ce78680 gsdx-gui: Fix Align Sprite checkbox not working properly. 2019-09-06 13:12:49 +02:00
altiereslima
f2b402b0cb Locales: Update Portuguese Brazilian Translation. (#3092) 2019-09-04 22:09:15 +02:00
FlatOutPS2
0e84e2c438 pcsx2-counters: Revert to older VRender/VBlank timings
This fixes timing issues in Dynasty Warriors 3 Xtreme Legends
(fake save corruption), Jak II (random speedup issues) and Shadow of
Rome (FMV audio issues).

Also update the comments since a lot of them refer to past revisions of
the code.
2019-09-02 08:23:05 +01:00
Jonathan Li
aef0f94dcf gsdx: Use the same ini code on both Windows and Linux
Partially replace the Linux ini code so that it:
 - works on both Windows and Linux
 - is backwards compatible with older GSdx inis
 - properly handles UTF-8 ini pathnames

Fix an issue with GSdx on Windows not being able to handle non-ASCII
ini pathnames.
2019-09-02 00:06:26 +01:00
Chromaryu
476ccf8ac9 Locales: ja-JP: fix non-desu-masu forms. (#3097) 2019-09-01 23:57:12 +02:00
lightningterror
b44c0a3fbd gsdx-hw: Add FFX us/eu demo/prototype discs to crc list. 2019-08-31 23:32:00 +02:00
lightningterror
d3ecec5d6c Gamedb: Adjust/add some entries for Jak games.
Add Jak 1 Jap versions:PAPX-90222, PAPX-90223
Add Jak 1 Korean version: SCPS-56003
Add Jak 2 Jap version:PAPX-90516
Add Jak 2 demo EU version: SCED-51700
Add Jak 3 demo EU version: SCED-52952

Adjust/ correct some of the names for Jak games to better fit their
region name and wiki entries.
2019-08-31 04:10:44 +02:00
lightningterror
62d07c8335 gsdx-hw: Add Jak 1 jap, Jak 2 eu, Jak 3 eu/us demo discs to crc list. 2019-08-31 04:10:23 +02:00
lightningterror
99f814d376 gsdx-ogl/d3d11: Add a assert when texture is too small or too big.
Add an assert for when texture is below 1 on direct3d/ogl.
Add an assert for when texture is above direct3d limit.
2019-08-26 15:55:43 +02:00
lightningterror
de7a3b70c9 gsdx-d3d11: Adjust maximum texture size limit based on available feature level.
d3d10 = 8192
d3d11 = 16384

Seems it is easier to hit the limit. Champions of Norrath with 8x
upscale for example.
2019-08-26 15:55:43 +02:00
Jonathan Li
92aa43fe91 cdvd: Fix end-of-disc issues (#3051)
* cdvd: Fix off-by-one end of file checks

* cdvd: Fix loading for games that attempt to read non-existent sectors

Some games will hang when attempting to read non-existent sectors.
Just do nothing when it occurs instead of erroring out.

* cdvdgigaherz: Fix loading for games that attempt to read non-existent sectors

Some games will hang when attempting to read non-existent sectors.
Just do nothing when it occurs instead of erroring out.

* cdvd: Don't write non-existent sectors to blockdump
2019-08-25 16:09:28 +02:00
arcum42
014753894a Get rid of extremely spammy warnings when compiling as debug. 2019-08-24 18:47:49 -07:00
arcum42
d048baf503 pango: reenable harfbuzz check, but don't fail if it isn't there. Revisit once travis builds have pango 1.44 in them. 2019-08-24 15:50:02 -07:00
arcum42
74e6c437f2 Add option not to build dev9ghzdrk. 2019-08-23 15:31:46 -07:00
arcum42
7679dcf469 clang: Get rid of a number of warnings. I don't need pages of warnings that things clearly marked in the code as deprecated are deprecated, and I doubt I'll be worrying about those overloaded functions any time soon. 2019-08-23 14:40:33 -07:00
atomic83GitHub
03133bc539 GameDB: Enter the Matrix changes. (#3081)
This commit add some explaination about what the EETiming hack does in "Enter the Matrix" and add a missing serial with corresponding fixes to it.

Tested by atomic83github
2019-08-20 22:56:30 +02:00
lightningterror
d77d440a04 gsdx-hw: Re enable automatic mipmapping for Jak 1 and 3.
Issue #2916 has been resolved in #3076
2019-08-19 23:27:58 +02:00
Alessandro Vetere
6feb59fef5 GSdx-hw OGL: log if tex size gt PBO segment size.
Texture data may be corrupted in this case due to missing
fences synchronization.
2019-08-19 23:13:56 +02:00
Alessandro Vetere
63982bf6b7 GSdx-hw OGL: fix PBO pool map size.
Round up mapping size for alignment before computing
wrapped pointer.
Avoids memcpy after end of PBO buffer.
2019-08-19 23:13:56 +02:00
KrossX
9788f6db2c PCSX2: Avoid hang when switching renders with hotkey. (#3072) 2019-08-19 15:44:33 +02:00
arcum42
33571dda42 Comment out the fix for the moment, since Travis hates me. 2019-08-17 21:23:18 -07:00
arcum42
0db14df070 One more try here. Make harfbuzz optional instead of required for the moment, and worry about travis once it's on distributions with pango 1.44+. 2019-08-17 21:04:46 -07:00
arcum42
c381cb90be Add harfbuzz to travis as well. 2019-08-17 20:52:03 -07:00
arcum42
eda1ab44ac Add harfbuzz as a dependency to play nice with pango 1.44+. 2019-08-17 20:33:14 -07:00
lightningterror
e8fe2eeb59 Revert "3rdparty/pthreads4w: Fixup process exit logic. (#3056)"
This reverts commit af6f040202.
2019-08-18 02:24:58 +02:00
lightningterror
fc8423e49d Revert "3rdparty/pthreads4w: Ensure on_process_init early execution. (#3073)"
This reverts commit 88a02941f6.
2019-08-18 02:24:58 +02:00
Silent
88a02941f6 3rdparty/pthreads4w: Ensure on_process_init early execution. (#3073)
This fixes a semi-consistent regression introduced by #3056, where on_process_exit would execute before other destructors relying on pthreads.

Now on_process_init has been moved to an earlier section of static initializers, ensuring it will be initialized first. Previously, this initializer was placed in the same section as any other initializer, making their order of execution non-deterministic across compilations - for example, I was unable to reproduce this issue as soon as I forced pthreads4w.c to recompile last!
2019-08-16 17:22:29 +02:00
KrossX
9b651e44d0 GSdx: Fix mipmap SSE2 code for linear mipmap nearest filter. (#3064)
Fixes a regression introduced in e728a14c19
2019-08-16 09:03:05 +01:00
lightningterror
9830b2dd98 GSdx-hw: Add Jak 1 JP and Jak 3 EU crc ids. 2019-08-14 22:56:03 +02:00
lightningterror
beac776025 GSdx-hw: Add a crc id for Jak 1 US region. 2019-08-14 17:54:55 +02:00
Alessandro Vetere
9e687895e1 GSdx-hw TC: improve search tex in RT
Fixes eyes rendering in Jak games both ingame and in cutscenes.
Previous method yielded no eyes in Jak 2/3/X cutscenes.

- Generalized offset search logic with caching system (works for BW > 1
and any PSM, limited to PSMCT32 for now)
- CRC Flags mechanism for default behavior enabling in Jak games
2019-08-14 17:09:51 +02:00
Alessandro Vetere
7c42928b57 GSdx-hw TC: invalidate Source with Target TEX0
Fixes eyes blinking in Jak games with tex in rt search
enabled.

- Target TEX0 in Source is Source TEX0 if the Source is
not build from Target, otherwise it is the Target TEX0,
allowing improved Source invalidation
2019-08-14 17:09:51 +02:00
Alessandro Vetere
68cfc5d953 GSdx-hw TC: fix Target::Inside check
- inclusion shall not be strict only on start side
2019-08-14 17:09:51 +02:00
Alessandro Vetere
2007894ba6 GSdx-hw TC: fix end block computations
- compute bottom right texel block as last valid block
2019-08-14 17:09:51 +02:00
Alessandro Vetere
dfa4680547 GSdx-hw: SwSpriteRender, fix drawing region 2019-08-14 16:18:39 +02:00
Alessandro Vetere
1f6b44d556 GSdx-hw: SwSpriteRender, improve no rast. check 2019-08-14 16:18:39 +02:00
atomic83GitHub
924156f3cb GameDB: Crazy Frog Racer 2/Alone in the Dark fixes
This commit add a FPU negative div hack to Crazy Frog Racer 2 to fix black fade effects and some overlays texts in the menus.

It also add EETimingHack on some missing Alone in the Dark revisions which fixes game hanging at boot.

Tested by Forum member:
- LoStraniero1991
2019-08-14 10:56:18 +02:00
Silent
af6f040202 3rdparty/pthreads4w: Fixup process exit logic. (#3056)
This PR modifies a third party module - I realize normally those should be fixed upstream, but I really doubt pthreads4w would a) consider it a valid bug and b) fix it. To make all my changes easily visible, I wrap them all in #if PCSX2_FIX.

This PR fixes a process exit routine in pthreads. This third party module exploits CRT initialization order to inject their initializer/deinitializer earlier than the others by putting their functions in .CRT$XCU and .CRT$XPU pseudo regions. The problem comes when a module gets build with dynamic CRT (/MD or /MDd), like most of PCSX2 plugins, it doesn't actually use .CRT$XPx regions as terminators, and instead lets dynamic CRT handle them.

This PR corrects this issue by registering the terminator via atexit, so it works with both static and dynamic CRT. This resolves an issue where SPU2-X plugin (and potentially more) leaks TLS handles when unloaded.
2019-08-13 18:32:41 +02:00
arcum42
ed6ac00186 onepad-legacy: Use mt_queue, and move it from onepad to common. (#3060) 2019-08-10 15:46:29 -07:00
lightningterror
4e58558eb7 Gamedb: Also add Norway region of Harry Potter COS to gamedb with a gamefix patch. 2019-08-10 20:52:53 +02:00
lightningterror
4c1b7086be Gamedb: Add Harry Potter and the Chamber of Secrets Finnish version to gamedb along with a gamefix patch. 2019-08-10 20:15:30 +02:00
KrossX
4bb968158d PCSX2: Wait some frames between F9 SW render toggles. (#3052)
Setting the toggle variable is now at the vsync point. FMV toggle should still work as usual, but the F9 toggle should have to wait the full period of around 32 frames. This seems short enough while also depends on how fast those frames can rendered, avoiding having to set a timer in ms.
2019-08-07 19:51:29 +02:00
KrossX
c0a38b45f1 GSDumpGUI: Replaced watchdog thread with Forms.Timer
Explicit dispose of watchers and timer on Form dispose, also event enum.
2019-08-07 16:50:59 +02:00
KrossX
77f52cf04d GSDumpGUI: Some changes based on willkuer's review. 2019-08-07 16:50:59 +02:00
KrossX
c8a285dee6 GSDumpGUI: Now textbox path change requires enter key. 2019-08-07 16:50:59 +02:00
KrossX
7b6c2be067 GSDumpGUI: Make it 64bit friendly. 2019-08-07 16:50:59 +02:00
KrossX
c6b944753b GSDumpGUI: Add bits information to window title. 2019-08-07 16:50:59 +02:00
KrossX
6bc322cab1 GSDumpGUI: Avoid startup crash on invalid path settings. 2019-08-07 16:50:59 +02:00
KrossX
62c1fc621a GSDumpGUI: Update textboxes after using the File Dialog.
Also, minor style changes.
2019-08-07 16:50:59 +02:00
KrossX
c14c23a063 GSDumpGUI: Actually start reading the stderr stream. 2019-08-07 16:50:59 +02:00
KrossX
b6415bf6fc GSDumpGUI: Different color for error log output. 2019-08-07 16:50:59 +02:00
KrossX
73369db6c2 GSDumpGUI: Enable stderr redirection.
Also some tabs to spaces.
2019-08-07 16:50:59 +02:00
KrossX
9dd92c1cb5 GSDumpGUI: Replace directory tree dialog.
Also fix refresh on manual label change.
2019-08-07 16:50:59 +02:00
KrossX
bd6261e3de GSDumpGUI: Watch for directory changes.
Also try to avoid unclosed file handles.
2019-08-07 16:50:59 +02:00
KrossX
b749c8ef7d GSDumpGUI: Fix unbalanced stack exception. 2019-08-07 16:50:59 +02:00
KrossX
317683461f GSDumpGUI: Run one frame per loop for better performance.
Also, make sure to check messages before vsync. GSdx message loop runs per vsync.
2019-08-07 16:50:59 +02:00
KrossX
0d6b9e9570 GSDumpGUI: Close when GSdx window is hidden.
The plugin hides the window on WM_CLOSE (wnd x button) and does not post quit message.
2019-08-07 16:50:59 +02:00
KrossX
b245b06959 GSDumpGUI: create the vsync packet just once. 2019-08-07 16:50:59 +02:00
KrossX
003046c91c GSDumpGUI: Minor improvements.
Loop changes, icon and info shows up, can take screenshot.
2019-08-07 16:50:59 +02:00
atomic83GitHub
66487b18e3 GameDB: MTX Mototrax glitchy graphics fixes
This PR add a VU rounding mode fix to MTX Mototrax which solve glitchy graphics ingame.

Tested by forum member: wheninrome
2019-08-04 15:35:22 +02:00
lightningterror
51ba799779 GSdx: Use rt for dRect size, update crc level label.
Use rt for dRect size for OI_SonicUnleashed fix.

Make CRC level label name and position match between windows and linux.
2019-08-04 13:16:47 +02:00
arcum42
11187cff9e PCSX2: Set pad plugin and bios defaults automatically. (#3020)
Default to Onepad on Linux, Lilypad on Windows, and default to using the bios if there is one listed.
2019-08-02 20:06:50 -07:00
lightningterror
0814690534 GSdx: Remove useless logo_ogl.bmp include from VS project files. 2019-07-31 17:36:28 +02:00
lightningterror
c8c1429493 gsdx-hw: Add some logs for OI fixes, add JakX beta eu crc id. 2019-07-30 01:01:23 +02:00
lightningterror
e79ea75ae2 gsdx-hw: Add OI rendering fix for Big Mutha Truckers.
It will allow to render the shadows properly, also update the crc
hack to skip less effects.
2019-07-30 00:29:07 +02:00
lightningterror
55d469e7f2 gsdx-hw/gamedb: Add gamefix for Dog of Bay as well as some game crc ids.
Add XgKickHack gamefix for Dog of Bay., fixes corrupt textures. Issue
#3041

Add some crc ids. Big Mutha JP version(Bakusou Convoy Densetsu - Otoko
Hanamichi America Roman),
Jak X Public Beta v.1 US, Sly 3 EU Prototype.
2019-07-28 06:54:58 +02:00
atomic83GitHub
ddb6aac826 GameDB: Super Monkey Ball Deluxe Monkey Billiards DX minigame fixes
This commit add an emotion engine rounding fix for Super Monkey Ball Deluxe to fix object balls never stoping in the Monkey Billiards DX minigame.

Tested by atomic83github
2019-07-26 18:10:55 +02:00
atomic83GitHub
fd69720d11 Lilypad: Update Xinput description. (#3038)
This commit add the Xbox ONE controller mention in the Xinput description. This include the Mediatek wireless adapter.
2019-07-26 00:38:17 +02:00
arcum42
b48bc8e71c spu2-x: Set default to SDL on Linux instead of portaudio, unless you don't have SDL 2. 2019-07-22 21:16:14 -07:00
monster860
902b88ac1a Spu2-x: Fix noise generator. (#3030)
Fixes the noise generator outputting a 4.8 kHz tone instead of white noise. The random number generator used in GetNoiseValues currently repeats every 10 samples, which is really really awful for a random number generator.

New code based on http://problemkaputt.de/psx-spx.htm#spunoisegenerator
2019-07-22 18:46:10 +02:00
arcum42
7d1d88e408 Fix Game Database error message. 2019-07-20 12:10:07 -07:00
Luminar Light
5de92562a7 Gamedb: Patch for Jak X NTSC Public Beta. (#3029)
Patches HookOrDie()

Emulator can't boot this without the patch. All Jak X builds have this problem, but soon I will patch the few remaining ones too.
2019-07-18 20:50:54 +02:00
lightningterror
2e4e22f0a5 Gamedb: Update Spider Man 3 Jap patch, add Korean version to db list along with a gamepatch port by Arapapa. 2019-07-17 09:08:03 +02:00
lightningterror
a4d899132c Gamedb: Add some gamefix patches, add/modify db entries.
Add/update patches/entries for WWE SmackDown! Shut Your Mouth:
SLES-51283, SLKA-25030, SLUS-20483
Fixes freeze during entrances.

Add gamefix patch for Dead or Alive 2 SLPS-25026 JP.
Fixes game hanging on boot, fixes sound.

Add gamefix patches for Spider Man 3 US/EU regions:
SLES-54723, SLES-54724, SLUS-21552, SLPS-25823.
Fixes hang before loading level 2.
Issue #3012

Patch sources from thread:
https://forums.pcsx2.net/Thread-Fixing-unplayable-games
2019-07-17 08:31:31 +02:00
lightningterror
41baf1de14 gsdx-gui: A few more adjustments to the osd/shade boost sliders.
Finally fix overlapping? I hope.
2019-07-17 05:12:56 +02:00
lightningterror
91570a9e0f gsdx-ogl/d3d11: Also ensure that we set proper ini values for Shade Boost sliders.
Should avoid any potential issues if ini values are wrong for shade
boost.

Bonus: Fix gui overlapping issues when sliders are on maximum (100).
2019-07-17 01:16:46 +02:00
lightningterror
888897ed48 gsdx-osd: Ensure we set proper data for osd options.
Should avoid any potential issues if ini values are wrong for osd.
2019-07-16 23:42:34 +02:00
lightningterror
56b8612502 gsdx-d3d11: Set maximum allowed texture size to d3d10 limits which is 8192.
Should prevent any issues if we ever go over the limit.
2019-07-15 22:32:45 +02:00
lightningterror
557f50fb4e gsdx-gui: Allow only digit inputs in osd edit boxes for font size, timeout, and max logs. 2019-07-15 21:41:30 +02:00
lightningterror
6ccc4911c5 gsdx-gui: Fix some overlapping text on osd gui. 2019-07-15 19:30:26 +02:00
lightningterror
ee9c31317e gsdx-gui: Put/move hw adv. & hacks option after blending option. 2019-07-15 01:49:10 +02:00
arcum42
2f8932e370 Cache code cleanups. 2019-07-13 17:49:51 -07:00
Kojin
dbfe21c444 Travis: Bump Ubuntu version to Xenial
- Update Ubuntu version to Xenial as Trusty is EOL as of April
- Drop GCC 4.9 build
2019-07-13 20:10:05 +02:00
iMineLink
f409079864 GSdx-hw: New SW sprite renderer, used in Jak games only for now. (#3001)
Developed a new SW sprite render function, which is used to fix
Jak and Daxter colors in Jak games and to remove the old Jak games hack
which yielded wrong colors and clashed with TC search texture in RT function.

- Remove OO_JakGames hack for palette readback from framebuffer (slow,
clashes with texture in RT TC function, clashes with Target readback logic)
- Developed new method SwSpriteRender with CPU rendering logic
- Add OI_JakGames method using SwSpriteRender for CPU palette rendering (fast,
does not clash with texture in RT TC function, no readback required)

Bonus: fps also sees an improvement in Jak games 3-5 increase.
2019-07-13 01:05:27 +02:00
KrossX
c678627b19 pcsx2: Auto select proper GSdx plugin in Plugin Selection. (#3013)
In order AVX2 -> SSE4 -> SSE2.
Auto selected by cpu instruction support.
2019-07-12 23:48:20 +02:00
atomic83GitHub
a3f3e7705d GameDB: Various updates/cleanup and gamefixes for Ratatouille and Dog's Life
This PR clean a bit the GameDB and add 2 fixes for:

-Ratatouille: Add vu round mode to positive to fix very minor lines appearing at certain points during the game.
tested by atomic83github

-Dog's Life and Wallace & Gromit in Project Zoo: Add vu clamping mode to extra+preserv sign to fix minor white SPS problem on characters.
Tested by discord member: LastBreath
2019-07-12 13:48:19 +02:00
gibbed
b739e9187d pcsx2: Fix microVU debug logging. 2019-07-12 06:25:12 +02:00
lightningterror
8e3b34bce6 gsdx-ogl: Comment out pabe bit, not yet used. 2019-07-11 20:11:34 +02:00
lightningterror
6f09cd9b81 gsdx: Fix unknown pragma clang warnings. 2019-07-11 20:11:27 +02:00
lightningterror
96b02be1d1 gsdx-hw: Add Harry Potter and the Goblet of Fire,
Project Snowblind to automatic mipmapping.

Add some extra missing crc ids too for GT4 and Ape Escape 2.
2019-07-11 13:12:06 +02:00
atomic83GitHub
9961478212 GameDB: Bully/Canis Canem Edit unbeatable Chapter 2 level fixes.
This commit add FPU clamping fixes for Bully/Canis Canem Edit to fix the inability to take the bottle in the trophy case in Chapter 2: Hattrick vs Galloway.

Tested by atomic83github.
2019-07-11 12:27:44 +02:00
Dogway
3886d72e0f GSdx: Add temperature setting. (#2989)
Ported libretro's white_point shader to GSdx.
Based on the work described here:
http://www.zombieprototypes.com/?p=210
2019-07-11 00:20:00 +02:00
lightningterror
d0cb0f59d9 gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +02:00
lightningterror
2cd9aff867 gsdx-d3d11: Extend sw blending to BLEND_NO_BAR which is also free and doesn't require rt sample nor any barriers.
It helps light rendering in SW Battlefront 2, VP2 also triggers it but needs to be further tested what it does.
2019-07-08 00:40:54 +02:00
arcum42
cc1a320c61 Remove sVU_Compare.h and iVU1micro.cpp, both of which appear unused. 2019-07-06 15:47:26 -07:00
arcum42
441e786d3d Take care of a few clang warnings. 2019-07-06 14:16:04 -07:00
lightningterror
7c17b9ef5b gamedb: Looks like I copied outdated patch codes on my previous commit for Ace Combat Zero.
Update the patches to the correct values.
2019-07-06 22:20:31 +02:00
lightningterror
132332f9b8 Gamedb/GSdx-hw: Add gamefix patches for Ace Combat Zero JP/KO versions. Add KO version to crc id list.
Fixes collision/missle hit issues.

Issue and patch sources (provided by arapapa) from thread:
https://forums.pcsx2.net/Thread-Ace-Combat-Zero-Collision-Issues
2019-07-06 22:11:47 +02:00
arcum42
fc35de02f2 build.sh and cmake plugin code cleanup (#2953)
* Refactor build.sh. Restructure finding plugins. Remove legacy code. Add --clean-plugins option. Document --no-trans option.

Don't do setcap if dev9ghzdrk isn't being built. List dependencies if they are missing. Remove code related to zerospu2, and misc plugins we aren't building. Minor message changes.
2019-07-04 19:49:11 -07:00
Kojin
7054450348 [skip ci] README: Update system requirements
- Update min OS to Windows 7
- Update recommended OS to Windows 10
- Update recommended CPU to anything with AVX2
- Some small wording changes
2019-07-05 01:06:54 +02:00
lightningterror
a6f7a9576e Onepad: Update controller database. 2019-07-05 01:01:33 +02:00
Akash
a36d5a0221 CDVD: Add fallback path for blockdump source name unavailability
2 pass fallback cases for the untitled scenario was mentioned in the TODO comment to be completed, added  one of them. (Still doesn't seem reliable enough, but honestly when do we  Also modified blank space indentation at a part to tab space to satisfy lightning boi.
2019-07-01 11:29:35 +05:30
Akash
7290576a2a CDVD: Add configurable directory for blockdumps storage
Previously the blockdumps will be automatically stored in the root directory of PCSX2, added an INI option in "PCSX2_ui.ini" named "CurrentBlockdump" to modify the directory to whatever is preferred by the user. (Some people were requesting for this)

A GUI could also be added if anyone wants, but considering the popularity of this I'm not sure as blockdumps will only be used my less percentile of users and mostly by testers and developers for debugging.
2019-06-30 11:48:12 +05:30
Alessandro Vetere
ba2efec983 GsDumpFinder: fix error when dir not found 2019-06-29 16:14:28 +05:30
lightningterror
b19804190e gsdx-hw: Add an OI hack for Sonic Unleashed.
It will allow to render the shadows properly.

Rendering pattern is:
Save RG channel with a kind of a TS (replaced by a copy in this hack),
compute shadow in RG,
save result in alpha with a TS,
Restore RG channel that we previously copied to render shadows.
2019-06-23 23:34:25 +02:00
lightningterror
40929a4728 gsdx-d3d11: Add rgba channel selection/support to StretchRect. 2019-06-23 23:34:25 +02:00
lightningterror
e9825dccc0 gsdx-ogl: Add rgba channel selection/support to StretchRect. 2019-06-23 23:34:25 +02:00
lightningterror
066a9aaf71 gsdx-hw: Purge Sonic unleashed crc hack. 2019-06-23 23:34:25 +02:00
atomic83GitHub
3ee72e7cec GameDB: Serials update and some gamefixes. (#2999)
- serials update along with a minor modification to siphon filter patches typo.

- Pac Man world 2 Timing fixes to avoid hangs at various levels. Tested by atomic83github.

- Missing VU clamping fixes for some EA sports titles. Tested by atomic83github.
2019-06-23 12:54:33 +02:00
lightningterror
62417dae99 gsdx-hw: Revert dmc 3 TS hack purge.
Seems like Texture shuffle/depth is not handled properly in all cases so
revert the change until we fix it properly. Move it to gl level too.

Commit:

11cd6b56cd
2019-06-20 10:36:21 +02:00
atomic83GitHub
14178cb184 GameDB: Popcap crashing fixes
- Added EETimingHack to Popcap hits vol1 and 2 to fixes random crashing in the game.

Tested by atomic83github and discord memeber "Jacoby".
2019-06-19 13:57:51 +05:30
Shanoah Alkire
de1717c1a1 Switch a bunch of 64 bit #ifdef's to use the cross-platform 64-bit define I added into Pcsx2Defs.h. 2019-06-18 22:08:43 -07:00
Shanoah Alkire
43981f5981 Add warning on gcc 9. 2019-06-18 21:24:30 -07:00
lightningterror
300f16df61 Gamedb/gsdx-hw: Add gamefix patch and crc id for Harry Potter and the Prisoner of Azkaban EU.
Gamefix patch source:

https://forums.pcsx2.net/Thread-Fixing-unplayable-games?pid=600492#pid600492
2019-06-18 22:34:17 +02:00
lightningterror
9401e52b08 gsdx-d3d11/gui: Move the nvidia hack toggle to Disable Safe Features.
With the sprite hack removed it was no longer possible to toggle this
hack on nvidia gpus, the toggle has been moved to Disable Safe Features.

It some issues caused by the hack in sotc, fatal frame and border offset
issues.
2019-06-18 22:06:35 +02:00
Alessandro Vetere
61b984a6c1 BuildParameters.cmake: fix typo 2019-06-18 21:28:57 +02:00
lightningterror
11cd6b56cd gsdx-hw: Purge useless d3d11 only hacl for DMC3.
Texture shuffle emulated correctly.
2019-06-18 20:21:03 +02:00
atomic83GitHub
1fc3516637 GameDB: Naruto games fixes and beta trial updates (#2994)
Added VU clamping to none for Ulitmate Ninja 2 to fix minor visual issues with lights.
- Tested by boberto5888

Added VU clamping to extra for Ulitmate Ninja 3 to fix minor visual issues with lights as well as missing QTE.
- Tested by boberto5888

Added beta trial serials.
- Tested by atomic83github
2019-06-17 17:22:25 +02:00
Akash
4195b77fa3 GSdx-dialog: Unused parameter on hacks dialog constructor
Apparently someone was careless enough to forget removing the parameter on the constructor which passes the adapter ID >_<
2019-06-17 13:01:16 +05:30
Akash
9acb871c7b GSdx-Dialog: Remove useless member variable
The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after
lightning removed reference device)

The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device
option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
2019-06-17 12:47:03 +05:30
Shanoah Alkire
cc6a58da18 Remove sVU_Debug.h, as nothing in it is actually used anywhere. 2019-06-16 19:31:02 -07:00
arcum42
563772fdf1 Added a universal 64-bit define, and a message indicating that Pcsx2 was compiled as 64 bit in the system information. 2019-06-16 17:33:17 -07:00
lightningterror
e6d42338ad gsdx-hw: Fix incorrect variable name when tc is disabled.
Allows to compile gsdx with tc disabled properly again.
2019-06-17 00:11:47 +02:00
lightningterror
e89f46139b gsdx-d3d11/gui: Don't display Reference Device in available Adapters in release builds. Display it only on debug builds.
It is used for debugging only.
2019-06-16 21:25:25 +02:00
lightningterror
a936cd9eb1 gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used
. Code can be readded in the future if there is a need for it. Advanced
DATE for example.
2019-06-16 20:42:28 +02:00
lightningterror
34bedddd5c gsdx-d3d11: Update nvidia hack handling.
Don't query the api for the adapter description twice.
2019-06-16 20:42:28 +02:00
KrossX
55f4dea468 gsdx-gui: Purge Sprite hack from the gui.
Collaborator: lightningterror
2019-06-16 20:42:28 +02:00
KrossX
39f509feaa gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already. 2019-06-16 20:42:28 +02:00
KrossX
6a122268cb gsdx-d3d11: Update d3d shader macro handling to a much better algorithm.
Bonus, remove unused options variable
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.
2019-06-16 20:42:28 +02:00
lightningterror
cec185fd66 gsdx-hw: Add Jak2 demo crc id, US version. 2019-06-15 22:35:17 +02:00
lightningterror
0781cb65bf gsdx-hw purge HauntingGround crc hacks.
Half Pixel Offset can solve the misaligned blur when upscaling, while
the second hack is also no longer needed and it broke depth effects too.
2019-06-14 23:32:58 +02:00
lightningterror
3228789808 gsdx-d3d11: Add draw call number to debug logs. 2019-06-13 14:52:03 +02:00
lightningterror
6024359011 gsdx-hw: Purge CastlevaniaCoD, CastlevaniaLoI, NanoBreaker crc hacks.
Shadows emulated correctly with accumulation blend, d3d11 misses sw
blend for extra accuracy (darker shadow).

gsdevice11: Remove unused IsCLR1() variable.
2019-06-13 13:38:24 +02:00
hibye8313
60cf62fea1 GSdx-d3d11: Partial port of EmulateBlending() from OGL renderer to DX11 renderer and ps_blend() from OGL shader to DX11 shader (only accumulation blend). 2019-06-13 13:25:46 +02:00
hibye8313
6bdd4ff186 GSdx-d3d11: Ported SW blending variables from OGL to DX11 PSSelector/BSSelector/pixel shader. 2019-06-13 13:25:46 +02:00
hibye8313
718042e6a6 GSdx: Made a DX11/OGL-independent blend map in GSDevice.cpp. Convert to OGL/DX11 specific constants at run time. 2019-06-13 13:25:46 +02:00
willkuer
a3bf46ecd9 [skip ci] GSDumpgui: Handle dumpPath as optional. (#2981)
GsDump file can be optional in case you just want to launch the plugin config dialog.
Throw with a meaningful error message in case validation layer fails.
2019-06-06 04:21:02 +02:00
lightningterror
cd11ae1ac6 Gamedb: Add SLES-51219 Harry Potter and the Chamber of Secrets Portugal release.
Bonus, include the gamefix patches for all remaining PAL releases that
were missing. crc and patch codes should be the same considering other
releases share it.

Issue:

https://forums.pcsx2.net/Thread-Bug-report-Harry-Potter-and-the-Chamber-of-Secrets-PAL-PS2-Disc-and-Iso-Problem?pid=600047
2019-06-04 02:41:19 +02:00
Marco Estevez
668670941c Gamedb: Fix for Mafia (S) SLES-52282. (#2974)
Allow pass the initial splash screen.

EETimingHack = 1
2019-06-02 03:16:27 +02:00
lightningterror
976b77f144 gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release. 2019-06-01 16:46:17 +02:00
Ian Brown
a1a6374709 Build: Changes required to compile and run using VS 2019 (#2975)
in vs 2019, the system xhash used by unordered_map uses Target in its template definition. pcsx2 #defines this in the r5900 and r3000 headers which leak cause a cryptic compilation error. A quick fix here is just to undef it in gamebase.h. A better fix would be to encapsulate the definition or use something more c++ to avoid the pre-processor. Add a comment to explain the _Target_ undef.

tap.h did not have string defined. I guess this was included transitively somewhere with an earlier set of system headers.

Biostools, the file is opened in text mode which causes the bios to be partially read. I'm not sure that's vs2019 specific but it's wrong in any case. Maybe the default mode parameter changed at some point. Maybe wxFile would be a better choice here rather than WxFFile because wxFile always open s in binary mode.
2019-06-01 13:34:21 +02:00
Thomas Evans
1f1b68a9b4 debugger: Muti-byte hex strings can now be pasted into the memory view. (#2960)
You can now paste a hex string into the memory view (with Ctrl+V).
2019-06-01 13:30:03 +02:00
lightningterror
fbafd44209 [skip ci] gsdumpgui: Auto select gsdx dll and gs dump when a directory location is reloaded/changed.
First on list only. Feature to save selection isn't available for now.
2019-05-31 19:24:48 +02:00
lightningterror
877a112193 gsdx-hw: Remove no longer used linear parameter from ComputeFixedTEX0,
add an assert that m_target isn't handled with invalid_tex0 yet due to upscaling.
2019-05-31 13:50:28 +02:00
lightningterror
8ff74fc6c2 gsdx-hw: Fix border issue on ComputeFixedTEX0.
It is quite complex to handle rescaling on ComputeFixedTEX0
so this function is less stricter than GetSizeFixedTEX0,
therefore we remove the reduce optimization,
and we don't handle bilinear filtering which might create wrong interpolation at the border.

Fixes FFX upscaling issues on Bilinear filter during cutscenes.

comment
2019-05-31 13:50:28 +02:00
pgert
afd5ceef7a PCSX2 > GUI: update and improvements of Scandinavian translations 2019-05-26 16:09:58 +02:00
lightningterror
5e043b3b6f gsdx-hw: Re add GSC_RedDeadRevolver crc hack that only skipped blur effects to aggressive mode only.
Previous commit for reference:

548d6b31bf
2019-05-25 17:19:17 +02:00
lightningterror
3fb2afb51a onepad: Update to latest controlled database. 2019-05-24 08:06:23 +02:00
lightningterror
482f1e953a gamedb/gsdx: Harry Potter Chamber of secrets db and crc update.
Remove some crc lookups for gamefix patches that share the same serial
and patch codes. It will allow game versions with different crc ids to
use the patches. Close #2654

Add JP version to automatic mipmapping.
2019-05-24 07:41:50 +02:00
lightningterror
ed8592b30b gsdx-d3d11: Don't run Alpha Stencil on DATE with texture shuffle.
It breaks DATE with tex shuffle (Haunting Ground 2, Superman shadow of
Apokolips, possibly others too).
2019-05-24 01:17:33 +02:00
lightningterror
3289dc1cc7 gsdx-gui: update alpha stencil, crc hack level tooltips. 2019-05-23 18:11:26 +02:00
lightningterror
fe8793081a [skip ci] gsdumpgui: Properly disable/grey out some debug options based on Debug Mode check. 2019-05-23 18:05:38 +02:00
Chromaryu
c6fcf0aaab Locales: Update ja_JP localing.
To match up with newly added strings.
2019-05-17 23:46:55 +02:00
lightningterror
87808fee03 gsdx-hw: Purge GSC_GTASanAndreas crc hacks.
Auto flush allows us to render the effects properly.
Small ghosting may not be an actual issues as it's also present on sw
renderer.
2019-05-17 03:35:17 +02:00
Shanoah Alkire
2941fd9b87 wx: Replace a bunch of wx 2.8 macros with the wx 3.x versions. 2019-05-11 20:43:47 -07:00
Shanoah Alkire
5d4ae31ba1 Add a few default functions in explicitly. (-Wdeprecated-copy) 2019-05-11 19:18:18 -07:00
Shanoah Alkire
284880f768 GSdx: Variables should be initialized in the order in which they are declared. (-Wreorder) 2019-05-11 19:00:29 -07:00
Kojin
2d46bc661d gsdx-d3d11: ensure texture size of at least 1x1 2019-05-11 22:23:12 +02:00
lightningterror
9a5225dfdf gsdx-hw: Purge GSC_SimpsonsGame crc hacks.
Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
Christian Kenny
079baaed99 gamedb: Add CrashTagTeamRacingIbit gamefix to Crash Tag Team Racing.
Fixes constant recompilation problems.
2019-05-03 01:03:05 +02:00
lightningterror
be46832c7b gsdx-hw/gamedb: Add Star Wars - The Force Unleashed to gamedb and crc list. 2019-05-03 00:47:45 +02:00
lightningterror
637f777ea9 gsdx-hw: Update OI_StarWarsForceUnleashed hack.
Remove hack that was replaced by OI_GsMemClear and OI_DoubleHalfClear.
2019-05-02 22:53:44 +02:00
lightningterror
eb0d22626f gsdx-hw: Purge GSC_StarWarsForceUnleashed crc hacks.
Shadows are rendered correctly with basic blending on opengl, high on
d3d11.
2019-05-02 21:07:46 +02:00
Kojin
de0c4a7fc7 gsdx-hw: Check for null texture before commit in hacks. (#2951)
Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror
5a69a2f689 gsdx-sw: Add an option to toggle auto flush on sw renderer.
Windows + Linux.
2019-05-02 15:35:55 +02:00
lightningterror
87f36852b6 pcsx2: ofc I forgot to completely remove the variable from the previous commit ... 2019-05-01 22:57:46 +02:00
lightningterror
bbce809ac9 pcsx2-gui: Don't put Screenshot button in a submenu.
Bonus take care of a compiler warning.

Issue #2949
2019-05-01 22:40:49 +02:00
hibye8313
56a976e277 microVU: Add gamefix for Crash Tag Team Racing. Fixes constant recompilation problems. 2019-04-30 22:57:11 +01:00
Shanoah Alkire
b270c1bb67 onepad: Cleanup in a few places. 2019-04-28 01:36:43 -07:00
Shanoah Alkire
6a202c9b5f onepad: Update to include latest controller database. 2019-04-27 21:15:53 -07:00
Shanoah Alkire
d00b8081ac onepad: bring the sensibility changes over to onepad as well as onepad_legacy. 2019-04-27 19:30:29 -07:00
Yaroslav Salnikov
ff9749f6dc Onepad (legacy) sensibility implementation for linux (#2932)
* Implementation of onepad sensibility for linux

* cast floats to int

* Fix the sensibility sanity checking, and clean up the dialog box a bit.
2019-04-27 18:35:35 -07:00
Gregory Hainaut
ead3d21bdb gsdx ogl: commit texture in copy function
So far not yet used but safer this way
2019-04-26 12:40:04 +02:00
Gregory Hainaut
568b96b885 gsdx ogl: only always uncommit texture in debug build
It is good for memory but bad for the speed. There is likely a better trade-off
but it should be enough for now
2019-04-26 12:40:04 +02:00
Gregory Hainaut
70c3c1a48f gsdx ogl: always commit a sparse texture when force_texture_clear is enabled
The goal is to ensure the behavior of the option. VRAM usage isn't important
as option is mainly intented for debug purpose.
2019-04-26 12:40:04 +02:00
lightningterror
e77aac0bf1 gsdx-ogl: Do some integer casts for destination texture commit to StretchRect.
Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bdcf83ca45 gsdx ogl: sparse texture : only commit new area
Avoid potential driver overhead
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bb306dfe90 gsdx hw: commit texture before a clear in OI hack
Note I didn't bother to compute the draw region for single game hack.
Gain would be 0 if game doesn't suffer of memory issue in the first place
2019-04-26 12:40:04 +02:00
Kojin
116a5d822c gsdx-ogl: update Save() to use committed size of texture 2019-04-26 12:40:04 +02:00
Kojin
9618283217 gsdx-ogl: Add detection of Sparse Depth in isDss() 2019-04-26 12:40:04 +02:00
Kojin
55e95cc552 gsdx-ogl: add destination texture commit to StretchRect 2019-04-26 12:40:04 +02:00
Kojin
e9989a5966 gsdx: enable sparse render target in TC 2019-04-26 12:40:04 +02:00
Kojin
a1cdeb2fd1 gsdx: add uncommit in recycle 2019-04-26 12:40:04 +02:00
Kojin
4e675ef6e1 gsdx-ogl: add texture commit ogl renderer 2019-04-26 12:40:04 +02:00
Gregory Hainaut
ba782e90c8 gsdx ogl: enable sparse feature on GSdevice interface
Note: remain
* To really use sparse texture
* To debug it ^^
2019-04-26 12:40:04 +02:00
Gregory Hainaut
16d5f477ff gsdx ogl: implement CommitPages 2019-04-26 12:40:04 +02:00
Gregory Hainaut
e8b2d036ee gsdx ogl: handle creation of sparse texture 2019-04-26 12:40:04 +02:00
Gregory Hainaut
9e7069f374 gsdx hw: add API to manage sparse texture allocation
DX/GL should implement "CommitPages" to really commit memory

Note: CommitPages should also update the m_committed_size member
2019-04-26 12:40:04 +02:00
Gregory Hainaut
643ed528c2 gsdx hw: allow to create sparse texture at device level
Obviously texture allocation should be updated too
2019-04-26 12:40:04 +02:00
lightningterror
3408d1a873 gsdx-d3d11: Move colclip code to blending function.
Also disable a log that was accidentally enabled/pushed.
2019-04-25 16:48:07 +02:00
lightningterror
a0c6c1cb9f gsdx-hw: Forgot to remove a crc region check for dbzbt2-3, no longer needed. 2019-04-25 16:34:28 +02:00
lightningterror
8eab618502 gsdx-hw: Purge crc hacks that had their half screen issues resolved (Texture shuffle case).
DBZBT2, DBZBT3, MetalGearSolid3.
2019-04-25 15:08:51 +02:00
Kojin
34ac15f7eb GSdx-hw: Add secret ini option to disable TS half bottom detection 2019-04-25 13:42:47 +02:00
Kojin
7eb0b0ac65 GSdx-hw: Add automatic detection of half-bottom in TS
Typical shuffle case is 1/2 height so other half is undesired

In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`

Crash Twinsanity is a similar case.
2019-04-25 13:42:47 +02:00
Kojin
97612edd58 GSdx-hw: Move src to protected member 2019-04-25 13:42:47 +02:00
Kojin
6af2f7ef46 GSdx-hwtc: Propagate valid area from dst to source 2019-04-25 13:42:47 +02:00
Kojin
acf771edd8 GSdx-hw: Store bounding rectangle in protected member 2019-04-25 13:42:47 +02:00
Christian Kenny
7f5dc2135e GameDB: Add VU Clamping for Battle Gear 3. (#2939)
Stops car from falling through track.
2019-04-24 02:28:31 +02:00
lightningterror
c3f36ad430 gsdx-gui: Separate opengl and direct3d blending options.
A short summary how d3d option behaves compared to gl.

None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.

Note: Medium and High options are mostly intended for debug use.
2019-04-23 15:24:04 +02:00
lightningterror
d4b62444d1 gsdx-d3d11: Adjust fbmask code on d3d11.
Add the remaining code and separate it in levels because dx sux.

Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.

Medium -> doesn't enable fbmask on triangle primitives.

High mode- >  fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.

Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.
2019-04-23 15:24:04 +02:00
lightningterror
6a4fa90b8f pcsx2-wx: Remove extra separator line.
Close #2936
2019-04-22 17:38:28 +02:00
lightningterror
641df126c4 gsdx-d3d11: Don't enable fbmask on triangle primitives.
It is quite slow due to fb copy on d3d, add potential notes for future
improvements so I don't forget what I wanted to do.
2019-04-22 05:07:42 +02:00
lightningterror
e72aa23436 gsdx-gui: Purge the aout (Alpha hack) from the gui, will be useless with fbmask emulation, enable blending option on d3d11.
Blending option allows us to toggle fbmask on or off with at least basic
level just like on gl.
2019-04-22 05:07:42 +02:00
lightningterror
de5e9a85bb gsdx-d3d11: Partial port of frame buffer masking from opengl.
It works on games such as Fifa Street 1 and 2 (character and stage
rendering), mission impossible operation surma (shadow rendering).
It needs at least Basic level of blending enabled on d3d11.
2019-04-22 05:07:42 +02:00
lightningterror
9d60d6acfd gsdx-d3d11: Remove old aout code.
Will be replaced with fbmask code in next commits.
2019-04-22 05:07:42 +02:00
pgert
060689d3e9 PCSX2: update & improvments of Scandinavian translations 2019-04-21 23:20:38 +02:00
Yaroslav Salnikov
6bae2f7629 Fixing stiks state monitor (#2933) 2019-04-21 13:49:11 -07:00
lightningterror
4202cbe7e8 pcsx2 savestates: Bump savestate version, required for the previous TAS PR merge.
Attention! Older savestates will be incompatible so please use a
previous older dev build (such as dev 3043) to save your progress on
memory cards instead!
2019-04-21 00:50:18 +02:00
Tyler Wilding
0980c7185f recording: Opt-into keybindings, revert potential overrides if disabled 2019-04-21 00:45:44 +02:00
Tyler Wilding
ec9c97e0bf recording: freeze recording information to savestate regardless 2019-04-21 00:45:44 +02:00
Tyler Wilding
506ea4c4d2 recording: various formatting and review corrections
Squashed commit:

[7955b42e3] recording: Throw errors on fread/fwrite errors.

[5a2160f9e] recording: Remove function implementation from header files

[f2937ab5f] recording: Fixed UndoCount metadata bug and will gracefully fail if savestate is missing

[d7f4d43e5] recording: Refactored code-style to be consistent

[0f77fbb71] recording: Refactor to use switch statements

[28d7945f6] recording: Resolve CMake warnings and use tagged github links for cross-linking to LilyPad

[7c01c6cb4] recording: corrected disparity between comment and code

[17a8bd8d6] recording: Remove all usages of #define

[3830f5a82] recording: Refactor enums and general cleanup

[569ef7d67] recording: Completely disable new console log sources when recording is disabled
2019-04-21 00:45:44 +02:00
Tyler Wilding
08d923ca6f recording: Append copyright headers
Squashed commits:

[47be08613] recording: Forgot to refactor the usage of std::size
2019-04-21 00:45:44 +02:00
Tyler Wilding
64104ca9fd gui:recording: Revert addition of Screenshot As, will contribute as separate PR
Along with changing the .bmp file naming scheme.
2019-04-21 00:45:44 +02:00
Tyler Wilding
c12c6ed149 recording: Added some more useful logs and cleaned up some TODOs 2019-04-21 00:45:44 +02:00
Tyler Wilding
eb7030cf12 recording: Use conventional savestate functions, save save-state in a separate file alongside recording file
Regressions were discovered after merging with master due to way the save state data was saved within the movie file.
This change uses the same functions used in the GUI to create savestates to create a compressed save-state file.  Eventually this could be re-incorporated back into the recording file and could be backwards compatible.
2019-04-21 00:45:44 +02:00
Tyler Wilding
270f7fd905 recording: Significant refactor on VirtualPad implementation 2019-04-21 00:45:44 +02:00
Tyler Wilding
d7074503d8 recording: Use wxFopen instead of f_open 2019-04-21 00:45:44 +02:00
Tyler Wilding
6b3fb14339 recording:gui: Temporarily remove Movie Editor GUI, add back at a later date
This is a rather involved refactor and isn't critical to getting the main PR / spike merged.
2019-04-21 00:45:44 +02:00
Tyler Wilding
db4ff1e8fc recording:gui: Overhaul VirtualPad GUIs 2019-04-21 00:45:44 +02:00
Tyler Wilding
3d6bfacd55 recording:gui: was not correctly removing recording top level menu bar option 2019-04-21 00:45:44 +02:00
Tyler Wilding
8b6ccde441 gui:recording: force ascii for filepath of recording, remove legacy conversions 2019-04-21 00:45:44 +02:00
Tyler Wilding
cb7425c59f recording: removed C++ reserved pattern usages, removed japanese comments 2019-04-21 00:45:44 +02:00
Tyler Wilding
6e111205a2 travis: include recording header files in travis build properly 2019-04-21 00:45:44 +02:00
Tyler Wilding
5fefe28e39 recording: recording file implementation 2019-04-21 00:45:44 +02:00
Tyler Wilding
94c160401c recording: implementation for recording file GUI panel 2019-04-21 00:45:44 +02:00
Tyler Wilding
0021ad66e0 recording:gui: dialog for creating a new recording 2019-04-21 00:45:44 +02:00
Tyler Wilding
ddd2e3f8f0 recording: main recording functions and input gathering 2019-04-21 00:45:44 +02:00
Tyler Wilding
7a03bafa27 recording:gui: movie editor window and virtual pads 2019-04-21 00:45:44 +02:00
Tyler Wilding
7b79235f19 gui:recording: new mainmenu event listeners 2019-04-21 00:45:44 +02:00
Tyler Wilding
e2e882e08b gui:recording: All main window modifications and additions 2019-04-21 00:45:44 +02:00
Tyler Wilding
bad3fa73f4 recording: implementation for new keybindings 2019-04-21 00:45:44 +02:00
Tyler Wilding
407224d29c recording: added new log sources 2019-04-21 00:45:44 +02:00
Tyler Wilding
e3333a9b8c recording: all modifications to pcsx2/ source 2019-04-21 00:45:44 +02:00
Tyler Wilding
413ba4b430 GSdx: implemented saving a snapshot to a dialog provided file path 2019-04-21 00:45:44 +02:00
Tyler Wilding
6252c7bd6a recording: visual studio project changes 2019-04-21 00:45:44 +02:00
Tyler Wilding
f147923555 travis:recording: added Recording sources to CMake scripts 2019-04-21 00:45:44 +02:00
Tyler Wilding
c2a19b7be5 recording: gitignore modifications and new keybindings 2019-04-21 00:45:44 +02:00
Avindra Goolcharan
4d88a57f27 gsdx-gui: Fixes typos on the tooltip for disabling safe features. (#2931) 2019-04-20 04:52:28 +02:00
atomic83GitHub
ac89730a4d Gamedb: Visual concept hanging fixes. (#2929)
This PR allow each fixes to by apply in all situations (such as exiting from the NETGUI utility). It makes these games completely playable in all cases.
2019-04-18 17:57:55 +02:00
lightningterror
ac1bc9d6fc gsdx-hw: Move GSC_RadiataStories, GSC_StarOcean3, GSC_ValkyrieProfile2 crc hacks to D3D level.
Follow up from the previous commit which is bypassing the texture cache
when the frame buffer is sampled.
Crc hacks are no longer needed on opengl.

Note: it requires at least Basic blending support.
2019-04-17 03:48:30 +02:00
Gregory Hainaut
f406051ed9 gsdx ogl: Bypass the texture cache when the frame buffer will be sampled.
Proof of concept. It should provide a huge speedup when accurate
blending is enabled for tri-ace / Jak / R&C (shadow rendering).

See #2894
Need PR#2892

v2: Add const + comment to explain that code isn't ideal.
2019-04-17 03:48:30 +02:00
willkuer
1414d64b18 [skip ci] GSDumpGui: Only reload dumps and dlls separately if their respective settings change, make config portable, autodetect dump/dll folder. (#2926)
- Add simple logging infrastructure and further improve the existing one
- Delegate loading of dlls and dumps into dedicated loader classes
- Adjust user interaction to restrict updates to only relevant parts
- Gsdx dlls (dumps) are only reloaded when a new path for gsdx dlls (dumps) was given. That means dlls are not reloaded just because the dumps path was changed or another dump was selected
- When GSDumpGui can not find the specified settings folder or there is no setting saved so far it will look into the directory of the currently running application (however as before only exactly in the directory and not in subdirectories)
- Further decouple model, view and 'controller' logic.
- Restrict directory checks to application basepath instead of current directory as current directly is changed at too man places
- Avoid some minor memory leaks by disposing some disposable elements

Note: Net framework requirement has been increased to 4.0 to run/compile the application.
2019-04-15 17:24:25 +02:00
pgert
773be7bb95 PCSX2: compiled mo-file for latest pt_BR update (#2910). 2019-04-14 17:01:58 +02:00
willkuer
48b2383096 [skip ci] GSDumpGUI: Fixes multiinstance crashes. (#2925)
- automatically find the next free TCP port yielded by OS
- transfering currently used instance-fixed port to launched clients
- connect each client via given port

See #1637
2019-04-14 12:04:58 +02:00
Guilherme Dias
075a9f38ed Locale: Br. Portuguese Translation - Update. (#2910)
* A lot of grammatical errors were fixed.
* Several sentences were reformulated for a better understanding and a better quality of the translation.
2019-04-14 04:28:14 +02:00
atomic83GitHub
d3ddd9b1f7 Gamedb: WRC avec sebastien loeb performance fixes. (#2923)
This commit re introduces a partial patch to WRC avec sebastien loeb to fix a performance problem with a delay slot instruction.

Follow up from a58f56fa4a
2019-04-13 21:11:38 +02:00
lightningterror
163fd2bad9 spu2-x-gui: Increase synchronizing mode drop down list vertical size.
Will help the list display properly on frontends like spectabis.
2019-04-11 21:41:56 +02:00
lightningterror
52da124a2b gsdx-ogl: Check if primitives are triangles instead of overlapping.
Single triangle draw can now hit the tex_is_fb path.
Primitive Overlap will return no overlap  for single primitive (triangle).
Ratchet and Clank, Jak, tri-Ace games.

It should improve shadow rendering.

Idea by Gregory.
2019-04-10 12:33:31 +02:00
lightningterror
a58f56fa4a Gamedb: Remove stall delay branch patches from WRC3, WRC Rally Evolved/WRC avec Sebastien Loeb.
Bonus, add XgKickHack for the French version of WRC Rally.
2019-04-10 04:06:18 +02:00
FlatOutPS2
17ac536116 pcsx2: Fix stall on branch .. in delay slot.
Fixes stall when loading a stage in WRC 3.

Original pr https://github.com/PCSX2/pcsx2/pull/1783

Collaborator: lightningterror
2019-04-10 04:06:18 +02:00
Kojin
73e3072715 GSdx-d3d11: Enable break on D3D message
Enable automatic breaking on d3d11 messages:
- D3D11_MESSAGE_SEVERITY_CORRUPTION
- D3D11_MESSAGE_SEVERITY_ERROR
- D3D11_MESSAGE_SEVERITY_WARNING
- D3D11_MESSAGE_SEVERITY_INFO

Hidden option dx_break_on_severity bitfield

Debug build only.
2019-04-08 00:45:50 +02:00
lightningterror
9332f9b1ac [skip ci] Readme.md: Update system requirements info.
Replace GHz with STR requirements,
Mention that 1.4 is the last version to support D3D9.
2019-04-08 00:06:12 +02:00
lightningterror
508a8b477e gsdx-hw: Disable automatic mipmapping on Jak games for now.
It crashes the emulator so until the issue is resolved properly comment
out/disable automatic mipmapping for jak games.

Issue #2916
2019-04-07 19:50:46 +02:00
atomic83GitHub
b68761fa0d Gamedb: Fixes, serial and patches update. (#2914)
This commit add the rounding fix for the international version of Final Fantasy X, a Emotion Engine Clamping fix for let's make a soccer team, a Emotion Engine rounding fix for Eternal Ring,  and add the WRC avec Sebastien Loeb patch.

There are also several additions about Winback fixes for various regions.
2019-04-07 19:38:58 +02:00
lightningterror
bb0c0d3d27 Gamedb: Add gamefix patch for (Choro Q - High Grade) Gadget Racers NTSC-J.
Patch by Prafull.
Fixes vsync issues, avoid hang at first loading screen, skips movies.

https://forums.pcsx2.net/Thread-Fixing-unplayable-games?pid=597546#pid597546
2019-04-05 22:52:06 +02:00
lightningterror
fc5dde464f Lilypad: Replace question mark with "N/A" on Diagonotics window when a device is not active. 2019-04-04 03:05:06 +02:00
lightningterror
9c222f8efe gsdx-hw: Some minor comment and code adjustments. 2019-04-04 02:13:57 +02:00
Chromaryu
5f099b1bea Pnach: Add Author line. (#2911)
Adds a separate author line for pnach entries. This will allow to separate comments with other info such as pnach purposes.

GameDB could be updated with the new changes for a more slick and clean look.
2019-04-01 23:10:43 +02:00
Souzooka
55112938a2 GSDumpGUI: Make sure all child processes are closed when closing main form. (#2900)
* Make sure all child processes are closed when closing main form

* Try/catch kill processes in case they are starting/exiting, dispose after killing
2019-03-26 23:27:13 +01:00
lightningterror
e73607395b gsdx:-debug: Update previous GSDrawingContext commit to show log only on gl sw renderer.
Follow up from:

46e63c1f17
2019-03-26 14:40:17 +01:00
Gregory Hainaut
a16fe6f016 gsdx TC: remove dead code
src->m_texture is always NULL, set in Source constructor

Potentially it was a leftover of msaa or the commented code to handle mutable FBW
2019-03-26 14:22:34 +01:00
Gregory Hainaut
374374fdf1 gsdx ogl: disable sparse in extenstion detection
* Allow to keep automatic as default value in the option
* You need to force enable sparse in the option to enable sparse
2019-03-26 14:22:23 +01:00
lightningterror
535b0d4aac gsdx-ogl: Disable sparse depth on amd.
* Bad driver as usual.

* Driver reports a compatible sparse format for depth texture but it isn't attachable to a frame buffer.
2019-03-26 14:22:16 +01:00
Chromaryu
0e3e9c2c59 GameDB: Add patch for Panzer Dragoon. (#2902)
Stop screen shaking (game switches to Progressive).

Patch by PSI.
2019-03-26 14:03:17 +01:00
Aced14
987f783632 GameDB: Fix PlayStation Underground 4.4 entries
PlayStation Underground 4.4 is a set of 2 discs:
* SCUS-97120: PS1 CD (disc 1)
* SCUS-97121: PS2 DVD (disc 2)

Specific changes:
* Remove disc 1 since it's out of scope
* Change 4.3 to 4.4 in disc 2's name (4.3 doesn't include any PS2 discs)
2019-03-26 13:53:39 +01:00
lightningterror
936f66d701 Gamedb: Also add patches for Klonoa 2 JP version.
Follow up from:

3133221fd7

Backport by Arapapa:

https://forums.pcsx2.net/Thread-Fixing-unplayable-games?pid=597525#pid597525
2019-03-23 20:46:25 +01:00
lightningterror
3133221fd7 Gamedb: Also add patches for Klonoa 2 EU version.
Follow up from:

d7fd3d7648

Patch by Prafull:

https://forums.pcsx2.net/Thread-Fixing-unplayable-games?pid=597499#pid597499
2019-03-23 01:04:56 +01:00
refractionpcsx2
d7fd3d7648 Updated Klonoa 2 patch to new one by Prafull, works much better and fixes some corrupt textures 2019-03-21 20:25:52 +00:00
refractionpcsx2
10ee832dc1 Workaround to avoid access violation problem in Klonoa 2 loading Volkan Inferno
Lets hope the build bot doesn't mess this up :P
2019-03-21 20:17:14 +00:00
Sean Nam
5c7084f8bf [skip ci] README.md: Improve readability. (#2893) 2019-03-19 19:38:23 +01:00
lightningterror
f5bf1f655d gsdx-hw: Add another Sly 2 prototype/beta disc to crc list. 2019-03-17 20:47:40 +01:00
lightningterror
a30f642860 gsdx-hw: Purge GSC_NarutimateAccel, GSC_Naruto crc hacks.
Naruto Shippuden - Narutimate Accel 3,
Naruto - Narutimate Hero 3.

Depth effects (shadows) rendered correctly.
2019-03-17 05:34:13 +01:00
lightningterror
0d5ae808ef gsdx-gui: Fix overlap issue with Rendering threads text.
Issue was visible only on gsdumpgui.
2019-03-17 05:04:08 +01:00
lightningterror
f8a6a3c6ef Gamedb: Add King's Field IV ntsc-j patch.
Follow up from 6052614233
Fixes (black voids) central tower level loading.
Issue: Some doors leading to some areas appeared as black voids that you can walk in to.

Credits to @wgarvin0 for the patch.
2019-03-12 13:13:01 +01:00
lightningterror
c8d4d5528e gsdx-ocl: Fix some compile warnings. 2019-03-12 02:36:49 +01:00
lightningterror
e9e7580582 gsdx-gui: Properly grey out opencl device text when opencl is enabled, also some minor cleanup. 2019-03-12 01:49:48 +01:00
Christian Kenny
3296ade983 Plugins: Remove PADSSSPSX and xpad. 2019-03-11 23:34:47 +01:00
Jannik Vogel
7982e3abfe dev9ghzdrk: pthread_create returns status, not thread handle 2019-03-11 00:52:05 +01:00
lightningterror
7354c1fa0d gsdx-hw: Update a few crc issue categories for several games. 2019-03-08 19:33:28 +01:00
lightningterror
889001c026 gsdx-hw: Move GSC_Okami to Aggressive level.
Upscaling issues, hack needs to be updated because it removes too many
effects. Maybe HPO or Wild Arms offset are fine, needs further testing.
2019-03-08 19:23:03 +01:00
lightningterror
910ef1db41 Gsdx hw: Purge GSC_TalesOfAbyss crc hacks.
Depth and channel shuffle rendered correctly on all renderers.
Also add some missing crc ids for Tales of Abyss.

PS: I'm ninjaing 3000 builds on the buildbot 😄
2019-03-08 16:13:39 +01:00
lightningterror
47c255be2c gsdx-gui: Adjust advanced settings and hacks gui.
Allow to open Advanced settings and hacks window even when hw hacks are
off, this should allow OpenGL advanced settings to be configured even
when hw hacks are off in the gui since the options are configurable
wihtout depending on hw hacks checkbox.

Hw hacks will be greyed out when the checkbox button is not enabled.

New behavior will only be present on opengl hw gui. Direct3d11 will remain the same.
2019-03-06 18:11:26 +01:00
Chromaryu
3155278ac7 Locale: purging some ja_JP localization
Sync up with current codebase

Update ja_JP localization
2019-03-05 15:28:06 +01:00
lightningterror
8219bcd1b4 gsdx-hw: Move GSC_YakuzaGames to partial level.
Don't enable hack on native res if crc is below aggressive. Upscaling
issues.

Bonus, revert recent barrier changes on gl date code.
2019-03-05 12:39:07 +01:00
lightningterror
e36976bf86 gsdx-d3d11: Minor adjustments to DATE code.
Run fast accurate date instead of alpha stencil when accurate date is
enabled on supported calls, also update some logs and comments.
2019-03-04 20:35:09 +01:00
lightningterror
e48ce1bc69 gsdx-ogl: Minor adjustments to DATE code.
Don't set DATE true when Accurate Date is off, DATE is true anyway so
no need to set it again.

Don't call full barrier for DATE 45 at the date selection, do it
at the shader call check. It's the same, plus we avoid extra checks.
2019-03-04 19:39:58 +01:00
lightningterror
46e63c1f17 gsdx-debug: Use gl GL_INS print macro for a log instead of relying on debug build.
In GSDrawingContext.

Also some minor format cleanup to match the rest of the code.
2019-03-04 19:39:47 +01:00
lightningterror
5c23a9fac0 gsdx-gui: Update blending option.
Change the name to Accurate Blending so it fits more with Date option
next to it, get rid of low/high end recommended nametag for the list and
just use Recommended for Basic level, lot of users seem to be using high
for "high end pc" which they shouldn't.
2019-03-03 00:47:40 +01:00
Christian Kenny
5af929a387 Gamedb: Add vuClampMode 2 gamefix for James Bond 007 - Nightfire.
Fixes polygon clipping in driving missions.

Close #2872
2019-03-02 23:25:33 +01:00
lightningterror
811d8781ab cdvd: Get rid of code that disabled loading psx discs.
Not used anymore.
2019-03-01 17:21:13 +05:30
Chromaryu
8a16d96112 PCSX2-EE: Improve SetGSCrt logging 2019-03-01 17:09:37 +05:30
Akash
7106909d3f PCSX2: Avoid enabling VuClipFlag at some scenarios
VuClipFlag hack is only used for SuperVU1 Recompiler, let's avoid enabling it when it's not used.

Previously a console message would be provided stating that "(GameDB) Enabled Gamefix: VuClipFlagHack" even when the user is using the Interpreter (or) MicroVU Recompiler. The following patch prevents such confusions.
2019-03-01 14:41:13 +05:30
Chromaryu
90531f8b7b Locale: Update ja_JP translation 2019-03-01 10:01:54 +01:00
lightningterror
425059d882 gsdx: Forgot to move the crc state for mgs3 and ace combat 4.
crc hacks are aggressive only. Fixes regressions mentioned in
https://forums.pcsx2.net/Thread-Metal-Gear-Solid-3-OpenGL-Issue-with-Latest-Builds
2019-03-01 08:37:04 +01:00
lightningterror
8a9abd8a1b gsdx: Purge depth crc hack for GSC_RadiataStories.
Effects rendered correctly, blur/ghosting upscaling issues can be
resolved with HPO special.
2019-02-25 11:35:27 +01:00
lightningterror
ffe6587e62 [skip ci] git: Update issue template links. 2019-02-25 09:35:11 +01:00
lightningterror
79a38858d1 gsdx: Purge GSC_CrashNburn crc hacks.
Depth, texture shuffle rendered correctly.
@MrCK1 did the tests. PAL needs to be tested as well.
2019-02-24 22:12:27 +01:00
Shanoah Alkire
64ab2d53e1 Add comments to prevent various warnings about falling through on case statements. 2019-02-23 22:08:57 -08:00
lightningterror
8e8598412d gsdx: Purge all crc hacks for GSC_OnePieceGrandAdventure and GSC_OnePieceGrandBattle.
Texture shuffle and hdr colclip.
Effects rendered correctly.
2019-02-23 06:52:40 +01:00
lightningterror
930f07df4a gsdx: Purge depth crc hack for Haunting Ground.
Effects rendered correctly on all renderers.
2019-02-22 17:18:58 +01:00
Gregory Hainaut
e56f75fe9a gsdx hw:move vertices fixup for texture shuffle in RendererHw
Bonus: fix m_vt value
2019-02-22 16:57:59 +01:00
lightningterror
aa2b474d1a Gamedb: Add GIFFIFOHack gamefix to remaining Mana Khemia games.
Fixes flickering sprites.
Close #2645
2019-02-21 08:15:36 +01:00
lightningterror
a9c1a1c768 Gamedb: Add gamefixes for NFL Street 2, Killzone, Constantine, ShellShock.
Add GIFFIFOHack to NFL Street 2.
Fixes garbage graphics. Close #2857

Add vuClampMode None for Killzone, ShellShock.
Resolves I Reg Clamping / performance impact and yellow graphics in
certain areas.

Add eeRoundMode Positive for Constantine.
Resolves dumpster not being able to be climbed from front in level 2.

Clamp and round mode patches by @MrCK1
2019-02-21 07:54:45 +01:00
lightningterror
80f8de5e0b Revert "gsdx-gui: Use a separate drop down list for sparse texture."
This reverts commit 61c4df0375.

It was a bad idea from the start.
2019-02-20 17:42:49 +01:00
lightningterror
61c4df0375 gsdx-gui: Use a separate drop down list for sparse texture.
It's temporary until sparse texture is fully implemented.
Force Disabled should be Default option.
2019-02-20 16:56:51 +01:00
lightningterror
e55fcae981 gsdx d3d11: re-normalize coordinate when TEX0 is invalid. 2019-02-20 13:49:57 +01:00
Gregory Hainaut
29aef04fbf gsdx ogl: re-normalize coordinate when TEX0 is invalid
Fix #258
Fix #695
2019-02-20 13:49:57 +01:00
Gregory Hainaut
12dcb701c7 gsdx: add a function to fix the TEX0 register value for HW renderer
Based on the SW renderer
2019-02-20 13:49:57 +01:00
Gregory Hainaut
6df9eb8dab gsdx: Allow to save and restore drawing context
Purpose is to allow edition of the context for current draw call
2019-02-20 13:49:57 +01:00
lightningterror
9c60541f3c gsdx-gui: Adjust psx compat gui.
Fix up options to properly disable on Null render.
Clean up some resource defines.
2019-02-20 13:38:49 +01:00
lightningterror
c6f57c0bdb gsdx: Save hotkey toggle to ini config.
This will allow to save hotkey option toggling to the ini which
should fix gui updating with hotkey toggles.

Note: Render hw/sw switch doesn't work.

Also update some options that didn't have hotkey nametag.
2019-02-20 11:07:02 +01:00
lightningterror
8cb6d255ca fxaa.fx: Purge d3d9 shader code.
Looks like I forgot this one.
2019-02-19 15:36:15 +01:00
lightningterror
6905d4d883 x86emitter: Purge empty file sse_helpers.h.
Code was removed in
60a9463e7a
Right now it's useless.
Update VS/cmake project files to remove any mentions of the file as
well.
2019-02-18 11:51:06 +01:00
lightningterror
cc2fda6d6d gsdx-gui: Add hotkey nametags to some options that have hotkey support already. 2019-02-18 05:11:43 +01:00
lightningterror
c0a47c2c79 Lilypad: Don't toggle width and heigh for Inputs window with Show/hide Special Inputs button.
Use a fixed size instead. It will avoid DPI scaling issues.
Also adjust the Special Inputs buttons height position so that the
window height remains a reasonable size.
2019-02-17 20:17:41 +01:00
lightningterror
bcba2597f3 Lilypad: Partially revert #2832
DPI scaling doesn't work for the window resize so it made things worse.
Maybe once that is fixed this code can be reverted back again.
2019-02-17 18:42:55 +01:00
Gregory Hainaut
31d95448ed gsdx device: use same target for fxaa/shaderboost/shaderfx
It avoid to waste VRAM memory
2019-02-13 19:52:43 +01:00
Gregory Hainaut
45dfb0dcdb gsdx device: use generic resize texture function
V2: add missing size for merge and interlace
2019-02-13 19:52:43 +01:00
lightningterror
90e38f68d8 onepad/onepad legacy: Remove Windows placeholder dirs.
They are useless.
2019-02-13 14:01:34 +01:00
lightningterror
ea6f9acf86 spu2-x-gui: Reduce window height.
Should help low res monitors.
2019-02-13 13:34:40 +01:00
lightningterror
a130fcaa4e gsdx-gui: Adjust some button positioning and window width.
"Symmetry"
2019-02-13 13:07:33 +01:00
lightningterror
119ab90657 gsdx: Reuse same selected renderer image/banner for ps1 emu compatibility as ps2.
There's no need to have duplicate images that basically do the same
thing. Update the gui to reflect latest changes and use the same images
on both. It will reduce plugin size.
Remove old images and update VS project files.
2019-02-13 12:30:00 +01:00
lightningterror
5a4541f2f4 gsdx: Adjust/cleanup ini options.
Opencl device, Alpha, Alpha stencil are windows only options so no need
to clutter ini on linux with useless stuff.
2019-02-13 11:06:02 +01:00
lightningterror
12b622c9c1 gsdx: Cleanup/update Wild Arms offset hack.
Don't use integer for the variable, option has only on and off states.
Use member variable names and adjust some checks.
2019-02-13 10:28:07 +01:00
lightningterror
19586fdd7f gsdx: Move GSTexturecache files from Common to HW renderer. 2019-02-11 18:18:02 +01:00
lightningterror
ca002c56e5 GSdx: Adjust Burnout crc hacks to work on multiplayer mode as well.
Yellow stripes crc hack.
Note: Only Takedown was tested but other games should work as well.
2019-02-09 21:42:38 +01:00
lightningterror
c898c13eb9 lilypad: Some tweaks and fixes.
Hide all ps1 emu options instead of disable. Some options still got
enabled when they shouldn't have so just hide everything. This way we
avoid adding extra code, plus the gui looks cleaner.

Disable ini read/write for Analog ps1 mode, the feature was accidentaly
enabled for pcsx2. By looking at the code it should only be enabled for
ps1 combatibility mode. Also hide the option for pcsx2 as well.

Move around some of the hacks and advanced options to reflect the recent
changes.
2019-02-09 20:28:36 +01:00
lightningterror
7406e13028 gsdx-egl: Also do the same for egl pointer logs. 2019-02-09 11:16:51 +01:00
lightningterror
cc6ac657f8 gsdx-ogl: Enable function pointer support logs only when "debug_opengl" is enabled in the ini.
They are mostly for debugging driver issues so regular users don't
actually need to see them most of the time.
2019-02-09 11:10:00 +01:00
lightningterror
6e49139d0e [skip ci] gsdumpgui: Auto select first GSdx dll on the list upon program launch. 2019-02-09 02:06:38 +01:00
lightningterror
46b70a72cb [skip ci] gsdumpgui: Allow to open ini file even when no gsdx dll is selected.
ini file is already shared between dlls (previous commit) so there's no
need for verification anymore.
2019-02-09 01:14:53 +01:00
lightningterror
8c6e4cd28b [skip ci] gsdumpgui: Update code to share only one gsdx config for all dlls. 2019-02-09 01:14:53 +01:00
lightningterror
dabc99f466 gsdx-ogl: Small colclip improvements.
1. Allow hrd colclip to also run on the unsupported
cases which should be pretty rare.

2. Remove colclip from high sw blending.

3. Disable the hdr colclip shader which may not be
actually required to run.

Idea by Gregory
2019-02-08 14:53:15 +01:00
lightningterror
b5f0959e6d GSdx-gui: Set ini option to 0 for sparse texture since the feature is not yet implemented,
also add tooltip for the gui option.
2019-02-07 18:38:40 +01:00
lightningterror
a9e622357a gsdx-ogl: Fix override detection for extensions. 2019-02-07 18:38:40 +01:00
lightningterror
371b52f4f3 gsdx-gtk: Add linux option for Sparse Texture in advanced options. 2019-02-07 18:38:40 +01:00
lightningterror
ad0279a0ab gsdx-gui: Add windows option for GL Sparse Texture in advanced options. 2019-02-07 18:38:40 +01:00
lightningterror
96623acdcd gsdx-ogl: glTexturePageCommitmentEXT should be optional for sparse texture. 2019-02-07 14:32:10 +01:00
Gregory Hainaut
6282c3d263 gsdx ogl: remove boilerplate of extension check
* Use GLExtension::Has in cold path
* Throw error at first error
* Remove aniso check, all hardware support it. Bonus add GL4.6 extension support
* Remove viewport array check. We replace the function pointer anyway
2019-02-07 12:34:02 +01:00
Gregory Hainaut
86a10969f3 gsdx ogl: load GL_EXT_direct_state_access for sparse texture
They forgot to add is to the ARB extension...
2019-02-07 12:34:02 +01:00
Gregory Hainaut
2ea47a1d96 gsdx-ogl: add sparse format detection
v2: fix wrong variable name
2019-02-07 12:34:02 +01:00
Gregory Hainaut
fa7ffcd1bf gsdx-ogl: use a print_once macro 2019-02-07 12:34:02 +01:00
Gregory Hainaut
0e4c63db5d gsdx-ogl: add extensions check that might be useful in the future
Namely
* GL_ARB_multi_bind
* GL_ARB_vertex_attrib_binding
* GL_ARB_shader_storage_buffer_object
* GL_ARB_sparse_texture
* GL_ARB_sparse_texture2
* GL_ARB_compute_shader
* GL_ARB_texture_view

v2: add default option value
2019-02-07 12:34:02 +01:00
Gregory Hainaut
aed7ccaadf gsdx ogl: use a set to store the supported extension
Split mandatory/optional extensions

Note: set is nice but likely much slower than reading a boolean
So both are kept
2019-02-07 12:34:02 +01:00
Gregory Hainaut
e6b0a7828e gsdx-ogl: add a separate glext.h file
Allow to compile on distribution that still ship an older file
The file is only a patchup of the missing 4.3/4.4/4.5/4.6 define

v2: rename the file and add khronos copyright
2019-02-07 12:34:02 +01:00
Gregory Hainaut
2c99a0775c 3rdpary: import GL/glcorearb.h
It will replace glext.h in the future

v2: add requirement in gsdx
2019-02-07 12:34:02 +01:00
Gregory Hainaut
8cd6f4375e gsdx-ogl: use only core debug extension
There are 2 extensions GL_ARB_debug_output (promoted from amd extension)
and GL_KHR_debug (the core extension, promoted from GL_ARB_debug_output)

As we use the callback we could drop the manual query of errors.
And save us the load of the GL_ARB_debug_output extension function pointer.
2019-02-07 12:34:02 +01:00
Gregory Hainaut
cd333c2c94 gsdx-ogl: add missing define of glcorearb.h
Migration isn't expected soon but it should ease the process
2019-02-07 12:34:02 +01:00
Gregory Hainaut
8a723b3be8 gsdx-ogl: clean partially the GL1 mess
Remaining will require a move to glcorearb.h
2019-02-07 12:34:02 +01:00
Gregory Hainaut
4f09124f19 gsdx-ogl: generate nearly all gl entries function pointers
I used glcorearb.h as input file

Code is limited to core gl + KHR/ARB extension
GL1.X must be handled manually (need only 3 functions)
I think the solution would be to migrate gl.h/glext.h to the
single glcorearb.h. However we might need to update the code to fetch
pointer accordingly

Note: we don't check the null ptr anymore on GSwnd. It isn't important
as we check the extension.

v2: update copyright
v3: update copyright space
v4: update copyright of script

fix copyright
2019-02-07 12:34:02 +01:00
Gregory Hainaut
dbffad2aef gsdx hw: use non virtual Create Texture function.
Just do the format check in FetchSurface. It removes a level of virtual function
and avoid useless code duplication.
2019-02-02 22:54:30 +01:00
Christian Kenny
f25fe48c9b 3rdparty:soundtouch: Upgrade SoundTouch lib to 2.1.2. (#2787) 2019-02-02 17:50:38 +01:00
lightningterror
1ae48db873 [skip ci] nsis: Update banner/logo.
It's a lot better than the previous one.

Example:

https://cdn.discordapp.com/attachments/324631776863453185/540619462219399188/unknown.png
2019-01-31 21:10:08 +01:00
lightningterror
1094446862 lilypad: Adjust Special Inputs window and button behavior.
Fixes an issue with the window size and Show/Hide special inputs button
resetting when lilypad was closed and reopened, this was because the
code was executed only when the button was actually clicked.

The values will be properly stored in cache along with the rest already
working properly buttons.
2019-01-31 15:15:44 +01:00
RedPanda4552
6a52b8cdcb pcsx2: Update speed hack presets to be more friendly and usable (#2793)
Old presets touched parts such as VU clamping for what seems to be no good reason at all, and applied some rather dodgy combinations of EE cyclerate and cycle skipping. Also added MTVU to presets 3-6.
2019-01-30 22:29:47 +01:00
Christian Kenny
d71dac0918 [skip ci] NSIS: Add code comments, small tweaks, misc. copyright changes
blorp
2019-01-30 22:23:57 +01:00
Christian Kenny
61c68f20f0 NSIS: Fix uninstaller regression with regkey removal. 2019-01-30 22:23:57 +01:00
lightningterror
f02c683178 gsdx: Merge Sly 2 and 3 crc hacks.
Upscaling issue with texture shuffle on dx and gl. Also removes shadows
on gl.
Bbox issue on dx.

Dumps from Sly 2 and 3 look fine after the merge.

Also add a crc id BF1739E2 for a prototype Sly2. I don't remember who
game me the dump or if it's official.
2019-01-28 21:58:30 +01:00
lightningterror
ee7749452d gsdx-d3d11: Remove unused function OMSetRenderTargets with UnorderedAccessView.
Note ID3D11UnorderedAccessView parameters are also unused but could be
useful for future DATE ports.
2019-01-28 21:01:22 +01:00
lightningterror
4c477d3cd6 gsdx-debug: Disable Alpha Test debug logs on d3d11.
Unfortunately they do more harm than help, slowing things quite a lot
because of the endless log spam when debugging gs dumps.
2019-01-28 20:38:11 +01:00
Kojin
af64865c5d gsdx-d3d11: Framebuffer copy improvements
Improved handling of frame buffer copy by accounting for fb read on all slots.

- implement before/after draw functions
- defer setting of resources on the api to just before the draw
- use a bitfield to keep track of set/copied resources
- recycle copies after draw

Fixes: RE4 and Tales of Abyss
2019-01-27 16:40:39 +01:00
lightningterror
ece7d6e718 gsdx-ogl: Update intel bad driver log.
Assume that driver support is good when GL_ARB_texture_barrier and
GL_ARB_direct_state_access are both supported, disable the log in that
case.

Kaby Lake and above already support the required extensions (windows) so
the log is useless. It should be the same case for Skylake. Mesa driver
should already be good.

Note: SSO is still broken even on latest igpu.
2019-01-27 00:12:08 +01:00
lightningterror
4ab29eb280 gsdx: Remove some useless dx9 comments. 2019-01-26 16:13:07 +01:00
lightningterror
d4833a4618 gsdx-d3d11: Add final specifier to some voids. 2019-01-26 16:13:07 +01:00
lightningterror
744fa18d95 gsdx-d3d11: Merge/move GSDeviceDX code to GSDevice11.
Update VS and cmake project files, remove GSDeviceDX files.
2019-01-26 16:13:07 +01:00
lightningterror
19b97f8684 gsdx-ogl: Remove useless SetupIA from GSDeviceOGL.h not used. 2019-01-26 16:13:07 +01:00
lightningterror
2e2c9b14a4 gsdx-ogl: Enable anisotropic filtering only for triangles.
Sprites are flat so aniso is likely useless (it would save perf for
others primitives).

Idea by Gregory.
2019-01-26 14:52:30 +01:00
lightningterror
224d51b0aa gamedb: Add eeClampMode full gamefix for Castlevania - Lament of Innocence.
Fixes cutscene freezes.

Close #2812
2019-01-26 13:21:51 +01:00
ghost-101
ac1424ad6d onepad: Add the Logitech Chillstream to the database. 2019-01-25 22:51:22 +01:00
lightningterror
0e239cac66 gsdx-ocl: Add some ifdef checks for opencl renderer.
Should resolve gsdx crashes when ini value is selected as opencl when
opencl is disabled.

Properly fallback to default renderer.
2019-01-25 22:35:11 +01:00
Shanoah Alkire
8791d8e5b0 onepad: Add the SteelSeries Stratus XL to the database. Issue #2825 2019-01-24 21:48:56 -08:00
lightningterror
7b4133ac08 GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline. 2019-01-24 20:30:48 +01:00
lightningterror
78f0b65e19 GSdx-d3d11: Merge GSRendererDX11 and GSRendererDX together.
Update VS and cmake project files to match new changes.
2019-01-24 20:30:48 +01:00
lightningterror
b9df1e643b gsdx-hw: Adjust/cleanup hw hacks variable calls.
Use a function to check UserHacks for all variables in GSState.cpp
instead of checking each variable individually.

Get rid of UserHacks_HPO local variables in GSRendererOGL/DX and use the
member variable m_userHacks_HPO instead, we don't need duplicates that
do the same thing.

Add ResetStates call at the beginning of GSRendererDX to match gl
behavior.
2019-01-23 12:24:12 +01:00
GovanifY
628f5abaac PCSX2: Remove the arbitrary limit on patches by converting the patch list to a vector. (#2797)
Pnach had a limit that, while increased at some point to 2048, is still not enough for everyone. This uses a vector to avoid that limit, as there is no reason to keep it and people loading pnach with over 2048 patches most likely know what they are doing.
Inipatch group member was also unused in the whole codebase so I did some cleanup and removed it.
2019-01-23 02:01:30 +01:00
lightningterror
2aadf0be89 GSdx: Adjust Scaling Factor.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.

It helps custom res be less broken. Still not recommended to use custom
res ofc.
2019-01-22 23:25:01 +01:00
lightningterror
55bc8e13fc gsdx-gui: Update Accurate date tooltip. 2019-01-22 22:14:28 +01:00
Kojin
8c8b1f497c gsdx-d3d11: ICO depth HLE
Game reads framebuffer depth as alpha of texture.
However, this is a problem for d3d11 as a shader read on the fb is not allowed.

So let's handle it in a similar fasion to channel shuffle:
- Set depth to slot 4
- Detect when slot 4 matches depth rt
- Copy and send the copy to the shader
2019-01-22 06:52:24 +01:00
Kojin
468b9ded46 gsdx-d3d11: Update texture copy method to handle depth
- Rename CopyRenderTarget to CloneTexture
- Allow copy of depth target

Also fix a small oversight from the removal of MSAA.
2019-01-22 06:52:24 +01:00
Kojin
57824261c6 gsdx-d3d11: Cache rt depth stencil on m_state
Cache the depth stencil in addition to color rt.
This will allow us to check for depth stencil equality on slot 4.
2019-01-22 06:52:24 +01:00
lightningterror
946e6046b3 gsdx: Adjust some crc hack comments for some games.
Maybe in the future I'll add github issue links to corresponding crc
hacks.
2019-01-21 19:38:20 +01:00
lightningterror
548d6b31bf Gsdx: Purge GSC_RedDeadRevolver crc hacks.
Blurring with a bit of ghosting is intended and it looks like that on
the console as well.

Depth properly emulated.

D3D11 misses blending.
2019-01-20 19:49:36 +01:00
lightningterror
4ecbb750a8 GSdx: Purge GSC_BlackHawkDown crc hacks.
Channel and texture shuffle emulated correctly.
2019-01-20 00:05:18 +01:00
lightningterror
7247ee1ad0 GSdx: Add glsl shaders to VS solution.
It should make searching/navigating a bit easier now.
2019-01-18 15:56:54 +01:00
lightningterror
b4cb805a91 gsdx-tc: Remove CanConvertDepth virtual bool and use m_can_convert_depth for depth toggling. 2019-01-18 14:53:06 +01:00
lightningterror
bbd8cbbcf4 GSdx: Move GSC_DeathByDegreesTekkenNinaWilliams to partial crc level.
Upscaling issues + unsupported texture shuffle.
Hacks might need to be updated.
2019-01-18 13:17:28 +01:00
lightningterror
85e2a0a6bb gsdx: Add Death By Degrees crc id for US region.
crc hacks still need to be tested properly.
2019-01-18 11:29:45 +01:00
lightningterror
f28f03803f tfx.fx: Correct a couple more blending factors.
Chane 0.5 to 128.0f/255.0f which is 0.50196078431.
Just to be safe it's accurate.
2019-01-18 06:10:41 +01:00
lightningterror
0c3a0da58f GSdx: Purge GSC_LegoBatman crc hacks.
Effects emulated correctly with texture shuffle and depth.

Game has upscaling issues which can be fixed with TC offsets.
2019-01-17 09:58:59 +01:00
lightningterror
51fe6c20ca GSdx: Adjust dbz bt glow/blur crc hack.
Don't enable hack on native res if crc(ntsc only) is below aggressive.

Note for future so I don't forget: This hack can be disabled if depth
hack is also disabled.
2019-01-17 07:45:35 +01:00
Kojin
5fe1cab889 gsdx: Remove remaining MSAA ui code
We are removing MSAA for the following reasons:
1. It's broken
2. Fixing it would mean it would perform as well as FSAA, which defeats the purpose of having it
3. It's only supported by DX and Windows
4. Reduction in code complexity

Press F to pay respect
2019-01-15 19:13:14 +01:00
Kojin
e429677a07 gsdx-hw: Completely remove MSAA from renderer code. 2019-01-15 19:13:14 +01:00
atomic83GitHub
bf8dc7707a GameDB: Add vuClampMode = 2 for UEFA Euro 2004. (#2814)
This commit fixes black box issues when going ingame.
2019-01-15 05:34:41 +01:00
lightningterror
fa4ae7800b tfx.fx: Adjust some blending factors
255.0f / 128.0f gives us 1.9921875.
128.0f / 255.0f gives us 0.50196078431.
Which are more accurate.
Fixes regression in dbz bt3 where characters appeared darker.
2019-01-14 17:01:17 +01:00
lightningterror
ee4d295667 GSdx-d3d11: Remove afix factor from 24bit format. 2019-01-14 16:52:19 +01:00
lightningterror
e05b5d2420 GSdx-d3d: Move channel and texture shuffle in GSRendererDX.
Preparations for file merge.
2019-01-14 02:30:25 +01:00
lightningterror
25ed5857d8 GSdx-gui: Add 10x and 12x as an upscaling option.
10x ~3160p 6K
12x ~4320p 8K"
Can anyone even run these ?
2019-01-14 01:44:58 +01:00
lightningterror
3a7f2a5c0b GSdx: Hide the MSAA option.
No need to have an option on display that does nothing for now.
2019-01-13 17:57:29 +01:00
lightningterror
106c678cc1 GSdx: Purge GSC_EternalPoison crc hacks.
Shadows are better rendered now with hdr colclip, blending is still
needed but the shadow's shape is proper now so let's purge the hack.
2019-01-13 17:33:08 +01:00
lightningterror
52bad3505c GSdx: Adjust GSC_GodOfWar 1 and 2 crc hacks a bit more.
GSC_GodOfWar moved to aggressive state.
GSC_GodOfWar2 some value swere corrected (should fix some regressions)
and hack was moved to partial state because we have an upscaling hack.
2019-01-13 16:26:09 +01:00
lightningterror
f5b9965910 GSdx: Purge OI_GodOfWar2 hw hack. 2019-01-13 15:08:36 +01:00
lightningterror
6f01936943 GSdx: Remove depth crc hacks for god of war 1 and 2.
Effects rendered correctly with depth on all renderers.
2019-01-13 14:42:53 +01:00
lightningterror
9119e3110d GSdx-ogl: Correct DATE log. 2019-01-12 16:43:26 +01:00
lightningterror
f73de4c59c GSdx-ogl: Add perf log for Slow DATE code on texture shuffle/no prim overlap. 2019-01-12 09:59:28 +01:00
lightningterror
7e6c325210 GSdx: Move BoundingBox to HW render and update d3d11 code to use the gl bounding box as well.
hdr colclip and date uses it.
2019-01-12 09:53:51 +01:00
lightningterror
86327b52a9 convert.fx: Update main4 shader to better support hdr colclip. 2019-01-12 09:53:51 +01:00
lightningterror
d17e0eba9b GSdx-d3d11: Add/port HDR colclip support.
It helps render shadows a lot better compared to the old code.

Credits to Gregory and Kojin for helping with the code.
2019-01-12 09:53:51 +01:00
lightningterror
8a57d7f470 GSdx-d3d11: Remove colclip and negative blend algo.
Code was old and inefficient. HDR colclip will do a better job.
2019-01-12 09:53:51 +01:00
Shanoah Alkire
1b41d19016 Remove the unused 'incomplete and untested' BaseTaskThread class. 2019-01-10 13:13:20 -08:00
lightningterror
e0877608ae spu2-x: Remove DecodeDPLII.cpp and DPLII.h files "Dolby Pro Logic II".
DecodeDPLII.cpp is an old duplicate of DplIIdecoder.cpp which seems to
be useless.

Code was updated in
a4a40441c9 (diff-7b7ddfd7d5c8c428703a057822e60668)
2019-01-09 20:05:29 +01:00
lightningterror
fb5471f34f spu2-x: Adjust some Dolby Pro Logic II code.
Comment out unused variable sLogTable in DplIIdecoder.cpp.
Remove DPLII.h from cmake list, it's unused so don't list it.

Some people suggested to keep the source files even if they are unused
so we can do that. Maybe someone will get the code to work properly.
2019-01-09 16:01:56 +01:00
lightningterror
ea38e2eba5 pcsx2: Remove/disable unused variables.
Removed:
MC2_SIZE in MemoryCardFile.cpp,
length in microVU_Log.inl
VU_Neg_Infinity in sVU_Upper.cpp.

Commented out:
mc_sizeinfo_8mb in Sio.cpp
2019-01-09 16:01:56 +01:00
lightningterror
f2f66c02d3 GSdx: Add option to Disable Safe Features.
Idea is to disable multiple features in 1 option to avoid gui clutter.

Unscale Point and Line:
This partially reverts PR #2710 restoring Unscale Point and Line but as a disable option.
It can help Xenosaga games.

GS Memory clearning:
This disables GS memory clearing to be done on the CPU, by default both gpu and cpu do memory clearing
which is more accurate.
It can help Kingdom Hearts games.
2019-01-09 15:44:41 +01:00
arcum42
c58acd1105 Remove CDVDPeops and PeopsSPU2. (#2792) 2019-01-03 19:55:03 -08:00
lightningterror
54f8aca7d5 GSdx-d3d11: Re enable shader code logging.
Log was disabled in #2760
2019-01-04 01:00:10 +01:00
lightningterror
062d141cf1 cmake: Re add the -mxsave flag to compiler flags.
The warnings issue should be resolved now thanks to arcum.
Fixes compiling issues on some systems/distros using gcc 8.2+
Idea by turtleli.

Also add -mfxsr flag suggested by Gregory.
2019-01-02 23:45:23 +01:00
Shanoah Alkire
67a6f31b88 Properly escape the period in Translation.cmake. 2019-01-02 00:01:00 -08:00
lightningterror
4cf3328682 GSdx: Adjust some checks in the gui code.
Now that d3d9 has been removed we can ease up and reduce/remove some
render variable checks.
2019-01-02 03:11:47 +01:00
lightningterror
549b438a84 pcsx2: Remove unused variable "maddr" from Vif1_MFIFO.cpp.
One less warning to worry about.
2019-01-01 22:07:18 +01:00
Shanoah Alkire
43fa7cd6c6 Skip over translation files with .git in the path when building pcsx2 with cmake. Fixes an intermittant cmake build error about duplicate rules. 2018-12-31 23:02:34 -08:00
lightningterror
d55e9cbd96 spu2-x: Remove unused GetLinearSrAr code.
Get rid of GetLinearSrAr code, it wasn't used anywhere so I don't see a
reason why to keep it, other than clogging up the code, if someone wants
to work on it they can re add the function in the future.
2018-12-31 18:06:31 +01:00
lightningterror
ec6ac75b10 GSdx-gui: Update the crc hack level tooltip again.
Suggested by Gregory.
2018-12-31 18:03:15 +01:00
lightningterror
5d62e47229 GSdx-gui: Update crc hack level tooltip.
The tooltip was way too big so this should shrink it down a bit. Remove
the mentioned games on Aggressive state, it was a bit useless.
2018-12-30 23:59:59 +01:00
Kojin
eddaf71d47 gsdx: remove dds parameter from texture save method 2018-12-30 20:13:59 +01:00
Kojin
e847d94062 gsdx-d3d11: enable splitting of alpha in dumps 2018-12-30 20:13:59 +01:00
lightningterror
781323ff10 GSdx: Purge a crc hacks for GSC_Onimusha3.
Hack removed depth effects which are rendered properly. I wasn't able to
trigger a skip on the other hack draw calls, they need to be
investigated further what they actually did.
2018-12-29 01:35:44 +01:00
lightningterror
01c64f1b35 GSdx: Purge some crc hacks for GSC_BurnoutGames.
Purge hacks that removed texture shuffle effects only.
2018-12-28 20:21:02 +01:00
lightningterror
7577165a97 GSdx: Adjust Aggressive state crc level.
Create a Aggressive state function instead of adjusting the hacks
separate, move the aggressive only there.
It's more efficient this way.
2018-12-28 20:03:38 +01:00
lightningterror
0b72708981 Gabedb: Add EE clampmode gamefix to full for DreamWorks Shrek the Third.
Fixes objects spawning.
Also add missing game db entry for a missing version.
2018-12-28 19:42:10 +01:00
lightningterror
d13d5aef00 Gabedb: Add EE clampmode gamefix to full for NFS Carbon.
Fixes game hang after opening intro.
Close #2776
2018-12-28 02:26:58 +01:00
Shanoah Alkire
a97bc2309a Take care of a cmake 3.11 deprecation warning when finding OpenGL. 2018-12-26 22:00:03 -08:00
Shanoah Alkire
0ff7ea3ccc Only use -Wno-class-memaccess on gcc 8.0 or higher, as it didn't exist previously. 2018-12-26 21:55:25 -08:00
lightningterror
9c0bbfec1f Revert "cmake: Add -mxsave flag to ARCH_FLAG in BuildParameters."
gcc complained about "Wno-packed-not-aligned" and "Wno-class-memaccess"
flags so I won't bother with it, the warnings can be fixed properly
but for now I'll just revert the previous commit.
2018-12-27 06:20:26 +01:00
lightningterror
752dbdefd2 cmake: Add -mxsave flag to ARCH_FLAG in BuildParameters.
A couple of users reported compilation issues using gcc 8.2+ on some
machines/distros on github and discord and adding the -mxsave flag
suggested by turtleli seems to fix the issue.

Fixes #2669
2018-12-27 04:55:50 +01:00
pgert
eb7824e6ff PCSX2: updates & improvements of Scandinavian translations 2018-12-27 02:00:02 +01:00
lightningterror
d1c8808797 GSdx-d3d: Add texture shuffle check in DATE selection.
It ensures the code cases are hit properly for all DATE selection cases.
Texture shuffle case with Slow DATE is not yet supported so keep using
the old DATE method.
2018-12-26 18:45:11 +01:00
lightningterror
6575fe7cce GSdx: Disable/uncheck "Large Framebuffer" option by default.
Some games don't play nice with the option and have huge amounts of
ram/vram spikes that can even lock up the system so it's better to have
the option disabled by default.
2018-12-26 13:43:37 +01:00
lightningterror
d5bd5db072 GSdx: Fix OpenCL detection.
Fixes an issue when the plugin detects an opencl ini value for the
render. It used to throw a "GS plugin failed to load" error when opencl
was disabled but the ini value remained the same. The render will
fallback to D3D11 now.
2018-12-26 05:13:15 +01:00
Daniel Nowak
b3006e2a6a Dev9ghzdrk: MAC updated to work with XLink 7.4.32 2018-12-25 22:57:19 +01:00
lightningterror
a020c98421 GSdx: Cleanup file includes.
Remove GSCrc.h include in GSRendererHW and GSRendererDX11, file is
already included in GSState.h.

Remove GSRenderer.h include from renderers except Null and CL, file already
included in TextureCache hw/sw.

Remove resource.h include from GSRendererDX11, already included in GSDevice11.

Remove GSOsdManager.h from GSDeviceOGL, already included in GSDevice
2018-12-25 20:12:29 +01:00
Kojin
a5564896ea gsdx-d3d11: remove useless gs creation method 2018-12-25 13:38:19 +01:00
Kojin
e0c598f38e gsdx-d3d11: Enable HLSL debugging on development builds
Enable HLSL compile flags that allow devs to use tools such as NSight or VS Graphics debugging for HLSL.
2018-12-25 13:38:19 +01:00
lightningterror
4076e3387e GSdx-osd: Change default font color to blue/cyan.
It matches the color theme of the emu better.
2018-12-25 02:35:49 +01:00
lightningterror
29941f3e0d GSdx: Partially re add Bully crc hack.
Game has upscaling issues so let's only add the hack for upscaling,
also merge the two regions together.
Hack will be disabled on native res if crc is below aggressive, upscaled
is set to partial level.
2018-12-24 15:25:06 +01:00
lightningterror
e299ac1ffa GSdx: Update GSC_DBZBT2, GSC_DBZBT3 crc hacks.
Purge dbz bt3 crc hack that removed outlines, I don't want to mix it
with the depth effect hack that I also moved to aggressive.
Move depth hacks for ntsc region to aggressive state.
2018-12-23 18:48:17 +01:00
lightningterror
59ecfb23d7 GSdx: Purge GSC_Bully, GSC_BullyCC crc hacks. It's the same game.
Depth and texture shuffle render the effects correctly.

Dump shows the game look splending compared to before on d3d11.
2018-12-23 17:55:27 +01:00
lightningterror
154dea1557 GSdx: Purge OI_SMTNocturne hw hack.
The hack was used when depth emulation was not supported or when depth
is disabled.
It causes graphical glitches with the faces when depth is disabled.
2018-12-23 17:12:10 +01:00
lightningterror
da76440c14 GSdx-TC: Get rid of nasty ZWriteMustNotClear hack.
d3d11 supports depth now.
2018-12-23 16:03:28 +01:00
Kojin
dc2eed6ca1 gsdx-d3d11: Fix CopyOffscreen bug
Update CopyOffscreen to accept the ps_shader value when doing StretchRect.
This fixes an issue where it was selecting the wrong PS for depth cache read.

Should (hopefully) fix SMT.
2018-12-23 15:20:04 +01:00
lightningterror
f6df6b350b GSdx-d3d: Disable MSAA unti it's properly fixed.
MSAA causes a lot of graphical issues when enabled with the recent
accuracy changes so better disable the feature until it's properly
fixed.
2018-12-23 14:21:44 +01:00
lightningterror
83da33e2ab GSdx: Remove d3d9.lib and d3d9.dll from common.props. 2018-12-22 22:53:09 +01:00
lightningterror
cb59794b8d GSdx: Remove d3d9 header include from stdafx.h 2018-12-22 22:53:09 +01:00
lightningterror
1ae4b5d0ba GSdx-d3d: update blend table to use src1 blending and remove the nasty hack which we couldn't before because of d3d9. 2018-12-22 22:53:09 +01:00
Kojin
5e9ffc4a94 GSdx-d3d: Adjust D3D11Blend, get rid of some casts. 2018-12-22 22:53:09 +01:00
lightningterror
bf4997b6a5 GSdx: Update/remove useless d3d9 comments. 2018-12-22 22:53:09 +01:00
lightningterror
48007350b6 GSdx-ogl: Update blend table and remove d3d9 code, remove useless defines and directly use gl code. 2018-12-22 22:53:09 +01:00
lightningterror
4644a16c5b GSdx-d3d: Update blend table enums from D3D9 to D3D11.
GSDeviceDX.
2018-12-22 22:53:09 +01:00
lightningterror
7e8360efbc GSdx-d3d: Rename d3d9 blendtable and variables to d3d11. 2018-12-22 22:53:09 +01:00
lightningterror
6a5bb5df83 GSdx: Remove support for D3D9 device on ps1 emu compatibility.
Note: Resolution scaling is unavailable right now so I disabled the
option, if someone feels like fixing it they can do so.
2018-12-22 22:53:09 +01:00
lightningterror
e12447101f GSdx: Get rid of d3d9 adapter code from GSSettingsdlg and GSDevice. 2018-12-22 22:53:09 +01:00
lightningterror
48b8d78139 GSdx-osd: Lower default font size from 28 to 25. 2018-12-22 21:56:35 +01:00
Kojin
a2f3b78bac gsdx-d3d11: Fix Depth FST
Texture scaling for x/y values wasn't being set in all cases.
This ensures that it is to fix a bug in finding nemo (and possibly others).
2018-12-22 15:53:20 +01:00
lightningterror
1957cf13c2 GSdx: Purge GSC_Black crc hacks.
Effects are rendered correctly with depth and texture shuffle on all
renders.
2018-12-21 07:32:20 +01:00
lightningterror
eb000f0f41 GSdx: Move GSC_GTASanAndreas crc hack to aggressive state.
Can be used as an upscaling hack, but it removes some nice effect so
Aggressive only.
2018-12-21 05:03:45 +01:00
lightningterror
f41b536682 GSdx: Adjust GSC_DemonStone crc hack.
Move back to partial level, half screen issue.
2018-12-21 02:28:59 +01:00
lightningterror
11f09d4944 GSdx: Purge GSC_SuikodenTactics crc hacks.
Depth effects are rendered properly on all renders.
2018-12-21 01:06:47 +01:00
lightningterror
691eae755f GSdx-gui: Might bea good idea to also change Auto to Automatic for interlacing option to keep it consistent with the other options. 2018-12-21 00:05:05 +01:00
lightningterror
02bde2f386 GSdx-gui: Add Default name tags to default options for Anisotropic Filtering and Interlacing. 2018-12-20 23:49:28 +01:00
lightningterror
c23d256f02 GSdx: Purge GSC_LordOfTheRingsTwoTowers crc hacks.
Depth effects properly rendered on all renders.
2018-12-20 23:11:42 +01:00
lightningterror
526faf9193 GSdx: Move GSC_MetalGearSolid3 to Aggressive crc state.
Half screen bottom issue, hack needs to be updated to skip less effects.
2018-12-20 22:13:39 +01:00
lightningterror
606944a127 GSdx-gui: Update MSAA tooltip. 2018-12-20 22:05:50 +01:00
lightningterror
4a0697fda2 tfx.fx: Remove commented out code in clamp_wrap_uv function. 2018-12-20 18:41:30 +01:00
lightningterror
0901f0a848 GSdx: Remove some crc hacks for GSC_IkkiTousen.
Remove depth hacks that skipped shadow rendering, shadows work properly
on all renders.

Upscaling hack needs to be further tested.
2018-12-20 18:31:53 +01:00
Kojin
e51eadaf16 gsdx-osd: Update m_font to use unique_ptr 2018-12-20 15:32:04 +01:00
Shanoah Alkire
a4f794f3a6 GSdx: Add color to OSD, move it to its own tab, and change the widget defaults on the dialog box. 2018-12-20 15:32:04 +01:00
lightningterror
58be50d978 gsdx-osd: Update Linux dialog
Update linux dialog to match Windows.
Only color is missing.
2018-12-20 15:32:04 +01:00
Kojin
f8ae0f7e19 gsdx-osd: Update osd gui
Add support for color picker, remove font selector, enable the menu for dx11 and some other tweaks.
2018-12-20 15:32:04 +01:00
Kojin
3819e22432 gsdx-osd: Add support for custom colors 2018-12-20 15:32:04 +01:00
Kojin
1b0112de22 gsdx-osd: Rename log speed to log timeout
Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
038ae8c7fc gsdx-osd: Switch to opacity
Switch to using opacity since this is how most software works.
Transparency is simply confusing to the average user.

Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
d624927022 gsdx-osd: Scale based on window size
Switch to scaling on the window size instead of a hardcoded monitor res
2018-12-20 15:32:04 +01:00
Kojin
5e75a66f82 gsdx-d3d11: Port RenderOsd function from opengl to support osd on d3d11 2018-12-20 15:32:04 +01:00
KrossX
83d293d41c gsdx-d3d11: Port OSD shader from OGL 2018-12-20 15:32:04 +01:00
Kojin
5713993777 convert.fx: Add color support to IA
Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
Kojin
e683ce2994 gsdx-osd: Update manager to support DX11
Fix an issue with w coordinate values being 0 which caused issues on DX11.
2018-12-20 15:32:04 +01:00
lightningterror
63bbf52219 GSdx-d3d11: Adjust DATE code, and remove rtCopy.
Remove DATE shader macro and bit.
Remove useless HasStencil case. If DATE is enabled stencil is also
enabled, this check is useless.
Remove leftover rt and rtCopy code case from d3d9.

Remove traces of rtCopy and sampler in slot 2.

rtcopy
2018-12-20 14:42:56 +01:00
lightningterror
cdeacafd27 tfx.fx: Remove datst (DATE), and RTCopy.
Code was never hit on D3D11. D3D11 uses stencil operations.
Also Remove VS_RTCOPY which was used only by d3d9.

Remove RTCopy Sampler from the shader.

tfx rtcopy
2018-12-20 14:42:56 +01:00
lightningterror
8ec184d265 GSdx: Set some enum values correctly.
Previous commit broke the values with the removal on the d3d9 code.
2018-12-20 14:16:47 +01:00
lightningterror
824473a34b GSdx-gui: Remove some leftover D3D9 code in the gui. 2018-12-20 14:00:03 +01:00
lightningterror
d4d95e2f10 GSdx: Adjust some of the crc hacks comments and what category they fall under. 2018-12-20 13:55:26 +01:00
lightningterror
697aa5e4b7 GSdx: Purge GSC_SpyroNewBeginning, GSC_SpyroEternalNight crc hacks.
Effect correctly emulated with texture shuffle on all renders.
2018-12-20 13:22:12 +01:00
lightningterror
f0fec02eec GSdx: Purge GSC_StarWarsBattlefront and GSC_StarWarsBattlefront2 crc hacks.
Channel shuffle emulates the effects correctly on all renders.
2018-12-20 12:34:09 +01:00
lightningterror
6f6e5eb325 GSdx: Purge GSC_SoulCaliburGames crc hacks.
Depth emulation renders the background properly and the stage is no
longer dark.

Shadows are still missing on D3D11, colclip emulation perhaps.
2018-12-20 12:09:57 +01:00
lightningterror
6899fc74f9 GSdx: Purge GSC_HeavyMetalThunder crc hacks.
Depth renders effects properly on all renders.
2018-12-20 03:05:05 +01:00
lightningterror
415e27136e GSdx: Adjust/remove crc hacks GSC_FrontMission5, GSC_HauntingGround.
Remove one crc hack for GSC_HauntingGround. It skipped some depth
effects. Correctly rendered now

Remove all crc hacks for GSC_FrontMission5.
Texture shuffle, depth emulation and enabling Preload Frame Data
emulates the effects correctly.

Add a note for GSC_Tenchu for future testing.
2018-12-20 02:13:11 +01:00
lightningterror
d9da9f4bc2 GSdx: Purge GSC_FinalFightStreetwise crc hacks.
Depth is emulated correctly on all renders.

Blending issues remains.
2018-12-20 02:01:57 +01:00
lightningterror
fce3918562 GSdx: Purge Direct3D9 Render entirely. (#2762)
And the time has come to say good bye (good riddance?), this build removes Direct3D9 entirely from GSdx. D3D9 is/was holding us back in some D3D11 fixes that we want to further implement.
The last build that supports D3D9 is v1.5.0-dev-2779-g1a61148b0 for anyone still interested.

"Press F to pay respect.
2018-12-20 00:54:51 +01:00
lightningterror
e091f4233a GSdx-d3d11: Remove commented out code for int_fst.
VS FST is already enabled, values are inverted on D3D11.
2018-12-19 19:59:23 +01:00
Kojin
0353273733 tfx.fx: Update Vertex and Geometry shaders to support the new
depth sample state.

Note this breaks D3D9 but we will be purging it shortly after
so there's nothing to worry about.
2018-12-19 19:59:23 +01:00
KrossX
3b11164637 tfx.fx: Add tfx shaders to support depth sampling.
Add clamp wrap uv depth,
Add sample depth.

Sample shaders depth fmt 1 and 2 are based on convert shaders.
2018-12-19 19:59:23 +01:00
lightningterror
1ad71a9b85 GSdx-gui: Remove Direct3D9 option from the gui.
D3D9 will be broken once #2756 is merged so let's disable it to avoid
any potential crashing if the render is selected.

Complete D3D9 purge will shortly follow afterwards.
2018-12-19 17:17:39 +01:00
lightningterror
1a61148b00 GSdx-d3d11: Redo destination format and alpha output.
Dfmt in texture shuffle function already picks the 16 format on slot 2
so it's better to let it call the shader instead of aout.

We can keep old aout code until FbMask emulation is added on d3d11. We
can purge aout along with alpha hack then.
Added fixme note.
2018-12-18 12:55:23 +01:00
lightningterror
0c0e0e9266 GSdx-d3d11: Add support for dfmt shader macro. 2018-12-18 12:55:23 +01:00
lightningterror
59752120d6 tfx.fx: Add support for dfmt to pick the shader for 16bit alpha output. 2018-12-18 12:55:23 +01:00
Kojin
5527bcb13e GSdx-debug: Do some casts and fix warnings. 2018-12-17 15:52:27 +01:00
lightningterror
bf0106d2bc GSdx-d3d: Add remaining code for RGB channel.
Enable channel shuffle on GT3, GT4, Tourist Trophy and Tekken5.
And with that we reach OpenGL accuracy on this specific feature.
2018-12-17 11:50:16 +01:00
Kojin
ef0ebd6517 gsdx-d3d11: Copy render target when it matches texture in slot 4
Needed for channel shuffle, this copies the render target when it's
the same as the resource texture bound on slot 4.
2018-12-17 11:43:15 +01:00
Kojin
554b797b92 gsdx-d3d11: Move shader/sample state set to it's own function 2018-12-17 11:43:15 +01:00
Kojin
84dbdd6b18 gsdx-d3d11: Add CopyRenderTarget function 2018-12-17 11:43:15 +01:00
Kojin
1427d55b08 gsdx-d3d11: Store shader resource textures on GSDevice11 2018-12-17 11:43:15 +01:00
Kojin
a743707728 gsdx-d3d11: Store render target texture in GSDevice11 2018-12-17 11:43:15 +01:00
Kojin
07989a0a17 gsdx-d3d11: Add equality check for GSTexture11 2018-12-17 11:43:15 +01:00
lightningterror
c2fd67b1cb GSdx-d3d11: Add remaining psm.depth code.
Fixes recent regression on Soul Calibur.
It helps isolate psm.depth when it should and shouldn't run even if
sampling isn't supported yet.

Finding Nemo depth issue remains.
People can use the option to disable depth for now on that game.
2018-12-17 07:17:17 +01:00
lightningterror
93f1dc2804 GSdx-d3d: Remove psm.depth skip on d3d.
I'm seeing better results with this skip not included.
So far DBZBT, God of War, Haunting Ground seem better.
Depth sampling is still not yet added.

Also fixes a regression in GT4 when depth was enabled because the skip
function was misplaced. Other games might've been affected as well.
2018-12-16 20:32:05 +01:00
lightningterror
7d938834d2 GSdx: Add crc id for ZettaiZetsumeiToshi2 EU.
SLES-54587 Raw Danger!
2018-12-16 16:02:50 +01:00
lightningterror
bb0f08b2c1 GSdx-d3d: Simplify aout for reading. 2018-12-15 05:46:15 +01:00
lightningterror
a8c2076d04 GSdx: Adjust God of War 1 and 2 crc hacks.
Move texture shuffle (shadows) hack to aggressive state.
Adjust water/hell effect crc hack - don't enable hack on native res if
crc is below aggressive, enable if resolution is higher on dx and gl
state.
2018-12-14 15:16:26 +01:00
lightningterror
e87a6b9ccd GSdx-d3d11: Plug the TOA and Urban Chaos code in to channel shuffle.
On Tales of Abyss it fixes blur,
On Urban Chaos it fixes fog/transparent layer.

Note: Depth needs to be enabled on d3d11.
No support for d3d9 ofc.
2018-12-13 22:14:49 +01:00
lightningterror
a1f4d2ca3f GSdx-d3d11: Add support for Tales of Abyss and Urban Chaos shader bit and shader macro. 2018-12-13 22:14:49 +01:00
KrossX
013c47950d tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.
Add sample_depth function, note only Tales of Abyss and Urban Chaos
depth sampling is supported, full depth fmt will need to wait a little
longer.
2018-12-13 22:14:49 +01:00
lightningterror
50b71f69da GSdx-d3d: Add fixme note fo rPSSetShaderResource slot 4 channel shuffle. 2018-12-13 01:47:10 +01:00
lightningterror
7215618621 GSdx-d3d11: Add support for depth convert format in texture sampler.
Idea is to allot partial support of depth fmt on the new depth convert
format, this way we can utilize channel shuffle on Red, Blue or gXbY
channels with depth shader conversion.

Terminator 3 hits this code path and seems to fix a transparent wall.
Other games will probably benefit from this as well.
2018-12-13 01:47:10 +01:00
lightningterror
3a9ff840cf GSdx-d3d11: Add support for depth_fmt bit as well as macro for shader. 2018-12-13 01:47:10 +01:00
lightningterror
abb1cc5fe7 tfx.fx: Add shaders support for PS_DEPTH_FMT on channel shuffle.
Red, blue and gXbY channels support it.
2018-12-13 01:47:10 +01:00
lightningterror
c511ce80d2 GSdx-d3d: Add support for channel shuffle in GSRendererDX.
Split the code from GSRendererDX to GSRendererDX9 and GSRendererDX11. We
ensure d3d9 doesn't blow up with regressions, add required code to
GSRendererDX11 to properly support channel shuffle.

Note the feature is still not yet complete, copy function needs to be
implemented (suggested by Gregory) but it can be done at a later date,
this still fixes a bunch of issues on various games.
2018-12-13 01:47:10 +01:00
lightningterror
c7aca64642 GSdx-d3d: Add support for ChannelShuffle in PS constant buffer.
Needed for GXBY channel.
2018-12-13 01:47:10 +01:00
lightningterror
c8f53f32fc GSdx-d3d11: Add the shader fetch in GSTextureFX11.
Allows us to fetch the channel from the tfx shader.
2018-12-13 01:47:10 +01:00
lightningterror
cd5132d201 GSdx-d3d: Add the channel bit to support channel shuffle. 2018-12-13 01:47:10 +01:00
KrossX
d38bd9c950 tfx.fx: Port channel shuffle shaders from OpenGL.
Port RGBA shaders to support channel shuffle on Direct3D11.
2018-12-13 01:47:10 +01:00
Chromaryu
4669e1423d Localization: Update ja_JP localization
Got reported that VSync translation is missing.
2018-12-12 19:17:51 +01:00
Shanoah Alkire
0e43803562 SaveSlots: Initialise the crc to 0, as well as serialName being an empty string. 2018-12-11 23:34:24 -08:00
Shanoah Alkire
73209c520c Some annoying logs about COP0 are now COP0 Logs. 2018-12-11 21:22:41 -08:00
lightningterror
46989a0c6c GSdx: Forgot to remove OI_TalesOfLegendia from header file. 2018-12-11 23:19:02 +01:00
orbea
aa5c0ebb95 GSdx: Remove OI_TalesOfLegendia HW hack. (#2747)
The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.

See https://github.com/PCSX2/pcsx2/issues/2692 for more detailed information.
2018-12-11 19:36:15 +01:00
Kojin
b2155f82f4 pcsx2-git: Update ignored files
Ignore all .vs directories and not just the top-level one
Ignore OpenGl debug logs
2018-12-11 19:24:21 +01:00
Alessandro Vetere
fe845aee58 GSTextureCache: Initialize palette texture if needed and not done yet.
Also comment on the reason behind palette texture is always created with size 256x1.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
0a5b1eb75d GSTextureCache: Attach palette if needed (psm.pal > 0) also when reading part of framebuffer as texture. 2018-12-11 16:36:14 +01:00
Alessandro Vetere
f605012659 GSTextureCache: Refactor and fix palette management (v2).
1) Refactor palette comparison fast path mechanism to avoid using mutable member of Source,
2) Attach palette to texture as soon as needed,
3) Bugfix attach CLUT copy only when pal > 0.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
c183368d72 GSTextureCache: Refactor code to avoid using local shared pointer. 2018-12-11 16:36:14 +01:00
Alessandro Vetere
894ce5b7d6 GSTextureCache: Centralize CLUT comparison logic in PaletteKey equality operator. 2018-12-11 16:36:14 +01:00
Alessandro Vetere
c368afd6d2 GSTextureCache: Reformat code and adjust comments. 2018-12-11 16:36:14 +01:00
Alessandro Vetere
e1dff69a43 GSTextureCache: Compare also pal value in PaletteKey eq operator. 2018-12-11 16:36:14 +01:00
Alessandro Vetere
774373cc65 GSTextureCache: Add ASSERTs on pal value to ease debugging. 2018-12-11 16:36:14 +01:00
Alessandro Vetere
acbe6c24a0 GSRendererOGL/GSTextureCache: Improve ICO hack by using palette cache for depth sampling, removing only point of creation of palette textures outside TC. 2018-12-11 16:36:14 +01:00
lightningterror
202945aa49 GSdx: Add proper Jak1 game to Automatic mipmapping.
I added Jak X: Combat Racing by mistake thinking it's Jak1.
Don't include Jak X, we don't know the status yet.
2018-12-11 13:44:54 +01:00
lightningterror
bc524d5e56 Gsdx: Adjust Burnout crc hacks to work on progressive mode.
NTSC only.
I don't know what the "impact screen" crc hack did since the dump didn't
show any difference so that may need to be updated as well.
Note: I only tested the JP version.
2018-12-11 12:59:18 +01:00
Shanoah Alkire
bea4e56d5d Saveslots: Initialize serialName to a blank string. 2018-12-10 19:55:54 -08:00
lightningterror
80af99bb44 GSdx-ogl: Switch shader numbers main18 and main19.
Allows us to port feedback write (DoMerge function) to D3D11 without
adding dummy shaders for osd.
2018-12-10 18:31:59 +01:00
lightningterror
0704b73c2f GSdx-TCOGL: Adjust depth format cases in Texture Cache GL.
Get rid of duplicate code in switch cases.
2018-12-10 03:11:34 +01:00
arcum42
d05163a26f Remove gigaherz old wip 'new' iopdma code. (#2703)
* Remove gigaherz old wip new iopdma code.

* Second pass removing dma code I missed last time.
2018-12-09 18:00:04 -08:00
lightningterror
ecbd8d9f2f GSdx-gui: Enable "Disable Depth Emulation" option for Direct3D11. 2018-12-10 00:17:04 +01:00
Kojin
ade00f8a70 GSdx-d3d: Support depth as texture.
- Create depth as typeless format and bind shader resource flag.
- Create depth and shader resource view using proper typed formats.
2018-12-10 00:17:04 +01:00
lightningterror
eb3a423f80 GSdx: Enable Texture Cache and RendererHW to support depth on Direct3D11. 2018-12-10 00:17:04 +01:00
lightningterror
4328d099c4 GSdx-d3d: Add support to write in depth buffer.
Add support for dss_write.
Enable writing in depth buffer for dss_write,
when depth conversion is active data will be writen in the depth buffer,
if not then use the old method (don't write).
2018-12-10 00:17:04 +01:00
lightningterror
9a5bf12c0b Gsdx-d3d: Allow Direct3D11 to skip psm.depth on texture sampler.
depth fmt is not yet supported. This ensures there are no regressions,
and we are skipping the draw calls for depth fmt not yet supported.
2018-12-10 00:17:04 +01:00
lightningterror
7928cff354 GSdx-TC11: Add support for depth formats in Direct3D11 Texture Cache.
Add depth formats for Direct3D11 to properly support depth.
2018-12-10 00:17:04 +01:00
KrossX
c3a1cc3801 convert.fx port main10-16 shaders from Opengl to Direct3d11.
Adds support to do depth conversion through the shaders.
2018-12-10 00:17:04 +01:00
arcum42
af742a753e spu2-x: Fix warnings regarding initializing with memset/memzero/etc... (#2682)
* spu2-x: Fix warnings regarding initializing with memset/memzero/etc...

* Use fill_n instead, per turtleli's suggestion.

* spu2-x: Comment out StereoOut initialization.

* spu2-x: As requested, remove commented out code.
2018-12-09 14:09:22 -08:00
Shanoah Alkire
3a094604f6 onepad: Add support for the Nintendo Switch Horipad controller. 2018-12-09 13:20:33 -08:00
lightningterror
71ac570f32 GSdx-gui: Correct Large Framebuffer tooltip.
Wording/typos.
2018-12-09 17:04:29 +01:00
lightningterror
b6d06f53d6 GSdx-gui: Update Large Framebuffer tooltip.
Include games that don't play well with the option (cause ram/vram
spikes).
2018-12-08 14:48:55 +01:00
lightningterror
4da3f567f4 GSdx: Reduce some code checks for dbz bt hacks. 2018-12-08 13:49:06 +01:00
arcum42
959d652dbb Switch to using the current cmake policies, not deprecated ones. (#2642)
* Switch to using the current cmake policies, not depreciated ones.

* Bring the cmake version up to 3.0.2, and get rid of the depreciated policies.
2018-12-07 22:18:12 -08:00
Shanoah Alkire
38da174670 zzogl-pg: Don't include GLWin32.cpp when compiling for Linux. 2018-12-07 14:28:15 -08:00
lightningterror
1fa68071d8 GSdx: Add Nickelodeon: Barnyard to automatic mipmapping. 2018-12-06 12:35:28 +01:00
lightningterror
f8ec61a3fc GSdx: Add crc ids for Burnout: Takedown and Revenge.
Jap discs.
2018-12-06 05:31:19 +01:00
lightningterror
417ba188bd PCSX2: Change EE Cyclerate, Cycle Skipping speedhacks gui level colors.
0 - Green - no change
-1/+1 - Orange
-2/+2 - Light Red
-3/+3 - Red - no change.
2018-12-05 21:27:58 +01:00
lightningterror
e4e93bd7f5 GSdx: Remove bloom crc hack for Haunting Ground.
Effect is already handled better in Texture Cache. No need for a
duplicate function.
D3D9 might look a bit worse but nobody cares about D3D9.
2018-12-05 13:21:54 +01:00
lightningterror
cf97c304ac GSdx: Revert DBZ BT3 Ghosting/Blur hack.
The game still has a bunch of depth and other issues even on gl and it
doesn't play nice with the blur effect as well. Perhaps the hacks can be
changed to work better but for now enable it on native as well.
2018-12-02 05:28:34 +01:00
lightningterror
8307cfc54d GSdx: Ease crc hack for DBZ BT2.
Fixes ground corrupt textures caused by the hack on the EU version.
US works fine with skip 5 but not 4. Didn't spot any regressions on both
so far. Might need extra testing by users.
2018-12-01 16:06:36 +01:00
lightningterror
8747781bdc GSdx: Add JaX and Jak 3 to automatic mipmapping.
Jak 2 not included. See #2712

Close #2712
2018-12-01 12:53:04 +01:00
lightningterror
9abe96cba4 GSdx-d3d: Update Fast DATE and Alpha Stencil behaviour.
Idea is to allow Alpha Stencil to work with Fast Date.
Let Fast Date run for the supported calls since it's more accurate, let
Alpha Stencil take care of the rest.

This might fix some issues where Alpha Stencil caused some issues making
it a bit more accurate.
2018-11-30 10:44:25 +01:00
Chromaryu
5035869d96 PCSX2: Apply updated ja_jp translation. (#2724) 2018-11-30 08:21:05 +01:00
lightningterror
f687f993cc GSdx-d3d: Replace DATE one calls with a variable. 2018-11-29 20:29:28 +01:00
lightningterror
6c34f6c334 GSdx-d3d: Partial port for DATE one (Fast Date) and Fast Accurate Date.
It fixes a bunch of shadow/transparency issues.
Fast DATE doesn't rely on the gui option and is always on.
Confirmed fixed issues: Persona 3 shadows on d3d11,
Digital Devil Saga Transparency d3d9/11.

Fast accurate date works the same/similar to OpenGL.
Confirmed fixed issues: DBZ BT3 ground shadows, Fifa Street 1 shadows
on all d3d renders as well.

Also this option doesn't cause other transparency issues like the
Alpha Stencil hack.

Note: If Alpha Stencil is enabled Fast Date and Fast Accurate Date will
be disabled.

Note2: Full Accurate Date is not implemented so the code fallbacks to
Fast mode instead.

Commits:
3ab12cef2f
584397a3fd

This will probably be the last feature d3d9 gets before getting purged.
2018-11-29 20:29:28 +01:00
lightningterror
b33418f270 GSdx: Ease crc hack for DBZ BT3.
Fixes some ground black texture flickering on some stages on the ntsc
version.
2018-11-29 18:24:08 +01:00
Chromaryu
31c2d2a654 PCSX2: Update ja_JP translations. (#2721) 2018-11-28 17:58:18 +01:00
lightningterror
f183ca12d9 GSdx-gtk: Move around some options to better match windows gui.
Move Enable User Hacks at the top. Otherwise spacing looks weird.
Large Framebuffer should be next to Allow 8 bit textures.
Move Accurate Date and Accurate Blending at the bottom (similar to windows).
2018-11-28 08:21:13 +01:00
lightningterror
584397a3fd GSdx-ogl: Implement a fast Accurate Date algorithm.
Suggested by Gregory.
Change the checkbox to a drop down list Off, Fast, Full.
Off and Full do the same as before, the Fast option is new. Most of the
time users don't actually need full Accurate Date so why not reduce that
cost and use a fast mode instead, plus it can also be used on a gpu with
a limited driver. Also change the default value to Fast instead of Off.
2018-11-28 08:21:13 +01:00
Ryudo300
8a04f5f52c SPU2-X-gui: Replace logo. (#2719)
Update the logo to match the changes with the rest of the updated logos (namely GSdx).
2018-11-27 23:21:33 +01:00
lightningterror
ef9570003e Gamedb: Purge FMVinSoftwareHack gamefixes for Silent Hill 2.
Direct3D11/OpenGL properly render it with Unscale Point and Line.
2018-11-26 19:34:20 +01:00
lightningterror
9899d0d6b7 GSdx: Always enable Unscale Point and Line.
Always enable unscale point and line hack on upscaled resolutions, and
purge the gui option.

It was discussed in the past with Gregoy that it can be enabled without
causing any issues which will be beneficial to getting rid of 1 less
option and fixing a bunch of fmv issues without relying on a gui toggle.
2018-11-26 17:13:45 +01:00
iMineLink
8ff0249213 GSVector4i: Fix compare64 function.
Fix GSVector4i::compare64 function by adjusting the number of iterations
needed to cover the comparison of all the elements of the input arrays,
where the number of bytes to compare is indicated in the size parameter
of the function.
The function is used only in GSdx-TC to compare CLUT arrays.
On one hand this fix closes the recent #2706 and possibly the color
regressions indicated in #2702 (which were both introduced with the new
PaletteMap mechanism, which partially replaced the GSVector4i::update
logic with the bugged GSVector4i::compare64).
On the other hand this might impact long standing wrong texture cache
lookup when palette was involved with 8-bit palette disabled (to be
verified which ones).

Close #2713
Fixes #2706
Fixes #2715
2018-11-26 10:01:10 +01:00
lightningterror
9a10612f0b GSdx: Adjust Frame Buffer Conversion tooltip and TC comment to match recent changes. 2018-11-25 13:35:00 +01:00
lightningterror
c8f52b0ba3 GSdx-ogl: Move rgb channel 7 to empty slot 5. 2018-11-25 04:06:04 +01:00
lightningterror
193bda164b GSdx: Make OI_TalesOfLegendia hack active only when depth is not supported/disabled.
Fixes right half screen issue on TalesOfLegendia. UI elements of the
screen are properly emulated with depth emulation on gl (possibly fixed
by
1cc696ab31).
Shadows will be glitchy if crc hack level is below partial level.
I'm not even sure if the hack is useful at all anymore since it
introduces issues now.

Issue #2692
2018-11-24 13:40:36 +01:00
lightningterror
3b96e98eac GSdx: Add crc id for Tenchu Fatal Shadows JP. 2018-11-24 02:34:02 +01:00
lightningterror
f0c064261b Gamedb: Ease Ghost in the Shell COP2 patch.
Makes character shadows work properly.
Also remove crc check to make the Russian version work.

Testing was also done by @ivan89el.

US and EU regions only.
2018-11-24 01:26:33 +01:00
lightningterror
ee89fa5eec pcsx2: Add StaticLine between Zoom and Disable window resize border. 2018-11-22 06:19:15 +01:00
lightningterror
57a90e5fa5 pcsx2: Purge leftover commented out code for exclusive fullscreen.
Keep the comment references as they provide some good info.
2018-11-22 01:46:54 +01:00
Chromaryu
3d6921d9ca GameDB: Fix Ace Combat V NTSC-J Patch Address. (#2700) 2018-11-21 16:40:57 +01:00
pgert
651d287f1d Minor README edit by TheTechnician27 2018-11-20 02:35:02 +01:00
lightningterror
ec6b5a12e3 pcsx2: Fix some issues on FMV Aspect Ratio Override.
gui: Move the Off option to the top instead of bottom for FMV Aspect Ratio Override.

It's not ideal for it to be at the bottom.

Adjust the logic how the button works, there was an issue if both aspect ratios
were the same the aspect ratio chosen was selected to Fill.
Also adjust the code so the button better responds to realtime toggling.

If disabling the button realtime during a fmv then the normal aspect ratio
should be chosen.

There's still an issue left where if the fmv button is changed first and then
the aspect ratio button the button would would not work. Switching it off
seems to reset and make it work again.
2018-11-19 17:03:45 +01:00
Chromaryu
252458d5bd GameDB: Add Ace Combat 5 COP2 Patch on NTSC-J. (#2694)
This'll potentially fix "Unplayable Bug" caused by COP2. (This patch exists in NTSC-U, but confirmed this patch work on NTSC-J.)
2018-11-19 16:08:34 +01:00
lightningterror
c6abc08b5f PCSX2: Correct FMVAspectRatioSwitchNames ini labels.
Small follow up correction from #2690, the ini options were inverted.
2018-11-18 21:15:29 +01:00
FlatOutPS2
fd7a862226 PCSX2: "FMV Aspect Ratio Switch/Override" feature.
Change "Switch to 4:3 aspect ratio when an FMV plays" to
"FMV Aspect Ratio Override" drop down menu.

The option temporarily changes the Aspect Ratio to either
16:9 or 4:3 depending on the option that is selected,
and depending on the Window Aspect ratio that is selected.

Original commit:
8d471e1f16

Co author: lightningterror.
2018-11-18 19:26:07 +01:00
lightningterror
292e7a6573 GSdx-osd: Remove/purge OSD Indicator code.
The code was never working properly ( tested by @tadanokojin ) so let's
clean up and remove it. If someone actually wishes to maintain it then
they can re add it and update the code to a functional stage.
2018-11-18 14:15:17 +01:00
lightningterror
a092806d38 GSdx-gtk: Adjust some spacing, ocd satisfaction and preparation for the next commit. 2018-11-18 14:15:17 +01:00
lightningterror
40e9ce9036 Gamedb: Add gamefix patch for SpongeBob SquarePants: Battle for Bikini Bottom.
PAL only, ntsc seems to be fine according to the compatibility reports.

Patch by Prafull.

Close #2689
2018-11-18 01:43:54 +01:00
lightningterror
9994111173 Gsdx: Adjust GSC_Oneechanbara2Special (Zombie Hunters 2) crc hack.
Add a few crc ids (ntsc-j and eu).
Adjust hack, crc hack won't be active on native res if crc level is
below Aggressive state.

Issue #2007
2018-11-18 01:16:50 +01:00
lightningterror
11ddfefb60 GSdx-TC: Adjust comment for PaletteMap when 8-bit texture is disabled.
Follow up to the requested comment changes at
https://github.com/PCSX2/pcsx2/pull/2681#pullrequestreview-174683105
2018-11-17 21:38:35 +01:00
lightningterror
0161c2838e GSdx: Add some extra comments for GSC_HauntingGround crc hacks. 2018-11-17 21:20:27 +01:00
lightningterror
ae2642e55a GSdx: Remove blur/ghosting crc hacks for GSC_ShadowofRome.
Upscaling issue. Half Pixel Offset hack solves the issue.
2018-11-17 20:33:39 +01:00
lightningterror
d8702a9523 GSdx: Add google translated comments for crc hacks in GSHwHacks.cpp.
Cutie Chinese comments, they were removed in commit

21522e71b2

It's better to have google translated comments than nothing, at least we
have something to go on when doing future testing.

Also ghosting and blur crc hacks might need to be updated as they may
not be necessary on native res only.
2018-11-17 03:09:43 +01:00
lightningterror
210829f633 GSdx: Remove/purge commented out hacks "GSHwHacks.cpp.
List: GSC_Tekken5, GSC_TombRaiderUnderWorld, GSC_XE3, GSC_AceCombat4,
GSC_SoTC, GSC_ResidentEvil4.

Note: I left GSC_ValkyrieProfile2 in there because it might need to be
re enabled for dx, someday will look in to it when I'm up for the task.
2018-11-17 02:19:36 +01:00
Shanoah Alkire
cfb61c71dd GSdx: Prevent Null Renderer from crashing in Linux. 2018-11-16 14:50:25 -08:00
arcum42
2e1db411fa GSdx: Folder Reorganization. (#2657)
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.

Also remove unused GSTextureFX.cpp file.
2018-11-16 19:41:37 +01:00
Jonathan Li
15733ed8cf gsdx: Fix memory leak
The memory was allocated with new so it should be freed with delete and
not _aligned_free. Fixes the destructors not being called.
2018-11-16 02:00:42 +00:00
Shanoah Alkire
51ceec74a3 A bit of cleanup. 2018-11-15 00:55:49 -08:00
Jonathan Li
ca68ddd0d0 ci: Fix Travis CI builds 2018-11-14 13:03:09 +00:00
iMineLink
42aee34482 GSdx-TC: Use PaletteMap also when 8-bit texture is disabled by caching only clut copies. (#2681)
Enabled caching of clut copies with PaletteMap also in the case 8-bit texture is disabled, which is the default (on #2344 the caching of clut copies and palette textures was done only when 8-bit texture was enabled).
Brings moderate speedups ~10% in the most concitated parts of the ZoE2 Anubis benchmark, but may improve performance in all the cases when there are many Source objects created with clut copies to be stored.
The quality of the comments has been improved to better highlight the mechanics of the caching system.
2018-11-13 19:22:13 +01:00
lightningterror
ef3802b67a GSdx-d3d: Rename Blend Selector to better match opengl code.
Use member name.
om_bsel - > m_om_bsel
2018-11-13 01:56:11 +01:00
lightningterror
41459e6a2c GSdx-d3d: Rename Depth Stencil Selector to better match opengl code.
om_dssel - > m_om_dssel

Blend selector next.
2018-11-13 01:25:15 +01:00
lightningterror
63f9d419f8 GSdx: Rename some variables in GSHwHack.cpp.
GSC_TombRaider -> GSC_TombRaiderAnniversary,
GSC_Burnout - > GSC_BurnoutGames,
GSC_GetaWay - > GSC_GetaWayGames,
GSC_Castlevania - > GSC_CastlevaniaGames.
2018-11-12 21:15:12 +01:00
lightningterror
a26dc73836 GSdx-gui: Switch places for "Alpha Correction" and "Logarithmic Z" on d3d9. 2018-11-12 20:13:47 +01:00
lightningterror
48d90a988a GSdx-d3d: Remove not yet used rt parameter in channel shuffle function. 2018-11-11 23:59:11 +01:00
lightningterror
b26ed0db60 GSCrc: Small comment correction that I didn't notice before. 2018-11-11 03:45:06 +01:00
lightningterror
3280860ca9 GSdx: Add a couple of GT3/4 crc ids.
Rare demo/beta discs.

Source:

https://forums.pcsx2.net/Thread-Testing-out-games-not-in-the-database?pid=593185#pid593185
2018-11-11 03:42:35 +01:00
iMineLink
292dbbb6ac GSdx-TC: Remove virtual specifier from PaletteKeyHash operator, PaletteKeyEqual operator and Palette destructor. (#2680)
Small follow up corrections from #2344 highlighted by @turtleli
2018-11-10 18:50:19 +01:00
Dmitry
1b0b89776f GSdx: Removed crc id 0x7D4EA48F (multiloader). (#2677)
Removed crc id 0x7D4EA48F and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
2018-11-10 02:27:38 +01:00
Jos van Mourik
56fb12878e PCSX2: Update Dutch Translations. (#2678) 2018-11-09 14:36:50 +01:00
PSISP
9e7b2ed153 Debugger: Make EE kernel region accessible to debugger. (#2559)
Currently, none of the EE kernel is viewable from the debugger, which poses issues when debugging code that makes use of syscalls. This PR should allow the memory region 0x80000000 - 0x800FFFFF to have readable disassembly.
2018-11-08 23:17:30 +01:00
Silent
b8b6a55952 Removed hack - use xinputNotInstalled as a flag instead of reusing pXInputEnable 2018-11-08 10:26:00 +00:00
Silent
c280d69d6f Call XInputGetState only when XInputGetExtended is not 2018-11-08 10:26:00 +00:00
Iritscen
a3c6ad636b PCSX2: Add ability to pass launch arguments to games with CLI option '--gameargs="-arg1 -arg2 -etc (#2576)
For more information please check the PR (#2576) since it's a bit detailed.
2018-11-07 19:07:17 +01:00
Christian Kenny
d1dc12f6b0 GameDB: Remove CRC check for Forbidden Siren 2 patch allowing it to work with another version as found in https://forums.pcsx2.net/Thread-bug-report-Forbidden-Siren-2-Pal?page=2 2018-11-05 23:08:30 +01:00
iMineLink
9fa1b290ba GSdx-TC: Palette management rework. (#2344)
This follows the 4th point of #2310.
The idea was to rework the current palette texture management to improve performances with games that uses multiple palettes for the same data texture.

The new management shows small to none performances improvement in almost every game in terms of FPS, and it lowers the GPU BUS usage by some percentage points in games like Baldur's Gate: Dark Alliance (9% to 7%) which uses many palettes.

The hot topic is that the performances in Zone Of The Enders 2 skyrocketed (2x), because of the fact that the game uses many palettes and a small number of textures to render it's effects.

For more detailed information check the PR  #2344
2018-11-04 22:06:24 +01:00
pgert
77a924ee7d PCSX2: Update of Brazilian-Portuguese Main mo-file 2018-11-04 00:13:13 +01:00
Dmitry
3ccc53ee74 GSdx: Add a CRC id for RedDeadRevolver RU. (#2673)
Add missing RU crc id: RedDeadRevolver
2018-11-03 22:40:49 +01:00
Guilherme Dias
5faed17d21 PCSX2: Update Brazilian/Portuguese translations. (#2672)
Fixed typos, grammatical errors, several inconsistencies with words and terms, changed some words that had a wrong translation or could be improved according to context and translated some untranslated terms.
2018-11-03 21:33:27 +01:00
lightningterror
9fdb7f6cd5 GSdx-gui: Remove "Recommended" word from crc hack levels Partial and Full.
Some users get confused and change the setting to a recommended option.
This can cause some issues when switching different hw render types.
Most of the time users shouldn't change the option and leave it on
Automatic.
Also remove ICO from crc Aggressive tooltip.
2018-11-02 14:54:24 +01:00
lightningterror
96ccdb40f1 Gamedb: Change the Kings Field 4 comments for the patches a bit to explain what the issue is. 2018-11-01 13:57:42 +01:00
lightningterror
6052614233 GameDB: Add patches for King's Field IV PAL/NTSC-U.
Fixes central tower level loading.
Patches by Wgarvin.
2018-11-01 12:41:53 +01:00
lightningterror
fd75085111 GSdx-gui: Increase the vertical size for the drop down list for crc hack level, blending accuracy, and TV shader.
Gets rid of scroll bars appearing on GSDumpGui, also fixes TV Shader
drop down list issues.
2018-11-01 00:08:39 +01:00
Silent
c5edd38681 3rdparty:wxwidgets: Cache strings for "Next>" or "Finish" buttons in wxWizard so locale stays consistent throughougt wizard's lifetime (#2664)
When updating from a higher wx release this change needs to be rechecked. The change was also included on the current 3.1.2 branch https://github.com/wxWidgets/wxWidgets/pull/1000 so this is essentially a backport (to 3.0.2 I believe pcsx2 uses ? ).
2018-10-31 09:57:57 +01:00
Shanoah Alkire
8f52d82e58 Refresh the save slots if either the crc *or* the serial number are different. (Needed for ps1 saves.) 2018-10-28 16:03:50 -07:00
Akash
fc1d9aef09 GSdx-GUI: Disable large framebuffer for custom res
No longer needed after I combined the aligorithm in my previous commit.
2018-09-27 15:41:52 +05:30
Akash
dce6d3f451 GSdx-HW: Remove inefficient scaling algorithm
Only impacts custom resolution, there used to be a much weaker algorithm
which doens't consider scissor sizes and gives a minor performance boost
in costs of accuracy (which was used when large framebuffer was disabled
in custom resolutions)

I've removed this as the performance tradeoff is rather negligible after
the implementation of #1942 and the older one is no longer necessary.
Also added an extra parameter for considering the horizontal scissor,
I'm not sure where this might be useful so this is disabled in code for
now till I discover a testcase where this helps or run it on random data
ensuring it's working properly.

Also porting this to the general scaling function might help with memory
spikes which are experienced when large framebuffer is enabled.
2018-09-27 15:34:26 +05:30
Shanoah Alkire
122871654e Expand out a define to get rid of a warning. Get rid of other compiler warnings. Re-indent so that it doesn't look like a statement is part of an if statement when it isn't. 2018-10-27 02:49:03 -07:00
Shanoah Alkire
6710b0c906 Get rid of a few GSdx warnings. Remove some extra newlines in Sio's console output. 2018-10-27 01:59:53 -07:00
lightningterror
0cbbf2daf9 GSdx: Add an enum for channel fetch. 2018-10-23 16:52:47 +02:00
lightningterror
a25f3ccdda pcsx2-gui: Align some of the buttons/options in GS Window.
They look a little bit more tidy now.
2018-10-22 21:22:43 +02:00
lightningterror
bb5d120a3b GSdx-d3d: SetupDATE - > use pretty enum names. 2018-10-20 21:12:16 +02:00
lightningterror
6dca3656ed GSdx: Add Harry Potter and the Half-Blood Prince to automatic mipmapping. 2018-10-19 22:16:00 +02:00
KrossX
df307bed02 GSdx-d3d: Add macro to support ScalingFactor in shaders. 2018-10-19 11:36:23 +02:00
lightningterror
5ef53b4587 GSdx-d3d: Partial port of the ICO HLE workaround.
We can't do a full port because channel shuffle and depth sampling need
to be ported to d3d but at the very least we can do a partial port that
skips the bad draw calls.
This way we can remove all the remaining crc hacks for ICO in GSHwHacks.
2018-10-19 07:15:06 +02:00
lightningterror
6ab47c934d GSdx: Revert disabled crc hack on native res for SFEX3.
I forgot that it's not an upscaling issue.
2018-10-18 16:13:45 +02:00
lightningterror
a8e8cb9b6e GameDB: Add GIFFIFOHack to Mana Khemia 1 and 2.
SLUS-21735
SLUS-21890
Fixes flickering sprites.
Close #2645
2018-10-18 11:58:56 +02:00
lightningterror
411e434baf GSdx-d3d: Move around some functions in DrawPrims to better match ogl.
IsOpaque(), EmulateChannelShuffle, dfmt check for 24bit alpha channel.
2018-10-18 07:02:45 +02:00
lightningterror
c92e76b17e GSdx-gui: Change internal resolution drop down list names.
This should make things a bit easier for users when picking resolutions.

Native (PS2)
2x Native (~720p)
3x Native (~1080p)
4x Native (~1440p 2K)
5x Native (~1620p 3K)
6x Native (~2160p 4K)
8x Native (~2880p 5K)
Custom (Not Recommended)
2018-10-16 16:48:50 +02:00
Shanoah Alkire
322290b19c Reenable the new saveslots. Disable the logging for them. 2018-10-15 23:57:33 -07:00
Shanoah Alkire
8f986828e7 Revert "Saveslots: This version is still commented out, and somewhat broken at the moment. If you uncomment it, after loading a game, pause and then resume to force the save and load menus to update."
This reverts commit 49b91ea78f.
2018-10-15 23:46:41 -07:00
lightningterror
77ac35058c pcsx2: small string typo fix. 2018-10-16 01:08:12 +02:00
lightningterror
933e43cb58 GSdx: Change how crc hacks work on native res.
Change the code so that some crc hacks on some games that remove
ghosting/blur issues on upscaled resolutions are disabled on native
resolution if crc hack level is below Aggressive state (most of the time).
They aren't needed then so why don't we aim for better accuracy.
2018-10-15 20:41:23 +02:00
lightningterror
5f9ddd2f83 SPU2-X: Adjust NextA case comments a bit. 2018-10-15 15:16:12 +02:00
lightningterror
eb955592ee SPU2-X: Also include the registers from case 5 since it makes more sense to have both NextA writable.
Continuation from:

6b22450a1b
2018-10-15 13:15:40 +02:00
lightningterror
6b22450a1b SPU2-X: Fixes a regression with Wallace And Gromit: Curse Of The Were-Rabbit sound cutting off.
Follow up from PR #2315
Partially reverts commit:
https://github.com/PCSX2/pcsx2/commit/57cbc901b
2018-10-15 13:03:31 +02:00
lightningterror
06f4b77f63 PCSX2: Add tooltip warning for Widescreen Patches.
Close #1733
2018-10-15 09:14:57 +02:00
Daniel Nowak
21f0752ce7 Dev9ghzdrk: Postinst for deb to add network capabilities 2018-10-15 07:26:53 +02:00
Shanoah Alkire
49b91ea78f Saveslots: This version is still commented out, and somewhat broken at the moment. If you uncomment it, after loading a game, pause and then resume to force the save and load menus to update. 2018-10-14 02:41:41 -07:00
Shanoah Alkire
cb05daf437 Add some logging for the saveslot changes, and the option to turn on just the extra ui update calls without the other saveslot changes, for testing. 2018-10-13 18:43:41 -07:00
Shanoah Alkire
6ad4345a39 A few more flags that slipped by the last commits. 2018-10-13 14:45:13 -07:00
Shanoah Alkire
149f30c7fa Removing some warnings from GSdx and pcsx2 because gcc 8 spams them mercilessly. They should probably be fixed properly, but in the meantime, this'll prevent them from masking other compiler warnings. 2018-10-13 13:56:38 -07:00
pgert
802ae36a66 PCSX2: update of Scandinavian translations 2018-10-13 20:42:43 +02:00
Shanoah Alkire
70033020a3 Update compiler flags, as a number of plugins didn't have them set. Setting -Wno-parentheses across the board to suppress warnings about gtk from gcc 8. 2018-10-13 11:05:27 -07:00
Shanoah Alkire
af646895f4 onepad_legacy: Separate the wx dialog code from the linux code here, too. 2018-10-12 23:09:24 -07:00
Shanoah Alkire
a892a95af7 onepad: Start to separate wx dialog code from linux code, as wxWidgets is multiplatform. 2018-10-12 22:29:38 -07:00
pgert
48d9763d26 PCSX2: GUI textstring corrections 2018-10-10 23:40:11 +02:00
lightningterror
fa53968b3c GSdx-gui: Forgot to update the buttons in Capture Settings. 2018-10-10 21:44:11 +02:00
lightningterror
f3610b7c5c GSdx-gui: Minor spacing changes to some buttons. 2018-10-10 21:35:00 +02:00
Shanoah Alkire
b5e8a2166b Onepad_legacy: Add missing header copyright notices. 2018-10-09 23:25:40 -07:00
Shanoah Alkire
7837d69021 Remove the -fpermissive flag, as it doesn't actually seem necessary, and it generates a compiler warning. 2018-10-09 23:13:31 -07:00
Daniel Nowak
a84a315473 Dev9ghzdrk: Get host mac correctly on Windows. (#2619)
Follow up from #2586 which ensures that MAC address is unique on Xlink Kai when using Windows.
Previous build was returning last two bytes as 00:00 rather than last two bytes of host adapter's MAC.
2018-10-09 20:37:41 +02:00
lightningterror
eac7527b93 GSdx-d3d: 24bit no alpha channel port from OpenGL.
Commit:

419dfe0544
2018-10-09 20:25:37 +02:00
lightningterror
54ddf5becb GameDB: Add patches for Ice Age 2 to make the games playable.(ntscu and pal).
Patches provided by Kozarovv.
Close #2628
2018-10-09 16:49:15 +02:00
lightningterror
b360c07253 glsl, fx: Update point sampler comment. 2018-10-09 09:07:45 +02:00
lightningterror
b1ca6ba528 GSdx-d3d: Use a pretty enum for ate_second_pass. 2018-10-08 23:58:15 +02:00
lightningterror
0dcd60b524 GSdx-d3d: Remove point sampler from d3d9.
It did nothing.
2018-10-08 21:22:34 +02:00
lightningterror
c337ab6a66 GSdx-d3d: Use Colormask instead of GSDXRecoverableError on d3d9 texture shuffle.
Might be better.
2018-10-08 21:12:05 +02:00
Jos van Mourik
897b17d259 PCSX2: Added complete Dutch translations. (#2625) 2018-10-08 18:22:35 +02:00
Sunderland93
1bd26f6fc9 Fix 2018-10-08 11:09:07 +02:00
Sunderland93
904ffb5d20 Enable dev9ghzdrk plugin for Linux build 2018-10-08 11:09:07 +02:00
lightningterror
201e7d1430 GSdx-d3d: Reformat GSRendererDX11.cpp. 2018-10-08 07:19:07 +02:00
lightningterror
e5565d32b1 GSdx-d3d: Port directly set impossible mode in the blending table from OpenGL.
Commit:
97b38d9e1b
2018-10-08 01:06:45 +02:00
Shanoah Alkire
f965502187 onepad_legacy: delete dead code. 2018-10-06 23:05:01 -07:00
Shanoah Alkire
896c9cccec onepad_legacy: reformat code. 2018-10-06 22:54:47 -07:00
Shanoah Alkire
f800ed9c2e Onepad-legacy: Even if std is used all over the place, lets not put the entire project in std's namespace. 2018-10-06 20:01:23 -07:00
lightningterror
e44fc33d48 GSdx-d3d: Add some comments in blendmap enums. 2018-10-06 08:26:45 +02:00
lightningterror
4a2549ef24 GSdx-d3d: Make blend enums easier to read.
Easier on the eyes this way.
2018-10-06 08:00:25 +02:00
Shanoah Alkire
8defe54e3b Redo how the saveslot code works. Still leaving disabled until it's been tested. 2018-10-05 22:21:54 -07:00
Shanoah Alkire
db18a01a7b Update Onepad's controller list. 2018-10-05 13:48:18 -07:00
lightningterror
379d9e4b88 GSdx-d3d: optimize colclip 0 port from OpenGL.
Commits:
7979dec5b0
15b934eb2a
2018-10-05 08:40:01 +02:00
lightningterror
d5700a8508 pcsx2: Update some redirect links. 2018-10-05 02:01:53 +02:00
KrossX
5719c6c3c0 glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
Issue #2617
2018-10-04 20:47:03 +02:00
Daniel Nowak
281b6861e1 Update Travis CI for Linux networking addition 2018-10-04 16:15:00 +01:00
lightningterror
614209be2d GSdx-d3d: Change DATE variable to local. 2018-10-04 05:39:01 +02:00
lightningterror
940263d490 GSdx-gui: Adjust space/rows on some tooltips so they fit better, rename Auto to Automatic list on adv. gl settings in hw hacks. 2018-10-03 15:27:42 +02:00
KrossX
2d094cbc3b tfx.fs: Remove whitespaces. 2018-10-03 15:21:46 +02:00
KrossX
9d562a454b GSdx: Limit Wrap negative UV when PS_FST is 0 only. 2018-10-03 15:21:46 +02:00
Daniel Nowak
da1eb056a3 Add network capability for Linux (#2586) 2018-10-02 21:37:34 -07:00
lightningterror
694546e870 GSdx-d3d: Add colclip_wrap variable. 2018-10-03 05:50:54 +02:00
lightningterror
ef29daa9d0 GSdx-d3d: purge GSDrawingContext* context and GSDrawingEnvironment env from GSRendererDX.h
Not used anywhere in dx code and the code is already defined in
GSState.h with member variable names.
2018-10-03 04:41:17 +02:00
Shanoah Alkire
7641d6726f New helper include for gtk for use in plugins. Mostly based on the gtk 2/3 helper functions I added to spu2-x for the moment. 2018-10-02 01:20:54 -07:00
lightningterror
08a270a429 GSdx-d3d: Reformat GSRendererDX.cpp.
Let's keep the file clean and use 1 type of formatting and not a bunch.
It's easier to read this way and looks tidy.
Also correct some commented out code in Texture Sampler.
2018-10-02 02:16:38 +02:00
lightningterror
2aedb97796 GSdx: Add a crc id for Burnout Revenge EU. 2018-10-01 23:29:46 +02:00
lightningterror
f6ba6cc3a9 GSdx-gui: Remove Xenosaga tooltip from TC Offset hack.
No longer needed since the issue is fixed.
Commit:

629d2bd425
2018-10-01 22:42:17 +02:00
KrossX
629d2bd425 GSdx: Wrap negative UV on region repeat wrap mode.
Makes UV coord be on the range [0, SIZE) before applying mask and
offset. This fixes Xenosaga's hair for example, which has negative UV
coords.
2018-10-01 22:38:22 +02:00
Shanoah Alkire
92484a8416 Disable the new saveslot code. (It can be reenabled by uncommenting the define in Saveslots.h) 2018-09-30 02:46:44 -07:00
Shanoah Alkire
042311a827 Make it easy to turn on and off the new saveslot code. Comment out a UI update that doesn't look needed that could have been causing issues. 2018-09-29 14:27:58 -07:00
KrossX
e90c87a8ef GSdx-d3d: Keep fract in [0;1] range port from OpenGL.
Fixes texture flickering in Oni on d3d11.

Commit:
a8968257db
2018-09-28 02:33:58 +02:00
Christian Kenny
d632454a23 GameDB: Add VU Clamp Mode and GIF FIFO Hack to SOCOM 1. Resolves bad shadows/random HUD and sprite corruption. 2018-09-26 14:37:19 +02:00
KrossX
560966c539 GSdx-d3d: Update nvidia hack with vendor id detection.
Hack will no longer be active on Intel or AMD gpus.
Also remove UserHacks_disable_NV_hack. sprite hack
basically does the same thing so it's kinda useless.
2018-09-25 08:35:05 +02:00
KrossX
e063be3043 GSdx-d3d: Port mipmap max_layer calculation from opengl to direct3d.
Fixes texture corruption on direct3d when full mipmapping was used.
2018-09-25 08:35:05 +02:00
pgert
a275cf8e57 PCSX2: update of Scandinavian translations 2018-09-23 11:07:09 +02:00
Jonathan Li
3fe9ff7ac8 gsdx: Split TC offset hack into X and Y components 2018-09-20 01:01:49 +01:00
Jonathan Li
2f5ba10e6b gsdx:hw: Move TC offset variables to GSRendererHW
Also rename them for consistency.
2018-09-20 01:01:49 +01:00
lightningterror
728fa2c1a4 GSdx-d3d: tfx.fx correct texture shuffle shaders.
Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.

Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
2018-09-17 14:26:08 +02:00
Jonathan Li
7433ee7fc1 pcsx2: Warn if GameDB section start tag is incorrect
This helps avoid patches not being applied due to whitespace mismatches.
For example:
[patches ]
[ patches]
[patches  =  012345678]
2018-09-17 08:41:53 +01:00
Jonathan Li
f47321c287 pcsx2: Improve GameDB multiline section parsing
If the entry separator (line of dashes) is found, assume the multiline
section end tag is missing or incorrect and stop parsing so that it
doesn't affect subsequent database entries.

Also improve the error messages so it is slightly more clear what the
error is.
2018-09-17 08:41:53 +01:00
lightningterror
8acc319a4a GSdx-d3d: Mask alpha channel on 24bit format.
dfmt is not supported but we can use the variable to select the
frame buffer format and later disable writting to the alpha channel.

MGS3 sees an improvement, and possibly other games as well.
So far didn't spot any regressions.
2018-09-16 12:54:47 +02:00
arcum42
f3d738d771 Remove an extern that goes to a function not in the code. 2018-09-16 00:40:07 -07:00
arcum42
914573a5c3 Restore wxInvalidDateTime, and fix the call that was crashing debug. 2018-09-15 23:51:52 -07:00
lightningterror
14a62c3a3f GSdx-tc: Update fb conversion hack comment with latest d3d changes.
D3D10/11 now supports fb conversion through a shader but only on native
res for now.
Nobody cares about D3D9 so don't ask :).
2018-09-15 14:27:04 +02:00
arcum42
e9ae9cacd8 Using wxInvalidDatetime does not get along with debug builds. Using 1/1/1970 instead. 2018-09-15 03:52:41 -07:00
lightningterror
577bfaa8cd GSdx-d3d: Move Selector reset states in to a separate function.
Also move vs_sel def in header file and rename it using the member name.

Code is easier to read/move/adjust similar to GL.
2018-09-15 05:49:18 +02:00
lightningterror
f40c1de919 GSdx: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D11.
Commit:
d29e375f72

Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1

Credits to KrossX for porting the shader.
2018-09-13 19:56:59 +02:00
lightningterror
6b52cc9829 GSdx-gui: Minor osd gui adjustments.
Grey out scrolling speed and maximum onscreen messages when
Enable Log is not checked.
2018-09-13 03:23:36 +02:00
lightningterror
ad143d92da GSdx: Add Yakuza ntsc-u demo crc id. 2018-09-12 11:33:07 +02:00
arcum42
9cb35a8972 PCSX2: Save/load slot improvements.
With these changes, saveslots will be labeled as either empty or
with the date that the file was last updated on. The menu items
for loading them are also disabled if the slot is empty.

It's possible if you are very fast to access the menu before the
slots change. It updates when the crc changes. When you save a saveslot,
the menu item also changes to show the time you told it to save until the
file is actually done saving.

Also fix an issue with backup saveslots not working properly from the
gui on first load.
2018-09-11 00:39:33 +02:00
lightningterror
6e3f41f164 build.sh: correct some tab/space issues left by arcum from previous commit. 2018-09-10 05:54:15 +02:00
arcum42
d8e6ba4274 Add a new option to build.sh to not generate translations while building the project. 2018-09-05 21:38:38 -07:00
Jonathan Li
a977f1e6c1 pcsx2|utilities; Revert ambiguous wxString related commits
This reverts
93d5b52df3
f3e78b8267
55155ca7f1.

Unfortunately wxString stuff is a PITA to deal with. Breaks FreeBSD
compile, but there are probably more issues that just haven't been
reported yet...
2018-09-04 21:57:27 +01:00
refractionpcsx2
d520f3852b Missed some more code from testing.
I do know what I'm doing I swear
2018-09-04 20:52:17 +01:00
refractionpcsx2
50e3474b60 Missed a debug log. 2018-09-04 20:51:07 +01:00
refractionpcsx2
3c5fad7ef6 Reverted shift register stuff back to how it was, my changes made no difference now and it was slightly more optimal before.
Also fixed spaces (blame PSI :P )
2018-09-04 20:45:28 +01:00
refractionpcsx2
f7fb0f686b Fixed MFSA/MTSA, of course there's a game that abuses it (Rayman 3) 2018-09-04 20:26:36 +01:00
Jonathan Li
55155ca7f1 utilities: Fix compile when using --enable-stl wxWidgets builds
Regression introduced in 93d5b52df3.
2018-09-03 20:30:14 +01:00
Jonathan Li
f3e78b8267 utilities: Split thread internal callback function
__try is used in pthread_cleanup_push when CLEANUP_SEH is used as the
pthread cleanup model. That can't be used in functions with objects
that have destructors, so move it into a separate function.

Fixes a non-release build compile error on Windows. Regression was
introduced in 93d5b52df3.
2018-09-03 20:30:14 +01:00
lightningterror
6b2fcbd070 SPU2-X-gui: Small corrections requested by turtleli. 2018-09-03 20:58:26 +02:00
lightningterror
c39dc3dd78 GSdx-gui: Minor adjustements.
Purge unused IDC_CHECK_DISABLE_ALL_HACKS tooltip from old GSdx versions.

Rename TC Offsets to Texture Offsets.
2018-09-03 20:48:17 +02:00
lightningterror
e1fcd569e7 SPU2-X: More gui adjustements.
Adjust gui accross various gui windows.
Adjust naming, positioning of buttons, spacing ...etc.
The different windows should look more similar and not be different.

Also purge IDD_XAUDIO2 window that wasn't used anywhere.
2018-09-03 11:31:41 +02:00
lightningterror
96a62351ac GSdx: GSHwHack.cpp adjust a few lines I forgot in the previous commit. 2018-09-03 04:51:53 +02:00
lightningterror
38366c084e GSdx: Adjust Yakuza games crc hacks and do some reformatting.
Add a missing crc id for the US version,
, move the crc to DX level - effect is emulated correctly on OpenGL with
depth,
merge the two Yakuza hacks together and reformat it making it easier to
be read.
Skip 3 also seems to work on Yakuza 2.
Related commit:

7f0f19ee02

Reformat the code a bit, ocd satisfaction.
2018-09-03 04:36:11 +02:00
Jonathan Li
93d5b52df3 pcsx2|utilities: Remove ambiguous wxString-related overloads
Avoid some function overloads that can accept char*, wxChar* and
wxString as a parameter. wxString can be constructed with either of
those parameters, so the function overloads may actually result in
ambiguity errors. Keep the wxString parameter versions and remove the
rest.

Fixes some compile errors on FreeBSD.
2018-09-03 01:56:35 +01:00
lightningterror
5b9e93c652 GSdx: Add Sly2 Internal prototype disc crc id. 2018-09-01 03:03:20 +02:00
lightningterror
37d84a7148 Gamedb: Tidy up remaining tab spaces and some other cleaning.
I believe there are no more tab space issues.
Also purge commented out patch for Final Fantasy VII - Dirge of
Cerberus.
2018-08-31 20:33:59 +02:00
lightningterror
ada5daf7c7 Gamedb: Merge duplicate patches, the only difference is the crc id, the patch codes are the same.
Tekken 4 ntsc-j, pal
Growlanser Generations ntsc-u
2018-08-30 16:48:14 +02:00
Jonathan Li
b374b1bca6 GameDB: Remove trailing whitespace
The GameDB multiline section parser is rather flaky as it will not
recognise a closing multiline section tag if there is trailing
whitespace.

Fixes an issue where 136 games are devoured by the parser (9632 -> 9768).
2018-08-30 00:13:56 +01:00
Jonathan Li
81faa33a38 debugger: Reset breakpoint skip on boot
Fixes an issue where the first breakpoint after rebooting a game may
be skipped if the following sequence takes place:
 - The first breakpoint after booting the game is triggered once.
 - The user hits run to resume the game
 - The user reboots the game without any other breakpoint being
 triggered.
2018-08-29 23:04:56 +01:00
Jonathan Li
a922a0b1f5 pcsx2: Don't store the GameDB serial in the key list
It's already available in the id field, so storing it again is a waste
of space and CPU cycles.
2018-08-29 22:26:09 +01:00
Jonathan Li
4dcb47d829 pcsx2: Remove GameDB blocktable
It doesn't provides much of a performance improvement over directly
using an unordered map. This change also means that if there are
duplicate GameDB entries then they'll be merged together instead of
having only the last entry take effect.

Also increase the unordered map reserve size.
2018-08-29 22:26:09 +01:00
Jonathan Li
fcda371f9a utilities: Remove HashMap
It's now unused.
2018-08-29 22:26:09 +01:00
Jonathan Li
6e3d6a1b17 pcsx2: Simplify GameDB hashing
Converting the string to lowercase is unnecessary when the actual entry
is still case sensitive.

Also just use std::hash of std::string and std::wstring instead, which
fixes a FreeBSD compile error (cannot convert to const char*).
2018-08-29 22:26:09 +01:00
Jonathan Li
bde62436fa pcsx2: Simplify Game_Data member functions
There's no need to have a lot of overloads accepting wxChar*, char* cand
const wxString&. Keep only the const wxString& versions and remove the
rest. This fixes an infinite recursion warning on FreeBSD.

Also simplify sectionExists and getSection to avoid unnecessary
conversion to and from wxString.
2018-08-29 22:26:09 +01:00
Jonathan Li
76a75efef1 pcsx2: Remove GameDB write related code
There's no use for it now that the database editor has been removed.

Also remove the Game_Data POD comment because I don't think it makes
sense and remove an unused variable.
2018-08-29 22:26:09 +01:00
lightningterror
846f31851e GSdx-gui: Grey out Texture filtering and Interlacing on Null. 2018-08-29 02:12:00 +02:00
Jonathan Li
22f1048e8f gsdx:windows: Show different adapters for each renderer
OpenGL does not allow an adapter to be selected, and the available
adapters for D3D11 and D3D9 may be slightly different.
2018-08-29 00:48:16 +01:00
Jonathan Li
e4dd0069ca gsdx:windows: Don't refer to D3D10
Direct3D11 is used even if the user's GPU only supports Direct3D feature
level 10.0.
2018-08-29 00:48:16 +01:00
Jonathan Li
05004450a0 gsdx:windows: Refactor D3D11/9 adapter enumeration code
Move the code into separate functions.
2018-08-29 00:48:16 +01:00
Jonathan Li
3e8f9ac518 gsdx:windows: Init hacks dialog member variables in constructor
The skipdraw variables can now be initialised in the constructor as the
dialog no longer preserves state when it is reopened.
2018-08-29 00:48:16 +01:00
Jonathan Li
4d8dea0892 gsdx:windows: Open sub dialogs using temporary objects
This prevents the dialog from preserving state after it is closed, which
simplifies the logic slightly for reopening the dialog.

Also remove an unused variable.
2018-08-29 00:48:16 +01:00
Gregory Hainaut
eb104f60e2 round count in constructor (to squash) 2018-08-28 15:30:56 +02:00
Gregory Hainaut
b6db0a3c30 gsdx ogl: allow to reallocate the vertex/index buffer
Replace some raw pointers with unique_ptr

When Vertex buffer is updated, we should set again the layout
2018-08-28 15:30:56 +02:00
Gregory Hainaut
5694ef56ca gsdx ogl: use vector for layout parameter of Vertex Array
And keep the state in the object
2018-08-28 15:30:56 +02:00
Gregory Hainaut
8a93a71504 i10n: update pt_BR translation 2018-08-28 15:27:01 +02:00
lightningterror
d09ac6d589 GSdx: Add some crc ids for HarryPotterATPOA KO/JP. 2018-08-27 21:26:19 +02:00
lightningterror
5a77123a15 Gamedb: Add Harry Potter and The Prisoner of Azkaban KO/JP gamefix patches.
Makes the games bootable.
EETimingHack wasn't added, needs to be verified first.
2018-08-27 21:20:40 +02:00
lightningterror
98ac329cf5 Gamedb: Correct misspelled SkipMPEGHack for Paris-Dakar Rally. 2018-08-27 20:49:11 +02:00
lightningterror
122f730608 glsl: Replace leftover tabs with spaces in shaderboost.
I believe all glsl files are cleaned up now.
2018-08-27 14:01:25 +02:00
Souzooka
7963f418c1 Add System Out as a logging source. (#2563)
* Enable logging from new source, PS2 system output

* Enable printf formatting with (up to only 7 currently)

* Fix fallthrough bug in SYSCALL switch/case

* Remove unnecessary memread32 call in sysPrintOut case
2018-08-27 13:56:48 +02:00
Jonathan Li
4eaee45d1a pcsx2:gui: Remove Game Database dialog and panel
It has too many issues:
 - It's in an incomplete state. The ListView isn't connected up and I'm
 not sure what it was supposed to do.
 - Comments are stripped from the database when changes are saved.
 - Some key value pairs do not show (EE/VU clamp/rounding and
 MemCardFilter).
 - It doesn't work well on Linux (though this one seems easy to fix).
2018-08-26 22:31:49 +01:00
arcum42
7c33694c1a SPU2-X (Linux): Lets try this again. GTK 3 fixes. Volume slider added. Latency slider shows ms. Debug button disables and reenables. Various dialog box tweaks. 2018-08-25 15:20:14 -07:00
RedPanda4552
4dc4892588 Rename VU Cycle stealing to EE Cycle Skipping, and change tool tips for
EE Cycle Stealing and EE Cycle Skipping
2018-08-25 18:50:26 +02:00
Jonathan Li
0a62461515 ci: Disable clang-format checks on Travis CI
Unfortunately it's better to disable this for now, due to problems with
clang-format version mismatches between what devs use and what the
buildbot uses. There's also problems with availability of specific
versions on non-Windows systems.
2018-08-25 10:26:19 +01:00
arcum42
78282c7ed7 Revert my last couple commits because they don't meet a robot's code formatting standards. 2018-08-24 19:34:48 -07:00
arcum42
33db759a77 Attempt to placate evil spirits. 2018-08-24 18:58:43 -07:00
arcum42
10ac426fd5 Spu2-x(Linux): Debug button greys out when appropriate. Minor cleanup on last commit. 2018-08-24 16:09:37 -07:00
arcum42
4c9525c9d9 Spu2-X (Linux): Dialog cleanup. Add volume control. Switch Ok/Cancel buttons to be the same as other plugins on Linux. Add in code for GTK 3 to get rid of depreciation warnings. 2018-08-24 13:41:56 -07:00
lightningterror
bcb7805c11 GSdx-gui: Don't disable Anisotropic Filtering on gl when Allow 8-bit textures is enabled.
Anisotropic works even with 8bit textures enabled.
2018-08-24 13:12:26 +02:00
lightningterror
1aeec47b30 glsl: Replace leftover tabs with spaces in tfx_fs. 2018-08-22 20:12:53 +02:00
lightningterror
d7cdbf6f27 Gsdx: Point Sampler changes.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture

Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.

Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
2018-08-22 20:12:53 +02:00
lightningterror
4060bcf9c9 [skip ci] Update all links to https on README.md. 2018-08-22 17:27:49 +02:00
Rafael Fontenelle
f09837f939 Translations: pt_BR: fix typo in pcsx2_Iconized.po (#2561) 2018-08-22 12:15:21 +02:00
arcum42
7bcfc9827e Get rid of AppConfigDialog.cpp. 2018-08-21 11:48:48 -07:00
lightningterror
cf222d1ccf GSdx: Add Ape Escape 2 to automatic mipmapping. 2018-08-21 17:28:14 +02:00
lightningterror
937fee84f4 GSdx-gui: Put TC Offset X Y hacks in one line similar to Skipdraw Offset 2018-08-21 14:35:17 +02:00
lightningterror
11bad7b07a GSdx-d3d: Reduce state change - port from GL.
Commit: 37f9bcf9cb

Don't dirty aref when a fog color is uploaded.
Only set clamp mode in clamp mode (region clamp is handled in shader).
2018-08-21 13:56:06 +02:00
lightningterror
6eb385fd9b GSdx-d3d: s/sample_4a/sample_4_index/ 2018-08-21 13:56:06 +02:00
lightningterror
188a1f1416 GSdx-d3d: Drop an useless min in FS - port from GL.
Commit: a1957a685d

GPU will clamp color anyway. It reduces the number of instruction of 25%
(4->3).
2018-08-21 13:56:06 +02:00
FlatOutPS2
1498f538dd gsdx:hw: Enable skipdraw hack to skip a range of draw calls
Enhance the skipdraw hack by allowing skipdraw to skip a range of draw
calls.

For example: When the broken effects are at frames 90-100, the default
skipdraw always skips 0-100, possibly skipping several functioning
effects as well. By enhancing the skipdraw feature, it is now possible
to skip just frames 90-100.

For the example given above set the first box to 90 and the second box
to 100 to skip frames 90-100.

coauthor:turtleli (Linux GUI + tidy/simplify Windows GUI code)
2018-08-20 23:35:01 +01:00
lightningterror
fc1d88cb51 GSdx-gui: Revert spacing between Texture filtering and Hardware settings.
I forgot all about OpenCL which caused some overlapping with the OpenCL
device option.
2018-08-20 02:10:00 +02:00
lightningterror
51cf02d27b GSdx-gui: Adjust main gui spacing.
Decrease spacing between Hardware Settings and Texture Filtering
slightly. It was a bit too much before,
Adjusted spacing to be equal between options, some had incorrect
spacing.

Maybe Accurate Date and Blending Unit Accuracy can be swapped.
2018-08-19 23:05:02 +02:00
arcum42
04ff2aff65 Add the Logitech Rumble Gamepad F510 to onepad's database. 2018-08-18 12:11:01 -07:00
arcum42
c695d6a3a3 Make the dialog for zzogl-pg GTK 3 compatible. 2018-08-17 19:13:51 -07:00
Jonathan Li
890d7ab953 utilities: Restrict pxWindowAndFlag templates to wxObject derived classes
Fixes a compile error (C2666) on VS2017 15.8 caused by ambiguity issues.
The sstream header uses

constexpr auto _both = ios_base::in | ios_base::out;

Without the extra type restrictions the compiler cannot tell whether to
use the template or the built-in | operator (the const wxSizerFlags &
parameter will accept ints).
2018-08-17 22:37:39 +01:00
Jonathan Li
b84a2cfaf6 cmake: Add -mxsave flag to compiler flags
Fixes compilation when using GCC8.2 to compile a non-native build.

Fixes #2554.
2018-08-16 08:33:57 +01:00
Jonathan Li
d258ef6275 gsdx:gtk: Improve dialog for small screen resolutions
Makes all the tabs scrollable, which makes the dialog more usable (the
OK button should always be present unless the screen is absurdly small).

Only checked on GTK3.
2018-08-12 19:38:21 +01:00
Jonathan Li
546eac4646 gsdx:gtk3: Fix fetching of monitor resolution
The user may not have configured a primary monitor, so get the
resolution of the monitor that the mouse cursor is currently located on.
2018-08-12 19:38:21 +01:00
Jonathan Li
8391b08e8f gsdx:gtk+3: Adjust visual layout
Use hexpand instead of expand, and use margin-start instead of
margin-left (margin-left is deprecated in GTK+ 3.12). IMO it looks
better this way.

Also, set the properties using gtk_widget_set_* instead of g_object_set.
2018-08-12 19:38:21 +01:00
Jonathan Li
c28353e01f gsdx:gtk3: Switch to non-deprecated GTK3 API
The widget expanding issue seems to have resolved itself (probably a
change on the GTK3 end).
2018-08-12 19:38:21 +01:00
Jonathan Li
e8ed18feba common: Use GCC's _xgetbv definition from GCC 8.2 onwards
The _xgetbv bug was fixed, so avoid using our own definition (again).
2018-08-12 18:07:13 +01:00
Christian Kenny
39b405648a GameDB: Add XgKickHack to Warhammer 40K. Fixes corrupted graphics. 2018-08-12 07:49:04 +02:00
Souzooka
d00e0ed605 Debugger: Display ACC register. (#2527)
Displays/allows ACC VU0f register to be set.
2018-08-11 16:14:08 +02:00
lightningterror
8a4cfe9b23 SPU2-X-gui: Update gui interface.
Adjust/tidy up the gui to make it more appealing,
some bad positioning has been fixed.

Properly grey out Audio Expansion Mode text when
the option is inactive.
2018-08-09 20:22:10 +02:00
Jonathan Li
29eb9f05de spu2-x:gtk3: Fix hbox/vbox deprecation warnings 2018-08-08 00:27:49 +01:00
Jonathan Li
811605fcb5 spu2-x:linux: Reduce non-timestretch minimum latency to 3ms
This matches the Windows GUI behaviour.
2018-08-08 00:27:49 +01:00
lightningterror
ca35e707c4 GSdx-gui: Properly grey out Anisotropic Filtering text when the option is inactive. 2018-08-07 13:12:24 +02:00
lightningterror
352fbf0c1f GSdx-gui: Update CRC Hack Level tooltips.
Update Aggressive level tooltips.
Display the correct games that have Aggressive level crc hacks.
2018-08-07 11:41:28 +02:00
Jonathan Li
8b6ffc3f45 gsdx:ogl: Remove unused variables
Fixes some clang warnings.
2018-08-07 00:15:10 +01:00
Jonathan Li
cdee1875a5 pcsx2: Avoid trigraphs
Fixes a -Wtrigraph warning on clang.
2018-08-07 00:15:10 +01:00
Jonathan Li
354b11c619 onepad|spu2-x: Avoid -Wmissing-braces on clang 2018-08-07 00:15:10 +01:00
Jonathan Li
c10d6c3ed1 pcsx2: Add override to SysTraceLog functions declarations/definitions
Makes it clearer what is being overridden. Also avoids a
-Winconsistent-missing-override warning on clang.
2018-08-07 00:15:10 +01:00
lightningterror
a0f96189d3 GSdx: Adjust God of War II crc hack.
Extend the hack to remove the water / hell effect (vertical lines) on
interlaced mode.

Close #2533
2018-08-04 20:07:26 +02:00
lightningterror
27d39d98d3 GameDB: Add eeClampMode gamefix to Destroy All Humans 2 (ntsc).
EEClampMode to full.
Fixes material stretching across screen that appears for a split second.
Other regions could probably need the gamefix but need to be tested
first.

Close #1436
2018-08-03 18:53:26 +02:00
lightningterror
9255f785da GameDB: Add EE and VU clamping mode gamefix for A.C.E. 3 the final.
EEClamping mode to Full,
VUClamping mode to Extra+Preserve Sign.

Fixes hangs/freezes on mission 2 loading.

Close #777
2018-08-03 15:41:38 +02:00
lightningterror
6cfe287c70 GSdx: Add/adjust crc ids.
Add God of War Demo ntsc,
Add Burnout Takedown E3 Demo ntsc,
Adjust regions for Harry Potter ATCOS/ATPOA,
Add comment for crc 0x7ACF7E03 - multiloader.
2018-08-03 12:35:26 +02:00
ivan89el
f80af64a2b GSdx: Adjust ShinOnimusha crc hack. (#2521)
The hacks remove smoke/fog effects. They are rendered correctly so let's move the hacks to Aggressive crc state. They can be used as speedhacks.
2018-08-01 11:25:24 +02:00
howjun
d9fa7f7d34 Grammar corrections in readme-Docs.txt (#2529) 2018-07-31 21:12:46 +02:00
lightningterror
4a7304de50 GameDB: Add patches for Harry Potter (Chamber of Secrets, Prisoner of Azkaban).
Chamber of Secrets/Prisoner of Azkaban: Add gamefix patches to make the
games playable/bootable. Some regions that don't have the patches added
still need testing for verification.

Add some missing regions to the DB for the above two games.
2018-07-31 20:00:42 +02:00
refractionpcsx2
8b0114596b Just adding some comments to MMI fix. 2018-07-31 18:48:51 +01:00
refractionpcsx2
1e0b0605a6 Corrected MMI PMADDW and PMSUBW on the Interpreters thanks to DobieStation for finding the fix 2018-07-31 18:45:32 +01:00
lightningterror
59ec48a120 GSdx: Add games to automatic mipmapping, add some crc ids.
Automatic mipmapping: Harry Potter (Chamber Of Secrets,
Prisoner of Azkaban,  Order Of The Phoenix), The Incredible Hulk:
Ultimate Destruction.

Add some missing crc ids for GT4 demo discs.
2018-07-31 02:43:21 +02:00
atomic83GitHub
b5d6ccace1 GameDB: Conflict 4, K-1 WorldGP 2006 and Mahou Sensei Negima! Kagai Jugyou fixes.
This PR add an emotion engine rounding fix for Conflict 4 which solve bad character behaviour, 2 VU Xgkick timing adjustment for K-1 World GP 2006 which solve missing colors on the fighters, 1 VU Xgkick timing adjustment for Mahou Sensei Negima! Kagai Jugyou which solve bad rendering, comment adjustment for Socom 2 fixes and a missing entry.
2018-07-30 22:09:30 +02:00
Souzooka
4e429b27be Debugger: Display/set correct VU values (#2526) 2018-07-30 09:20:37 +01:00
Christian Kenny
0efbd283c4 GameDB: Apply EE Clamp gamefix to Kenran Butousai. Fixes missing graphics. 2018-07-23 20:20:39 +02:00
Jonathan Li
1b5f2639a0 pcsx2:windows: Fix path issues
Fixes some issues with opening files if the path contains characters not
present in the current codepage.
2018-07-23 00:51:02 +01:00
Jonathan Li
219519b578 spu2-x:linux: Fix ini path issue
Fixes an issue with opening ini files when a non-ASCII path is used.
2018-07-23 00:51:02 +01:00
Jonathan Li
286e7293fa gsdx:windows: Fix screenshot/GS dump path issues
Fixes an issue with screenshots/GS dumps not saving if the path contains
characters not present in the current codepage.
2018-07-23 00:51:02 +01:00
Jonathan Li
c9dbd4118b misc-plugins:windows: Fix ini/log path issues
Fixes some issues with opening ini/log files when the path contains
characters that are not present in the current codepage for the
following plugins:
SPU2-X
LilyPad
cdvdGigaherz
Dev9null
USBnull
FWnull
2018-07-23 00:51:02 +01:00
Jonathan Li
27d0995a8b common: Add plugin compatibility file
Adds a helper function for converting UTF-8 to UTF-16 on Windows. Also
adds a fopen wrapper function for pathnames that may contain characters
that are not present in the current Windows codepage.
2018-07-23 00:51:02 +01:00
Jonathan Li
126bfa3ee7 dev9null|fwnull|usbnull:windows: Export *setLogDir
Now changing the log directory actually works.
2018-07-23 00:51:02 +01:00
Jonathan Li
b2ae86d142 pcsx2: Pass UTF-8 pathnames to plugins
Fixes empty log and ini directory paths being passed to the plugins on
Windows when the pathnames contain characters not present in the current
system codepage.

Fixes the inability to create snapshots when the pathname contains
non-ASCII characters on Linux (Windows requires more pathname handling
fixes).
2018-07-23 00:51:02 +01:00
ivan89el
d09737dbb5 GSdx: Adjust Spartan crc hack, add missing crc id. (#2510)
Adjust Spartan crc hack: Combine/ease the hacks in to one.
Only remove the glow/yellow bloom effect and don't skip any other effects that shouldn't be skipped. UI and some other post processing effects work properly now.

Add crc id CrashBandicootWoC RU.
2018-07-19 19:33:06 +02:00
Christian Kenny
6d1d32cd83 GSdx: Add Harry Potter Order of the Phoenix to automatic mipmapping. 2018-07-19 04:37:14 +02:00
Dmitry
dca7bf5edc GSdx: Add/adjust some CRC ids. (#2512)
Add some missing RU crc ids: Onimusha3, ICO, TombRaiderUnderworld, SoulReaver2, LegacyOfKainDefiance.

Removed crc id 7ACF7E03 and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).
2018-07-19 00:53:22 +02:00
ivan89el
4ebfceffd2 GSdx: Add some missing crc ids.
Add FinalFightStreetwise RU, SoulCalibur3 RU. Correcting the wrong id TenchuFS RU (the elf was modified widescreen cheat, sorry). Delite Kunoichi RU (the elf was modified widescreen cheat, the original coincides with the EU).
2018-07-15 22:03:08 +02:00
refractionpcsx2
69888e5ab0 EE Rec/Int: Removed micro optimisation in QFSRV/MSTAB/MSTAH. Reverted functionality to match the documentation. There were some scenarios that weren't really accounted for, like developers doing what they're told not to do. 2018-07-15 13:14:46 +01:00
refractionpcsx2
46662b0436 MFIFO: Fix Tadr position on END tags with data. An Empty interrupt needs to be fired at DMA end for FF7 DoC, but the formula doesn't work out normally since we don't increment TADR on END tags (due to Soul Calibur 2 & 3 breaking), so a special case is made for MFIFO 2018-07-14 14:32:02 +01:00
Christian Kenny
d300d85787 GameDB: Disable mVU Flag hack for Full Spectrum Warrior. Remove EE Timing hack from Full Spectrum Warrior games. (#2504)
Remove the EE Timing hack from the Full Spectrum Warrior Series, my tests show that it doesn't do anything.

Disable the mVU Flag Speedhack for Spectrum Warrior: Ten Hammers. This fixes bad graphics in FSW.
2018-07-12 22:35:02 +02:00
ivan89el
75264ee423 GSdx: Adjust Kunoichi crc hack (#2502)
Move a hack that removed burning/hot air effect. The effect is rendered properly but causes slowdowns so it's best to move it to aggressive for now.

Add comments explaining what the crc hacks do.
2018-07-12 20:31:24 +02:00
Jonathan Li
fb7c2c1837 dev9null|fwnull|usbnull: Switch to new null config code 2018-07-12 01:05:09 +01:00
Jonathan Li
9d4f8a322c common: Add common null plugin config code
This adds code that allows modifying the log options via the GUI
(Windows, Linux) and also saving and loading the log options in a
reusable form.
2018-07-12 01:05:09 +01:00
Jonathan Li
ac7cbdf6c3 dev9null|fwnull|usbnull:windows: Remove snprintf define
Not necessary anymore with recent VS versions.
2018-07-12 01:05:09 +01:00
Jonathan Li
7cdec614c7 dev9null|fwnull|usbnull: Remove *About()
It's unused.
2018-07-12 01:05:09 +01:00
Jonathan Li
43f461cc36 common: Remove PluginNullAbout
It's unused.
2018-07-12 01:05:09 +01:00
Jonathan Li
ceb383628b fwnull|usbnull: Remove unused Windows-specific stuff 2018-07-12 01:05:09 +01:00
Christian Kenny
278f6e5941 GameDB: Fix missing game board in Monopoly Party, add Gene Troopers 2018-07-09 22:58:48 +02:00
ivan89el
46866268ed GSdx: Add some missing crc ids. (#2498)
Kunoichi\Nightshade RU,
Tenchu Fatal Shadows RU,
Urban Reign RU,
Ghost In The Shell SOC RU.
2018-07-03 18:37:12 +02:00
atomic83GitHub
d73741c9b8 GameDB: Drakengard 2 fixes, Mvu flag fix for Full Spectrum Warrior and missing serials. (#2490)
This PR add an Emotion Engine clamping fix for Drakengard 2 (tested by Shadow Lady), and Mvu flag fix for Full Spectrum Warrior (Tested by CK1) along with missing serials entries.

It also adds MemCardFilter for Galaxy Angel II - Mugen Kairou no Kagi to be able to recognize the progression acquired from the first disc.
2018-07-02 22:52:56 +02:00
ivan89el
cbf8f22b62 GSdx: Adjust Ghost In The Shell SOC crc hack. (#2492)
Ease the crc hack and skip less effects, makes shadows and some other effects work properly.

The game experiences a bit more upscaling issues which can be resolved with Merge Sprite and Wild Arms offset HW hacks.
2018-07-02 22:42:56 +02:00
lightningterror
1fefb4897e GSdx: Add crc id for Shadow of Rome Demo (NTSC-U). 2018-07-01 04:34:08 +02:00
lightningterror
7b8d2d1945 GSdx: Add crc id for ICO Demo (NTSC-U). 2018-06-30 15:30:14 +02:00
lightningterror
be4b06ef3e GSdx: Add crc id for The Getaway Black Monday Demo (NTSC-U). 2018-06-30 14:13:06 +02:00
Robert Neumann
f41e5da94b IOP: VBlank handler small fix 2018-06-28 18:08:10 +02:00
atomic83GitHub
7761ec5584 GameDB: Various patches update. (#2487)
This PR brings some patches to fix various unplayable games (made by Prafull).
It also adds comments for Savage skies to warn users to use the interpreter + cache, a missing rounding fix for some versions of Shin Megami Tensei 3, and an Emotion Engine timing fix for NBA Shootout 2003 (tested by someother1ne).
2018-06-27 21:18:24 +02:00
Akash
bb1c225e66 Counters: Fix vsync hsync cycles calculation for rounding error
In games like ICO where the render and blanks both need to be rounded,
one was prioritized over the other one leading to a truncated value in
the total vsync cycles. This patch fixes it, it's more or less for a
trivial cycle accuracy rather than a signfifcant change which might
influence games. (Not sure, maybe it would?)

Potentially it might be nice to revamp the whole vertical blank
calculation system to make it more readable (discussed about this with
ref), but it's not of much priority right now.
2018-06-27 19:55:33 +05:30
lightningterror
387db6d4ba GSdx: Add Nicktoons Unite to Automatic Mipmapping.
Game is still broken but a bit better now.
2018-06-26 20:23:12 +02:00
lightningterror
5c483df3e8 GSdx: Add crc id for The Getaway Black Monday (NTSC-J). 2018-06-26 19:13:57 +02:00
lightningterror
2af05a92f8 GSdx: Add crc id for Ratchet And Clank 3 Regular Demo (NTSC-U). 2018-06-25 22:14:07 +02:00
lightningterror
f22843816b GSdx: Add crc id for Ratchet & Clank 2: Going Commando & Jak II Demo disc (NTSC-U). 2018-06-24 21:45:58 +02:00
Jonathan Li
54b0edbb13 ci: Update Travis CI configuration
Remove python dependency workaround.
Use clang 5 (provided by Travis CI).
Add GCC-8 and remove GCC-6.
Remove unused clang stuff in 64-bit script.
2018-06-22 01:22:34 +01:00
Jonathan Li
fa7822fbbf common: Call va_end after vfprintf in PluginLog
The C spec states that the va_arg argument value is indeterminate after
returning from vfprintf. va_end and va_start must be called before the
variable is reused.
2018-06-22 01:20:40 +01:00
refractionpcsx2
ba1689f6d6 Mild improvement to VIF MFIFO logging, got rid of a useless global variable \o/ 2018-06-20 22:01:10 +01:00
lightningterror
150b1e8423 GSdx: Add Sly 3 PAL demo crc id. 2018-06-18 21:02:44 +02:00
Luminar Light
74aefcb918 GameDB: Add Jak X Beta Trial to DB and a patch that makes it able to boot. (#2482) 2018-06-18 19:55:19 +02:00
lightningterror
abdd847fbe GSdx: Add some missing crc ids.
Ratchet And Clank NTSC-U: E3 Demo and EB Games Demo,
Soul Calibur 2 NTSC-U: Demo.
2018-06-18 00:53:49 +02:00
pgert
62b7097731 PCSX2: Update Scandinavian translations. (#2481) 2018-06-13 17:05:25 +02:00
Jonathan Li
6bd5afea8f cdvdgigaherz:gtk: Simplify GUI dialog
Avoid always setting the dialog to the centre of the screen - the GTK+3
documentation advises against it.
Avoid using a GUI callback - it's unnecessary since the value can just
be retrieved afterwards.
Simplify the GUI construction - a container to handle layout isn't
necessary due to the GUI's lack of complexity.
2018-06-11 02:15:47 +01:00
Jonathan Li
6778fa2b71 cdvdgigaherz: Replace use of deprecated wstring_convert
wstring_convert is deprecated in C++17. Use MultiByteToWideChar() and
WideCharToMultiByte() instead.
2018-06-11 02:15:47 +01:00
Jonathan Li
4ab97be693 cdvdgigaherz:windows: Adjust CD read success condition
IOCTL_SCSI_PASS_THROUGH_DIRECT will return success even if the read
fails (I'm not sure when it'll return failure). Assume the read is
successful only when the read length is correct.
2018-06-11 02:15:47 +01:00
Jonathan Li
83ffbc2d3d cdvdgigaherz: Remove unused mode parameter/member variables 2018-06-11 02:15:47 +01:00
lightningterror
2b9c368fa8 GSdx-d3d: Rearange PSSelector(GSDeviceDX.h).
Rearange PSSelector shader list in GSDeviceDX.h
to match GL format.

Easier to read and will make someone's life easier.
2018-06-11 01:08:36 +02:00
lightningterror
6f4212320b GameDB: Moorhuhn Fun Kart 2008.
Add Moorhuhn Fun Kart 2008 to DB.
eeClampMode = 3 // Fixes falling through ground.

Close #2479
2018-06-11 00:01:40 +02:00
lightningterror
bb5f989c05 GSdx: Purge leftover SSX3 crc ids no longer needed. 2018-06-10 18:34:24 +02:00
lightningterror
af3e55af63 GSdx: Also update Tekken 5 ntsc-j crc hacks to work on progressive mode. 2018-06-09 10:15:55 +02:00
lightningterror
1c58d5acff GSdx: CRC hacks for Tekken 5 NTSC-U should work on progressive mode as well now. 2018-06-08 22:54:56 +02:00
Robert Neumann
6f2ded8222 psxmode: move pgifInit() over to EE reset; start porting recent (later than ~2001) changes in CdRom.cpp, starting with labels; add a note on missing video timing recalculation when entering psxmode 2018-06-08 21:53:36 +02:00
Robert Neumann
30b722b807 psxmode: actually apply the new iop / cd read timings; add seek delays that mimic real ones; altogether this at least fixes fmv playing way too quickly (music in Chrono Cross intro is fine now, for example) 2018-06-08 03:57:14 +02:00
Akash
a9af0ee5a0 GameDB: Remove Rounding modes on Teen Titans
This isn't the right fix for this game, the text issue is caused due to a bug on GSdx depth test, and is not a
core issue. These rounding modes for some reason only partially alleviate the issue (https://forums.pcsx2.net/Thread-GSDX-Software-mode-Bug-Report-Teen-Titans-Load-Game-menu-not-displaying-text-where-it-should)
while not fully fixing it, ZeroGS on the other hand doesn't have this issue even without these rounding mode changes.

TL;DR - Issue is on GS, and it's troublesome when a GS issue is masked like this.
This reverts commit 4765770dc8.
2018-06-06 12:20:06 +05:30
Christian Kenny
4765770dc8 GameDB: Add gamefix to restore missing text in Teen Titans. 2018-06-05 18:58:17 +02:00
lightningterror
9c1224b045 GameDB: Add/adjust DOA2 Hardcore patch.
Add iop patch to fix the sound on the US version as well.
Original IOP EU patch by Kozarovv ported to US version by Refraction.
2018-06-02 12:55:25 +02:00
lightningterror
140a61692d GameDB: Add EE patches for Spyro NB/EN.
Add EE patches for Spyro New Beginning and Eternal Night NTSC/PAL.
Fixes HUD and menu display in hw/sw mode.
Original patches provided by Kozarovv, improved by Refraction.
2018-06-02 12:38:49 +02:00
lightningterror
f244706cc2 GSdx: Purge Spyro NB /EN hw hack fixes.
Purge Hw hack fixes for Spyro New Beginning and Eternal Night that fixed
HUD and menu display.
They will be replaced with EE patches in GameDB that work for both
software and hardware mode. A much better alternative and less GSdx
hacks.
2018-06-02 12:38:49 +02:00
lightningterror
ba463ed076 GSdx: Disable Alpha hack gui option on D3D9.
Hack is only used on D3D10/11.
2018-05-31 21:22:12 +02:00
Jonathan Li
61406a4349 cmake: Fix GSdx EGL build libX11-xcb linkage issue
Prevents a XGetXCBConnection undefined symbol error.
2018-05-31 01:02:26 +01:00
lightningterror
6ef793545d GSdx:Port better support of palette from GL to D3D10/11.
Port from commit b0af54d3

Fixes shadows in Star Ocean 3.

Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.

Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.
2018-05-30 14:47:06 +02:00
refractionpcsx2
c78b5b706d MFIFO: Refactor of some of the VIF/GIF MFIFO functionality. Centralised the MFIFO resume function which should have been separate anyway.
Added some more memory address safeguards.
Logging now makes a bit more sense to look at.
2018-05-30 01:29:23 +01:00
lightningterror
810bec2d65 GameDB: Clean up/reformat db a bit more.
Whitespaces and comments.

Slowly getting there.
2018-05-27 15:27:36 +02:00
atomic83GitHub
e0029270e3 GameDB: Rayman Revolution fixes + missing demo entry
This PR add an Emotion Engine Rounding fix Rayman Revolution (nearest).
- Tested by @atomic83github @prafullpcsx2 and @Helium-4

It also add a missing demo entry along with dedicaced comments for some demo issues.
[skip ci]
2018-05-27 10:45:36 +02:00
refractionpcsx2
823431599f Previous fix for Eragon was incorrect. Game makes PATH3 busy then performs a reset, allowing VIF to continue, this is the fix I should have made ;) 2018-05-26 16:00:37 +01:00
Timothy O'Barr
342c10bd85 PS1 mode: Adjustments to processor clock speed and CD read speed. (#2447)
switch IOP clock, CD read speed and EE/IOP cycle ratio for PSX mode
2018-05-26 13:20:02 +02:00
lightningterror
a6db486afe Gamedb: Clean up db partially.
Remove disabled patches for GT4 and Wallace & Gromit.
Reformat code (Adjust whitespaces, empty rows, code comments).

It should look much cleaner now, there's still a lot more to be done but
it's a good start.
2018-05-24 20:03:36 +02:00
lightningterror
48ebfea17b Gamedb: Add Giffifohack gamefix to NFL Street 3.
Fixes corrupted textures.
NTSC/PAL.
2018-05-23 18:10:54 +02:00
lightningterror
dc2779b385 GSdx: Adjust Sky Gunner crc hack.
Move hack back to Partial (GL level).
Huge vram usage on both gl and dx - maybe not a channel
effect or channel effect not yet detected.
2018-05-22 20:08:45 +02:00
lightningterror
8c2a79ab54 GSdx: Add some missing crc ids.
Sky Gunner US Regular and Trade Demo.
2018-05-22 20:05:14 +02:00
refractionpcsx2
6bf87d7eff VIF FIFO: Hacked the hack. Fixes Downtown Run. Tested all known games that need the hack, they still work *phew* 2018-05-21 21:54:00 +01:00
lightningterror
d900917bfa GSdx-OSD: Adjust messages.
Change font size from 32 to 28 default.
Change log speed from 6 to 4 default.
Change max log messages from 3 to 2 default.
2018-05-21 17:56:14 +02:00
lightningterror
c5f94fbced GSdx: Adjust Spyro New Beginning crc hack.
The hack should now work on the PAL version as well.
2018-05-21 02:33:46 +02:00
lightningterror
c4068e5188 GSdx: Update Spyro Hw fix/hack.
Revert merge of Spyro Eternal Night / New Beginning hw hack.
Update Spyro New Beginning hack - fixes menu/hud flicker in HW mode.

SW mode still has issues with the menu/hud elements.

Improve #1490
2018-05-20 16:30:32 +02:00
lightningterror
ff3052935e GSdx: Adjust Sonic Unleashed crc hacks.
Move crc hacks back to Partial (OpenGL) level.
Game experiences improper texture shuffle emulation and half screen
bottom issue.
2018-05-19 08:48:24 +02:00
refractionpcsx2
9b82449542 Fixed optimisation problem on branch in branch delay slot. Fixes Dropship - United Peace Force. Props to MrCK1 for finding the issue. 2018-05-19 02:23:58 +01:00
lightningterror
290397d1af GSdx: Add a missing crc id for CrashNburn EU. 2018-05-16 01:09:56 +02:00
atomic83GitHub
ade38d4f85 GameDB: Code cleanup/ Vampire Night EE Timing Hack removal/ Armored Core fixes
This commit remove the EETimingHack for Vampire Night wich is not anymore needed due to a fix in PCSX2 0.99, add fixes for various Armored core games as well as some code cleanup.
[skip ci]
2018-05-15 23:30:56 +02:00
Christian Kenny
8b6751943e GSdx: Remove Hummer Badlands CRC Hack. 2018-05-15 20:52:05 +02:00
Jonathan Li
171e7f016d common: Work around GCC8 _xgetbv bug
clang and earlier GCC versions do not provide the _xgetbv intrinsic.
GCC8 does, but unfortunately it's broken.
(https://gcc.gnu.org/bugzilla/show_bug.cgi?id=85684).

Re-use our _xgetbv implementation to avoid the bug, but rename it to
avoid compilation errors as well.
2018-05-12 12:05:20 +01:00
pgert
5ec5265ec4 GameDB: Scarface and Harry Potter COS Updates. (#2431)
Add ScarfaceIbitHack gamefix to Scarface The World Is Yours (NTSC-U) SLUS-21111 and SLUS-21492.
Change Scarface Compatibility to 5 to the above two games.

Add code comments to Harry Potter and the Chamber of Secrets (PAL) SLES-51192 and (NTSC-U) SLUS-20576 explaining that they both share the same CRC id.
2018-05-11 20:40:03 +02:00
lightningterror
78af562897 GameDB: Update Dead or Alive 2 gamefix patch.
Update the patch for Dead or Alive 2 Hardcore.
Previously the patch had a side effect of removing all sound effects in
the game, this new patch doesn't have that issue.
The patch was improved by kozarovv.

This patch is for the PAL version SCES-50003.
2018-05-10 23:24:18 +02:00
lightningterror
a17b0e5364 [skip ci] GSDumpGui: Adjust copyright information.
Add copyright header information to files that didn't
have any. The info is copied from files that already
had copyright information.

Add info for Alessio when he last commited.
Add PCSX2 Dev Team in copyright information.
2018-05-10 14:47:30 +03:00
lightningterror
3a8857a782 GSdx: Adjust crc hacks for Big Mutha Truckers.
Move crc hacks back to OpenGL(Partial) level.

Game experiences a half screen bottom issue and vertical stripes.
2018-05-09 18:42:49 +02:00
lightningterror
fbc0b1849d GSdx: Adjust crc hacks for Heavy Metal Thunder.
Move the hacks to DX Level(Full). OpenGL renders the effects properly
with Depth Emulation.
2018-05-09 00:07:59 +02:00
Christian Kenny
35a2c59181 GameDB: Add Prafull's Patch for Klonoa 2.
Adds an IPU patch to Klonoa 2 to prevent hanging in Volk City. Temporary workaround for #2349.
2018-05-07 18:34:25 +02:00
Jonathan Li
8f6a3d9fe8 gsdx: remove DirectCompute backend
It hasn't been accessible since OpenCL was added, and it was barely
updated since it was introduced.
2018-05-06 02:01:22 +01:00
Jonathan Li
15efe69e46 common: Fix multiple _xgetbv() error on GCC 8
GCC 8 now provides _xgetbv, so avoid using our own definition in that
case.
2018-05-06 00:52:47 +01:00
lightningterror
191219f7d8 GSdx: Purge crc ids/games no longer needed.
The following games in the crc list are not used anywhere so
we can clean this list up. If some are needed in the future then
they can be re added.

List of removed games:
CaptainTsubasa,
Dororo,
HarvestMoon,
Jak1,
JamesBondEverythingOrNothing,
NamcoXCapcom,
SDGundamGGeneration,
SeintoSeiya,
SengokuBasara,
SilentHill2,
SilentHill3,
Siren,
TalesofDestiny,
VF4,
VF4EVO.
2018-05-05 23:21:34 +02:00
Gregory Hainaut
1f21945d52 i10n: update mo files 2018-05-05 19:28:40 +02:00
lightningterror
e606958a43 Gsdx: Remove Captain Tsubasa crc hacks.
The crc hack broke graphics ingame, causing flickering/transparent
textures and other similar issues.

On a side note the game experiences upscaling issues that can be fixed
with Half Pixel offset hack.
2018-05-05 00:10:11 +02:00
lightningterror
34a94990c4 GSdx: Adjust crc ids.
Add a missing crc id for Captain Tsubasa-JP.
Rename WildArms5 to WildArms4 for crc 565B6170 Jap,
it was incorrect.
2018-05-05 00:10:11 +02:00
lightningterror
3f916f440a GameDB: Add Harry Potter patch for the PAL version.
Makes the PAL version playable as well.
Patch is the same as NTSC version including CRC.
2018-05-03 00:32:03 +02:00
pgert
4de2df2865 GameDB: Minor info-alterations (#2379)
* GameDB: Minor info-alterations

* CRC removal

* Correction of a regional-code.

* Deleted some incorrect info

* Oops - re-added some info

* Minor alterations.

* A minor alteration.

* Minor alterations.
2018-05-02 14:09:48 +02:00
lightningterror
a3f07e6baf GameDB: Add XgKickHack for Crash Twinsanity (NTSC-J).
Fixes bad geometry on character.
Follow up from #2372
2018-05-01 00:05:58 +02:00
Jonathan Li
17027c16cd gsdx-legacy: Copy GSdx baseclasses changes
So it compiles. Bit of a pain though.
2018-04-29 02:19:17 +01:00
Jonathan Li
ab9bdb009b baseclasses: Move from unfree to 3rdparty
Update it to the version found at
https://github.com/Microsoft/Windows-classic-samples , which is in an
MIT licensed repo, and add the LICENSE file (edited to remove the SIL
Open Font LICENSE part since that doesn't apply).

Some modifications have been made to reduce the diff/stop git
complaining (not including any file that wasn't in the previous version
and removing the related header includes in streams.h, and fixing some
but not all of the whitespace issues).
2018-04-29 02:19:17 +01:00
Jonathan Li
b84b2808f4 baseclasses|gsdx: Move code from baseclasses to GSdx
Moved code seems to be from Gabest. Only the code that is currently used
has been kept.
2018-04-29 02:19:17 +01:00
Jonathan Li
7ea0273119 gsdx: Remove code that does nothing 2018-04-29 02:19:17 +01:00
Jonathan Li
dc53278163 pcsx2: Remove theming support
It's incomplete, and there's not much that is actually themeable
(basically only the background logo and icons can be changed).
2018-04-28 01:18:12 +01:00
lightningterror
6496e6db11 Gsdx: Adjust Front Mission 5 crc hacks.
Move CRC hacks do DX level.

Hack that fixes shadows:
Shadows/glitchy black ground textures can be fixed with Preload Frame Data.

Hack that removed vertical stripes:
D3D10/11 correctly emulates texture shuffle but also needs depth support.
2018-04-27 17:59:24 +01:00
Jonathan Li
1d7cef08a7 pcsx2: Fix potential return of uninitialised value 2018-04-26 01:15:44 +01:00
Jonathan Li
908a37598c pcsx2: Use enums instead of hardcoded integer
Might prevent future breakage.
2018-04-26 01:15:44 +01:00
lightningterror
c8c9731262 GSdx: Update D3D fbmask emulation on texture shuffle.
Improves accuracy on Sly series.

Rendering is still bad and needs a lot more work but
it's a little bit better.
2018-04-24 22:42:59 +01:00
lightningterror
0f5d3d2f1b GSdx: Add Sly 3 demos crc ids.
Regular Demo US,
E3 Demo US.
2018-04-22 23:51:56 +01:00
Christian Kenny
011cd90fbe GameDB: Add vuClampMode hack/remove eeClampMode hack for Pac-Man World Rally. Fixes bad geometry. This also replaces the EEClampMode hack in the NTSC-U release which didn't appear to do anything. 2018-04-19 12:19:40 +01:00
Ryudo300
f99711cdc2 PCSX2-GUI: 'About' Logo
Updated the About page's logo to match our current logo.
2018-04-17 12:29:49 +01:00
Ryudo300
630177ef4c PCSX2-GUI
BackgroundLogo update, also in preparation for use in other places. Used zopflipng to compress the file.
2018-04-16 16:28:49 +01:00
Christian Kenny
28fd47dd22 Add missing names to About Box, removed duplicate, misc. formatting 2018-04-15 18:56:50 +01:00
Christian Kenny
2c11acf40c GameDB: Add vuClampMode hack to Katamari/SkipMPEGHack to Arctic Thunder. 2018-04-15 18:55:43 +01:00
lightningterror
230a497a12 GSdx-TC: Don't skip depth lookup on Jackie Chan Adv and SVC Chaos.
Don't skip draw calls on Jackie Chan Adv and SVC Chaos,
fixes regressions on Jackie Chan Adv and SVC Chaos.

Gregory: The correct fix would be to trace all textures writes to
be sure of the source. But it is a much bigger work.
2018-04-15 00:42:07 +01:00
lightningterror
6073a26f5d GSdx: Add some missing crc ids.
Add SVC Chaos: SNK vs. Capcom EU/JP,
Add Jackie Chan Adventures EU.
2018-04-15 00:42:07 +01:00
lightningterror
b622474adb Update widescreen patches/cheats.
This syncs the cheats_ws.zip widescreen patches archive with Devina's
archive from 22.02.2018.

Compared to the previous content of cheats_ws.zip:
- 4 files deleted 9C4BA2CE, 113035B9E, C565E79E and duplicate 1429EB9F (2)
- 142 files modified
- 760 new files
- 2294 files identical to before
- 28 files that were removed from the forum archive that contained hunting/fishing
games have been re added. Separate archive provied by FlatOut.

The zip now has a total of 3200 patch files, compared to 2440 before.

7zip with the Ultra compression method was used to compress the archive.
2018-04-14 23:41:42 +01:00
TotalCaesar659
834cd08f8c Updated Russian translation (#2377)
Updated Russian translation
2018-04-13 21:16:33 +01:00
lightningterror
0e329347cf PCSX2: Update gamefix tooltip.
Remove mention of Crash Tag Team Racing from VU I bit gamefix tooltip.
Not needed since the gamefix has been removed for the game as it causes
more issues.
2018-04-11 19:37:29 +01:00
lightningterror
e27ef3c081 GameDB: Revert Crash Tag Team Racing gamefix.
Revert ScarfaceIbitHack Gamefix.
Regression was introduced in #2326.
Caused hard freezes making the game unplayable and required an emulator
restart without gamefixes enabled.
Without the fix the game experiences short freezes but the game is still
playable.
2018-04-10 20:43:56 +01:00
Christian Kenny
1292cd505e GameDB: Add XgKickHack for Crash Twinsanity (NTSC-U) 2018-04-07 02:21:16 +01:00
lightningterror
0e39caaad3 GSdx: Adjust Naruto series crc hacks
Purge CRC hacks that removed lighting on maps.
Games: Naruto - Narutimate Hero 3,
Naruto Shippuuden: Narutimate Accel.
2018-04-03 16:01:22 +01:00
lightningterror
b6a73f6db3 Gsdx: Add some missing crc ids.
Tenchu Fatal Shadows US,
God Hand EU,
The Getaway EU,
The Getaway Black Monday EU.
2018-04-02 11:39:45 +01:00
lightningterror
4cb164b795 GSdx: Adjust CRC hacks.
Purge Sengoku Basara crc hacks. Texture shuffle is emulated correctly on
d3d11/ogl. d3d9 skips the bad draw call.

Move Eternal Poison crc hack to d3d level. Not needed on ogl since
the game is emulated correctly.

Move hack that removes texture shuffle for Demon Stoneback back to ogl level,
half screen bottom issue remains.

Extent CRC hack for The Getaway and The Getaway Black Monday to work on
EU regions.
2018-04-02 11:39:45 +01:00
FlatOutPS2
ee3038c5b7 SPU2-X: Fix UI regression
Fixes regression. Audio Expansion Mode was no longer available in the UI when using XAudio2 on Windows versions before 8.
2018-03-31 00:52:18 +01:00
lightningterror
efc1274b2c GameDB: Add Quake 3 Revolution patch.
Removes intro and end credits FMVs.
Fixes hanging caused by FMVs.[skip ci]
2018-03-27 15:33:00 +01:00
lightningterror
014e27bc20 GSdx: Add Quak3 Revolution to Automatic mipmapping. 2018-03-27 15:11:08 +02:00
lightningterror
312db7755b GSdx: Adjust CRC hacks.
Move CRC hack that removed shadows to Aggressive, shadows are misaligned
when upscaling - can be fixed with HPO. We can use the hack as a
speedhack for Aggressive state.

Add correct FBP code for Sly 2 E3 Demo. CRC hack should work properly now.

Purge God of War 1/2 CRC hacks that fixed/removed the vertical red lines.
No longer needed since the issue is fixed accross all renders.
Also useless to be kept for speedhacks.
2018-03-27 15:11:08 +02:00
lightningterror
9769f19ebe GSdx: Remove fbmask handle in GSRendererDX.
It's already handled in texture shuffle code.
2018-03-27 15:11:08 +02:00
lightningterror
0e83b89dbd GSdx-D3D: Texture and channel shuffle improvements.
Texture Shuffle changes:
Always Enable Texture shuffle on D3D10/11.
Previously Texture shuffle was enabled if CRC hack
level was below Full, this was kinda not good since
D3D also relies on CRC hacks on Full so you could either
stick with texture shuffle or crc hacks.

Texture shuffle is not supported on D3D9, however we can do a partial
port where instead of vertical lines with the effect we get the effect
on the entire screen. Better than nothing I suppose.

Ported some of the code from OpenGL to D3D
( just a copy - paste job :) ),
part of the code misses a dedicated shader but we can still
use it to fix various issues on many games.

List of affected games tested so far:
The Godfather, Final Fight Streetwise, The Suffering Ties that Bind,
Urban Chaos have their vertical lines issues fixed
(highly possible for other games as well), MGS and Stolen see an improvement
but they are still broken without crc hacks. Other games that suffered
similar issues are probably affected as well.

Channel Shuffle changes:
Update Channel Shuffle detection. A lot of games should see an improvement,
MGS, Urban Chaos, Stolen have their top left corner issues resolved.
Other games should be affected as well that use similar logic.
They still miss a shader so some effects are still broken/show glitches
but it's a nice improvement for D3D users.

Shared changes:
Texture Shuffle and Channel shuffle have been moved to their
own dedicated functions. Should make things a bit cleaner.

Move part of the code for Texture Shuffle to GSRendererHW to be shared
across all HW renderers, should aboid copy paste/duplicate code.
2018-03-23 13:38:34 +01:00
lightningterror
2ad5db2279 GSdx Adjust/Replace crc hack for Final Fight Streetwise.
Replace/remove an old crc hack that was used to fix the red vertical
lines issue, the hack is no longer needed. The new hack removes depth
effects on D3D only.
Note: The game has another vertical lines issue that can be fixed with
texture shuffle on D3D.

Add comments to Simple2000Vol114 explaining what the hacks do.
2018-03-22 14:46:31 +01:00
lightningterror
99350d6caa GSdx: Add some missing crc ids.
Sly 2 E3 Demo US, Sly 2 JP.
2018-03-22 14:46:31 +01:00
refractionpcsx2
1f0de9a1ce Merge pull request #2332 from atomic83GitHub/Patches-fix
GameDB: Patch update for multiple games. Closes #1496
2018-03-20 10:12:12 +00:00
Christian Kenny
40f7d6c95b GSdx: Add Shox to Automatic Mipmapping 2018-03-19 01:00:26 +05:30
atomic83GitHub
f6637ff958 GameDB: Updates
-Removed patches for Drakan - The Ancients' Gates, out of place hack for a hardware renderer issue.
-Added patch for Yoake no Mariko 2nd Act, fixes initial hang.
-Added patch for Batman Vengeance (PAL), fixes hang in certain scenarios.
-Added patch for Weakest Link, fixes game hanging at start.
-Added patch for Crashed, fixes hang at start and ingame.
-Added patch for Titeuf Mega Compet, fixes Sheep screen freeze.
-Added patch for The Spiderwick Chronicles, fixes hang at boot.
-Added patch for Drift Champ, fixes the hang at start of chapter 2.
-Added patch for Ice Age 2 (NTSC-J), fixes intro screen freeze.
-Added patch for Harry Potter and The Chamber of Secrets (NTSC-U - NTSC-J), fixes initial/ingame hang, flickering graphics and speed up loading.
-Added patch for Mafia (NTSC-U), fixes hang before molotov party and a crash in The priest mission.
-Added patch for ESPN - College Hoops 2K5, fixes hang at loading.
-Added patch for Harvest Moon - A Wonderful Life [Special Edition], fixes hang at shipping shed.
-Added patch and EE Timing Hack for Ruff Trigger - Vancore Conspiracy, fixes ingame freeze.
-Added patch for Major League Baseball 2K5 [World Series Edition], fixes hang at start.
-Code reformatting, cleaned up comments/whitespaces.
[skip ci]
2018-03-15 22:03:10 +01:00
lightningterror
6aaae6970e GSdx: Cleanup hacks in GSRendererHW.
Merge identical code for Spyro Games in to one to avoid duplicate code.

Rename hacks name for Jak series from OO_Jak to OO_JakGames since there
are multiple games added.
2018-03-13 18:56:30 +05:30
lightningterror
f4fa115c82 GSdx: Remove GT3/Concept CRC Hacks.
This follows PR #2304.
The CRC hacks are no longer needed due to the partial port of channel
shuffle on D3D.
They cause higher vram spikes  now.
2018-03-13 18:56:30 +05:30
lightningterror
bd0947e7a3 GSdx: Add/adjust CRC ids.
This follows PR #2330.

Add some missing regions: Tomb Raider Legend JP,
StarWars Force Unleashed EU, SuperMan Returns EU, Valkyrie Profile 2 FR.

Rename GT3/Concept titles, they were incorrect.

Adjust Harley Davidson region id from NoRegion to US.

Add some missing regions to automatic mipmapping:
FIFA 03 US, FIFA 04 EU, FIFA 05 EU.

Reformat a few comments.
2018-03-13 18:56:30 +05:30
pgert
432999fae8 PCSX2: Minor lingual correction on tooltip (#2328)
Small correction to trace logging tooltip string.
2018-03-08 23:24:37 +05:30
refractionpcsx2
6d7e2c56d9 Gif: Allow flag setting for PRIM/REG transfers on 0 length packets. Fixes Reservoir Dogs 2018-03-07 22:23:01 +00:00
Christian Kenny
f6e4a3081d Console Window: Reset the titlebar when the VM is shutdown. 2018-03-05 20:17:01 +05:30
refractionpcsx2
de1584b9f2 Merge pull request #2334 from MrCK1/gamedb_spongebob
GameDB: Add GIF FIFO hack for Spongebob: Creature From the Krusty Krab
2018-03-05 08:49:14 +00:00
Christian Kenny
a132d923ce GameDB: Add GIF FIFO hack for Spongebob SquarePants: Creature From the Krusty Krab (fixes bad graphics) [skip ci] 2018-03-04 14:51:43 -05:00
lightningterror
73f1d7d099 GSdx: Rename HW hacks drop list options.
Add "Default" nametag for default list options for the hacks: Sprite,
Round Sprite, GL Advanced settings, HPO.

Should help users know which options are the default ones with less
confusion.
2018-03-04 20:54:10 +05:30
Christian Kenny
a9168fed56 PCSX2: Remove the "DisableOutput" option. (#2298)
It's been broken/unused for some time.
2018-03-04 14:03:50 +00:00
refractionpcsx2
084530eeca Merge pull request #2122 from PCSX2/target_load
GSdx-TC: Fix load size calculation in target update Fixes #1972 Fixes #2110 Fixes #2138
2018-03-03 03:31:25 +00:00
Jonathan Li
fb4f274882 gsdx: Remove inappropriate comment 2018-03-02 23:41:46 +00:00
lightningterror
38aa4e1745 GSdx: GSCrc.cpp reformat comments and whitespaces. 2018-03-02 10:10:31 +05:30
lightningterror
2be9cf060d GSdx: Add/adjust CRC ids.
Add CRC id for FFXII US, SFEX3 EU,
GT4 CH and GT4 Online Beta US.
Adjust BullyCC region from US to EU.

Add Missing regions for Ratchet & Clank,
Ace Combat, Destroy All Humans and Soul Reaver
series to Automatic Mipmapping.
2018-03-02 10:10:31 +05:30
Jonathan Li
faa4be49c7 gui: Fix trace logging panel misc section behaviour
This enables/disables the misc section when the master trace log toggle
checkbox has changed state.
2018-02-28 01:19:12 +00:00
Jonathan Li
8dfeeb354f pcsx2: Fix Trace Logging enable/disable behaviour
This disables SIF logging if the master trace logging switch has been
disabled.
2018-02-28 01:19:12 +00:00
Jonathan Li
c3dbc4e945 gui: Fix apply button on Trace Logging dialog
Instead of binding all checkbox events to an event handler, bind only
the master trace log toggle checkbox event and continue processing the
event after it has been handled. This fixes the non-functional apply
button and is also more efficient.
2018-02-28 01:19:12 +00:00
Jonathan Li
629bb23832 utilities: Fix CheckedStaticBox behaviour
Avoid enabling the child windows when SetValue is called if the window
is currently disabled.

Also continue processing the checkbox event after it has been handled,
which allows the event to propagate to the parent window.
2018-02-28 01:19:12 +00:00
refractionpcsx2
ff68ad61e7 Merge pull request #2309 from pgert/master
GameDB: Scarface
2018-02-27 18:40:44 +00:00
atomic83GitHub
0c20385ccf Fr translation update (#2270)
update the Fr translation.
2018-02-27 17:25:57 +00:00
refractionpcsx2
ed0fba174e Merge pull request #2231 from atomic83GitHub/Beyond-good-and-evil-fix
GameDB: Max Payne, Klonoa 2, Evolution Snowboarding, Mana Khemia and Fifa Street 2 fixes
2018-02-27 17:24:06 +00:00
refractionpcsx2
b3a1345bb8 Merge pull request #2326 from FlatOutPS2/1_GameIndex
GameDB: Update Crash Tag Team Racing
2018-02-27 17:20:11 +00:00
FlatOutPS2
41f6337bfa GameDB: Update Crash Tag Team Racing
Fixes performance drops and short freezes in adventure mode.

Alas, there is no Crash Tag Team Wrestling, so I replaced it with the
correct title.

Updates Gamefixes Panel entry of VU I bit Hack.

Closes #1785
2018-02-27 01:06:30 +01:00
bositman
333e0cc82f Merge pull request #2302 from MrCK1/gamedb_ck1
GameDB: VU rounding fixes for Guitar Hero series and Hitman Contracts.
2018-02-25 16:50:57 +02:00
bositman
afd6541ca4 Merge pull request #2324 from altiereslima/master
Portuguese-BR translation update
2018-02-24 22:59:44 +02:00
altiereslima
de0f36fe78 Portuguese-BR translation update 2018-02-23 23:12:45 -03:00
Christian Kenny
ee57605f77 GameDB: VU rounding fixes for Guitar Hero series and Hitman Contracts.
Guitar Hero Series: Fix cut-off numbers and restore missing whitespace in combo meter

Hitman Contracts: Fix missing light shafts under lamps
2018-02-22 19:00:24 -05:00
Christian Kenny
10ebe16653 GSdx (OGL HW): Perform a texture shuffle when the address of the framebuffer and the texture are the same.
Tomb Raider: Angel of Darkness relies on this behavior to produce a distance fog effect.

Closes #2215
2018-02-22 00:20:54 +05:30
FlatOutPS2
c1fd01545a GSdx: Remove GT4/Tourist Trophy CRC hacks
Removes GT4/Tourist Trophy CRC hacks. The hack had already been moved to
aggressive due to VRAM spike issues, but is no longer necessary at all
due to the in-game brightness/contrast setting issue being moved to
behind the frame buffer conversion hack for Direct3D and being resolved for OpenGL.
2018-02-21 17:08:48 +05:30
lightningterror
768a4412d5 Gsdx: Adjust Ikkitousen CRC hacks.
Move hacks that disabled shadows to DX level since OpenGL renders
shadows properly with Depth Emulation.

Some other upscaling issues appear with the disabled hack like a small
black border on the bottom of the screen or some ui elements but those
can be fixed with TC X,Y Offset hack.
2018-02-21 17:06:16 +05:30
refractionpcsx2
64442379aa Merge pull request #2251 from atomic83GitHub/Game-db-Missing-games-add
GameDB: Final Fantasy X fix Closes #760
2018-02-20 19:25:48 +00:00
Huud
4e3730f8f4 Utilities: Fix subtraction operation function in FixedInt class (#2313) 2018-02-20 15:39:34 +05:30
atomic83GitHub
7667635752 GameDB: Fix for many games
EE clamping mode to full fix Max Payne from crashing and freezing. Tested on NTSC-U/Pal-M4

VU clamping mode to extra fix some reflection issues in Klonoa 2. Tested on Pal-M5

OPHflaghack fix the "press start" screen from freezing in Evolution Snowboarding. Tested by MrCK1 on NTSC-U

EE round mode to nearest fix some jumping issue in Mana Khemia. Tested by Schtolteheim (PCSX2 forum) on NTSC-U

Gif fifo hack fix some flag corruptions and characters garbages ingame on Fifa Street 2. Tested on Pal-M6
[skip ci]
2018-02-16 20:41:31 +01:00
atomic83GitHub
78d4e5a3bf Final Fantasy X fix, Compat update
EEround mode to negative for Final Fantasy X (fix reverse boss/gameplay issue).
[skip ci]
2018-02-16 20:36:00 +01:00
pgert
5aba06f354 More Relocations 2018-02-15 13:41:59 +01:00
pgert
b8257d2c58 Relocations 2018-02-14 17:09:33 +01:00
pgert
15c9006f0d GameDB: Scarface 2018-02-13 16:38:57 +01:00
Jonathan Li
41c49faa81 cmake: Improve wxWidgets and SDL linkage check
If wxWidgets is linked to SDL, check what version it's actually linked
against instead of assuming it's linked to SDL1.2 (which isn't true on
Fedora 27).
2018-02-13 12:26:00 +01:00
Akash
c23241c5f4 PCSX2-Counters: Fix rounding of blank and render
I guess the intention of the older logic was to get the truncated part
by comparing with the original value, but that went wrong due to using
the pre-normalized value (before the division) for comparison.

Hence let's just do a modulo for rounding the render and blank.
2018-02-10 16:10:41 +05:30
Akash
785fe6b2e3 Counters: Fix Hblank calculation for DVD videmodes
Previously, the DVD variant NTSC/PAL modes used the horizontal blanking
interval calculation algorithm used by digital video modes, which
shouldn't be used and also rounding error check was neglected.

Added the DVD variant modes to the list in analog video mode finder
subroutine. This should impact timing/vertical synchronization in PSX
games significantly.
2018-02-08 15:56:00 +05:30
refractionpcsx2
5fdc9da885 Merge pull request #2299 from FlatOutPS2/1_GameIndex
GameDB: Update Silent Hill 3
2018-02-07 22:15:01 +00:00
FlatOutPS2
ca22aadca9 GameDB: Update Silent Hill 3
Adds vuClampMode = 2

This fixes some lighting/shadow artefacts. Most light sources like the
Flashlight are unaffected and don't cause any artefacts.
2018-02-06 22:37:01 +01:00
Akash
b10c357065 GSdx-TC: Fix load size calculation in target update
Previously, the calculation for the size of data to be loaded was done
based on the rendering target buffer size and scaling multiplier, which
was totally wrong. This led to different resolutions having different
load sizes while the size of the real GS memory is common regardless of
the scaling variancies.

Hence use the default rendering target buffer size for the load size
independent of the scaling values. I've also removed a buffer height saturation
code which seemed unreliable.

Note: The accurate version of the code can be enabled using the macro
provided in config.h (which is more intensive on resources), the current
code goes along with the approach of maintaining a decent performance
level along with a formidable accuracy.
2018-02-06 18:00:22 +05:30
Jonathan Li
743caf46f2 pcsx2: Fix string truncation on Windows 2018-02-06 00:04:52 +00:00
Jonathan Li
f64488f818 gsdx:d3d: Fix fbmask conversion on texture shuffle
Port of 6580f4922f.
2018-02-06 00:03:25 +00:00
Jonathan Li
75c803df11 cdvdgigaherz:windows: Refactor to use early returns 2018-02-05 23:31:24 +00:00
Jonathan Li
5c158b4df9 cdvdgigaherz:windows: Avoid unneeded DVD ioctls
Avoid using the IOCTL_DVD_START_SESSION and IOCTL_DVD_END_SESSION ioctls
- it's not necessary to obtain an Authentication Grant ID (AGID) before
requesting the DVD physical format layer descriptor.
2018-02-05 23:31:24 +00:00
lightningterror
85c59fdb5e GSdx: Adjust DBZ BT2 CRC hack and id, add R&C3 EU to Automatic Mipmap.
Adjust region id for BT2.
Move the sky texture(depth) hack back to Partial level only for the EU
regions.  Effect is still not rendered correctly and causes a half
screen bottom issue.

Add R&C3 EU to Automatic Mipmapping.
2018-02-05 23:03:19 +00:00
lightningterror
86a8cbf402 GSdx: Change Skipdraw Maximum limit value.
Previously the limit was 1000, now 10000 in the GUI. It should help in
some rare cases where a higher number is needed without the need of ini
editing and value reset issues caused by the GUI.
2018-02-05 23:03:19 +00:00
Christian Kenny
94b822df3b Resolve cases where GUI values are not updated when adjusting sliders with the scroll wheel. 2018-02-05 22:49:09 +00:00
Christian Kenny
a5db116d00 Remove unused 'About Box' references on Linux and Windows from SPU2-X/CMakeLists, ect. 2018-02-05 22:49:09 +00:00
Christian Kenny
168402217f Make GUI more user-friendly by disabling some options when they aren't used. 2018-02-05 22:49:09 +00:00
FlatOutPS2
af74a75c54 Plugins: Move Xpad and USBqemu plugins to old plugins solution
The XPad plugin has been superseded by the LilyPad plugin, and is known
to cause control issues.

The USBqemu plugin is an dead plugin with no functionality.

Close #106
Close #2293
2018-02-05 22:34:29 +00:00
viciousShadow
27c45fc995 pcsx2: Fix copy bytes patch command
This adjusts the copy bytes command format from
5aaaaaaa nnnnnnnn
00000000 bbbbbbbb
to
5aaaaaaa nnnnnnnn
bbbbbbbb 00000000
so that it matches the copy bytes command format used by PS2 cheat
devices (GS/CB/XP/AR2).
2018-02-05 00:56:59 +00:00
FlatOutPS2
8600ada735 PCSX2: Avoid SYSTEM.CNF error message in PSX mode (#2286)
Avoid error on non-empty last line of file.
2018-02-03 16:08:49 +01:00
bositman
081676bcd8 Merge pull request #2276 from altiereslima/master
Portuguese-BR translation update
2018-02-02 15:03:05 +02:00
lightningterror
ab44ebd7e0 PCSX2: Add configurable Cheats folder to Components Selectors.
Add GUI option to Plugins Components Selectors to change the default
"Cheats" folder location. Similar to savestates/logs/..etc.
2018-01-27 23:26:11 +00:00
Jonathan Li
eeca9f61bf cdvd: Fix writing of CD blockdumps
Write the full CD sector (not including subchannels) to a blockdump
instead of just a partial CD sector that isn't offset correctly.
2018-01-27 22:28:29 +00:00
Jonathan Li
79d57e2949 cdvd: Fix and switch to writing v2 format blockdumps
Switch to using vector for the dump sector table, and also fix a bug
where memory was not allocated when writing to a v2 format block dump,
causing a null pointer dereference.

Also switch to using the v2 block dump format, which generally produces
smaller dump files (the dumps also seem smaller than the ones generated
by cdvdiso, which seems to repeat sectors).
2018-01-27 22:28:29 +00:00
refractionpcsx2
f7c0a910f8 Gif: Don't set state on NOP packet. Fixes #2277 2018-01-26 23:02:23 +00:00
altiereslima
63bbe55ecd Portuguese-BR translation update 2018-01-24 23:14:18 -02:00
FlatOutPS2
24b83fd96c PCSX2: Memory card minor code improvements
- Adds tooltip for Convert memory card button in the memory card dialog
- Updates several memory card console writes.
- Adds 2018 copyrights to the updated files
2018-01-18 23:04:50 +00:00
FlatOutPS2
c749f961ef PCSX2: Add keyboard shortcuts to memory card dialog right-click menu 2018-01-18 23:04:50 +00:00
FlatOutPS2
1ad6fd8297 PCSX2: Update PSX memory card file extension
Changes the file extension used by PSX memory cards to the common .mcr
instead of using the same (.ps2) extension used by PS2 memory cards.

Updates the extension listed in Create memory card dialog when a PSX or
PS2 memory card is selected.
2018-01-18 23:04:50 +00:00
FlatOutPS2
f8e2c65cef PCSX2: Replace PSX memory card checkbox
Replaces the awkward checkbox for a PSX memory card in the bottom left
of the Create Memory Card dialog with a radio button like the other
memory card types.
2018-01-18 23:04:50 +00:00
lightningterror
acc9530d66 GSDumpGUI: Update the GUI interface
Rearranged/updated many GUI elements.
Reduce height of window to make it more appealing for laptop users.
Add OpenGL HW/SW options to Renderer Override.

[skip ci]
2018-01-18 21:50:54 +00:00
lightningterror
039d035952 gsdumpgui: s/GSDX/GSdx/ 2018-01-18 21:50:54 +00:00
Jonathan Li
8fff11fdee gsdumpgui: Improve renderer override handling
Instead of faffing around with strings and having to handle a lot of
edge cases when trying to override the renderer, just let
WritePrivateProfileString do all the hard work for us instead.
2018-01-18 21:50:54 +00:00
Jonathan Li
fad0a2a55f cmake: Remove old macro substitution workaround
The workaround was used to prevent macro substitution occuring on paths
containing "linux", but it's no longer necessary since "linux" is not
set as a predefined macro when a "-std=" option is passed to gcc.

Fixes #2268.
2018-01-18 20:50:58 +00:00
Russ K
43d0bd99cb Enhance "Assemble Opcode" to be pre-populated by existing instruction. (#2244) 2018-01-14 02:47:00 +01:00
lightningterror
4aa25c4971 GSdx: Disable Merge Sprite on native resolution.
Previously if HW hacks were enabled Merge Sprite was active(if checked) on
native resolution even if the GUI option was disabled, which in result
caused glitches in games on native resolution.

This should address that issue.
2018-01-13 23:18:57 +05:30
refractionpcsx2
5d61f656eb Merge pull request #2264 from FlatOutPS2/SPU2
SPU2-X: Prevent volume check from altering volume
2018-01-12 14:21:20 +00:00
FlatOutPS2
57cbc901b7 SPU2-X: Prevent volume check from altering volume
Fixes issue in Tokyo Xtreme Racer Zero where checking the left master
volume would alter it.
2018-01-12 14:37:40 +01:00
FlatOutPS2
fe27d3b25a GSdx: Add Dark Cloud CRCs to automatic mipmapping 2018-01-12 13:28:43 +05:30
lightningterror
9dc7930ff2 GSdx: Merge CRC hacks of Wild Arms 4 and 5
It's better to avoid duplicate code so let's merge these two together
as well.
2018-01-12 13:25:40 +05:30
orbea
49cd6bc782 cmake: Don't print a git describe error with shallow clones. 2018-01-10 15:09:59 +01:00
lightningterror
fbdd0f4394 GSdx: Remove/move/merge CRC hacks.
Remove Aggressive CRC hacks for SSX 3. Was used to remove the red lines
on older versions but no longer needed since the issue has been fixed.
Offered 1fps or less speed bump but it's not worth keeping for such a
minimal increase.

Merge all FFX CRC hacks in to one. They share the same code so it's
better to have one to avoid duplicate code.

Move CRC hack for Bleach Blade Battlers to Aggressive. It removes the
character shading. It can be used as a speed hack since the gains are
quite good from it. Around 15-30%.
2018-01-10 08:10:56 +05:30
lightningterror
29ef586f91 GSdx: Move CRC hacks for Soul Calibur 2&3 to DX level.
Add missing CRC ids for Soul Calibur 2 and 3.
Move CRC hacks to DX level. They are not needed anymore on OpenGL since
Depth Emulation fixes depth issues (shadows).
2018-01-09 20:36:14 +05:30
Akash
36a1c7a265 PCSX2-WX: Display the video mode on titlebar
I found it might be useful for looking into issues at certain cases
where users provide a screenshot covering the titlebar, so we can easily
identify which video mode is being used.

Especially useful for looking into PCRTC issues.
2018-01-07 13:32:47 +05:30
Jonathan Li
e0ec8b3be1 iop: Fix booting ELF files on a different drive
Fixes a regression introduced in b3b1f3ac68,
where ELF files on a different drive to PCSX2 would fail to load.
2018-01-07 06:22:42 +00:00
Russ K
854246846d Fix mouse click focus in debugger near functions ending in a branch. (#2250)
This code updates the DisassemblyFunction objects to only include Delay Slots when they are within the bounds of the function.
2018-01-06 11:05:42 +01:00
Russ K
74282b46ff Corrected MipsOpscodes table for unconditional branch. (#2247)
The assembler was previously assembling instruction "b i" as an alias to "j I".
This caused unexpected behavior when attempting to assemble an
unconditional branch. The previous behavior would cause
position-independent code to fail due to the distinction between
the absolute address of a jump vs. the offset of a branch.
2018-01-04 10:01:48 +01:00
altiereslima
e10ac8cbec Portuguese-BR translation update (#2209)
Translated new strings and few updates.
2017-12-28 11:11:23 +05:30
atomic83GitHub
18ea36adc4 GameDB: Fixes and compatibility status update (#2223)
- Added proper clamping/rounding modes for Star Wars Bounty Hunter
- Added VIF FIFO hack for Petz - Horsez 2 to resolve hang at loading screen
- Update to compatibility status of few games

[skip ci]
2017-12-28 11:01:52 +05:30
Leucos
13526fc679 Italian translation update (#2155)
- Translated new strings
- Various fixes and improvements
2017-12-20 09:51:04 +05:30
atomic83GitHub
bea611e805 GameDB: Add proper rounding mode for Beyond Good and Evil v2 (#2214)
Apparently the nearest rounding mode is necessary to fix some effects which weren't fixed in positive rounding.

[skip ci]
2017-12-20 09:48:20 +05:30
lightningterror
687c0b45e2 Gsdx: Tekken 5 Channel effect and CRC Hacks
Move CRC hack to Partial that fix the half screen
bottom issue since the effect is not rendered correctly.

Move CRC hack to Aggressive. These hacks are only
needed when running upscaled resolution. They skip the
blur effect which cause ghosting and some other screen issues.
Side effect is they also remove the channel effect on OpenGL
which is emulated correctly so let's put them on Aggressive.

Comment out a hack, it's unknown what the hack does atm.
If there are new issues then it will be added back.

Added comments what the hacks do.

Partial port for channel shuffle effect to Direct3D for Tekken5.
The effect is skipped and not rendered but now the top left
screen glitch has been resolved.
Note: At least Minimum CRC level is required for this to work.
2017-12-13 13:31:49 +01:00
lightningterror
41051f3cfe GSdx: Add hidden option to disable Nvidia hack
Add hidden option "UserHacks_DisableNVhack" to disable
the Nvidia hack on Direct3D which added black lines on the right
and bottom of the screen. Could be useful for Intel and AMD GPUs.

A better solution would be to add Vendor Id detection instead,
but this will do for now.

To disable the Nvidia hack add UserHacks_DisableNVhack=1 in GSdx.ini
2017-12-10 21:37:00 +05:30
RedPanda4552
5fec900861 Make PSX cards appear as Pocketstation devices. (#2208)
Fixes memcard access in Final Fantasy VIII, and likely in other PSX
games supporting the Pocketstation peripheral. This makes inserted PSX cards show up as PocketStation devices in the PS2 browser, which is okay for now.
2017-12-10 17:03:26 +01:00
atomic83GitHub
4558dd9e28 GameDB: Add proper rounding mode for Beyond Good and Evil (#2210)
[skip ci]
2017-12-10 21:04:30 +05:30
Christian Kenny
7a71b6f3d0 Flag XP as an unsupported OS. 2017-12-02 23:47:08 +00:00
Jonathan Li
bc8d9d40bd ci: Fix Travis CI build issues
Add python:i386 to gcc 32-bit builds to avoid a strange dependency
issue with the gcc-4.9 and gcc-7 builds.
Remove chrome workaround since it's not needed anymore.
Change 32-bit clang dependency to gcc-7-multilib (no real reason, I just
feel like doing so).

[skip appveyor]
2017-11-30 23:56:11 +00:00
lightningterror
a74a5d95ab GSdx: Remove/move CRC hacks for Simpsons Game
Remove CRC hacks no longer needed.
Move CRC hacks to Aggressive level. Can be used as a performance hack.
2017-11-28 16:59:13 +05:30
lightningterror
3c74f0f907 GSdx: Extend support of "Preload Frame Data" for Direct3D.
Fixes glitchy water in Rogue Galaxy in Direct3D when the hack is
enabled.
Fixes Test Drive car reflection in Direct3D when the hack is enabled.

OTher games are affected as well.
2017-11-27 11:01:43 +01:00
Jonathan Li
025eef63b5 pcsx2:gui: Display '&' properly in recent ISO list menu
& is used to specify the keyboard shortcut key in menu labels. && must
be used to display an &.

Closes #2148.
2017-11-26 22:47:16 +00:00
Jonathan Li
c9abec7cbe cdvdgigaherz: Always read 2352 bytes from CD sectors
For some CDs (i.e. Suikoden), trying to read a 2048 byte "cooked" sector
does not work. However, reading the raw sector and then extracting the
required 2048 bytes works fine, so let's do that.

This also makes it easier to port CD/DVD disk reading to operating
systems that don't provide CD/DVD interface conveniences.
2017-11-24 00:08:26 +00:00
Jonathan Li
0a4ff90bfb cdvdgigaherz: Detect CD track mode correctly
In every CD data sector, byte 15 indicates what the CD track mode is.
2017-11-24 00:08:26 +00:00
Jackson Sommerich
eb796a13ce Update PCSX2_FAQ.doc to reflect changes made on the PCSX2 Forum (#2087)
doc: Update FAQ document

* Update system requirements to match README.md and remove references to v0.9.6
* Fix formatting issues, add link for DirectX and speed issues
2017-11-23 09:45:08 +01:00
bositman
be32e8940a Merge pull request #2142 from altiereslima/master
Updating Portuguese-BR translation
2017-11-22 13:52:23 +02:00
altiereslima
d179efc3ea Updating Portuguese-BR translation 2017-11-22 01:01:56 -02:00
lightningterror
49cea778a0 Translations: French
Update French translations.
By @atomic83GitHub
2017-11-20 09:56:49 +01:00
lightningterror
6d49bf6fc6 GSdx: Automatic HW Mipmapping option
Adds automatic HW mipmapping support.
It relies on CRC ids so if a game does
not have their CRC id but needs mipmapping
it will not work until the id is added.

Add GUI menu and tooltip for Automatic mipmap
"Automatic (Default)"
This option will be default option from now on.

Rename "Very Slow" text option to "Slow" for full mipmap
as it caused the text not to fit properly in the menu.

Credits also go to @RedPanda4552 and @ssakash for helping
with the code.
2017-11-20 09:54:56 +01:00
lightningterror
431b4f6f17 GSdx: Rearrange HW Hacks
Rearrange the two columns of HW hacks, new arrangement
is done in alphabetical order on Windows and Linux.

Rename some hacks on Linux to match the windows version.

Some other minor tweaks as well.
2017-11-20 09:54:32 +01:00
Víctor "IlDucci
ff30e15a4c Updating Spanish translation
- Removing accents on the word "solo" (New RAE rules)
- Improving the wording on some lines.
2017-11-20 09:54:19 +01:00
pgert
2aea8ee696 Swedish translation update 2017-11-20 09:54:02 +01:00
Christian Kenny
5956493684 GSdx: Remove CRC hack for James Bond Everything or Nothing. Thes hack was used to avoid a VRAM spike, but isn't needed anymore. 2017-11-19 12:58:48 +05:30
UlsterRose
3b122a1ba5 Add vuClampMode fix to EA Burnout titles. 2017-11-14 15:42:59 +05:30
lightningterror
b31c23b37b GSdx: Add/move CRC hacks for Street Fighter EX3
Add missing CRC ids.
Move CRC hacks to OpenGL since the effects aren't emulated properly atm.
2017-11-13 16:04:42 +05:30
Akash
6299d9efa9 GSdx-Capture: Grayout configure button for codecs
The following patch grays out the configure button when there's no
configuration dialog available for the selected codec. What's the use in
clicking it when no dialog pops up? :P (I've been tricked by it lots of
times)
2017-11-11 12:50:22 +05:30
Akash
849c2f36d9 GSdx-Capture: Format event commands in switch-case
Use switch-case over chained if statements for the event commands, makes
the code more readable in my opinion.
2017-11-11 12:50:22 +05:30
lightningterror
1cbd4c5387 GSdx: Add CPU Frame buffer Conversion Hack
Add HW Hack that enables Framebuffer Conversion on the CPU instead of the GPU.
Can fix broken textures on games but at the cost of slower performance.
List of games: Harry Potter games, FIFA Street games.
Games like Call of Duty, Kung fu Panda might also be affected as well as others
especially on Direct3D.
Add HW Hack GUI option on Windows/Linux for 4-bit and 8-bit Framebuffer conversion hack
named "Frame Buffer Conversion".
2017-11-02 10:38:07 +01:00
Christian Kenny
574e0a7531 Update SoundTouch lib to v2.0.0 2017-10-31 19:53:05 +00:00
Jonathan Li
96b412ebb8 pcsx2|common|gsnull: Remove GSprintf API
It's not really used, and the OSD uses a different API.

The specified calling convention (stdcall) is also incorrect since
variadic functions are caller-clean, not callee-clean. The compilers
ignore the stdcall and just use cdecl (I think), though it does trigger
a -Wcast-calling-convention on clang.
2017-10-29 01:01:49 +01:00
Jonathan Li
58f2b6c257 windows: Fix Devel solution configuration
The FreeType release configurations should be used for devel solution
configurations.
2017-10-14 22:54:40 +01:00
Akash
c783b6d7b5 PS2-HW: Remove address of non-existent registers
It seems not all DMA channels have the same set of 32 bit registers. Removed
addresses of registers which aren't actually present in the memory
space.

Example: Channel 0/1/2 have address stack registers but the other
channels lack it. According to documents, the remaining memory space of
the channels seems to be reserved. Which means, write access would be
disregarded and read access would return an unknown value.

Credit goes to Gregory and CK1 for notifying me about it, special mention to ssakash for actually pushing the change to github. Also I wasn't the one who introduced the non-existent registers into the code, these registers were present before under a different name.
2017-10-13 20:28:34 +05:30
Jonathan Li
9be61f83df cdvdgigaherz: Fix Q subchannel relative offset calculation
The wrong comparison was used, so all the relative offsets were
completely wrong. Fixes the wrong track issue in the CD player.

Regression introduced in f314c2a4d9.
2017-10-12 23:54:59 +01:00
Jonathan Li
1bcb7eccbc ci: Update Travis CI and AppVeyor configurations
Travis CI:
Replace GCC4.9 64-bit with GCC7 64-bit.
Replace GCC5 32-bit with GCC7 32-bit.
Move 64-bit to top of matrix so it gets built first (ccache doesn't work
on the 64-bit build and I don't know why (it works locally), so it takes
the longest to build).

AppVeyor:
Add VS2017 build job.
2017-10-12 23:54:12 +01:00
Brian
7a7844162d Add clear list option to ISO Selector 2017-10-10 22:43:40 +01:00
Akash
3356c63cdc PS2-HW: Fix DMA channel register addresses
The macro for address of channel 9 was wrongly having the address of
channel 8, fixed it. (Luckily MADR and QWC were unused so we should be
safe)

Thanks to Fireboyd78 for notifying us about this. (Closes #2091)

Also fixed some inconsistencies where some of the DMA channel register
addresses weren't defined for all the bitfields.
2017-10-10 19:54:48 +05:30
ramapcsx2
af2278c3c2 Merge pull request #2067 from RedPanda4552/master
Add PSX memory card support
2017-09-17 16:53:36 +02:00
Brian
e4777f6563 Allow PSX memcard creation, dynamic SIO delay type. 2017-09-15 11:19:33 -04:00
Jonathan Li
fe2dfdb3b9 gsdx: Remove "using namespace std" 2017-09-08 09:56:28 +02:00
Jonathan Li
82d1aba67f gsdx: Prefix std:: to ostringstream, pair, codecvt* 2017-09-08 09:56:28 +02:00
Jonathan Li
7ed360e06b gsdx: Prefix std:: to shared_ptr 2017-09-08 09:56:28 +02:00
Jonathan Li
0cde534e30 gsdx: Prefix std:: to min and max 2017-09-08 09:56:28 +02:00
Jonathan Li
54c320c724 gdsx: Prefix std:: to map
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li
2ff67f3741 gsdx: Prefix std:: to list
Also use auto when appropriate
2017-09-08 09:56:28 +02:00
Jonathan Li
5415b7ad5b gsdx: Prefix std:: to vector
Also use auto when appropriate
2017-09-08 09:56:28 +02:00
Jonathan Li
2aeb406e38 gsdx: Remove hash_{map,set} macros
Also use auto when appropriate.
2017-09-08 09:56:28 +02:00
Jonathan Li
d57b812f36 gsdx: Prefix std:: to string and to_string 2017-09-08 09:56:28 +02:00
Ryudo300
ada0d57452 PCSX2-GUI: Logo Update (Wider image)
New logo for the main interface of PCSX2. (400px instead of 380)
2017-09-07 18:15:26 +02:00
lightningterror
d158ac5ffe GSdx-ogl:
Comment out driver version detection on amd as it was not working properly.
Rename bools for vendor ids.
2017-09-06 18:08:37 +02:00
lightningterror
481a884d25 GSdx - dx9: Edit Alpha Correction (FBA) tooltip.
Can cause graphical glitches in some games.
2017-09-06 18:05:21 +02:00
lightningterror
f14c78cf12 GSdx-ogl: Fix GSdx crashing on Intel igpus
Regression was introduced in #1954
GSdx caused the emulator to crash when the renderer was restarted.

It may have affected older gpus from nvidia/amd
with older OpenGL support as well.
2017-09-06 17:14:21 +02:00
lightningterror
91d8e7c7c6 GSdx-Windows: Grey out OSD and Shader Configuration
Grey out OSD Configuration button for Direct3D
since only OpenGL supports the feature atm.
Grey out Shader Configuration button in Core Benchmark.
2017-08-31 21:11:43 +05:30
Jonathan Li
854f3d5b85 lilypad: Fix Lock Direction/Input/Both features
Regression was introduced in 2ea078beb5.

Coverity CID 178405.
2017-08-30 22:25:06 +01:00
Jonathan Li
056cbbcdcd pcsx2: Fix inconsistent framelimiter/vsync interaction
If emulation is paused and resumed, vsync may become enabled even if the
frame limiter is currently disabled. This state persists until the
settings are changed or the hotkeys are used.

Fix the inconsistent framelimiter/vsync behaviour so that vsync isn't
enabled whenever the framelimiter is disabled, which matches the
behaviour in the rest of the code.
2017-08-30 21:08:54 +01:00
Jonathan Li
c02a545c7d pcsx2: Apply vsync changes immediately on settings change
Fixes an issue where changes to the vsync settings are not applied until
emulation is paused and resumed.
2017-08-30 21:08:54 +01:00
Jonathan Li
fecf8e3ed2 gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
2017-08-30 21:08:54 +01:00
Jonathan Li
12e7eac1b4 ci: Fix Travis CI
[skip appveyor]
2017-08-30 19:11:34 +01:00
Alessandro Vetere
f8e89b694a GSdx GSLocalMemory: Reserve space required in the std::vector before adding elements to it. 2017-08-30 11:43:18 +02:00
Alessandro Vetere
a0aa585afd GSdx GSTextureCache: Using FastList instead of std::list. Various other improvements.
Using range loops where possible (correctly).
Using auto where possible (minimize code changes whenever it's decided to change back to a std container).
Use more efficient erase pattern (where possible).
Minor code tweaks.
2017-08-30 11:43:18 +02:00
Alessandro Vetere
3300470a29 GSdx GSCodeBuffer: std::vector instead of std::list, to speedup linear scan. Using range loop on destruction. 2017-08-30 11:43:18 +02:00
Alessandro Vetere
b2508dcb59 GSdx GSDevice: Using FastList instead of std::list. Using range loops (correctly). Using auto instead of declaring iterator type. 2017-08-30 11:43:18 +02:00
Alessandro Vetere
798d6a9134 GSdx GSDevice11: Fix unsigned warning under VS2015 with DEBUG build enabled. 2017-08-30 11:43:18 +02:00
Alessandro Vetere
965334350f GSdx GSTextureCacheSW: Ported erase iterator trick. Using FastList instead of std::list. Using range loops. Using more efficient erase pattern. 2017-08-30 11:43:18 +02:00
Alessandro Vetere
676c7b89c7 GSdx GSFastList: Introducing the custom container template class. 2017-08-30 11:43:18 +02:00
Alessandro Vetere
b431d172b7 GSdx GSDirtyRect: std::vector instead of std::list, to speedup linear scan. Improved const-ness. Using range loop. 2017-08-30 11:43:18 +02:00
Akash
8fe8cad8f9 GSdx-D3D11: Avoid undefined behavior in swapchain
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is
specified for Vsync, this mode is exclusive to OpenGL at the moment
and is unimplemented on the D3D11 renderer. Also the present function
of swapchain only accepts values from 0 to 4 as parameter, hence
passing negative values to the function is undefined behavior.

So let's fallback to standard synchronization method on D3D11 when
PCSX2 requests for adaptive mode.
2017-08-25 22:40:42 +01:00
lightningterror
420f111611 GSdx: Add missing CRC for GT3 2017-08-16 17:35:32 +05:30
ramapcsx2
9c8a48f38c Merge pull request #2038 from FiLeonard/master
Update German Translation
2017-08-14 12:03:19 +02:00
FiLeonard
50bb101abf small update 2017-08-13 17:55:29 +02:00
FiLeonard
21dcfc8dae correction 2017-08-12 18:59:52 +02:00
FiLeonard
24e5819f99 correction 2017-08-12 18:46:00 +02:00
Gregory Hainaut
64c197de47 glsl: miss color of SSO interface
It was added with the OSD

Fix #2037
2017-08-12 15:43:15 +02:00
Gregory Hainaut
c4bf09ad32 glsl: extension must be declared first
Mesa follows this rule of the standard.

Issue #2037

Shader compile fines now but SSO interface seems to be broken.
2017-08-12 15:37:29 +02:00
Gregory Hainaut
8c37418e44 onepad: print a more accurate message when only a single pad is detected 2017-08-10 22:00:33 +02:00
Gregory Hainaut
d6c27c190d onepad: fallback on 2nd gamepad for the 2nd player
Close #2039
2017-08-10 22:00:28 +02:00
Gregory Hainaut
0d0a54f095 Merge pull request #2040 from orbea/horipad
Add Horipad One config
2017-08-10 11:45:35 +02:00
orbea
590b75453c Add Horipad One config 2017-08-09 17:56:18 -07:00
FiLeonard
f80d17c2be revert kapitalized personal pronouns 2017-08-10 00:32:02 +02:00
FiLeonard
58b94d5a63 a few corrections 2017-08-09 21:36:33 +02:00
Akash
1d95dbe4a1 PCSX2-Git: Minor changes in issue template file
* Remove redundant mention of MTVU hack speedhack.
(It's grayed out at safest preset)
* Change ``Note 1/2`` into a single notes header with
multiple lists, also modified the "is in active development"
part as it's no longer the case.

[skip ci]
2017-08-09 20:10:17 +05:30
Akash
ebe9b3368e PCSX2-WX: Force disable MTVU hack on safest preset
The safest preset should ideally try to provide
the highest accuracy and stability when emulating the
PS2, allowing the manipulation of the MTVU hack could
just destroy both of these things, hence the following patch
force disables the hack on safest preset.
2017-08-09 20:10:17 +05:30
FiLeonard
504337d25e small update 2017-08-09 14:50:50 +02:00
FiLeonard
c53d11b2cd small update 2017-08-09 14:38:22 +02:00
FiLeonard
6de73c7ab3 small updates 2017-08-09 14:15:32 +02:00
FiLeonard
83fecb46f6 Update German Translation 2017-08-09 04:23:48 +02:00
lightningterror
20cc02c90d Update Translations (#2029)
Update tr_TR - credits to PyramidHead
Remove .mo files from locales for tr_TR and cs_CZ
2017-08-06 22:45:49 +05:30
Gregory Hainaut
41bfb6e80a Merge pull request #2000 from PCSX2/greg/vsync-take2
Greg/vsync take2
2017-08-05 11:44:41 +02:00
Gregory Hainaut
f5838c5178 pcsx2 gui: uses a combo box for Vsync
The possible values are
* Disabled
* Enabled
* Adaptive Vsync (the new possibility)
2017-08-05 11:00:41 +02:00
Gregory Hainaut
e8636136c8 core: add a getter for the vsync option
v2: allow all combinations of framelimiter and vsync options
v3:
* disable vsync when the user disable framelimiter with F4
* Use g_Conf->EmuOptions instead of EmuConfig
2017-08-05 11:00:41 +02:00
Gregory Hainaut
17d2d9217b gsdx ogl: test adaptive/late vsync driver support
Supported on GLX (but not Linux free driver) and WGL
2017-08-05 11:00:39 +02:00
Gregory Hainaut
2e4643a398 gsdx ogl: factorize SetVSync
Move common logic into base class
Add API to handle late Vsync (only stub)
2017-08-05 10:59:48 +02:00
Gregory Hainaut
2204885fbb gsdx ogl: factorize common context init code 2017-08-05 10:56:54 +02:00
lightningterror
66a87ce4d0 GSdx: Add missing CRC for Tomb Raider Underworld 2017-07-29 20:10:46 +05:30
Akash
31400b29c3 Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
2017-07-27 00:23:25 +05:30
lightningterror
f5b4ccf741 GSdx: Adjust CRC for DBZ BT3
Fix CRC hacks on PAL version.
PAL version will no longer experience very high brightness/contrast
issues on stages in hw mode caused by an incorrect CRC hack.
Moved a CRC hack back to OpenGL mode only for the PAL version
because texture shuffling does not work properly on PAL games.
2017-07-26 20:19:44 +02:00
Akash
59fa831542 PCSX2-Counters: Fix tracking of scalar limit
The scalar limit value was updated only during any turbo/slowmotion
toggle, let's also update it properly after any change in the emulation
settings.

This prevents the need of toggling from turbo/slowmotion to update to
your requested frame rate percentage.
2017-07-25 21:55:22 +02:00
Jonathan Li
4e19f7adbf lilypad: Fix button detection issue in Kung Fu Panda
Kung Fu Panda becomes stuck at an autosave warning screen since it
cannot detect button presses correctly. This fixes the issue, though
potentially it may negatively affect some other games (see #1831,
unfortunately no game titles weren't mentioned).

The issue was introduced in commit 3075ec2203

Closes #1965.
2017-07-24 00:46:00 +01:00
Akash
bd5e54e825 GSdx-Windows: Fix Shadeboost text bug
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the
text containing the name of the options was being updated with the
current value of the option instead of updating the text designated for
holding the values.
2017-07-23 22:50:40 +01:00
puzzo888
1d983a6818 Update GSCrc.cpp (#2018)
gsdx crc: add Front Mission 5 CRC
2017-07-22 11:32:15 +02:00
Gregory Hainaut
390568ade9 onepad: add a first time wizard to notify that plugin auto-map the Gamepad/Joystick
It should avoid some bug reports of not-working-as-expected GUI

v2: English improvement
v3: ditto
v4: :)
2017-07-22 11:31:35 +02:00
Akash
c3ff1074bb GSdx: Rework framebuffer height calculation
DBY isn't an offset to the frame memory but rather an offset to read
output circuit inside the frame memory, hence the top offset should also
be calculated for the total height of the frame memory. Fixes software
mode regression in Beyond Good and Evil.

Also handle cases when GetFrameRect() is called without any paramerer to
avoid an illegal value access violation on the DISP register.
2017-07-13 17:53:29 +02:00
Akash
9af03035aa PCSX2-WX: Revert titlebar update behavior on Windows
Current behavior - The tilebar isn't updated when the user enters full screen mode and when the user returns back to windowed mode they have the older title bar values for a brief second, this sort of behavior is undesirable just in the cost of saving some overhead for updating title. (which is really negligent)

Hence reverting the code back to how it has been for the past 7 years (Yes, I did my research), I'm doing it only for the windows side at the moment as a code comment describes of some sort of Linux specific issue on wxWidgets side.
2017-07-12 22:07:37 +02:00
Akash
9e13b7da01 PCSX2-WX: Add restore defaults to GS panel 2017-07-12 22:04:37 +02:00
Gregory Hainaut
c5d35d434c glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
2017-07-12 22:04:03 +02:00
Gregory Hainaut
38010432ee gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
2017-07-12 22:03:47 +02:00
Gregory Hainaut
bab9826fb1 i10n: upload da_DK precompiled mo file 2017-07-03 19:22:03 +02:00
lightningterror
aaf03123f8 GameDB
Remove recent db fix for MGS3 Subsistence
Fixes #1992
2017-07-03 19:06:33 +02:00
pgert
46ab3ee24f Added Danish mo-files. 2017-07-03 19:06:21 +02:00
Jonathan Li
45ac69a1f6 gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.

Fixes #1980
2017-07-02 22:54:36 +01:00
Gregory Hainaut
b8f7e12bc0 onepad: Add platform:Linux on game db entries that miss it
SDL doc:
"Mappings not belonging to the current platform or with no platform
field specified will be ignored (i.e. mappings for Linux will be ignored
in Windows, etc)."

Issue #1978
2017-07-02 16:55:50 +02:00
Gregory Hainaut
2ced227ad3 i10n: upload cs_CZ mo binary files 2017-07-02 15:31:52 +02:00
Gregory Hainaut
392816fae3 gsdx: store vsync state into an integer
allow to support late vsync (Adaptive vsync).
2017-07-02 15:14:45 +02:00
Gregory Hainaut
36fd2b6854 gsdx: remove the unused GSsetFrameLimit API 2017-07-02 15:09:47 +02:00
Gregory Hainaut
1279112ac0 core: add hidden option EnableVsyncWindowFlag to add the WS_POPUP flag
Goal is to ease testing of Vsync/Tearing

v2:
Properly propagate the WS_POPUP flag
2017-07-02 15:08:16 +02:00
lightningterror
358954d69e GSdx-ogl: Printing console messages v2 (#1954)
GSdx-ogl: Console messages v2

Follow up to
commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b

Add intel broken driver wiki link message in console (OpenGL).
Print intel / amd buggy driver message once in console (OpenGL).
Pring texture barrier and viewpoint array info once in console (OpenGL).
2017-07-02 13:56:45 +02:00
František Zatloukal
f6c02262c4 cs_CZ update 2017-07-02 13:55:37 +02:00
Jonathan Li
6e029fc184 cmake: Fix NetBSD compilation
Closes #1973
2017-07-01 11:54:59 +01:00
lightningterror
5c7e2d103c GameDB: Add fixes to various games (#1977)
GameDB: Add fixes to various games

Add fix for R&C2 Going Commando
- fixes cinematic and crash
Add fix for Metal Gear Solid 3: Subsistence
- fixes screen artifacts
Add multiple fixes for Max Payne
Add / correct fix for Mercenaries 2
- Corrected incorrect title and added timing fix
Add fixes for Scarface
Add missing games to DB
2017-06-30 11:59:24 +02:00
lightningterror
f88972013f GSdx: Remove/move DBZ:BT3 CRC
Enables character outlines to partially work on Full CRC.
DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled.
You can either use Aggressive crc or x,y offset to fix the issue.

Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird
motion blur type way when the player moved slightly.
2017-06-29 16:54:11 +02:00
Akash
f2de553d63 GSdx: Cleanup warnings on MSVC
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
2017-06-29 16:48:50 +02:00
Gregory Hainaut
7d75a73105 cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase)
GCC bug => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799

Close #1937
2017-06-29 14:51:50 +02:00
Jonathan Li
07c69ebed4 ci: Fix 32-bit Travis CI builds
[skip appveyor]
2017-06-23 20:50:14 +01:00
Akash
58102a39a4 PCSX2-WX: Add "Always ask when booting" option
When enabled, this option opens the file explorer to directly select the
ISO at each boot instances instead of relying on the Recent ISO list.
2017-06-19 23:33:29 +01:00
Akash
b75868cc7c PCSX2-WX: Increment max ISO count in recent ISO list
The default 12 is rather low and won't suffice for most cases, updating
it to 20 to give some extra space for additional ISOs. Incrementing it
to an even higher value might not be so good as it consumes lots of
vertical space, not a nice idea for people with smaller screens.
2017-06-19 23:33:29 +01:00
Jonathan Li
4a562401dc gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.

Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.

Closes #1921.
2017-06-13 01:11:45 +01:00
Jakob5566
8b245c12ad Add Danish translation 2017-06-09 11:18:41 +02:00
Jonathan Li
f8787ca6b9 gsdx: Fix variable initialisation issue
Class member variables are initialised in order of declaration in the
class definition. Move native_buffer to the top of the class definition
to avoid initialising m_width and m_height to random values.
2017-06-05 01:12:41 +01:00
Akash
23fa0657a7 GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and
allow future RT buffer resize calls when the buffer size isn't enough.

(Example: when a game's CRTC/Framebuffer size changes. The older code
didn't consider such cases)
2017-06-04 17:10:25 +02:00
Akash
a04d9fa388 GSdx-HW: Revamp buffer size calculation
Added a more robust buffer size calculation mechanism for custom
resolutions. Improves performance in higher resolutions for games
which don't need a big buffer. There's a great boost in performance
at GS limited scenarios.

I don't even feel there's a need for the large framebuffer option right
now, For future - I plan on making the large framebuffer enabled version
as the default as the overhead is there only at situations when it's
necessary. Until then keeping the original code just to be on the safe
side in case any issue pops up.
2017-06-04 17:10:25 +02:00
Akash
266c114c1e GSdx-OGL: Extend ICO workaround to PAL videomode 2017-06-03 14:52:42 +02:00
Jonathan Li
11ed4de0aa gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
2017-06-03 14:52:01 +02:00
Jonathan Li
742b0edaa8 gsdx: Fix GS dump readback EOF handling
An EOF only occurs after attempting to read past the end of the file.
Account for this correctly, which fixes a potential infinite loop when
reading back an xz compressed GS dump.
2017-06-03 14:52:01 +02:00
Jonathan Li
a6ed698fca unix: Remove LZMA_SUPPORTED define 2017-06-03 14:52:01 +02:00
Jonathan Li
3912f3330f windows: Link GSdx to liblzma (xz) 2017-06-03 14:52:01 +02:00
Jonathan Li
97d99632a6 gsdx: Use std::vector for xz dump output buffer
By default, Windows has a 1MB stack size limit per thread, so array
cannot be used...
2017-06-03 14:52:01 +02:00
Jonathan Li
b170bddad9 3rdparty:xz: Add project and config file
The config file is currently just a straight copy of the one in the xz
repo.
2017-06-03 14:52:01 +02:00
Jonathan Li
a26afbe9a1 3rdparty: Add xz submodule
The submodule commit corresponds to the v5.2.3 release.
2017-06-03 14:52:01 +02:00
Akash
49840bb621 GSdx: Implement SYNCV register bitfields
Add the bitfield structure of the undocumented SYNCV register,
potentially might be useful in proper height determination of the output
circuit for some weird games which still get it wrong but still haven't
figured out how it might be useful. Maybe some sort of black magic
formula with the vertical synchronization values?

The differential phase value seems to closely resemble the display
height value of the video modes (480 for NTSC, 576 for PAL) but after
some investigating into the differential phase, I have no clue on how
they might be even related. Hopefully the mystery will be unveiled in
the near future.
2017-05-24 13:44:52 +02:00
Jonathan Li
e8f35f0bab onepad: Remove use of "using namespace std"
"using namespace std" was causing ambiguity issues and compile errors on
FreeBSD. Remove it.
2017-05-23 01:11:49 +00:00
Gregory Hainaut
802f1029e9 gsdx: dump gsdump in xz format directly
Reduce disk space. Easy to share.

It would be nice to port the code to Windows.
libzma code was taken from https://git.tukaani.org/xz.git

Note: only short dumps are supported so far. Big dump will freeze the interface during the compression.
Or will suck all the RAM.
Note2: a multithreaded encoder would badly impact the compression ratio

Thanks to Turtleli for all review comments
2017-05-21 23:45:35 +02:00
Gregory Hainaut
53b2fdf31c linux: requires liblzma (xz) to build GSdx 2017-05-21 23:45:35 +02:00
Gregory Hainaut
5c7d9d08e2 gsdx: defer init of GSUtil global object
Close #1935
2017-05-21 14:39:22 +02:00
Christian Kenny
b51eca87b6 Reformat version detection, move null plugins, force remove folder in uninstaller.
Null plugins are sad and lonely, put them with the others later

Minor tweaks, force remove Plugins folder because it can prevent $INSTDIR from being deleted (assuming we're doing a standard uninstall)

Rewrite version detection to search for 0.9.8 to 1.4.0 as well as future builds.

Remove offending whitespace
2017-05-16 09:39:12 +02:00
Christian Kenny
e043822a93 Added pre-install dialog, updated build instructions, fix RegKey in uninstaller, automatically backup old configuration folder, misc. changes.
Automatically backup old configuration folder to avoid conflicts, misc. changes.

Added reviewed changes
2017-05-16 09:39:12 +02:00
Christian Kenny
732dc881e4 Block installation on XP/fix an uninstaller regression and add ManifestDPIAware to the installer. Remove NSIS dirs from .gitignore.
Typo ;)

Remove XPStyle parameter. It isn't needed anymore

Updated copyright, added ManifestDPIAware for rich folks, removed IDOK true and Cheats folder from $INSTDIR as Turtleli suggested, formatting adjustments.

Gitignore: remove now unused NSIS directories

Fixed a nasty regression I introduced after a registry pointer was assumed to be incorrect. It contained UserMode data generated by the First Time Wizard. This was causing conflicts and the FTW to fail randomly when running PCSX2 after a reinstall due to old configuration data being read.

I added clarifcation below the original comment to reduce confusion in the future.
2017-05-16 09:39:12 +02:00
Christian Kenny
b896eed5d4 Split portable/pre-install and full installer into own scripts. Move shared definitions to their own files to reduce code duplication.
Move version check to own file

Split main installer into own script. Integrated changes for portable/standard installation.

Forgot to remove a message box
2017-05-16 09:39:12 +02:00
Christian Kenny
5298c2016f Remove unused SVN templates and condense installer files. Reduced compile errors by removing output folder dependency.
Forgot to add SharedRedtape changes to last commit

Remove unused SVN templates

Compile the installer to the NSIS folder so that the user doesn't need to worry about the output folder missing; and wonder why the installer won't compile ;)
2017-05-16 09:39:12 +02:00
Christian Kenny
833622c870 Check/Install DirectX redistributables on Win8.1 and older (so as long as they have admin privileges). Removed SSSE3 and AVX references from build instructions.
Remove old build targets from instructions

Don't install DXRedists on 8.1 and newer
2017-05-16 09:39:12 +02:00
Christian Kenny
b7659ea3a5 Implement version detection for previous installs, separate savestates/memcard categories in the uninstaller. Cleanup scripts and misc. tweaks.
Minor tweaks for SharedBase and SharedRedTape:

-Updated ${APP_VERSION} to 1.6.0 and tweaked uninstall_log for functionality with uninstall script in pcsx2_full_install.nsi

-Added !define for installer icon

-Replaced obsolete function with RMDir functionality, uninstaller speed improved marginally

-Added filepath for $DOCUMENTS to be removed if empty

Main installer tweaks/enhancements:

-Tested installer functions in NSIS 3.01

-Implemented uninstall script for future version detection. If an older or equivalent PCSX2 version is detected, the user is prompted to silently uninstall/overwrite or abort the installer. (The function is not compatible with any current stable releases because they lack the registry string required for version detection.)

-Added a new installer function so that we can launch PCSX2 directly from the installer.

-Supressed some errors related to unused plugins in MakeNSIS.

-Replaced File with CreateDirectory function (for Cheats only) because it can't be used on an empty folder and will cause MakeNSIS to fail.

-Removed unused /oname parameter that was leftover from SVN builds.

-Added option to install additional languages for those who desire to save 2MB of space.

-Condensed DirectX Packages into SectionGroup for neatness
2017-05-16 09:39:12 +02:00
Christian Kenny
5986cbcfe6 Add installer icon, update copyright and build instructions for NSIS 3.0.
Update copyright

Reformatted instructions, added info specific to NSIS 3.0
2017-05-16 09:39:12 +02:00
Gregory Hainaut
bc0b1a78e5 common: workaround to start ASAN with recent glibc
Issue: wait of the semaphore timedout. However semaphore was properly posted
counter is 1.

To workaround the issue, only throw an error if semaphore counter is 0.
Note: I reduced the timeout to 100ms by threads to avoid huge startup delay

Close #1939
2017-05-16 09:20:35 +02:00
Gregory Hainaut
9cb8c70434 gsdx linux: port to latest GTK3 API
* replace gtk_table by gtk_grid
  => it still misses some paddings
* Use 3.22 monitor API to query screen size
  => need to be tested
* directly add scrolled windows into a container without bothering with
  the viewport.

Code compile fine but wasn't tested.

v2: disable the code until I (or someone) get a chance to test and fix it.
2017-05-13 10:39:06 +02:00
Gregory Hainaut
02861fabc8 pcsx2|common: replace throw() by noexcept 2017-05-13 10:38:35 +02:00
Gregory Hainaut
33fb806f13 core: remove noexcept on destructor
It is the default on C++11
2017-05-13 10:38:35 +02:00
Gregory Hainaut
47264dc350 core: use = default for trivial destructor
Again not reported by clang-tidy and done with sed
2017-05-13 10:38:35 +02:00
Gregory Hainaut
2ff43f2ed8 core: remove throw specifier on destructor
It is the 'default' on C++11
2017-05-13 10:38:35 +02:00
Gregory Hainaut
1a9a65d4d0 common: use = default instead of trivial destructor
Strangely clang-tidy didn't report them.

Commit was done with a sed to it need careful review.
2017-05-13 10:38:35 +02:00
Gregory Hainaut
b951e24024 common: remove throw specifier on destructor
By default in C++11 destructors are noexcept.
Besides throw is deprecated
2017-05-13 10:38:35 +02:00
Gregory Hainaut
b15ab1b1cf gsdx: use = default instead of trivial constructor/destructor
reported by clang-tidy
2017-05-13 10:38:35 +02:00
Gregory Hainaut
94b50b85e7 core: use = default instead of trivial copy constructor 2017-05-13 10:38:35 +02:00
Gregory Hainaut
585ccc1b24 core: use = default instead of trivial constructor/destructor
reported by clang-tidy

Note: drop throw() specifier as it is the 'default' in C++11 for
destructor
2017-05-13 10:38:35 +02:00
Gregory Hainaut
d332bb1645 core/gui: use = default instead of trivial constructor/destructor
reported by clang-tidy

Note: drop throw() specifier as it is the 'default' in C++11 for
destructor
2017-05-13 10:38:35 +02:00
Gregory Hainaut
9e101c9ef0 common: use = default instead of trivial constructor/destructor
reported by clang-tidy

Note: drop throw() specifier as it is the 'default' in C++11 for
destructor
2017-05-13 10:38:35 +02:00
Gregory Hainaut
595ad99a5b Cmake: what should have been the previous commit 2017-05-12 19:38:51 +02:00
Gregory Hainaut
05763b3669 cmake: better gcc + gsdx integration
Only set fabi-version on older GCC (5.0 and below)
Disable broken optimization for GCC7+ (until we find a better solution)
2017-05-11 23:14:06 +02:00
Gregory Hainaut
ec63b04719 gsdx: only print once OpenGL status message
All credits go to @lightningterror

Fix #1882
2017-05-11 22:35:31 +02:00
Gregory Hainaut
0939424574 onepad: be sure m_unique_id is set even in case of early return
not important as the object will be deleted but please coverity
2017-05-11 21:47:39 +02:00
Gregory Hainaut
806ede241a onepad: remove useless code
reported by Coverity (I forgot to remove the code)
2017-05-11 21:46:28 +02:00
Akash
984fcfda2e Counters: Update videomode enum with proper prefix
Thanks to @colepcsx2 (https://github.com/PCSX2/pcsx2/pull/1896#commitcomment-21858717) for pointing it out!

I also updated the prefix in the inferior video mode detection of GSdx, I'm not even sure why we need the videomode info on the plugin side, might be useful someday.
2017-05-11 11:23:10 +02:00
Akash
7a2cbfd6bf GSFrame: Update title only after rendering starts
The title bar will display "progressive" for 1-2 seconds when booting an interlaced game at some cases, it's due to an uninitialized SMODE2 register, so let's wait till the rendering starts to allow time for the
SMODE2 init and get the proper values from games.
2017-05-11 11:23:10 +02:00
orbea
2dcc85d64c Allow building the player with the legacy GSdx. 2017-05-11 09:50:01 +02:00
Gregory Hainaut
9b0b325339 cmake: search /usr/bin/wx-config32 (for arch users...)
issue #1933
2017-05-08 09:53:46 +02:00
Akash
7a3239cba0 GSDX: Remove redundant parenthesis from combobox text
The third parameter of the GSSetting constructor already encloses the
text in parenthesis, so the right bracket here just messed up things.
2017-05-07 19:31:37 +01:00
Akash
5f449151a1 GSDX: Add missing grayouts to Shadeboost options
The shadeboost options text (Contrast, Brightness, Saturation) were not
grayed out when shadeboost was disabled, it was sort of inconsistent
compared to the behavior of external shader, so added grayouts to them
when shadeboost is disabled.

Also changed "OpenGL Very Advanced Custom Settings" to "OpenGL Advanced
Settings", the verbosity didn't help much in my opinion.
2017-05-07 19:31:37 +01:00
Gregory Hainaut
ecd7107ccb onepad: move KeyName in the dialog and remove the now useless dialog.h
Note: use C++ construct to avoid C buffer.
2017-05-03 16:42:03 +02:00
Gregory Hainaut
a71a549fa3 onepad: create a LUT for the pad key => SDL key mapping
Initial plan was to allow to remap the logical (SDL) key.
Unfortunately I feel some issues with the current enum.
* button/axis overlap
* trigger/axis must be handled differently

Nevertheless, code is easier this way
2017-05-03 12:33:42 +02:00
Gregory Hainaut
7597b31215 onepad: replace conf pointer by g_conf object 2017-05-03 12:03:56 +02:00
Gregory Hainaut
db4f28f4ca onepad: replace key_status pointer by g_key_status object 2017-05-03 12:03:56 +02:00
Gregory Hainaut
b09a82fb94 onepad: remove dead code 2017-05-03 12:03:56 +02:00
Gregory Hainaut
36528bb723 onepad: allow to save/reload SDL2 mapping from OnePAD2.ini file
SDL_GAMECONTROLLERCONFIG is nice but limited to a single entry. (Note it can still be used)

Option name is SDL2. Here an example

SDL2 = 03000000a306000020f6000011010000,PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
2017-05-03 12:03:56 +02:00
Gregory Hainaut
03899a6240 onepad: drop useless goto statement 2017-05-03 12:03:56 +02:00
Gregory Hainaut
d8f88ee1e3 onepad: s/set_keyboad_key/set_keyboard_key/ 2017-05-03 12:03:56 +02:00
Gregory Hainaut
b9e62be3c1 modernize: use std::make_unique instead of std::unique_ptr
I didn't update GSdx and cdvdGigaherz because we need to pull
common include files
2017-05-03 12:03:38 +02:00
Gregory Hainaut
756176118b common: add make_unique for C++11
v2: fix windows compilation
v3: fix copyright date
2017-05-03 12:03:38 +02:00
Gregory Hainaut
6be52e435d build.sh: avoid duplicate on clang-tidy analysis 2017-05-03 12:03:38 +02:00
Gregory Hainaut
2159245224 onepad: add DUALSHOCK4 USB Wireless Adapator mapping
Close #1924
2017-05-02 10:07:17 +02:00
Jonathan Li
29eed182c2 pcsx2: Remove unnecessary aMax/aMin macros 2017-04-30 23:41:19 +01:00
Jonathan Li
1d364f1991 spu2-x: Remove outdated website text file 2017-04-30 23:31:08 +01:00
Gregory Hainaut
0d3f02ee34 svu: cast variable to int to avoid unsigned vs int comparison 2017-04-30 21:20:23 +02:00
Gregory Hainaut
3a04e3d003 gif: avoid (wrong) uninitialized warning
My guess is that GCC reports an warning because of the default case.

I don't think we support yet __builtin_unreachable on Linux
Nevertheless it will still be an issue in non-release build
2017-04-30 21:20:23 +02:00
Gregory Hainaut
dc00af8829 psx|spu2x|gsdx: shift negative value is undefined in C standard
Instead does the negation after the shift

v2: assert shift <= 15 in clamp_mix
2017-04-30 21:20:23 +02:00
Gregory Hainaut
9d99889703 pcsx2: remove unused variable 2017-04-30 21:20:23 +02:00
Gregory Hainaut
627212290e spu2x: comment unused variable 2017-04-30 21:20:23 +02:00
Gregory Hainaut
d9e43b5d8d gsdx egl: rewrite the EGL implementation
Split code in 2 parts
* Base class (GSWndEGL) that implement the core EGL and GL context
* Derived class (GSWndEGL_X11/GSWndEGL_WL) that implement the backend to handle native resources

Note: Most backend code is only useful for GSopen1/PS1 mode. GSopen2 only requires
the AttachNativeWindow implementation

Code is based around EGL_EXT_platform extension that allow to select the platform at runtime.
Note: I think the extension was integrated in EGL 1.5

The X11 backend was mostly converted to XCB
The wayland backend is only a placeholder for future code

I don't know if MS windows is/could be supported with EGL_EXT_platform API

Code validated on Mesa. Proprietary drivers aren't yet tested.
2017-04-30 14:04:24 +02:00
Gregory Hainaut
98a5492e37 Revert "pcsx2: call XInitThreads at init"
This reverts commit 99180f5afb.

Unfortunately Mint/Arch got segmentation fault in Xlib mutex locking...
Sadly Xlib will be back to thread-unsafe mode.

I'm cooking another solution based on EGL
2017-04-30 12:49:52 +02:00
Jonathan Li
a3b3b4f657 gsdx: Fix uptr size on Windows x64 build 2017-04-29 23:22:02 +01:00
Gregory Hainaut
413d1828eb gsdx: call XInitThread on Linux dump replay 2017-04-29 13:05:28 +02:00
Gregory Hainaut
4b5aabe6b0 onepad: move an ok button to the right corner 2017-04-28 23:24:49 +02:00
Gregory Hainaut
5b4c948e43 onepad: clean the gamepad/joystick interface
Remove return of empty function
Use final/override qualifier
Remove useless virtual

Thanks turtleli for the advices
2017-04-28 11:27:19 +02:00
Gregory Hainaut
f91faacc53 onepad: remove autorepeat deadcode
a9af374 onepad: don't touch autorepeat setup
2017-04-28 11:27:19 +02:00
Gregory Hainaut
e408b3ab02 onepad: replace pthred/queue with std::mutex/mt_queue
v2: based on turtleli feedback
rename m_q into m_queue
add includes
2017-04-28 11:27:19 +02:00
Gregory Hainaut
7d771229e2 onepad: add a GUI list box to select joypad based on UID
Note: remove the cancel management of the small modal
It is easier, it doesn't always work anyway
2017-04-28 11:27:19 +02:00
Gregory Hainaut
31d8142a0d onepad: plug uid instead of the index
ini must be recreated
2017-04-28 11:27:19 +02:00
Gregory Hainaut
3cff588eff onepad: add an unique identifier 2017-04-28 11:27:19 +02:00
Gregory Hainaut
a50766384b onepad: use range loop for hash iteration 2017-04-28 11:27:19 +02:00
Gregory Hainaut
c183de5662 onepad: add hot-plugging support
Note: pad to player mapping is done later

v2: remove the useless print
2017-04-28 11:27:19 +02:00
Gregory Hainaut
1b369520ed onepad: drop the pad if an error was detected
v2:
init m_no_error in gamepad constructor
2017-04-28 11:27:19 +02:00
Gregory Hainaut
2e09c7faf3 onepad: Move init/destroy code to constructor/destructor
* prefix remaining member with m_
* Use array for m_effect_id
* Properly Destroy/Close Haptic/Joystick/Game Controller
 (except on older SDL versions which are buggy)
2017-04-28 11:27:19 +02:00
Gregory Hainaut
4b24cfa5ea onepad: use external resource to support more joysticks 2017-04-28 11:27:19 +02:00
Gregory Hainaut
9da843c994 onepad: plug SDL2 API game controller 2017-04-28 11:27:19 +02:00
Gregory Hainaut
35b162adbf onepad: move enum first in .h file
It would avoid future compilation issue
2017-04-28 11:27:19 +02:00
Gregory Hainaut
94e19ac903 onepad: remove SDL1 manual detection code path 2017-04-28 11:27:19 +02:00
Gregory Hainaut
61182249f0 onepad: drop hacks/options for DualShock3
SDL2 will take care of correct detection
2017-04-28 11:27:19 +02:00
Gregory Hainaut
5c537fdbe3 onepad: properly indent comments
Clang-format doesn't like the double *
2017-04-28 11:27:19 +02:00
Gregory Hainaut
9c7e9cc6f2 onepad: use range loop and vector of unique_ptr to manage the joystick 2017-04-28 11:27:19 +02:00
Gregory Hainaut
873ae6717e onepad: add a game controller db resource
It will be used later by the SDL2 API
2017-04-28 11:27:19 +02:00
Gregory Hainaut
d3a3a8528f cmake: reindent onepad/CMakeLists.txt with space 2017-04-28 11:27:19 +02:00
Gregory Hainaut
41990a6402 cmake: create the macro add_custom_glib_res to handle resources 2017-04-28 11:27:19 +02:00
Jonathan Li
ffcac1bc3b spu2-x:xaudio2: Comment stuff to investigate 2017-04-28 10:12:50 +02:00
Jonathan Li
adb92ce349 spu2-x:xaudio2: Use unique_ptr
Also remove the unused constructor parameter from StreamingVoice and
rename the variables slightly.
2017-04-28 10:12:50 +02:00
Jonathan Li
14bd5a4f59 spu2-x:xaudio2: Improve cleanup after an exception
Initialise pointers to nullptr, move the LoadLibrary code into the try
block (where it should have been in the first place), and use Close()
to cleanup if an exception occurs. Also initialise/destroy the critical
section in the base class constructor/destructor.

This should avoid resource leaks if an exception occurs.
2017-04-28 10:12:50 +02:00
Jonathan Li
6c512c1973 spu2-x:xaudio2: Simplify XAudio2Error exception
Instead of creating a separate message function, just reuse what() and
pass the string to the std::runtime_error constructor instead.

Also catch a reference to a std::runtime_error instead, since it'll
allow for simpler cleanup.
2017-04-28 10:12:50 +02:00
Jonathan Li
3cb0e3bb13 spu2-x: Combine XAudio2 2.7/2.8+ code into an inline file
Avoids code duplication, though there's now messy ifdefs...
2017-04-28 10:12:50 +02:00
lightningterror
303564fd70 GSdx: Move/add GT4 CRC
Moved a CRC hack to Aggressive that can cause or fix VRAM and RAM spikes.
This way people can switch between each config if they experience problems with either.
Varies on userconfig , game version and maybe hardware.

Added missing CRC game version for GT4 pal.

Note: The issue might be the same on GT3 and GTConcept , the code might
need to be removed for those games as well.
2017-04-27 17:46:58 +02:00
Gregory Hainaut
99180f5afb pcsx2: call XInitThreads at init
X11 isn't thread safe by default. It make sense in 1990 but it is ugly nowadays.

The trick is that is must called before any X11 function. So the only
safe place is at the start of the main.  Pcsx2App::OnInit() is the
sooner that I've found.
2017-04-26 21:23:31 +02:00
Kazushim
201c9cd2a4 zh_CN mo files update 2017-04-23 16:00:19 +02:00
Kazushim
07df39c208 zh_CN po files update 2017-04-23 16:00:19 +02:00
Gregory Hainaut
b2a2a3ace1 cmake: update "check these lib..." strings
wx 3.10 is the minimum
sdl2 too for onepad
a recent glew/gtk2 version is enough
2017-04-23 10:59:33 +02:00
Gregory Hainaut
bb35261aca gsdx: don't request a depth buffer on the window
Code directly uses depth buffer attached to a frame buffer
2017-04-23 10:59:33 +02:00
Gregory Hainaut
2155f65478 gsdx: fix EGL build 2017-04-23 10:59:33 +02:00
Jonathan Li
16904d580d pcsx2: Fix booting ISO from commandline 2017-04-21 22:45:19 +01:00
refractionpcsx2
cca6e1dcae Merge pull request #1896 from ssakash/counterstuff
PCSX2-Counters: Detect DVD variant videomodes
2017-04-21 10:26:58 +01:00
FlatOutPS2
47c2f0a289 GSdx: Remove Dirge Of Cerberus CRC hack
Hack was used to remove garbage data rectangles from popping up on screen when objects and characters were added to or removed from the world.
This issue is now being handled by OI_DoubleHalfClear in GSRendererHW.cpp, so the hack is no longe necessary and has been removed.
2017-04-21 11:13:27 +02:00
FlatOutPS2
7392f52184 GSdx: Move Resident Evil 4 and The Getaway series CRC hacks
Moves Resident Evil 4 hack to Aggressive level as it is no longer
required to fix any issues, but does offer a decent speed boost.

Moves The Getaway & The Getaway Black Monday CRC hack to Full level, as the issue can be resolved
when using the OpenGL Hardware renderer.
2017-04-21 11:13:27 +02:00
Jonathan Li
620b9b3300 pcsx2: Avoid clearing current ISO when not autorunning with an ISO 2017-04-21 10:54:16 +02:00
Jonathan Li
92b1f3cf6d pcsx2: Fix "nodisc" commandline option
It was present in the help text but didn't actually do anything.
2017-04-21 10:54:16 +02:00
Jonathan Li
088aa2ffdc pcsx2: Fix autorun when commandline and current CDVD options differ
Fixes an issue where the game will either boot the wrong CDVD source or
fail to boot if the current CDVD option doesn't match the option
specified in the command line.
2017-04-21 10:54:16 +02:00
Gregory Hainaut
688f05ff26 gsdx sw: always enable the gs memory wrapping emulation 2017-04-21 10:53:05 +02:00
Gregory Hainaut
c115a4cf76 Merge branch 'greg/onepad-legacy' 2017-04-19 19:02:49 +02:00
Gregory Hainaut
ef3435441f onepad: create a legacy version for SDL1
The legacy version is the version 1.3

The new version is the version 2.0. It would be based on SDL2 only

Distribution information.
If you link wxWidget with SDL, you will need to be sure it is SDL2 or upgrade.

You can build wxWidget with SDL2 with the following trick

export SDL_CONFIG=/usr/bin/sdl2-config
./configure --with-sdl .....
2017-04-19 19:02:36 +02:00
Akash
73a879caad PCSX2-Counters: Detect DVD variant videomodes
Improved the video mode detection code by also detecting the DVD variant video modes of NTSC & PAL, PSX mode actually make use of these specific variants, as well as the BIOS. Previously, I just had them as a single bios video mode due to laziness. (I know, my bad)

After further research, it seems that these DVD variant modes have their own individual VSync timing values similar to the standard NTSC & PAL video modes, dealing with those timer codes might be essential in getting timing accuracy of the PSX mode games. (I kept it to default NTSC/PAL values for now, interested people can mess with it later)

I had planned to do this before but there some were concerns that two different video modes make use of 0x73 gate in SetGsCrt, which was rather weird (how the heck could two video modes be used in a single param value?)

 0x73- DVDPAL        ( 720 x  480 @ ??.???Hz)
 0x73- DVD480P       ( 720 x  480 @ ??.???Hz)

Hence, we had decided to use the CMOD bit from SMODE1 (AKA color subcarrier frequency) to detect whether it's an analog or digital video mode and update the necessary timing values but seems like it's no longer necessary, after further discussions from some PS2 developers, we've come to the conclusion that only DVDPAL is possible via 0x73 in SetGsCrt. (So I assume the DVD480p init possibility was fake info from Blue and those other GSM guys who were reverse engineering the PS2)
2017-04-19 21:49:43 +05:30
Kingcom
92aa270062 Align functions to up to 16 bytes in the function scanner 2017-04-19 08:34:03 +02:00
Jonathan Li
d23caa9b72 ci: Initialise git submodules in AppVeyor 2017-04-17 23:03:21 +01:00
Kingcom
4b9d409628 Make memory view row size configurable, store it and "Align window to row size" in settings 2017-04-15 22:48:33 +01:00
Gregory Hainaut
a378e307b3 common: drop pthread TLS emulation
thread_local is supported by all C++11 compliant compiler

Keep a way to disable TLS for shared object to avoid issue of DTV
slot shortage.
2017-04-14 17:18:20 +02:00
KousukeItsagame
11aebe465f common: Replace __threadlocal with C++11 thread_local 2017-04-13 19:59:00 +02:00
Gregory Hainaut
3b97137ccf linux: mesa full steam ahead !
Enable multithread openGL
* Might be slower until all improvements are merged to mesa

Disable error validation
* Not yet merged
2017-04-13 18:04:53 +02:00
Gregory Hainaut
24eb1627e5 gsdx: add GStempdir wrapper to get a tempory directory
Allow to use Linux compatible code for OpenCL
2017-04-12 18:39:11 +02:00
Gregory Hainaut
2b30e7880e gsdx: add GSmkdir for windows based on CreateDirectory
v2: use nullptr
2017-04-12 18:39:11 +02:00
Gregory Hainaut
2d0a61fc8d gsdx ogl: use load resource to load shader
* Windows behavior must be checked
* remove glsl_source.h

v2: fix missing include
Big thanks to Turtleli

v3:
fix indentation in gsdx-res.xml
add dependency in cmake
remove old res/glsl/fxaa.fx symlink
add tfx.cl for OpenCL support on Linux

v4, v5
fix cmake indentation
2017-04-12 18:09:06 +02:00
Gregory Hainaut
38c4f5b6e7 gsdx: always NULL terminate resources on Windows
It is done automatically on Linux. Strings are much
better with this NULL char ;)

All credits go to turtleli

v2: increase resize instead of push_back NULL char
2017-04-12 18:09:06 +02:00
Gregory Hainaut
ebae8b65f8 gsdx linux: implement GSdxApp::LoadResource based on g_resource
v2: use early return to reduce code/branch complexity
v3: use nullptr
2017-04-12 18:09:06 +02:00
Gregory Hainaut
1cbade511d gsdx: use vector of char as shader container
It will avoid various char cast on Linux.

v2:
remove cast on windows file and std prefix shader vector
v3:
forget to remove some char cast
2017-04-12 18:09:06 +02:00
Jonathan Li
cf131b51a2 cdvdgigaherz: Avoid LL after date in library name string 2017-04-11 00:31:14 +01:00
Gregory Hainaut
e91194994f gsdx ogl: remove useless glx/egl context print 2017-04-09 12:59:08 +02:00
Jonathan Li
9fa053cd88 pcsx2: Remove unused variables
I'm not sure these variables were ever used.
2017-04-09 00:44:16 +01:00
Gregory Hainaut
8555b9b5ec remove an old merge conflict file (that souldn't have been commited) 2017-04-08 14:40:55 +02:00
Gregory Hainaut
dad4ab1980 gsdx ogl: Deleted objects are automatically unbound/unmapped 2017-04-08 14:40:54 +02:00
Gregory Hainaut
12d2c6be56 gsdx linux gui: align gui with wndows (tooltip + checkbox)
add checkboxes for the 2 "new" hacks
    Wrap gs memory & merge postprocessing sprite

add tooltip for OpenGL options

v2: based on turtleli feedback
use gtk_scrolled_window_set_propagate_natural_height on GTK 3.22+
use the nicer GTK_CHECK_VERSION macro
2017-04-07 23:06:29 +02:00
Gregory Hainaut
83d83b9add gsdx linux gui: reduce height on/for small screen
* Remove the logo
* add a scroll on the osd panel
2017-04-07 23:06:29 +02:00
lightningterror
820919c0a9 GSdx ogl sw: Move GL_ARB_copy_image to optional
Move GL_ARB_copy_image to optional for OpenGL SW render.
It will allow Ivy Bridge to work with OpenGL SW as it's not required.

Sandy Bridge is not yet tested , would be nice if someone could test.
2017-04-06 18:14:59 +02:00
trostboot
2940320930 GameDB: Add GT3 memcard filter
Adds base GT3 serial to other release as per #1878
2017-04-06 15:09:56 +01:00
Gregory Hainaut
ad63c13cd1 gsdx sw: Update comment on the GCC bug
Add link to bugzilla. Bug will be fixed in GCC7

Close #1881
2017-04-04 19:04:21 +02:00
Gregory Hainaut
5b91dc45e0 gsdx ogl: reduce requirement for SW renderer
Clip Control is only used for the HW renderer.

It will help Nvidia DX10 GPU on Windows. Potentially old AMD GPU too.
Unfortunately Ivy bridge still misses texture copy

Note on Linux, you can use the free Mesa driver.

Otherwise, it is time to save money for a future upgrade :)
2017-04-04 18:37:26 +02:00
Gregory Hainaut
df32564bef gsdx: workaround AVX2 generated code by GCC
See commit for the full details.

v2: use a direct access to the union field instead of extract32
It gives us both optimal and working code.
2017-04-01 14:05:40 +02:00
FlatOutPS2
82405982f7 GSdx: Add merge sprite hack to GSdx hacks dialog
Adds merge sprite hack to GSDx hacks dialog

And ports merge sprite hack to Direct3D renderers.
Special thanks to my keyboards Ctrl, c and v buttons for all their hard
work in porting this hack.
2017-04-01 11:16:25 +02:00
FlatOutPS2
557b672232 GSdx: Unscale Point and Line Direct3D11 port
Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.

And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
2017-04-01 11:16:25 +02:00
FlatOutPS2
117c249595 GSdx: Add Windows GUI for split texture filtering option
Adds Windows GUI elements of the split texture filtering options.

Bilinear Texture Filtering is moved to the top section of the main GSdx window,
and Trilinear Filtering is moved to Hacks.
2017-04-01 11:16:25 +02:00
FlatOutPS2
cb0a430aa4 GSdx: Shader & OSD window update
Adds Texture Filtering Of Display option to the Shader dialog window Windows UI.

Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
2017-04-01 11:16:25 +02:00
FlatOutPS2
df5278df72 GSdx: Main & Hacks window update
Reorganizes Hacks dialog window.

Adds UI elements for the Memory Wrapping and HPO v2/Special commits

Adds advanced OpenGL functions "Geometry Shader" and "Image Load Store" to the Windows UI.

Renames "Configure Hacks" to "Advanced Settings and Hacks", to more closely resemble the Linux GUI.
2017-04-01 11:16:25 +02:00
FlatOutPS2
975441dfe9 GSdx: Direct3D port of HPO special/V2
Adds a port of the new Half-pixel Offset options for the Direct3D
Hardware renderers.
2017-04-01 11:16:25 +02:00
FlatOutPS2
2d591182c4 GSdx: Memory Wrapping Windows port
Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
2017-04-01 11:16:25 +02:00
Gregory Hainaut
41fb11d846 gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu
Recent GCC uses SSE4/AVX code to optimize the 64 bits operation.
It is bad idea as it would generate an illegal instruction on
older CPU.
2017-04-01 11:14:18 +02:00
FlatOutPS2
bcc0160103 GameIndex: minor update
Update compatibility info for 2 games based on compatibility reports I
made earlier.

Fixes title for the PAL and NTSC-U releases of Tokyo Xtreme Racer Drift 2.

And adds a fix for Sled Storm(confirmed to be required for both the PAL(SLES-50683) and NTSC-U(SLUS-20363) versions).
2017-03-31 23:50:35 +01:00
FlatOutPS2
4c84a99f68 PCSX2: Console log widescreen patch folder message improvement
Improves the widescreen patch message when loading from the cheats_ws
folder instead of the archive.
2017-03-31 23:50:35 +01:00
FlatOutPS2
b4001e65e7 PCSX2: Console log plugin message update
Remove full path from every plugin binding and only add it to the
preceding "Loading Plugins..." line.
Instead the revision date and version number are printed for each plugin
to make it easier to identify issues with plugin versions.
2017-03-31 23:50:35 +01:00
FlatOutPS2
82ad1392ef GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues
Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds.
Removes blur from player airplane.
This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether.
The CRC hack has been moved to the aggressive level.

Aggressive is misspeled several times in the file, this has been adressed.
2017-03-31 23:36:35 +02:00
Jonathan Li
815ac8be04 gsdx:cmake: Fix logo dependency issue
Changes to the dependencies of the generated logo files did not trigger
a rebuild of the files. Use add_custom_command instead of
execute_process so build dependencies can be specified.

Also prevent the generated files from polluting the source directory.
2017-03-30 22:55:34 +01:00
Jonathan Li
ba94643f0f gsdx:linux: Fix missing logo on some Linux distros
The pixdata format loader has been removed from recent versions of
gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and
leave the logo as an embedded bitmap file.
2017-03-30 17:45:49 +01:00
Jonathan Li
ae73356ecf gsdx: Avoid const strings in header file
This prevents each .cpp file that included stdafx.h (IOW everything)
from having its own copy of the strings.
2017-03-30 01:10:48 +01:00
Akash
38c2de3ae3 GSdx-PCRTC: Minor modification to NTSC saturation
Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering.

Fixes a regression in Devil May Cry 3 and Sky Gunner.
2017-03-29 19:37:44 +02:00
willkuer
a18d624bcb gsdx: Add an automatic CRC hack level
If a user switches renderer they also have to remember to change the CRC
hack level for the best user experience with the selected renderer.

This commit adds a new automatic CRC level that autoselects the
recommended CRC level for the selected renderer, so that a user doesn't
have to make the change manually.

coauthor: turtleli
2017-03-28 23:05:24 +02:00
willkuer
439472d4f8 gsdx: Add template version of GetConfig
It allows static_casts to be avoided for enum classes
2017-03-28 23:05:24 +02:00
Jonathan Li
85ddf69042 gsdx: Improve OpenGL HW renderer checks
If OpenGL software is the saved ini renderer and F9 is pressed to toggle
to the hardware renderer, depth emulation will be disabled. This fixes
that issue.
2017-03-28 23:05:24 +02:00
Jonathan Li
a5282daf91 gsdx: Store the current renderer in GSdxApp 2017-03-28 23:05:24 +02:00
Jonathan Li
94f2ad9263 gsdx: Move renderer config loading from GSOpen2 to _GSOpen
Some duplicate logic is avoided this way.
2017-03-28 23:05:24 +02:00
lightningterror
6977658443 GSdx ogl: SSO Workaround for AMD buggy drivers (#1858)
GSdx ogl: SSO Workaround for AMD buggy drivers

All 2017 drivers are now blacklisted.
The BSOD/crash issue is still there so don't set Blending Accuracy to None!
Shortened the message in the console making it more appealing.
2017-03-28 23:02:19 +02:00
orbea
2aa33e2875 Add crc hack for project metafalica
Closes https://github.com/PCSX2/pcsx2/issues/1762
2017-03-27 12:51:43 +02:00
pgert
b123b6df89 Swedish translation update. 2017-03-27 12:51:10 +02:00
Jonathan Li
eb8ede38cf lilypad: Use l length modifier for wide character string
w is Windows specific. Fixes a gcc and clang warning.
2017-03-23 22:35:49 +00:00
Jonathan Li
f1eff358da gsdx:windows: Fix console output when replaying dumps 2017-03-23 01:33:35 +00:00
Jonathan Li
cf4194fef7 pcsx2: Remove unused Windows files
There's actually more (old cheats and patch browser?), but I don't know
whether they'd be useful so I'll leave those alone for now.
2017-03-22 18:15:07 +00:00
Jonathan Li
f174d71ac7 gsdx: Fix vsnprintf usage in format function
-1 is only returned when there is an encoding error, and the va_list
argument is indeterminate after being passed to vsnprintf.

Use the return value to determine the buffer length, and call va_end and
then va_start before vsnprintf is called again.
2017-03-21 23:21:26 +00:00
Jonathan Li
ae2e8469b4 gsdx: Remove ancient codeblocks file 2017-03-21 23:21:26 +00:00
Jonathan Li
4fff0e952c 3rdparty:freetype: Use zlib in 3rdparty instead of internal version
Reduces the GSdx DLL size slightly (14kb with VS2017)
2017-03-21 23:21:26 +00:00
Jonathan Li
67d9436f22 gsdx: Remove unused and incomplete GSDeviceSW 2017-03-21 23:21:26 +00:00
Jonathan Li
178f31f4c6 pcsx2:mainframe: Remove some comments and unused prototypes
The flag comment was wrong, the rest are mostly old leftovers/TODOs.
2017-03-21 23:21:20 +00:00
Jonathan Li
e344578a01 pcsx2: Remove unused MenuId_Sys_Restart and related code 2017-03-21 19:06:34 +00:00
Jonathan Li
1837d43d96 gui: Remove unused/incomplete panels/dialogs
Also rearrange the CMakeLists.txt slightly so things are easier to find
and to remove a duplicate entry.
2017-03-21 00:10:45 +00:00
Jonathan Li
fb174b482f pcsx2: Remove unused/incomplete stuck/wait for thread dialogs 2017-03-21 00:10:45 +00:00
Jonathan Li
448ca97d93 gsdx: Avoid "using namespace std" in spsc queue 2017-03-21 00:10:35 +00:00
Gregory Hainaut
9865270e68 gsdx: split GSVector.h into smaller files 2017-03-19 13:50:13 +01:00
FlatOutPS2
f3a89f59e4 LilyPad: General fixes and UI improvements
Some general fixes and UI improvements.

Adds Reset Configuration to Input/Force Feedback configuration screens that resets the configuration for the selected control(s).

Adds Restore Defaults button to the General tab that deletes all LilyPad
Settings and bindings and resets to the default settings.

Adds double-click functionality to the PAD list on the General tab,
which will now send the user straight to the corresponding PAD tab.
2017-03-16 22:43:53 +00:00
FlatOutPS2
84a8fdadc5 LilyPad: Fix F4 button (PCSX2 FrameLimiter toggle) getting blocked
Fixes issue where losing focus after pressing alt-tab would end up
blocking the F4 button (which is used for turning the PCSX2 FrameLimiter
on and off).

Fixes: https://github.com/PCSX2/pcsx2/issues/1797
2017-03-16 22:43:53 +00:00
FlatOutPS2
bd45bab34a LilyPad: Display a warning when all controls are inactive
Displays a console warning if no controls/controllers are active and the
emulation cannot be controlled.
2017-03-16 22:43:53 +00:00
FlatOutPS2
2ea078beb5 LilyPad: Add Quick Setup
Adds quick setup that allows for quickly setting up all the default pad
buttons without having to click on each one separately.

Hides special inputs(inputs that aren't available on a PS(2) controller) by default.
2017-03-16 22:43:53 +00:00
FlatOutPS2
3075ec2203 LilyPad: Improve analog/pressure sensitive detection
Improves detection of analog or pressure sensitive support, which previously made some games unable to detect the correct mode.
2017-03-16 22:43:53 +00:00
Gregory Hainaut
a3efc77255 gsdx ogl: use an HLE shader to avoid upscaling line in ICO
ICO uses a depth of field effect for the fog. Depth is extracted
into the alpha channel of a texture. And then used as blending factor.
You need a 1:1 texture/pixel mapping otherwise you will line at boundaries.

In order to extract the DoF, ICO moves the depth buffer around the GS
memory. Memory moves are implemented in the not-scaled world. It means
that we can't have the above 1:1 ratio. And we don't know anymore that
data are coming from the current depth buffer.

The solution: I reused an HLE channel shader to read the depth buffer directly.
This way I have the guarantee that pixel/depth are aligned.

Close #1816
2017-03-16 08:27:12 +01:00
Gregory Hainaut
1a768ca438 gsdx sw: sync thread if current target pages are already used by input texture
Otherwise you have a write before read typical race condition. It works
most of the time because textures are stored in temporary buffers (aka
texture cache). So the race condition requires texture invalidation in the mix.

I hope the perf impact will be small enough.

Fix #1691
Blood Will Tell: gray scale effect description

Frame is renderer in 0x700
Sync 0x700 (RT will be used as input)

Foreach page of frame
    // The missing Sync was this one. You can't copy new data to 0x2800
    // until you finish the rendering that use 0x2800 as input texture
    // (AKA end of this foreach loop)
    Sync 0x2800 (not the first iteration, texture will be used as a RT)
    Copy page from 0x700+offset to 0x2800

    Sync 0x2800 (RT will be used as input)
    Render Effect line1 from 0x2800 to 0x700
2017-03-15 18:30:46 +01:00
Jonathan Li
559f64ee4f pcsx2: Remove VS2013 ifdefs 2017-03-13 23:57:28 +00:00
Jonathan Li
c498833c27 gsdx: Remove VS2013 stuff 2017-03-13 23:57:15 +00:00
Gregory Hainaut
0af80b7c86 gsdx: restore the order of the texture filtering option
It was modified by mistake with previous filtering refactoring
2017-03-13 22:55:47 +01:00
Gregory Hainaut
4227a5bb59 debugger: add eu bios info 2017-03-13 19:41:19 +01:00
Gregory Hainaut
84222a9746 gamedb: wrong entry (duplicated)
Close #915
2017-03-13 19:24:40 +01:00
Gregory Hainaut
0e2d61d422 i10n: add nb_NO mo files 2017-03-12 23:36:59 +01:00
Jonathan Li
58df02e97f ci|mscompile: Remove VS2013 configurations
VS2017 hasn't been added to mscompile since a VC150COMNTOOLS environment
variable isn't set when VS2017 is installed.
2017-03-12 16:29:55 +00:00
Jonathan Li
5c1023a332 spu2-x:windows: Replace GUIDFromString with IIDFromString
Does the same thing.
2017-03-12 00:04:09 +00:00
DandelionSprout
4889e9783f Norwegian translation update (#1850)
i10n: update Norwegian po files
2017-03-11 17:41:55 +01:00
Akash
f423cf73c4 GSdx: Fix Alpha test value initialization
Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
2017-03-11 17:40:28 +01:00
Gregory Hainaut
7d3c850813 gsdx ogl: improve ST/Q precision
When a float overflow is detected, geometry shader is disabled. And ST/Q is done on the CPU

It will help
Issue 551
Issue 1684
2017-03-11 00:24:38 +01:00
Gregory Hainaut
6d6ed1a205 gsdx sw: do const q division in ConvertVertexBuffer
It allow to do the division before the size multiplication
It avoid a float overflow if T is too big.
Old behavior: (T * size) / Q
New behavior: (T / Q) * size

Performance Note:
* Rcp was replaced by a slow division (more accurate)
* At least we avoid a 2nd loop on the vertex buffer

It helps on Pro Soccer Club and Galerians Ash rendering

Tric Note:
SPRITE must be handled differently because the 'q' of first vertex could
be invalid
2017-03-10 20:45:14 +01:00
Gregory Hainaut
611239db5c gsdx: handle float overflow on Q in vertex trace
Replace the fast reciprocal with a slower division when we detect a too big Q value.

Improve #551, #1684
2017-03-10 20:45:14 +01:00
Gregory Hainaut
f862f5be03 gsdx sw: use accurate division for the C reference implementation
Speed isn't important here. It would allow to compare the rendering with
the JIT implementation. If it is necessary we could an option for the JIT.
2017-03-10 20:45:14 +01:00
Gregory Hainaut
b54a824abd gsdx: split texture filtering option
Bilinear applies to all renderer
* Common code done in GSVertexTrace
* Extend it with forced but sprite (trade-off between linear/upscale glitches)
* Linux GUI option was moved at the top with the renderer selection

Trilinear is moved to OGL hack

close #1837

Thanks to Flatout for the review and feedback.
It will take care to update the Window GUI :)
2017-03-10 18:05:34 +01:00
Akash
f443804b35 PCSX2-Git: Move the Q&A section content
Removed the superfluous table and moved the Appveyor, Travis CI and Coverity status boxes to the top to make it easily noticeable.
2017-03-10 00:00:06 +01:00
Akash
b1de70c526 PCSX2-Git: Move screenshots to a new section
The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.
2017-03-10 00:00:06 +01:00
bositman
05a186af82 Add new images 2/2 2017-03-10 00:00:06 +01:00
bositman
b538c8fe75 Removing broken images - Adding new ones 1/2
Because changing them with one commit fails for some magical reason -_-
2017-03-10 00:00:06 +01:00
Jonathan Li
ec7781f1f9 windows: Fix VS project file issues
Fixes "project out of date" issue for wx_config on VS2017.
Fixes whole program optimisation possibly not being applied on release
builds for USBqemu (it may have been applied, but I can't actually tell,
and now it at least shows properly in the VS property editor).
2017-03-07 19:47:54 +00:00
Gregory Hainaut
91f805675b gsdx: dump xyoffset register 2017-03-05 22:16:01 +01:00
Gregory Hainaut
0a5f796c33 gsdx sw: missing texture due to wrong optimization fix
Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer

Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted

Bug description:
GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same.
Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
2017-03-05 20:27:19 +01:00
Gregory Hainaut
438fbf31cf gsdx sw: rcp introduce bad rounding on the grandient
Division is slower but more accurate. Fix rendering issue on Xenosaga (batte slot)/Jak3 (skin color)

Coauthor:pseudonym

Fix issue #1769
2017-03-05 10:53:07 +01:00
Gregory Hainaut
ae8aa358e4 gsdx: move window creation before renderer/device setup 2017-02-26 19:09:16 +01:00
Gregory Hainaut
da2bf4e366 gsdx: reduce the complexity on window creation
Improve code sharing between OS
Use vector to handle priority
Throw in GSWndDX create in case of error
2017-02-26 19:09:16 +01:00
Gregory Hainaut
9ff385f6f3 gsdx: use shared_ptr instead of raw GSWnd* 2017-02-26 19:09:16 +01:00
Gregory Hainaut
714fcaaadd gsdx ogl: move the validation of the gl context in the window 2017-02-26 19:09:16 +01:00
Gregory Hainaut
b3836c58d2 gsdx ogl: properly plug the new HPO option 2017-02-26 19:04:00 +01:00
Gregory Hainaut
646c02a5e2 gsdx linux: update GUI based on previous commit 2017-02-26 19:04:00 +01:00
woj1993
4a6a3af418 gsdx windows: update gui to add a HPO v2 checkbox
Squash done by greg

v2: update tooltip
2017-02-26 19:04:00 +01:00
Akash
8f02052232 Plugin-Function: Add OSD for incomplete/corrupt savestates
Previously, the OSD neglected to mention any sort of message when the savestate load is failed, the following patch now also prints a message on OSD when detecting such cases of loading an incomplete/corrupt savestate.
2017-02-24 19:21:37 +01:00
refractionpcsx2
489a89ae8b Merge pull request #1835 from volodymyrkutsenko/vu0_cfc2_tpc_adjustment
VU0: fix for Street Fighter EX3 and R: Racing Evolution
2017-02-23 11:39:13 +00:00
Volodymyr Kutsenko
6862106dee VU0: added a special case to the CFC2 instruction if it copies the value
from the TPC register (fixes Street Fighter EX3 #954 and R Racing
Evolution the invisible cars issue)
2017-02-23 04:38:26 +02:00
uyjulian
607e01690c Make fps2bios compilable with latest PS2 toolchain 2017-02-21 10:55:18 +01:00
Akash
500d2e076d GSdx-PCRTC: Apply saturation only for field mode
Previously, the NTSC saturation was also applied for double scan mode (Interlaced and Frame) where the developers send double the height to the DISP registers, saturation shouldn't be performed at such cases as the developers could send a value of 780 while the real size of the output would be 390 due to double scan mode. Doing the saturation later after identifying the real size also seems a bit counter-intuitive as we haven't discovered any cases where double scan games require the NTSC saturation hack. So let's just apply the saturation only for Interlaced (Field) Mode and omit the saturation step for other modes.
2017-02-21 10:54:28 +01:00
Akash
17b33afd64 GSdx-PCRTC: Move hacks away from GetDisplayRect()
Isolate all the hacks into a separate subroutine and properly document about them, should make it easier for people to understand the display rectangle setup code, the hacks were totally messing up the readability of the function earlier.
2017-02-21 10:54:28 +01:00
Akash
319b3dabdf GSdx-Windows: Automatic CRC hack level selection
Default to "Partial" CRC hack level when the GPU's best renderer is determined as the OpenGL hardware renderer.
2017-02-21 10:54:03 +01:00
Akash
ff89619b09 GSdx: Add an Enumeration for CRC Hack level 2017-02-21 10:54:03 +01:00
Gregory Hainaut
726f9d5312 gsdx ogl: improve error message on windows
* Common function
* Print an error id
* Don't exit on bad setpixelformat (it is illegal to call it twice)
2017-02-18 22:25:27 +01:00
Gregory Hainaut
f3adf4bf57 gsdx ogl: texture barrier is optional too 2017-02-18 20:11:56 +01:00
Gregory Hainaut
193d9f838b gsdx ogl: mark 2 DSA functions as optional 2017-02-18 19:44:17 +01:00
Jonathan Li
1ff6eec1e3 isoreader:gzip: Avoid shallow copying z_stream objects
This prevents the internal state of the objects from becoming
inconsistent, which causes inflate() to fail with recent zlib versions
(1.2.9 and later).
2017-02-18 15:49:00 +00:00
Jonathan Li
c218ef3970 3rdparty: Update zlib from 1.2.8 to 1.2.11 2017-02-18 15:49:00 +00:00
Gregory Hainaut
674d22321a gsdx wgl: drop GL2.0 context and avoid a context leak
Namely detach/delete context before throwing
2017-02-17 19:20:42 +01:00
Gregory Hainaut
cdb71101a1 gsdx ogl: As Intel is too cheap to provide GL_ARB_direct_state_access on theirs expensive iGPUs
Add a "slower" emulation of the extension...

Hopefully it will allow to start openGL on haswell (maybe broadwell) and later.
2017-02-17 17:44:26 +01:00
Gregory Hainaut
26993380b1 gsdx-ogl: black list 2016/2017.1 AMD driver
Based on AMD feedback, I'm might blacklist all 2017 drivers too.
2017-02-17 17:32:53 +01:00
Gregory Hainaut
da1bb43618 cmake: Add various missing file in CMakeLists.txt
Add some windows code path. It would reduce the burden to port Cmake to windows.
(sill miss 3rdparty/some plugins/...)
2017-02-16 20:11:57 +01:00
Robert Neumann
f86ea9f19b GameIndex.dbf: Removed Shin Megami Tensei Digital Devil Saga series EE timing hack 2017-02-11 14:48:21 +01:00
Gregory Hainaut
0610690fa7 Merge pull request #1814 from PCSX2/greg/gsdx-wgl-context
gsdx wgl: retry to create a context without advance flag
2017-02-11 14:02:48 +01:00
Gregory Hainaut
de962d3e7e gsdx wgl: retry to create a context without advance flag
Hopefully it will support more drivers #1813
2017-02-10 22:26:41 +01:00
Gregory Hainaut
213fa1c148 gsdx sw: init completely m_scanline buffer
The buffer contains extra room to avoid a segmentation fault due to an overflow.
Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior.

Based on issue #1806 it could impact Guilty Gear X2
2017-02-08 19:42:54 +01:00
Gregory Hainaut
2a2a022792 gsdx ogl: add a texture barrier when target is read back
Fix graphical corruption in Nouveau/BUA/devil may cry

Issue #1805
2017-02-08 19:42:54 +01:00
Gregory Hainaut
ba91c8f0c2 gsdx opencl: warning+compilation fixes 2017-02-08 19:42:54 +01:00
Gregory Hainaut
c232f90d6e cmake: add an option to enable openCL
Note: nothing work
2017-02-08 19:42:54 +01:00
Gregory Hainaut
d0b1162b15 gsdx ogl: drop fallback of GL_ARB_clear_texture
Mesa AMD was updated :)

all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture

[1] Intel driver misses others extensions to run GSdx
2017-02-03 21:56:24 +01:00
Gregory Hainaut
63944e8c43 gsdx ogl: allow to start without GL_ARB_texture_barrier
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)

Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
2017-02-03 21:56:24 +01:00
Gregory Hainaut
35ed991abe pcsx2: set the size of the vector in the constructor 2017-02-03 21:56:24 +01:00
Gregory Hainaut
23d081ab21 common: remove an old gcc workaround 2017-02-01 18:24:51 +01:00
Gregory Hainaut
6d7b1f9dbd common: move ssappendf in DisR59000asm.cpp
Legacy function to print EE opcode. It doesn't worth an extra file.
2017-02-01 18:24:51 +01:00
Gregory Hainaut
965fccaff0 common: use C++11 version vssappendf
* use std::vector instead of VLA
* remove windows code (optimization is useless here)
2017-02-01 18:24:51 +01:00
Gregory Hainaut
dc42c65dfb gsdx: requires/allow BMI instruction in AVX2 build
So far BMI is inclusive in AVX2 CPU. Help compiler to generate better code
2017-02-01 18:24:51 +01:00
Akash
eda22c241d GSdx: Improve robustness of ComboBoxInit()
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.

To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
2017-02-01 11:29:38 +00:00
Huud
c56ac2cf3e PCSX2: Remove Unused And Unneeded Argument. (#1799)
EE interpeter: remove unused argument

rdd is neither used, nor needed. It appears it was there to pass the _Rd_ word to write to, but the writing was moved to PHMSBH() to have one "if (_Rd_)".

Add a note on undefined behavior
2017-02-01 11:30:41 +01:00
Jonathan Li
af38b8bf97 pcsx2: Avoid having to translate the same strings twice
Both strings have almost identical strings present elsewhere in the code,
the only difference being that they use one less space.
2017-01-31 22:30:08 +00:00
Jonathan Li
c65e467c83 pcsx2:windows: Fix unreferenced local variable warning
Also fix some typos in the warning messages.
2017-01-31 22:26:03 +00:00
Gregory Hainaut
5751e38180 gsdx: use range loop instead of for_each 2017-01-30 17:58:39 +01:00
Gregory Hainaut
cf71049bd4 gsdx tc: use unsigned constant
Help the compiler to generate better code

C code:
uint32 addr = (i >> 3u) % MAX_BLOCKS;
uint32 row = addr >> 5u;
uint32 col = 1 << (addr & 31u);

ASM Before
     f48:	mov    eax,esi
     f4a:	mov    ecx,esi
     f4c:	mov    edx,DWORD PTR [ebp+0x8]
     f4f:	sar    eax,0x1f
     f52:	sar    ecx,0x3
     f55:	shr    eax,0x12
     f58:	add    ecx,eax
     f5a:	and    ecx,0x3fff
     f60:	sub    ecx,eax
     f62:	mov    eax,0x1
     f67:	shl    eax,cl
     f69:	shr    ecx,0x5
     f6c:	lea    edx,[edx+ecx*4]

ASM After
     f48:	mov    ecx,edi
     f4a:	mov    eax,0x1
     f4f:	sar    ecx,0x3
     f52:	shl    eax,cl
     f54:	shr    ecx,0x3
     f57:	and    ecx,0x7fc
     f5d:	add    ecx,DWORD PTR [ebp+0x8]
2017-01-30 17:54:29 +01:00
Gregory Hainaut
da054a2aab gsdx: remove useless debug log 2017-01-30 17:54:21 +01:00
Gregory Hainaut
09b8aaed71 gsdx tc: extend the wrap option to the texture cache 2017-01-30 17:54:07 +01:00
Akash
bf10873405 GSdx: Remove useless check and add debug messages
IsEnabled() check is already done in GetDisplayRect, so it's pointless to do it here. Also updated a debug message in the GetFrameRect() function.
2017-01-30 15:29:28 +01:00
Akash
a2cdcb4e4d GSdx-PCRTC: Improve output circuit selection
Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.
2017-01-30 15:29:28 +01:00
Gregory Hainaut
bccc3ef253 Merge pull request #1770 from np511/gcc-cleanup
Cleanup GCC warnings - still needs some work
2017-01-30 15:28:33 +01:00
np511
e5e601eb75 Use GResources API instead of deprecated inline 2017-01-29 09:06:22 -05:00
np511
15d66cf337 Properly format 2017-01-29 09:06:21 -05:00
np511
936d9edc4c Remove old/pointless code 2017-01-29 09:06:21 -05:00
np511
de6216b37b Remove warnings about ISO C++11 conformance 2017-01-29 09:06:10 -05:00
Gregory Hainaut
72d54d3df6 Merge pull request #1792 from FlatOutPS2/Core
GameDB: Add game fixes for Silent Hill 2 and 3
2017-01-27 14:20:46 +01:00
FlatOutPS2
7ff28ab5ae GameDB: Add fixes for Silent Hill 2 and 3
Adds FMVinSoftwareHack gamefix to the game fixes list and activates it
for Silent Hill 2 and 3.
2017-01-27 13:05:41 +01:00
Gregory Hainaut
9393b20e13 Merge pull request #1791 from turtleli/remove-old-cdvd
Remove old cdvd plugins
2017-01-27 11:10:07 +01:00
Jonathan Li
754045b6f7 gsdx:windows: Remove SSSE3 and AVX configurations 2017-01-27 11:06:30 +01:00
Gregory Hainaut
972c907ac2 Merge pull request #1794 from turtleli/add-cdvd-block-dump-menu
pcsx2:gui: Add menu item for creating block dumps
2017-01-27 11:05:47 +01:00
lightningterror
f0393e50c2 GSdx: Windows gui updates (#1768)
* Rename CRC Hack Level "Full (Safest)" to "Full (Direct3D Recommended)"
* add link/info of AMD driver epic fail status
2017-01-27 11:00:23 +01:00
Jonathan Li
625c4a9a05 Merge pull request #1751 from FlatOutPS2/Lily
LilyPad: Another GUI update and add more new functions
2017-01-27 00:22:44 +00:00
Jonathan Li
56c2d20b90 pcsx2:gui: Add menu item for creating block dumps 2017-01-26 18:48:07 +00:00
FlatOutPS2
8d00ae25c4 LilyPad: UI restructure
UI restructure and improvements.
2017-01-26 19:46:37 +01:00
FlatOutPS2
6074d60a90 LilyPad: Replace Turbo hack
The "L3 Toggles Turbo" hack has been removed and been replaced by a
bindable Turbo button on the Pad tabs. The Turbo function in the input
configuration has been renamed Rapid Fire.
2017-01-26 19:46:36 +01:00
FlatOutPS2
6e54dfe5ba LilyPad: Remove outdated hacks
Removes Ignore Key(hasn't functioned since LilyPad 0.9.9 (PCSX2 0.9.6)),
and "Send escape on window close" hack (unnecessary for PCSX2 and caused
issues with other emulators).
2017-01-26 19:46:36 +01:00
FlatOutPS2
9163ed351c LilyPad: Add Exclude Input option
This new option on the pad tabs disables an input so it will be ignored
when trying to bind another input. This is helpful when binding controls
for a device with an input that's difficult to center like an
accelerator, or just always active like a faulty button or analog stick.
2017-01-26 19:46:36 +01:00
FlatOutPS2
f8a79e5d40 LilyPad: Add neGcon support
Adds neGcon as a new pad type.

For use with several PS1 and PS2 games like the Ridge Racer and Ace
Combat series.
2017-01-26 19:46:19 +01:00
lightningterror
1cf30584f0 CP update
Replace Gregory's name with PCSX2 Dev Team
2017-01-26 17:12:13 +01:00
lightningterror
1ecb5aed0f Update Copyright v2
Revernt changes , update Gregory's name
2017-01-26 17:12:13 +01:00
lightningterror
0b93aa5d12 Revert "Update Copyright notices/disclaimers 2017"
This reverts commit fc5bdb771f.
2017-01-26 17:12:13 +01:00
lightningterror
3d4e1c1246 Update Copyright notices/disclaimers 2017
Update all Copyright notices/disclaimers in scripts to 2017
2017-01-26 17:12:13 +01:00
Gregory Hainaut
096c9316b8 gsdx cl: fix various compilation issues and a couple of warnings
I didn't fix all the warnings (purpose was to realign code with "recent" update)

Linux note: only miss 2 major items
* res/tfx.cl loading
* device descriptor
* And various bug fixes ;)
2017-01-24 19:38:31 +01:00
Gregory Hainaut
d67b9cba14 gsdx tc: merge page coverage code
A function was already done for openCL. Use the same for others renderers
2017-01-24 19:38:16 +01:00
Gregory Hainaut
5c7c9452d6 onepad|gsdx: remove useless debug messages 2017-01-22 21:47:05 +01:00
Gregory Hainaut
1e7fd83ac5 gsdx|spu2x: fix %d/%u in printf (cppcheck) 2017-01-22 21:10:40 +01:00
Gregory Hainaut
077ae2e6a0 gsdx: use (void)(0) for empty statement
Reduce warning in cppcheck
2017-01-22 21:10:40 +01:00
Gregory Hainaut
28e1f87d9e build.sh: reduce the number of define for cppcheck analysis + add cdvd giga 2017-01-22 21:10:40 +01:00
Jonathan Li
1a5f01ca9f man-page: Update and use mdoc macros
[skip ci]
2017-01-22 18:38:50 +01:00
Gregory Hainaut
1d2ce62b2c gsdx tc: comment dead code 2017-01-22 16:52:14 +01:00
Gregory Hainaut
d9efbfb178 pcsx2: don't use npos as array index 2017-01-22 16:50:55 +01:00
Gregory Hainaut
6f9feee759 common: init m_vtune_id 2017-01-22 16:45:49 +01:00
Gregory Hainaut
701743a4ec gsdx boost queue: init all states 2017-01-22 16:43:35 +01:00
Gregory Hainaut
9183d1d2c6 gsdx osd: set m_face to null in case of error 2017-01-22 16:42:01 +01:00
Gregory Hainaut
9120c3bfb1 onepad: init all fields of objects 2017-01-22 16:34:27 +01:00
Gregory Hainaut
5d119bec31 vif: init field in constructor + remove empty function 2017-01-22 16:23:40 +01:00
Gregory Hainaut
ad7892bd15 svu: init all field of RANGE struct 2017-01-22 16:10:43 +01:00
Gregory Hainaut
33a7672196 spu2x: use default contructor of the compiler 2017-01-22 16:06:54 +01:00
Gregory Hainaut
44b5552231 MTVU: hide ring buffer pointer bug under the carpet
There is a bug lurking around (intro of SotC). Unfortunately, I didn't find it. So instead, I added a safety net
in the ring buffer reservation.
2017-01-22 15:42:14 +01:00
Gregory Hainaut
81adc3ef4d gsdx ogl: don't use per buffer blending
It increases the number of state that driver must handle.
2017-01-20 18:22:52 +01:00
Gregory Hainaut
3400d7eecc i10n: update es mo file 2017-01-20 18:22:52 +01:00
Jonathan Li
03acb22212 plugins: Remove cdvdlinuz
Superseded by PCSX2 internal ISO reader and cdvdGigaherz.
2017-01-20 00:04:14 +00:00
Jonathan Li
9b110d8c3c plugins: Remove CDVDisoEFP
Superseded by PCSX2 internal ISO reader and cdvdGigaherz.
2017-01-20 00:04:14 +00:00
Jonathan Li
0ad5abbbfc 3rdparty: Remove bzip2
Now unused.
2017-01-20 00:04:14 +00:00
Jonathan Li
cb64cb6abe plugins: Remove CDVDiso
Superseded by PCSX2 internal ISO reader.
2017-01-20 00:04:14 +00:00
Jonathan Li
6aef44271e plugins: Remove CDVDolio
Superseded by PCSX2 internal ISO reader and cdvdGigaherz.
2017-01-20 00:04:14 +00:00
Akash
0d659a1b46 GSdx: Improve captured screenshots naming
Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image.

The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
2017-01-19 23:47:34 +00:00
Gregory Hainaut
21612cafc1 Merge branch 'greg/mtvu-mtgs-lockless' 2017-01-18 19:12:26 +01:00
Gregory Hainaut
24c780c884 MTVU/GS: try to relax the readAmount atomic operation
I suspect it to be the same on x86

The real issue is the various atomic in FinishGSPacketMTVU which I'm afraid will create some cpu stall
2017-01-18 19:11:51 +01:00
Gregory Hainaut
e3d1871f86 MTVU: small thread scheduling improvement
* Use yield to avoid a spin loop during WAIT
* Don't flush the full buffer when we miss space
2017-01-18 19:11:10 +01:00
Gregory Hainaut
fff5230631 MTVU: redo properly atomic management around the MTVU ring buffer
The ring buffer is composed of severals read/write by transaction.

Atomic operations are only required at the start/end of the full
transaction. In the middle, you can use normal variable (optimization
opportunity for the compiler)

Use acquire/release semantics on isBusy and vuCycles to remain 100% safe
(relaxed might be doable but better be safe than sorry)

Use dedicated cache line for atomic variable to avoid any conflict between CPU
2017-01-18 19:10:47 +01:00
Gregory Hainaut
d589be9415 GIF: remove 'done' of the GS_Packet struct
The struct is copied in various ring buffer (hot path)
We only need the return status of the function so use a reference instead of
a state variable

Side note: if we align the struct to 16B maybe the compiler can use SSE to copy it.

Warning: it breaks save state compatibility
2017-01-18 19:08:29 +01:00
Gregory Hainaut
7b3984059a MTVU/MTGS: use a mutex free ring buffer
Most of the time the mutex was likely optimized. Now we have the guarantee that
thread won't block.
2017-01-18 19:07:01 +01:00
Gregory Hainaut
e4f4350bb4 boost ring queue: dedicate cache line for atomic variable
Bad for data cache ! But it might be better for atomic operation.
2017-01-18 19:07:01 +01:00
Gregory Hainaut
8779583bdb boost ring queue: use % to wrap the index
For power of 2, it is replaced with a single and instruction. If it potentially faster
than branch. But it worths a benchmark
2017-01-18 19:07:01 +01:00
Gregory Hainaut
725aaccf5c boost ring queue: extend the interface to ease replacement of dequeue class in core 2017-01-18 19:07:00 +01:00
refractionpcsx2
671a575216 refractionpcsx2
GameDB: Set VU rounding to nearest in Sonic R (Sonic Gems Collection).
2017-01-18 08:28:01 +00:00
Gregory Hainaut
253057a765 Merge pull request #1777 from IlDucci/master
Updating Spanish translation
2017-01-17 18:47:52 +01:00
Aced14
70cec30dcf GameDB: Set VU rounding to nearest in Sonic R (Sonic Gems Collection).
Fixes #1759.
2017-01-16 23:25:28 -05:00
Víctor "IlDucci
240191dff8 Updating Spanish translation
Updating the Spanish translation with the latest updates.
2017-01-16 22:03:29 +01:00
Gregory Hainaut
8fe94ec07e Merge pull request #1776 from FlatOutPS2/DX
Revert "gsdx tc: partial support of pseudo depth for Dx"
2017-01-16 19:43:16 +01:00
FlatOutPS2
fffd829f88 Revert "gsdx tc: partial support of pseudo depth for Dx"
This reverts commit
d6383e6c21

It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
2017-01-16 19:15:46 +01:00
Gregory Hainaut
f9c2025149 gsdx tc: avoid any pitfall with 1 << 31
Based on Turtleli feedback
"1 << 31 is undefined in C++11, but defined in C++14"
2017-01-15 20:11:34 +01:00
Gregory Hainaut
87cf7b6d30 gsdx tc: implement a safe RemoveAt
The code is now a mirror of the ::add. So 1 insert == 1 erase

This way it won't crash on future update. And it will support future GS
memory wrapping improvement.
2017-01-15 20:11:34 +01:00
Gregory Hainaut
d1315b6187 gsdx tc: save list iterator to allow fast removal
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !

However insertion is a bit slower. Due to the begin() after the push_front

v2: use std:: for lists and arrays
2017-01-15 20:11:34 +01:00
Gregory Hainaut
87fc4c1e44 gsdx tc: skip draw call when input texture can't be fetched
Avoid garbage on Full Spectrum Warrior
2017-01-15 20:09:39 +01:00
Gregory Hainaut
2f972b91a3 gsdx tc: allow a hit on older depth buffer
Avoid an issue when rendering take some shortcut (Full Spectrum Warrior)

Close #1757
2017-01-15 20:09:39 +01:00
FlatOutPS2
3acac3203b GSdx: Remove/move CRC hacks
Removes Alpine Racer 3 hack. Issue has been resolved.

Moves NanoBreaker hack. Issue has been resolved for OpenGL and hack has
been moved to DX only.

Moves Tri-Ace games hacks. Hacks are also necessary for OpenGL with "Partial" CRC Hack Level to prevent massive slowdown.

Move Tales Of Legendia hack back as it's also necessary for OpenGL with "Partial" CRC Hack Level to prevent graphical issues.
Close: https://github.com/PCSX2/pcsx2/issues/1698

Added PAL and NTSC-U CRC's for Ar tonelico II.
2017-01-15 20:07:10 +01:00
Jonathan Li
52ec143a92 gsdx:windows: Fix deprecated ATL attributes warning 2017-01-13 23:52:25 +00:00
Jonathan Li
fe1947ea48 gsdx: Fix minor user visible typos
Well. it should be better; but my grammar is questionable at times,
2017-01-13 23:52:02 +00:00
Gregory Hainaut
696510d220 Merge pull request #1763 from guoyunhe/patch-1
Translate Simple Chinese in .desktop file
2017-01-12 14:44:42 +01:00
Guo Yunhe
f5e6c82e86 Translate Simple Chinese in .desktop file
Add Simple Chinese translation in .desktop file
Change "Playstation" to "PlayStation". (Official name)
2017-01-12 13:32:59 +02:00
Gregory Hainaut
8cf3a83dd7 gsdx: try to ask GCC to generate not dumb code
Unfortunately it requires at least GCC6. If a nice guy can check the generated code on GCC6.
I don't know clang status.

Here the only example, I have found on the web
https://developers.redhat.com/blog/2016/02/25/new-asm-flags-feature-for-x86-in-gcc-6/

Current generated code in GSTextureCache::SourceMap::Add

    38b3:	bsf    eax,esi
    38b6:	add    esp,0x10
    38b9:	test   esi,esi
    38bb:	jne    387e <GSTextureCache::SourceMap::Add(GSTextureCache::Source*, GIFRegTEX0 const&, GSOffset*)+0x6e>

BSF already set the Z flag when input (esi) is 0. So it would be better
to not put a silly add before the jump and to skip the test operation.
2017-01-11 21:36:05 +01:00
Gregory Hainaut
1fbee92044 gsdx tc: add a comment for a potential "ASM" optimization
I'm not sure it worth it yet. But a generic function would be nice for
future.
2017-01-11 20:13:53 +01:00
Gregory Hainaut
ced2dd9200 gsdx: hidden option disable_hw_gl_draw
OMG, Zone of Ender got a speed boost from 11 fps to 45 fps

Seriously, the goal is to allow benchmarking GSdx without too much overhead of the main renderer draw call

Note: unlike the null renderer, texture/vertex uploading, 2D draw, texture conversions are still done.
2017-01-11 18:54:36 +01:00
Gregory Hainaut
6dabc68c16 gsdx linux gui: compact the GUI for Nx768 display (seriously guy it is time to upgrade !)
* move the post-processing frame into the OSD tab
* Rename Global Settings to Renderer Settings
* put monitor and indicator check box on the same line

At least we have a similar number of options by tab
2017-01-11 18:32:02 +01:00
Gregory Hainaut
f5fbfe98bd gsdx: fix warning: variable ‘success’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered] 2017-01-11 18:23:34 +01:00
Jonathan Li
62c21fd58f i10n: Update pt_BR (Brazilian Portuguese) .mo files 2017-01-10 21:11:15 +00:00
Jonathan Li
791dc84d49 gsdx:gtk: Update GUI
Set slider ranges to 0-100, which matches what Windows uses.
Add OSD maximum log messages option and tooltips.
2017-01-10 20:47:33 +00:00
FlatOutPS2
6a7c38f30d GSdx: Minor update to GS Settings Dialog
Update a few parts of the GS Shader dialog to reflect the improvements
from the OSD dialog code.
2017-01-10 20:07:29 +00:00
FlatOutPS2
da57014eb8 GSdx OSD: Add Windows UI and new option
Adds Windows UI and option to limit the amount of log messages on the
screen at the same time/in the buffer.
2017-01-10 20:07:29 +00:00
FlatOutPS2
d42759c641 GSdx OSD: Minor log improvements 2017-01-10 20:07:29 +00:00
Gregory Hainaut
83b5bdbd29 Merge pull request #1753 from josephgbr/master
Update Brazilian Portuguese translation
2017-01-10 11:46:48 +01:00
refractionpcsx2
b02cc6ecbe Whoops, over zealous with removing things. 2017-01-09 22:37:15 +00:00
refractionpcsx2
b0baa8d8f9 Revert CLUT change, seems it causes more problems than it solves. Leaving the comment for future investigation 2017-01-09 22:30:54 +00:00
Rafael Fontenelle
fcdc3a4745 Update Brazilian Portuguese translation 2017-01-09 09:53:02 -02:00
Gregory Hainaut
7c4a952ee0 Revert "gsdx tc: always clear a new depth buffer"
This reverts commit f77c1900fa.

Conflicts:
	plugins/GSdx/GSTextureCache.cpp

Another fix was done later for Jak cut scene (or FMV). One game got a regression (don't remember which)
2017-01-09 10:21:23 +01:00
Gregory Hainaut
3fab287e8d onepad: don't load joyid_map from the ini
Old option from the older GUI can cause issue.

Close #1139
2017-01-07 16:38:13 +01:00
Gregory Hainaut
5c6d10da96 i10n: remove build file 2017-01-07 16:02:15 +01:00
Jonathan Li
285bcbcec0 vifUnpack: Report the correct number of bytes
It now reports 6904 bytes instead of just less than 4GB.
2017-01-07 14:49:33 +00:00
Jonathan Li
c2e21fa30e gsdx: Don't use atomic for exit variable
All accesses are protected by locks, so there's no need for it to be
atomic.
2017-01-07 13:54:45 +01:00
Jonathan Li
cb2c9ce4e6 gsdx: Don't use separate count variable
It's only ever updated after the queue is updated, so its state will
always lag slightly behind it. It's sufficient to just use empty().

This seems to fix some caching issues that were noticeable on Skylake
CPUs (#998).
2017-01-07 13:54:45 +01:00
Jonathan Li
a583fafa37 gsdx: Use lock instead of loop to terminate threads 2017-01-07 13:54:45 +01:00
Jonathan Li
b244de73ca gsdx: Use separate mutex for waiting
In the previous code, the worker thread would notify the MTGS thread
while the mutex is still locked, which could cause the MTGS thread to
wake up and immediately go back to sleep again since it can't lock the
mutex.

Use a separate mutex for waiting, which avoids the issue.
2017-01-07 13:54:45 +01:00
Gregory Hainaut
93471d46df build: workaround to detect freetype on my Debian system
I don't know if recent Cmake/Debian work better.
2017-01-07 13:49:56 +01:00
Gregory Hainaut
648cc2bb39 Merge pull request #1693 from ssakash/framebuff
GSDX: Pass total height of framebuffer on GetOutput()
2017-01-07 13:48:35 +01:00
ramapcsx2
80be9d92ca Merge pull request #1709 from turtleli/cdvd-street-fighter-ex3
cdvd: Street Fighter EX3 (NTSC-J) black screen fix.
2017-01-06 22:21:03 +01:00
Akash
09c72375ab GSDX: Pass total height of framebuffer on GetOutput()
Some PSX games seem to store image data of the drawing results in an undeterminate area out of range from the current context buffer. At such cases, calculate the height of both the frame memory rectangles combined.

What happens on "Crash bash" -

* At first draw, scissoring is limited to SCAY0- 0 & SCAY1- 255
* At second draw, scissoring is limited to SCAY0- 255 & SCAY0-511

Previously, we limited the height to the value of one single output texture, so instead of that let's calculate the total height of both the two buffers combined to prevent such issues.
2017-01-04 22:17:26 +05:30
refractionpcsx2
98e8d93fa3 Merge pull request #1728 from ssakash/custom_regression
GSDX-TextureCache: Fix corner cases on custom resolution scaling
2017-01-04 16:21:18 +00:00
Gregory Hainaut
ecd00d377a Merge pull request #1729 from np511/master
Extend LTO support and remove warnings
2017-01-04 17:03:38 +01:00
np511
f55f3b94a1 Removes LTO warnings and sets -flto=number of cores. 2017-01-03 15:45:24 -05:00
Jason Brown
fce2814735 Added callbacks for OSD Log and Monitor. Added wrappers in PCSX2 main for callbacks. Added some basic info calls (e.g. Saving loading FPS) 2017-01-03 10:43:56 +01:00
Jason Brown
44e671bb0a Add an RGBA getter for ConsoleColors 2017-01-03 10:43:56 +01:00
Jason Brown
248ad0ddde Added config page to linux setting dialog 2017-01-03 10:43:56 +01:00
Jason Brown
b8a84d170a Added OSD Manager which depends on FreeType2. Added functions into GSDeviceOGL to render OSD and a point shader. 2017-01-03 10:43:56 +01:00
Jason Brown
4c084391fc Changed the GSBufferOGL interface from map and upload to map and unmap. This allows rendering directly into the OGL buffer instead of having to do copy at some point. 2017-01-03 10:43:56 +01:00
Gregory Hainaut
b87881c91b Merge pull request #1735 from FlatOutPS2/W
GSdx: Prevent FMV crash
2017-01-03 10:36:29 +01:00
FlatOutPS2
048b657c8f GSdx: Prevent FMV crash
Fixes FMV crashing PCSX2 in The Simpsons: Road Rage.
2017-01-03 00:46:38 +01:00
Akash
6c521c36dd GSdx-TC: Remove some old hacks
Previously, we only calculated the width of a single output circuit which lead to missing a single pixel from the other output circuit which in turn causes offset issues in Persona games, I have customized GetDisplayRect() to now also calculate the dimensions of the merged rectangle when both the output circuits are enabled through the PMODE register, so this hack is no longer needed. :)

TL;DR - The above commit of mine accurately handles the offset issues by calculating union of the rects, removing this stupid hack. (not insulting any other developers, this stupid hack was mine :)
2017-01-02 14:43:17 +05:30
Akash
b56ff3fce7 GSDX-TC: Pass merged output size for scaling
Passes the merged output circuit as the base size for texture cache scaling code. Helps fixing scaling issues where games use both of the output circuits for rendering.

Future Note: Alter the behavior of IsEnabled() check always preferring the second output circuit for some weird reason. I plan on changing it to a better auto-output circuit selection mechanism but that could probably be done some time in the future.
2017-01-02 14:42:32 +05:30
Gregory Hainaut
9d1b27cde8 miss a ;
I don't know what I compiled for my previous push !
2016-12-31 17:42:38 +01:00
Gregory Hainaut
1be3f48017 gsdx sw: minor fix on the thread management
* Upgrade the counter to signed 32 bits. 16 bits is too small to contains the 64K value.
* Read ThreadProc/m_count when the mutex is locked
* Use old value of the fetch instead to read back the new value
2016-12-31 16:59:38 +01:00
Gregory Hainaut
14a76a8499 cmake: don't use SSE2 suffix on libgsdx.so file
In debug build, SIMD is disabled, so it is dangerous (use wrong binary) to debug
2016-12-31 13:37:43 +01:00
Gregory Hainaut
761ce60a8e i10n: refresh translated based on latest string change 2016-12-31 11:40:46 +01:00
refractionpcsx2
7a61dc2c88 GSDX: CLUT temp old regression fix for the Romance of the Three Kingdoms games, until somebody who knows what they are doing fixes it properly :P 2016-12-30 22:00:54 +00:00
refractionpcsx2
8fecd3512c refractionpcsx2
GSdx Merge Circuit: Fix regression and issue
2016-12-27 12:08:18 +00:00
refractionpcsx2
c88cd1b065 Merge pull request #1720 from ssakash/rtc
PCSX2-Counters: Fix RTC counting in Progressive modes
2016-12-27 00:00:00 +00:00
refractionpcsx2
af3c1fc510 Gif MFIFO: Slight Optimisation for GIF MFIFO heavily used area.
Hopefully this translates well to slower systems :)

Tekken Tag:

Before: 79-81fps
After: 82-84fps

Front Mission 4 intro (as it pans over the roofs)
Before: 158-159fps
After: 165-166fps
2016-12-24 20:09:47 +00:00
Akash
c92830b103 PCSX2-Counters: Fix RTC counting at certain cases
Previously, the seconds variable of the RTC was updated on progressive modes after every 50 Vsyncs, which was obviously wrong. The code has been adjusted to update the RTC with respect to the vertical frequencies of various other video modes.
2016-12-24 11:54:25 +05:30
refractionpcsx2
7aa554b8eb GameDB: Adding Hugo: Magic in the Trollwoods 2016-12-22 21:12:16 +00:00
Akash
8038ce1aa9 GSDX: Cleanup warnings on MSVC (#1694)
Explicitly cast some bitfields/local loop variables to uint8 as these functions have uint8 as the parameter datatype.
2016-12-21 23:21:07 +00:00
Jonathan Li
10eb88f6fe Merge pull request #1706 from PCSX2/greg/vif-hash
Greg/vif hash
2016-12-21 22:30:27 +00:00
FlatOutPS2
9b6c3bd106 GSdx Merge Circuit: Fix regression and issue
Avoids graphical issues in EA NASCAR games and a regression in Time Crisis 2/3 split screen mode.
2016-12-21 01:28:43 +01:00
Jonathan Li
5a63a62454 cdvdgigaherz: Fix read past the end of the buffer 2016-12-19 23:56:48 +00:00
Jonathan Li
f2edc50675 cdvdgigaherz: Improve prefetch logic
Avoid reading past the end of the disk.
Avoid waiting when there are prefetches remaining.
Fix the maths so that the first prefetch after a request attempts to
read the next block of sectors and not the block of sectors that was
just read (which will just be skipped anyway because the data has just
been cached).
Avoid potential prefetch after disk is swapped (though disc swap doesn't
work properly if you just eject and insert a different disk).
Stop prefetching on disk read failure (Suikoden hits this case - 2048
byte reads are requested, but only 2352 byte reads will succeed).

Also reduce the read retry count to 2.
2016-12-19 23:56:48 +00:00
Jonathan Li
c1160f40d0 cdvdgigaherz: Rename variables/parameters in cdvdDirectReadSector
s/sector/sector_block
s/first/sector
2016-12-19 23:56:48 +00:00
Jonathan Li
3f89f4bd32 cdvdgigaherz: Use constant for sectors per read 2016-12-19 23:56:48 +00:00
Gregory Hainaut
58e4076620 vif: update alignment constraint
16B alignment is now useless for nVifBlock (no more SSE)
However update the alignment of bucket to 64B. It will reduce cache miss
probability in the find loop
2016-12-18 22:51:23 +01:00
Gregory Hainaut
d812222061 vif: use u32 code instead of u8/u16
It avoids memory stalls and greatly reduces the overhead of the dVifUnpack function

Here a vtune summary of this branch (done on SotC init)

dVifUnpack<1> was 14.5% of effective VU thread time
dVifUnpack<1> is now 3.8% of effective VU thread time

I hope it will translate to better fps
2016-12-18 22:44:24 +01:00
Gregory Hainaut
ef75b36013 vif: move back the cache seach in the unpack function
Avoid the various move to return the value (actually due to the pointer)
2016-12-18 22:44:22 +01:00
Gregory Hainaut
e4c2c53b19 vif: inline dVifsetVUptr function
It avoid a double cmp/jmp on the dynarec/interpreter mode.
2016-12-18 22:44:01 +01:00
Gregory Hainaut
6ae082dab2 vif: compute the length during the compilation stage 2016-12-18 22:44:00 +01:00
Gregory Hainaut
7a33cda122 vif: replace sse cmp code with standard cmp
Standard instruction are faster to execute besides the CPU can optimize the cmp/jne

SSE

  e0:	add    ecx,0x10
  e3:	cmp    eax,0x7
  e6:	jg     1b0 <void dVifUnpack<0>(unsigned char const*, bool)+0x1b0>
enter_loop:
  ec:	vpcmpeqd xmm0,xmm1,XMMWORD PTR [ecx]
  f0:	vmovmskps eax,xmm0
  f4:	cmp    eax,0x7
  f7:	jne    e0 <void dVifUnpack<0>(unsigned char const*, bool)+0xe0>

Standard cmp

  d8:	add    eax,0x10
  db:	mov    esi,DWORD PTR [eax+0xc]
  de:	test   esi,esi
  e0:	je     190 <void dVifUnpack<0>(unsigned char const*, bool)+0x190>
enter_loop:
  e6:	cmp    ecx,DWORD PTR [eax+0x4]
  e9:	jne    d8 <void dVifUnpack<0>(unsigned char const*, bool)+0xd8>
  eb:	cmp    DWORD PTR [eax+0x8],ebx
  ee:	jne    d8 <void dVifUnpack<0>(unsigned char const*, bool)+0xd8>

v2: use reference instead of a pointer for find parameter
2016-12-18 22:43:07 +01:00
Jonathan Li
f441efd776 cdvd: Set the data ready flag after a finished transfer
Fixes a black screen loading issue in Street Fighter EX3 (NTSC-J).
2016-12-18 16:27:05 +00:00
Jonathan Li
5c53708f43 cdvd: cdvdRead08 is interrupt reason, not status
It seems there was a bad copy paste that caused PwOff to be changed to
Status in bc9e0b08ad.
2016-12-18 16:25:52 +00:00
Jonathan Li
0708d7c539 onepad: Fix variable type
Fixes a type limits warning on a 64-bit build.
2016-12-18 14:32:13 +00:00
Jonathan Li
c974a0d888 pcsx2: Fix "ISO Selector" menu item removal memleak
Delete() deletes the menu item but keeps the sub menu. Remove() doesn't
delete the menu item.

Also use AppendSubMenu - using Append on a submenu is deprecated.
2016-12-18 14:31:27 +00:00
Gregory Hainaut
2320efeb55 vif: increase buckets number to 64K
It allow to compare only 8B in the lookup so SSE could be replaced with general instruction

As a bonus, it allow to compute the hash key with a mov rather than modulo (which was an 'and')
2016-12-18 14:05:55 +01:00
Gregory Hainaut
1a32062439 vif: repack nVifBlock struct
cl/wl can fit in a single byte. Add a 2B length field instead.
It will contains the pre computed length to reduce dVifsetVUptr overhead
2016-12-18 14:05:55 +01:00
Gregory Hainaut
d34e99b38b vif: handle the special case 0 in the compilation stage (rather than lookup) 2016-12-18 14:05:55 +01:00
Gregory Hainaut
555c96a941 vif: reorganize dVifUnpack
Inline the execution part
Add a num parameter to dVifsetVUptr
Use a local variable for the nVifBlock instead of a global struct state

The goal is to ease future update of the nVifBlock struct
2016-12-18 14:05:55 +01:00
Gregory Hainaut
10b3d429fe vif: new implementation of the hash bucket
Previous implementation saved the both the chain pointer and the chain size
Rational: size is useful to add new element and to detect the end of the chain
Vif cache is rarely miss. So 'add' is barely called and the end of a chain is
barely reached.

New implementation will add a null cell at the end of the chain. As a
cell contains a x86 pointer, if is null you could conclude that you
reach the end of the chain.

The 'add' function will traverse the chain to get the current size. It is
a cold path besides the chain is often short (< 4).

The 'find' function only need to check the startPtr bytes to detect the end
of the loop.

Note: SizeChain was replaced with a std::array
2016-12-18 14:05:53 +01:00
Gregory Hainaut
c58b04979f vif: remove the type template of HashBucket
The class is designed and optimized for the layout of nVifBlock.
Besides it will ease future improvement.
2016-12-18 13:41:14 +01:00
Gregory Hainaut
c368618d09 vif: use intrinsic cast instead of ugly define 2016-12-18 13:41:14 +01:00
Gregory Hainaut
1acc81c25d vif: don't allocate vifblock hash on the heap
Avoid an extra indirection to access the hash bucket (Find function)
2016-12-18 13:41:14 +01:00
Gregory Hainaut
3dc7dc0cdc vif: improve block compilation management
Safety:
* check remaining space before compilation
* clear hash if recompiler is reset

Perf:
* don't research the hash after a miss
* reduce branching in Unpack/ExecuteUnpack

Note: a potential speed optimization for dVifsetVUptr
Precompute the length and store in the cache. However it need 2B on the
nVifBlock struct. Maybe we can compact cl/wl. Or merge aligned with upkType
(if some bits are useless)
2016-12-18 13:41:13 +01:00
Gregory Hainaut
b0b5c27fec vif: remove useless state from nVifStruct 2016-12-18 13:23:07 +01:00
Gregory Hainaut
c2587abcea mVU: always call perf before leaving the compilation function
I misses some early return in my first tentative. Now VTune shows me
properly the time in VU recompiler.

Note: It seem some block overlap (likely due to the branching mess). But it is still way better than no data
2016-12-16 22:01:06 +01:00
Gregory Hainaut
632b4971de common: remove memset duplicates
Use standard memset instead of memset_8

Move memzero/memset8 in a common OS file.
2016-12-16 20:45:22 +01:00
Gregory Hainaut
b3474b5a71 MTVU/gif: prebuilt the fake packet
GS_Packet constructor calls memset which is quite slow and useless as data is overwritten

Vtune overhead of Gif_Unit::Execute goes from 5.8% to 3.0% (EE thread)
2016-12-16 10:31:23 +01:00
ramapcsx2
29d229264d Merge pull request #1696 from FlatOutPS2/master
psxmode: Correct exe name for several PSX titles
2016-12-13 23:54:58 +01:00
FlatOutPS2
ff98dac104 psxmode: Correct exe name for several PSX titles
Several PSX titles lack a backslash in the elf path, which made the disc
serial contain 'cdrom:', this caused savestate issues in those ganes.

Solves: https://github.com/PCSX2/pcsx2/issues/1692
2016-12-13 17:32:26 +01:00
Jonathan Li
61669d1f3f gsdx:png: Fix accidental resource leak
Oops.

Unfortunately it'll reintroduce the clobbering warning on gcc 4.9.
2016-12-12 23:08:30 +00:00
Jonathan Li
b178423166 gsdx-replayer:cmake: Reduce build time/filesize
Avoid building GSdx twice if the replayer is being built.
2016-12-12 18:54:54 +00:00
Jonathan Li
2c3fd160c3 gsdx-replayer:linux: Fix strict-aliasing warnings
Use a reinterpret_cast instead of casting the function pointer address
to a void** and dereferencing it.

Also remove an unnecessary (void) and avoid including stdafx.h.
2016-12-12 18:14:38 +00:00
Jonathan Li
d4a6e18c01 gsdx:png: Fix gcc clobber warnings
Don't adjust 'image' and just use an additional offset.
'success' was kinda unnecessary when true or false could just be
directly returned.
Move 'compression' clamping out to GSPng::Save instead.

And throw in a whole bunch of const for good measure.
2016-12-12 17:39:05 +00:00
Jonathan Li
415090d249 common: Avoid wchar_t in pxTextWrapper
wchar_t is 16-bits on Windows, which can't actually properly fit all
Unicode characters.

Use the wx3.0.x wxTextWrapper approach of using iterators that increment
by actual characters to fix the issue, and also switch to using the
std::string style functions in wxString.
2016-12-10 22:30:27 +00:00
Jonathan Li
afe86a5f66 cmake: Only use -fprofile-dir when PGO is used
It stops clang from warning that '-fprofile-dir' is not supported.
2016-12-10 21:51:21 +00:00
Akash
a83042d5c0 PCSX2-WX: Update strings in Language dialog 2016-12-10 12:35:57 +00:00
Akash
83eb79c9d9 PCSX2-WX: Proper source medium on menuitem
Previously the boot menu items always displayed "Boot CDVD" regardless of the current source medium, this behavior has been fixed to properly adjust the text when source medium is changed. Now it'll display Boot CDVD/ISO/BIOS with respect to the current source medium.

v2: Some instances of "Iso" have been changed to "ISO" for consistency.
v3: Remove the unnecessary "Reboot" on menu item labels, saves some string translations.
v4: Add a new shortcut key for the primary boot menu item.
2016-12-10 12:35:57 +00:00
Akash
b86518ef24 CDVD: Convert CDVD_SourceType into enum class
* Add a template function for underlying type conversions of enumerations
2016-12-10 12:35:57 +00:00
Akash
f367fa5a98 PCSX2-WX: Fix Shutdown menu item behavior
There is already a dedicated bind event to handle the gray out of the menu item, so let's just gray it out initially and let the bind event handler do it's thing.

The previous behavior would only gray out the menu item when all the plugins are in a non-active state which didn't seem ideal as the plugins were shutdown only when closing PCSX2 (or) switching plugins.
2016-12-10 12:35:57 +00:00
Akash
259b81317d PCSX2-WX: Disable HostFs for release builds 2016-12-10 12:35:57 +00:00
FlatOutPS2
947b6b5503 LilyPad: Add Device Select option
Adds a device select option that hides bindings and disables binding new
inputs from all non-selected devices on the bindings list. This also
avoids input conflict issues when one controller is recognized as
several devices through different APIs.
2016-12-10 12:16:44 +00:00
FlatOutPS2
872ab9d2b1 LilyPad: Add Configure on bind option
Part of the GUI update, this function switches to the configuration page
immediately after binding an input instead of staying on the bindings
page.
2016-12-10 12:16:44 +00:00
FlatOutPS2
1f8608f6dd LilyPad: GUI update
Updates the UI by reducing the height of the plugin window. This has
been achieved by removing some buttons below the diagnostics and
bindings list and incorporating those functions into the
lists(accessible by right-clicking in the list). The binding
configurations on the Pad tabs have been moved to a separate page, like
the Forcefeedback bindings, to separate the configuration from the
bindings.
2016-12-10 12:16:44 +00:00
FlatOutPS2
deaceb6b08 LilyPad: Add skip deadzone option
Adds a skip deadzone option to the Pad tabs.

With the normal deadzone, if the control input value is below the
deadzone threshold, the input is ignored.
However, some controllers also benefit from shortening the input range
by skipping a deadzone.
2016-12-10 12:16:44 +00:00
Akash
61a6fe9cd9 GSDX: Apply saturation only to interlaced video mode
JMMT uses a bigger display height on NTSC progressive scan mode, which is not really unusual hence adjust the saturation hack to only take effect on interlaced NTSC mode.

However, the whole double screen issue on FMV still exists. As a bit of information, this game has the second output disabled but seems to have some valid data inside of it, maybe the second output data is leaked into the first one? most likely a bug in the frambuffer data management rather than a CRTC issue (needs to be investigated)
2016-12-10 11:29:10 +01:00
np511
b9d57843eb Adds PGO support. Profile data is stored in a folder called profile
in the top-level source directory. The build folder should NOT be
transferred between computers when PGO is used, though I don't
see why anyone would be doing so anyway.

Also adds support for PGO and LTO to the build.sh script.
2016-12-10 11:26:16 +01:00
Gregory Hainaut
40ac87c9bc Merge pull request #1690 from PCSX2/greg/vtune
Greg/vtune
2016-12-10 11:25:58 +01:00
Gregory Hainaut
7f64f39c05 vtune: count the number of ERET to trigger a quick exit
The purpose is to stop vtune profiling in a predictable way. It allows
to compare multiple runs.

ERET is called every syscall/interrupt return so it is proportional to
the EE program execution.
2016-12-10 11:07:35 +01:00
Gregory Hainaut
031b6e6372 common: improve vtune merge support
Mapping the full buffer is killer on Vtune (either crash or requires a huge processing time).
Instead keep the same ID for code in the same buffers.

I think all buffers are correctly mapped now but I still miss the frame pointer
for VU code.
2016-12-09 09:28:19 +01:00
Gregory Hainaut
b9369e7c00 pcsx2: remove the reserve feature of recompiler memory
Cons:
* requires ~180MB of physical memory (virtual memory is the same so it
  doesn't impact the 4GB limit)

From steam: 98.81% got at least 2GB of RAM. 83.62% got at least 4GB of RAM.
That being said, it might not really increase RAM requirements as OS could put the
new allocation in the swap.

Pro:
* code is much easier
* remove at least half of the signal listener
* last but not least, it is way easier for profiler/debugger
2016-12-09 09:28:19 +01:00
Gregory Hainaut
903d3595e5 pcsx2: add a --profiling cli option
Disable Framelimiter and Vsync

So you can profile real data instead of the idle time between vsync ;)
2016-12-09 09:28:19 +01:00
Gregory Hainaut
0453e5cad8 cmake: improve vtune integration
Year is included in the path so search in order 2018/2017/2016

Not ideal but at least all logic is inside the FindVtune module
2016-12-09 09:28:19 +01:00
Akash
07d7905896 GSDX: Fix output texture height calculation
Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.
2016-12-08 22:14:05 +01:00
Gregory Hainaut
4d39bbe329 Merge pull request #1688 from turtleli/gsdx-thread
gsdx: Use std::thread and std::function for GSJobQueue
2016-12-08 22:07:36 +01:00
Jonathan Li
ac78688a32 gsdx: Make GSJobQueue non-inheritable
In the previous code, the threads were created and destroyed in the base
class constructor and destructor, so the threads could potentially be
active while the object is in a partially constructed or destroyed state.
The thread however, relies on a virtual function to process the queue
items, and the vtable might not be in the desired state when the object
is partially constructed or destroyed.

This probably only matters during object destruction - no items are in
the queue during object construction so the virtual function won't be
called, but items may still be queued up when the destructor is called,
so the virtual function can be called. It wasn't an issue because all
uses of the thread explicitly waited for the queues to be empty before
invoking the destructor.

Adjust the constructor to take a std::function parameter, which the
thread will use instead to process queue items, and avoid inheriting
from the GSJobQueue class. This will also eliminate the need to
explicitly wait for all jobs to finish (unless there are other external
factors, of course), which would probably make future code safer.
2016-12-08 01:18:17 +00:00
Jonathan Li
cdeed349e3 gsdx: Replace platform-specific threads with std::thread
GSThread now doesn't seem to have a purpose, so it's been removed.
2016-12-08 00:36:32 +00:00
Jonathan Li
faa46bb62d gui: Fix Plugin Selector panel memory leak
SafeList is totally unsafe for non-POD objects.
2016-12-07 20:25:45 +00:00
Jonathan Li
592d4b024a cdvdgigaherz:linux: Swap Ok and Cancel button order
This now matches the usual GTK GUI button order.

Also bump the version number.
2016-12-07 01:40:44 +00:00
Jonathan Li
1d634f9b44 cdvdgigaherz:linux: Use pread instead of lseek + read
It'll make it unnecessary to use a lock when reading disc sectors.
2016-12-07 00:54:11 +00:00
Jonathan Li
5109687a31 gui: Remove "Restore Defaults" button tooltip on Speedhacks panel
It's incorrect, and the button is self explanatory - fixing it would
just mean having a marginally useful tooltip that would require
translating.
2016-12-07 00:46:56 +00:00
refractionpcsx2
cfb801345b Merge pull request #1681 from PCSX2/interrupt_mask_register
PCSX2-GS: Use interrupt mask register bitfields
2016-12-04 01:42:44 +00:00
Jonathan Li
24038f8ce7 3rdparty:wxwidgets: Use locale name directly
Upstream commit 713c3f9d1b10ac25fb3c4a1ff115e23c035851dba from the wx
master branch (3.1.x).

Fixes the crash when the current language is Korean and the Change
Language dialog is accessed.
2016-12-02 00:07:16 +00:00
Jonathan Li
56d0c51033 pcsx2:windows: Don't create console stdio menu item
It's not used on Windows and it causes Visual Studio to report a memory
issue.
2016-12-01 18:25:14 +00:00
Akash
a9b63a2106 PCSX2-GS: Use interrupt mask register bitfields
Previously, the code used a lot of "bitwise AND" to get specific bitfields of the interrupt mask control register, which makes the code look a bit hacky, also it's even more hard for normal people to calculate the value when hexadecimal values are used for the bitwise operations where the register is totally binary. Instead of dealing with all those mess, let's just get the bitfield values from the already implemented nice union of the IMR register. FWIW it also makes the code more readable.
2016-12-01 16:32:27 +05:30
Gregory Hainaut
f41bb8db5e common: forget to format common properly
Moral of the story, don't rely on the commit hook when it isn't installed correctly ;)
2016-11-29 22:59:06 +01:00
Gregory Hainaut
310181b97f common: remove a gcc 4.6 hack
Not supported anymore
2016-11-29 22:59:06 +01:00
Gregory Hainaut
2b8a808fe3 remove trailing white space (until I run clang-format on the full code) 2016-11-29 22:59:06 +01:00
Gregory Hainaut
704776027b gsdx linux: update gui to add a HPO v2 checkbox
Sort std hack & upscaling hack
2016-11-29 17:22:02 +01:00
Gregory Hainaut
a95adcb999 gsdx-ogl: correct texture coordinate by 0.5 when vertex position is -0.5
Avoid ghosting in Captain tsubasa
2016-11-29 17:22:02 +01:00
Gregory Hainaut
61a7c747e1 gsdx-ogl: alternate implementation of half pixel offset
The previous implementation of HPO adds an offset on vertex position. It
doesn't always work beside it moves the rendering window.

The new implementation will add a texture offset so that instead to sample
the middle of the GS texel, we will sample the middle of the real texture texel.

It must be manually enabled with
* UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect)
* UserHacks_HalfPixelOffset_New = 2 (no offset)

v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss)
Might break other games but few of them uses float coordinates to read
back the target
2016-11-29 17:22:02 +01:00
Gregory Hainaut
c2229e3c0b gsdx-ogl: add a texture offset uniform parameter to vertex shader
It would be used for a new implementation of the half pixel offset hack

Hopefully it doesn't badly impact the perf on low end iGPU
2016-11-29 17:22:02 +01:00
Gregory Hainaut
f6cad2235b gsdx: defer GSScanlineConstantData init
Avoid AVX instruction in the middle

Issue #1677
2016-11-28 19:40:25 +01:00
Gregory Hainaut
4c3e98754e vif JIT: increment based on sizeof(T)
Struct on x64 will be 32B so +2 instead of +1
2016-11-28 19:07:04 +01:00
Gregory Hainaut
9862e5d207 vif hash: move bucket size check in the 'add' path instead of 'find' path
More logical this way
2016-11-28 19:07:04 +01:00
Gregory Hainaut
c9db1c6c4b vtune: plug PCSX2 core + add missing profiling (VU/VIF/TLB)
Doesn't fully work yet
* Unknown stack frame
* Outside any known module

Potential root cause:
* Nvidia driver
* VU code as ebp is required for emulation so likely no frame
2016-11-28 19:07:04 +01:00
Gregory Hainaut
4fca5f4d88 mvu: use static array for dispatcher code
I don't understand why but standard mmap blew up Vtune
2016-11-28 19:07:04 +01:00
refractionpcsx2
7ec8c7f9fe Merge pull request #1676 from FlatOutPS2/master
GameDB: Add fixes for EA Sports team games and more
2016-11-28 12:57:51 +00:00
FlatOutPS2
fadc727df4 GameDB: Add fixes for EA Sports team games and more
Fixes missing geometry in EA Sports team games.

All NTSC-J and the Madden NFL PAL versions unconfirmed, but extremely
unlikely to act any different.

And adds The Simpsons: Hit & Run lens flar fix (see issue
https://github.com/PCSX2/pcsx2/issues/1670)

Fixed title for NCAA College Football 2K3, game is not in compatibility
list.
2016-11-25 21:00:40 +01:00
Gregory Hainaut
aeef39a417 Merge pull request #1672 from np511/master
Fix LTO flags.
2016-11-25 17:09:54 +01:00
Gregory Hainaut
e4516ac9b8 cmake: add extra SSE4 and AVX2 build of GSdx when DISABLE_ADVANCE_SIMD is enabled
It will provide a speed boost on distribution that only enable SSE2
2016-11-25 16:35:40 +01:00
Gregory Hainaut
8431299b92 gsdx sw: port code to the new constant object 2016-11-24 23:03:26 +01:00
Gregory Hainaut
3b5bc9c38d gsdx sw: create a constant buffer
* Use POD type to avoid SSE/AVX compilation dependency
* global object to reduce cache miss
* dynamically object so give a chance to allocate below 2GB (allow x64
  optimization)
2016-11-24 23:03:26 +01:00
Gregory Hainaut
0f5529be18 gsdx sw: s/g_cpu/m_cpu/ 2016-11-24 23:03:25 +01:00
Gregory Hainaut
c3e38e46c7 gsdx sw x64: disable mipmap support on AVX
Until it is implemented (might never happen)
2016-11-24 23:03:25 +01:00
Gregory Hainaut
608bb5ccb2 gsdx sw x64: add AVX2 implementation for VS
FS was copied from 32 bits (require massive update)
2016-11-24 23:03:25 +01:00
Gregory Hainaut
15220c386a gsdx sw x64: setup prim miss some optimizations 2016-11-24 23:03:25 +01:00
Gregory Hainaut
e3bfa2be88 gsdx sw: factorize common draw scanline code
Ymm inherite from Xmm so it is useless to duplicate the code

Add a parameter to alltrue to test the good register
2016-11-24 23:03:25 +01:00
Gregory Hainaut
211c7745de gsdx: don't try to correct depth in primitive trace
Avoid to go above the maximum size allowed by the format

Issue #1674
2016-11-24 22:24:00 +01:00
Jonathan Li
230b470a3c pcsx2:freebsd: Disable aio use on FreeBSD 10.3 and earlier
A FreeBSD 10.3 user (meowthink) reported to me that games were not
working properly on their system. After some investigation, it was
discovered that aio was buggy on their setup. There's also bug reports
for other applications that involve aio too.

Workaround the issue by using a normal read and disabling the use of aio
on FreeBSD 10.3 and earlier. It'll remain enabled on FreeBSD 11.0 in the
hope that the aio issue has since been fixed.
2016-11-24 19:50:07 +00:00
Gregory Hainaut
df96361ded Merge pull request #1673 from FlatOutPS2/W
GSdx Merge Circuit: Fix regressions
2016-11-24 11:02:38 +01:00
FlatOutPS2
417d0a3606 GSdx Merge Circuit: Fix regressions
Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in
NASCAR 09.
2016-11-23 22:14:44 +01:00
np511
46fb6e9b48 Fixes LTO flags. Disables the use of the "gold" linker as a few plugins fail to compile with "gold" and "gold" is not used outside of LTO currently anyway. 2016-11-22 16:10:25 -05:00
Jonathan Li
483b3d6368 cdvdgigaherz: Avoid holding lock during thread sleep
Fixes Coverity CID 127721: Program hangs

Change the sleep to a condition variable wait, which has the added
benefit of allowing the plugin to close ever so slightly faster if
there's no disc in the drive.
2016-11-22 21:26:41 +01:00
Jonathan Li
29c2ccb310 cdvdgigaherz: Use a queue to manage sector requests
Fixes a data race.

Also avoid copying from the cache when it's unnecessary to do so.
2016-11-22 21:26:41 +01:00
Jonathan Li
3919a32dc3 cdvdgigaherz: Avoid race condition by reading from cache/disk
Instead of reading from a buffer shared by multiple threads, just read
the correct data from the cache or disk instead.
2016-11-22 21:26:41 +01:00
Jonathan Li
31b0b53394 cdvdgigaherz: Read correct sector type in keepalive thread
It'll prevent errors messages when raw sector reading is used.
2016-11-22 21:26:41 +01:00
Jonathan Li
a34942c882 cdvdgigaherz: Only update cache if the read succeeds 2016-11-22 21:26:41 +01:00
Jonathan Li
bb25ce1c6a cdvdgigaherz: Add cache entry check function
Useful when you don't actually want the cached data.
2016-11-22 21:26:41 +01:00
Jonathan Li
23f48e07ed cdvdgigaherz: Change signs
Avoid some unnecessary casting.
2016-11-22 21:26:41 +01:00
Jonathan Li
008fea5d89 common|cdvdgigaherz: Fix API sign mismatch
The typedef and function declaration don't quite match.
2016-11-22 21:26:41 +01:00
Gregory Hainaut
0d275868a5 gsdx x64: quick fix for windows
Until we got a full implementation
2016-11-21 18:18:09 +01:00
Vladimir Jigulin
268b4d9f9f debugger: memory view improvements
Highlight memory location referenced by current register
Allow memory window not be aligned by row size
Use radio and checks in menu
2016-11-21 10:31:34 +01:00
Gregory Hainaut
dc85989553 cmake: only enable SSE2 on x64 build
SW will generate AVX code anyway
2016-11-20 23:27:13 +01:00
Gregory Hainaut
37379d5d1d gsdx sw x64: shuffle memory allocation
tex address is a3
vm address is a1

Could help to avoid REX prefix
Reduce prologue/epilogue register copy

Byte code size 41893 => 38912 (on my testcase)
2016-11-20 20:19:13 +01:00
Gregory Hainaut
b76305a0d2 gsdx sw x64: keep the copy of top in the stack for dthe
An extra stack access by pixel won't impact perf (only 16 bits game with dithering)
Allow to save 2 registers (a1/a3)
2016-11-20 20:19:13 +01:00
Gregory Hainaut
994274623b gsdx sw x64: use rip addressing on draw scan line
byte code 41997 => 41893

However it will allow to save 2 registers as future optimization
2016-11-20 20:19:12 +01:00
Gregory Hainaut
7c06e87d59 gsdx sw x64: use rip addressing on setup prim
byte code: 9017 => 8736

Save a register
2016-11-20 20:19:12 +01:00
Gregory Hainaut
923c297dfc gsdx sw: vinsert128 opcode require an XMM register
Reported as an error on lastest Xbyak
2016-11-20 20:19:12 +01:00
Gregory Hainaut
e674518c4e Update from xbyak 4.84 to 5.11
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)

Local change: add BSD3 clause
2016-11-20 13:21:11 +01:00
Gregory Hainaut
681c09f25c gsdx sw: catch xbyak exception 2016-11-20 12:58:07 +01:00
Gregory Hainaut
0fd5346860 gsdx x64 linux: only mmap in lower 2GB code segment
Allow to use rip addressing
2016-11-20 10:38:15 +01:00
Gregory Hainaut
2252ba1bb7 gsdx: add the detected ISA on the name
As a SSE build could potentially uses AVX operations.
2016-11-20 10:38:15 +01:00
Gregory Hainaut
30a5922a0b pcsx2: reduce std padding to 1 for small screen 2016-11-19 21:52:08 +01:00
Gregory Hainaut
58c3794ce7 Merge pull request #1664 from PCSX2/greg/gsdx-64b
Greg/gsdx 64b
2016-11-19 18:12:41 +01:00
Jonathan Li
ef25502491 gsdx build: don't exclude AVX files.
Thanks for the patch :)
2016-11-19 17:01:36 +01:00
Gregory Hainaut
cc6d193e1d gsdx: Relax SSE/AVX constraint on 64 bits
The JIT will automatically select the best ISA (only AVX1 so far)
2016-11-19 17:01:29 +01:00
Gregory Hainaut
8fd46e96aa gsdx sw JIT: dynamically select ISA for SetupPrim 2016-11-19 17:00:33 +01:00
Gregory Hainaut
574a2c774e gsdx sw JIT: dynamically select between AVX1 and SSE code path (scanline) 2016-11-19 17:00:33 +01:00
Gregory Hainaut
6b78b8f9ce gsdx sw JIT: dynamically select SSE41 at runtime even on SSE2 build (scanline)
It won't give the full SSE41 speed boost but it is better than nothing
2016-11-19 17:00:33 +01:00
Gregory Hainaut
322473c295 gsdx sw: add a code example for gather instruction
It will requires a generic (register naming) linear interpolation to use it properly
Gather instruction requires an extra mask register therefore all registers name will be shuffled

Perf wise, initial haswell implementation seems to be microcode emulated.
2016-11-19 17:00:33 +01:00
Gregory Hainaut
2e20693583 gsdx sw x64: restore read texel optimization 2016-11-19 17:00:33 +01:00
Gregory Hainaut
e728a14c19 gsdx sw: factorize color split in split16_2x8 2016-11-19 17:00:33 +01:00
Gregory Hainaut
d58e43edbf gsdx linux: plug vtune as Windows 2016-11-19 17:00:32 +01:00
Gregory Hainaut
8abf242e2c gsdx: small x64 printf warning fixes 2016-11-19 17:00:32 +01:00
Gregory Hainaut
051c5c4bf7 gsdx sw x64: small stack optimization on linux
mov with the stack pointer require less bytecode
2016-11-19 17:00:32 +01:00
Gregory Hainaut
141c9e9c86 gsdx sw x64: prefer faster 32 bits operation when possible 2016-11-19 17:00:32 +01:00
Gregory Hainaut
a281bda9a6 gsdx sw x64: port the scanline generator on AVX
Based on Gabest's work.

* Miss mipmap

Note: dithering info
It is a bit tricky as a2 on linux was rdx register which overlap with fzm (dh/dl)
It might require dedicated windows code
2016-11-19 17:00:32 +01:00
Gregory Hainaut
8e29e09943 gsdx sw x64: update setup prim generator x64 SSE&AVX 2016-11-19 17:00:32 +01:00
Gregory Hainaut
4a47224ac1 gsdx: define the linux x64 ABI 2016-11-19 17:00:32 +01:00
Gregory Hainaut
e31ce87bb3 gsdx: SW JIT debug helper
Allow to compare 32/64 bits (and all ISAs too)
Allow to breakpoint (int3)
Print selector info
Print size of buffer and start (disabled by default)
2016-11-19 17:00:32 +01:00
Gregory Hainaut
633f7a1db9 xbyak: add int3 instruction
Very useful to stop the JIT
2016-11-19 17:00:32 +01:00
Gregory Hainaut
43b4cfc215 gsdx: separate dump directory for 32/64 bits 2016-11-19 17:00:32 +01:00
Gregory Hainaut
82d12691e1 gsdx: properly check SSE support
1/ Check all "levels"
2/ requires AVX for 64 bits
2016-11-19 17:00:32 +01:00
Gregory Hainaut
8b4da69861 cmake: always define avx on 64 bits build 2016-11-19 17:00:32 +01:00
Gregory Hainaut
0e2ec9c2cb pcsx2 gui: reduce the padding to 2 for low cost display 2016-11-19 11:27:20 +01:00
Gregory Hainaut
4aa79df402 pcsx2 gui: increase a bit the about box
It was too crowded
2016-11-19 11:21:07 +01:00
Gregory Hainaut
b251d47712 pcsx2 gui: use dynamic section sized for ee/vu cycle message
Static size is better aligned but it consumes too much space on the GUI

Besides, if a string (translation) is bigger that the static size it will be cut off.

VU/EE min sized are the same to keep a proper alignment
2016-11-19 11:21:07 +01:00
Gregory Hainaut
9c598fcd01 common: finally spot the text size bug
GetBestWrappedSize (hence the BestSize) computes the size of
the wrapped text based on box side minus padding.

So the width of the widget is already the good size for text wrapping
2016-11-19 11:21:07 +01:00
Gregory Hainaut
4ee942aba2 pcsx2 gui: use pxGetFixedFont helper instead of wxFont constructor 2016-11-19 11:19:24 +01:00
Jonathan Li
d64db65743 LilyPad: Add PS mouse support (#1660)
Adds Playstation Mouse as a new pad type.

For use with PS1 games only.
2016-11-14 13:37:00 +00:00
FlatOutPS2
8db9a27970 fix2 2016-11-14 13:55:55 +01:00
Gregory Hainaut
259521ec3e Merge pull request #1659 from PCSX2/greg/clang-format-common
reformat main common directory
2016-11-14 11:37:53 +01:00
refractionpcsx2
e0cd520837 VIF: Apply stall fix to VIF0 as well. 2016-11-13 12:15:18 +00:00
FlatOutPS2
d1788ac1e9 fix 2016-11-13 10:56:35 +01:00
FlatOutPS2
de8d3fb1eb LilyPad: Add PS mouse support
Adds Playstation Mouse as a new pad type.

For use with PS1 games only.
2016-11-13 01:23:59 +01:00
FlatOutPS2
a3478e02f4 LilyPad: Add tooltips (#1653)
Adds informational tooltips to several UI options.
2016-11-12 23:52:56 +00:00
Jonathan Li
f513ca2a28 cdvdgigaherz:linux: Check ioctl return value
Fixes Coverity CID 172718: Unchecked return value

Also avoid adding the sector leadout descriptor info to the TOC since it
actually isn't used.
2016-11-12 23:28:17 +00:00
Gregory Hainaut
c5d727da39 CDVD: check return value of ToLong
Reported by coverity
2016-11-12 19:36:44 +01:00
Gregory Hainaut
356429d0e7 Sio: use & 0xFF instead of u8 mask
Tentative to avoid various bad coverity reports
2016-11-12 19:29:10 +01:00
Gregory Hainaut
2da6cb263d pcsx2: Gcc warning in copy constructor of BaseMessageBoxEvent
../pcsx2/gui/MessageBoxes.cpp:62:1: warning: base class ‘class pxActionEvent’ should be explicitly initialized in the copy constructor [-Wextra]
 BaseMessageBoxEvent::BaseMessageBoxEvent( const BaseMessageBoxEvent& event )
2016-11-12 18:47:11 +01:00
Gregory Hainaut
5e5b927abd gzip reader: bad find interface
Find => return int
find => return size_t (behave as STL)

Thanks to gcc for the useful warning

+ a cast to avoid an useless warning
2016-11-12 18:41:07 +01:00
Gregory Hainaut
a7e76438b2 iop: use const on some variables
Avoid coverity warning
2016-11-12 18:26:28 +01:00
Gregory Hainaut
056ecb1c39 pcsx2: add some cast to fix gcc (int vs uint) warning
I'm pretty sure that .RMSK (which is an u32:31) warnings are false positives
2016-11-12 17:36:40 +01:00
Gregory Hainaut
63c825d0e0 pcsx2: check return value of std functions
Avoid noisy gcc warnings
2016-11-12 17:36:06 +01:00
Clang Format
1fba5cb580 reformat main common directory
Disable some reformat around emitter registers declaration and a massive cases.
2016-11-12 16:52:49 +01:00
refractionpcsx2
1053234507 VIF: Fix some stalls getting stuck in situations, fixes #1658
Gif FIFO: Improve reliability a little bit, especially when MFIFO is in use.
2016-11-12 12:36:04 +00:00
Gregory Hainaut
49d5c4260f gsdx state: post fix depth tracing
The main FindMinMax methods is perf critical so instead I created a separate function
to ensure the constness of the depth

Fix letter regression on Xenosaga3
2016-11-11 23:39:34 +01:00
Jonathan Li
1530effb29 gsdx: Catch bad_alloc exceptions 2016-11-09 22:41:02 +00:00
Jonathan Li
ae6f26f3ef gsdx: Skip texture cache read if any dimension is 0
Fixes a crash at the PSX logo if either the DX9 or DX11 hardware
renderer is used.
2016-11-09 22:39:53 +00:00
Gregory Hainaut
cf739d2493 Merge pull request #1655 from PCSX2/greg/git-rev-title
pcsx2 gui: use git desribe as version name
2016-11-08 23:42:15 +01:00
Gregory Hainaut
18f677d530 oups miss one minus 2016-11-08 23:11:12 +01:00
Gregory Hainaut
f6c27c2abf pcsx2: use ASCII minus 2016-11-08 23:09:20 +01:00
Gregory Hainaut
5596f69c0e pcsx2 gui: use git desribe as version name
Shorter than date and give all the useful info

Require windows test

close #1043
2016-11-08 22:44:39 +01:00
Gregory Hainaut
784f549339 pcsx2: always probe the ctrl/shift/alt key state
Event handling becomes messy when you press in the app but release outside of it (due to desktop change)

close #477
2016-11-08 22:42:42 +01:00
Gregory Hainaut
5b3dfc3f9e Merge branch 'greg/gcc-warning-iop-fixes' 2016-11-08 21:53:43 +01:00
Gregory Hainaut
6c3a4c6927 iop bios: fix gcc warnings
* return value of function can't be const
* use unique_ptr
2016-11-08 21:53:27 +01:00
Gregory Hainaut
f3e1ba5251 onepad gui: always assume rumble is supported on the GUI
close #1497
2016-11-08 21:23:56 +01:00
Gregory Hainaut
31b32d3b11 gsdx linux: don't require to hit enter for Texture Offset text entry
close #1292
2016-11-08 20:28:42 +01:00
Pseudonym
b3b1f3ac68 IOP: Convert most IOP memory access in the IRX HLE and debugging module to
safe access through iopMem* functions.
2016-11-08 19:08:51 +00:00
Gregory Hainaut
d3a748ce3a cmake: drop CDVDlinuz and CDVDiso
You can use cdvdGigaherz on linux now

close #464
close #465
2016-11-08 19:58:44 +01:00
Gregory Hainaut
ed3052dea5 gsdx: remove various assertion
Useless or wrong assertion
2016-11-08 18:58:10 +01:00
Pseudonym
809684e9de IOP: PSX bios console output filtering of repeated and empty lines. 2016-11-07 10:09:12 +00:00
Jonathan Li
a283e95fed cmake: Add cdvdgigaherz and dependencies
Only new dependency is libudev.
2016-11-07 00:08:23 +00:00
Jonathan Li
16b6cc41a4 cdvdgigaherz:linux: Add config and GUI code 2016-11-07 00:08:23 +00:00
Jonathan Li
747f4dc3fe cdvdgigaherz:linux: Add initial IOCtlSrc implementation 2016-11-07 00:08:23 +00:00
Jonathan Li
f13f50779c cdvdgigaherz: Export plugin interface when using gcc/clang 2016-11-07 00:08:23 +00:00
Jonathan Li
363b581926 cdvdgigaherz: ifdef Windows specific stuff 2016-11-07 00:08:23 +00:00
Jonathan Li
1573f513ce cdvdgigaherz: Move lba_to_msf to header
Also use proper inline keyword.
2016-11-07 00:08:23 +00:00
Jonathan Li
ae0577bc16 cdvdgigaherz: Fix write-strings warnings
Too bad I can't change PS2Edef.h to use a const char*.

Also remove SVN_MOD ifdef from version string.
2016-11-07 00:08:23 +00:00
Jonathan Li
cccf216dbb cdvdgigaherz: Use C++11 threads instead of Win32 threads 2016-11-07 00:08:23 +00:00
Jonathan Li
d872c0560a cdvdgigaherz: Use unique_ptr for src 2016-11-07 00:08:23 +00:00
Jonathan Li
f8f79788e4 cdvdgigaherz: Use condition variables for event waiting
Also use atomics for thread exit variables.
2016-11-07 00:08:23 +00:00
Jonathan Li
f678ff8cfd cdvdgigaherz: Replace critical section with mutex 2016-11-07 00:08:23 +00:00
Jonathan Li
b1850f2465 cdvdgigaherz: Move dllmain to a Windows only file 2016-11-07 00:08:23 +00:00
Jonathan Li
d7866831ae cdvdgigaherz: Use Unicode on Windows 2016-11-07 00:08:23 +00:00
Jonathan Li
5917bf31c3 cdvdgigaherz: Remove old config code 2016-11-07 00:08:23 +00:00
Jonathan Li
59247c7838 cdvdgigaherz: Switch to using the new settings system
Also refactor the default drive selection and GUI code so optical drive
detection is shared.

Note: This breaks the current config, but there's only one setting
anyway.
2016-11-07 00:08:23 +00:00
Jonathan Li
dce3c57e6a cdvdgigaherz: Add portable setting class
Can load/save inis (though functionality is very basic).
2016-11-07 00:08:23 +00:00
Jonathan Li
9c440ab6b7 cdvdgigaherz: Use bool return for ReadSectors*
More readable.
2016-11-07 00:08:23 +00:00
Jonathan Li
fc085c1758 cdvdgigaherz: Improve IOCtlSrc::ReadSectors2048
Don't use a RAW_READ_INFO struct when only the LARGE_INTEGER member is
used. Use SetFilePointerEx which is slightly simpler and doesn't require
checking GetLastError() in some circumstances to check whether the read
has actually failed.

Also use a mutex to prevent simultaneous access from both the read
thread and the keepalive thread to prevent overlapping SetFilePointerEx
calls from causing the wrong data to be read.

And print error messages should a failure occur.
2016-11-07 00:08:23 +00:00
Jonathan Li
fdd6ea3651 cdvdgigaherz: Simplify SetSpindleSpeed
Also set the max drive speed to 4x DVD and 24xCD (down from 8x DVD and
36x CD) - it seems to reduce pausing slightly since the drive doesn't
require as much time to spin up to the desired speed.
2016-11-07 00:08:23 +00:00
Jonathan Li
1834b7d0f9 cdvdgigaherz: Get disc info when disc is first ready
Also set the disc speed at the correct time - CDROM SET SPEED only stays
in effect till the disc is removed.

Also fix a memleak in CDVDopen when the drive cannot be accessed.
2016-11-07 00:08:23 +00:00
Jonathan Li
95b98c5a38 cdvdgigaherz: Use a formatted TOC instead of a raw TOC
It's simpler and provides almost the same information. The only
information that might be lost is the first track specific track type.
2016-11-07 00:08:23 +00:00
Jonathan Li
327515366f cdvdgigaherz: Don't calculate the track length
Not really necessary.

Also fix 2 off-by-ones.
2016-11-07 00:08:23 +00:00
Jonathan Li
1f60e3101e cdvdgigaherz: Reduce disc info ioctl calls
It's rather unnecessary to use the same ioctls multiple times per disc
when the info returned doesn't change. Just use each ioctl once and
read/calculate all the necessary info all at onace.

This also fixes an issue where the IOCTL_DVD_START_SESSION ioctl is
repeatedly used if the returned session ID is 0. The previous code
assumed that 0 was not a valid session ID and would repeatedly use the
ioctl to obtain a non-zero session ID. However, 0 is a valid session ID,
and it seems IOCTL_DVD_START_SESSION can repeatedly return a 0 session
ID even if the corresponding IOCTL_DVD_END_SESSION has not been called.
In our case, a DVD session is only necessary for DVD detection and
reading the physical format information. This fix seems to alter drive
speed behaviour.
2016-11-07 00:08:23 +00:00
Jonathan Li
f8e474a1c5 cdvdgigaherz: s/device/m_device/ 2016-11-07 00:08:23 +00:00
Jonathan Li
8f11049c9f cdvdgigaherz: Remove non-SPTI raw sector reading code
There doesn't seem to be any issues calling CreateFile with
GENERIC_WRITE access (which is necessary for SPTI) on a standard user
account, so the SPTI code should work in all cases.
2016-11-07 00:08:23 +00:00
Jonathan Li
f314c2a4d9 cdvdgigaherz: Simplify Q subchannel relative offset calculation
That way there's no need to calculate the track length for each track.
2016-11-07 00:08:23 +00:00
FlatOutPS2
5d90afe648 LilyPad: Add separate bindings for each pad type (#1609)
Adds separate bindings for each of the pad types (DualShock2,
Guitar,Pop'n Music). This allows the user to change the button
configuration to better suit the Guitar and Pop'n Music pads without
messing up the bindings already setup for the DS2.

Close #1576.
2016-11-06 21:59:19 +00:00
Gregory Hainaut
5ff9e94a2e gsdx linux: align mipmapping gui option on Windows 2016-11-06 16:39:40 +01:00
Gregory Hainaut
107251e099 gsdx: sort crc game list 2016-11-06 16:30:51 +01:00
Gregory Hainaut
f970090577 Merge pull request #1625 from ssakash/mipmap_ui
GSDX-Windows: Add mipmap combobox on GUI
2016-11-05 19:02:28 +01:00
Akash
1547dd4215 GSDX-UI: Add Mipmap combobox
Mipmapping is now supported on hardware renderers thanks to Gregory. Please report any observed hardware mipmapping issues on the forums (http://forums.pcsx2.net/Thread-New-feature-Needs-testing-GSdx-HW-mode-Experimental-mipmap-support) as potentially the HW mipmap code might still have some bugs.
2016-11-05 22:19:32 +05:30
Gregory Hainaut
253bd1aea3 linux compilation fix of previous iop change 2016-11-05 15:44:57 +01:00
refractionpcsx2
49b80a4916 Merge pull request #1383 from PCSX2/prafullpcsx2-eecache
EE-Int: Minor EE Cache changes
2016-11-05 13:30:31 +00:00
Pseudonym
8259b29896 IOP: PSX bios console output 2016-11-05 12:14:01 +00:00
Akash
f1c4b7d5df PSX-mode: Detect video mode via colorburst
Previously the video mode was initialized using the info fetched from SetGsCrt Syscall though unfortunately, it doesn't seem to work with PSX games as they don't use the SetGsCrt syscall. At such cases, we get the video mode info from the SMODE2 colorburst to properly maintain the timing as per the video mode. Might help some cases on PSX games where PAL/NTSC video mode was improperly set to a wrong limit instead of it's actual vertical frequency limit.
2016-11-05 10:29:29 +01:00
Akash
58ed49f3c9 GSDX: Clean up warnings on MSVC
* Explicitly cast w_pages and h_pages into uint32.
* Prevent signed/unsigned comparison by converting lod into unsigned integer, honestly how coud a mipmapping level be negative?
2016-11-05 10:28:04 +01:00
refractionpcsx2
ae57b960c2 Vif-Rec: Initialise IsAligned for VifUnpackSSE_Simple. Should fix the valgrind reported issue (no compatibility changes expected) 2016-11-04 22:31:07 +00:00
Gregory Hainaut
758cf25888 gsdx: wrap bp for block ptr
Fix massive flickering of Beyond Good&Evil on SW renderer (HW happily overflow)
2016-11-04 23:03:12 +01:00
Gregory Hainaut
3d65312999 gsdx hw: remove old assert
Code is working fine with all formats
2016-11-04 23:02:49 +01:00
Akash
437afbbbf3 GSDX-PCRTC: Move Saturation hack to displayrect()
Fixes custom resolution scaling on Tribes aerial assault.
2016-11-01 17:54:46 +01:00
Akash
b871c6b46f GSDX-TextureCache: Generalize scaling equation
Previously the dedicated custom resolution scaling equation was ignored for the second SetScale() call, generalizing the equations will also fix the DMC scaling issue on custom resolution. Also remove unnecessary checks for null on scale factors. The possibility for having a null scale factor value only exists on custom resolution and it will only happen on cases where the output circuit isn't ready yet. So the ideal way would be to handle all the required conditions of output circuit on "m_renderer->CanUpscale()" itself.
2016-11-01 17:54:46 +01:00
Akash
055f236aa5 GSVector: Add constructor to dispatch same values 2016-11-01 17:54:46 +01:00
refractionpcsx2
85fe24cede Merge pull request #1623 from Catarax/master
GameDB: World Rally Championship Freeze Fix (PAL)
2016-11-01 16:05:59 +00:00
Gregory Hainaut
8562409a92 i10n: upload new russian mo file 2016-11-01 13:47:20 +01:00
Gregory Hainaut
c9974b65c4 iop: remove kernelTTYFileDescrWrite debug function
Recommended by pseudo

Main issue is a buffer underflow when strlen(...) < 2
2nd issue is code is called based on hardcoded address of a single bios.
2016-11-01 13:41:54 +01:00
Gregory Hainaut
270d7191ce sio: increase buffer to avoid overflow
memcardWrite will use "sio.buf[data + 5] = mcd->term;" and data is 8 bits

Reported by coverity
2016-11-01 13:41:03 +01:00
Gregory Hainaut
aa4b2d9f3a gsdx sw: wrap GS memory
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer

I think PixelAddressN functions are mostly call in the init.
2016-11-01 13:33:11 +01:00
Pseudonym
233f66db5e Fixed effects area wrapping calculation, which was always buggy but this
wasn't evident until additional addresses were precalculated.
Not expected to improve compatibility.
2016-11-01 11:12:41 +00:00
Christian Kenny
d1ae298211 3rd Party: Update glext and wglext to the current revision 33248 (10-24-2016) 2016-11-01 10:02:29 +01:00
TotalCaesar659
5d1b160fe9 Fixed Russian translation 2016-11-01 09:47:21 +01:00
Jonathan Li
ba557e20a4 gsdx:recorder:unix: Fix thread leaking 2016-10-28 18:33:50 +01:00
Jonathan Li
7ab5cb20c8 gsdx: Don't close threads twice
CloseThread is called in the GSJobQueue destructor, so don't call it
again in the GSThread destructor.

Fixes #392, which was caused by a use after free.

Also prevents pthread_join() from being called twice for each thread
on non-Windows operating systems, which is undefined behaviour.
2016-10-28 18:33:35 +01:00
Jonathan Li
bc7aa1a500 spu2-x:freebsd: Enable SDL backends
portaudio currently isn't providing me with sound, even though it did
before.
2016-10-27 22:03:49 +01:00
Jonathan Li
86951aff9a build.sh: Fix for FreeBSD
"--jobs" isn't present in FreeBSD's make, but "-j" is.
2016-10-27 22:02:43 +01:00
refractionpcsx2
653d825083 Merge pull request #1640 from AniLeo/patch-3
Updates locales/templates readme
2016-10-27 15:24:33 +01:00
AnnieL
72fc467109 Updates locales/templates readme
Replaces the broken wiki link for the correct one
2016-10-27 14:19:36 +01:00
Jonathan Li
86a6f5d67c cdvdgigaherz: s/itob/dec_to_bcd/
There's no need to have 2 ways to convert a u8 to a binary coded
decimal. Remove the macro version.
2016-10-26 22:11:40 +01:00
Jonathan Li
852ed21e88 cdvdgigaherz: Remove no drive support
It's the same as "No disc" or having no disc in the drive.
2016-10-26 17:30:28 +01:00
Jonathan Li
c023d7676a cdvdgigaherz: Remove Source base class
Also remove virtuals from IOCtlSrc.
2016-10-26 17:30:27 +01:00
Jonathan Li
9f6c6d9917 cdvdgigaherz: Don't use GetFileSizeEx to get disk size
It doesn't seem to work for disks, and IOCTL_DISK_GET_LENGTH_INFO
usually succeeds instead.
2016-10-26 17:30:23 +01:00
Jonathan Li
9c643ae9ca cdvdgigaherz: Remove CDVDabout and SysMessage
It's not accessible from PCSX2. More importantly, I don't want to port
it.
2016-10-26 17:30:21 +01:00
Jonathan Li
fb3580efa1 cdvdgigaherz: Remove unneeded code 2016-10-26 17:30:16 +01:00
Gregory Hainaut
5dfb7d63dc gsdx: wrap gs page/block instead to skip them
Fix FMV of Thrillville when coupled with wrap_gs_mem = 1
2016-10-25 22:49:05 +02:00
Gregory Hainaut
db4b4fb166 gsdx ogl: keep a separate log for sw 2016-10-25 22:00:41 +02:00
Gregory Hainaut
cedc8aae44 gsdx: implement a shared memory to emulate the wrapping of the gs memory
Code can be enabled with "wrap_gs_mem = 1". Code only allow a single shared memory but
I don't think we need more anyway.

Linux only, Kernel panic expected with the HW renderer.

Fix FMV on Silent Hill 3 with the SW renderer
2016-10-25 20:29:38 +02:00
Gregory Hainaut
42b51611af gsdx: don't dump debug file if not requested 2016-10-25 17:10:57 +02:00
sudonim1
820462dbc0 Merge pull request #1635 from sudonim1/reverb
SPU2-X: Reverb rewrite
2016-10-24 17:17:48 +01:00
Gregory Hainaut
e80ca0fa92 gsdx ogl: of course some driver don't work with GL_ARB_enhanced_layouts
Windows and (AMD or Intel)
2016-10-23 12:48:23 +02:00
Gregory Hainaut
885ef7a46f gsdx ogl: reduce complexity of driver detection 2016-10-23 12:43:50 +02:00
Gregory Hainaut
565cb70875 gsdx ogl: don't request arb_texture_barrier for the SW renderer
Allow[1] to use the mesa software emulated driver to test EGL.

[1] also need export MESA_EXTENSION_OVERRIDE="GL_ARB_buffer_storage"
2016-10-23 12:13:57 +02:00
Pseudonym
1668392988 SPU2-X: Mass reverb register renaming. Hopefully I didn't screw up the
cross-channel reflection registers.
2016-10-22 19:16:11 +01:00
Pseudonym
9a51820dec SPU2-X: Experimental reverb based on Dr. Hell's
http://drhell.web.fc2.com/ps1/ and/or Martin Korth's
http://problemkaputt.de/psx-spx.htm reverse engineering.
Negate final reverb output (don't know why but it's an
improvement when comparing the waveform).
2016-10-22 19:16:11 +01:00
Gregory Hainaut
01f0f436ac gsdx linux replayer: allow to repack gs dump
linux_replay = -N will save N first frames to a new gs dump

Save disk space & debug time
2016-10-22 13:22:28 +02:00
Gregory Hainaut
99c43881df gsdx egl: report an error if we fail to bind the openGL API
It seems Nvidia added openGL support in 355 (whereas I have 352 on debian).

I don't know the status on AMD.
2016-10-22 13:22:28 +02:00
Gregory Hainaut
d4a163e9cc spu2: improve format consistency 2016-10-22 13:22:28 +02:00
Pseudonym
1f44c4be2f SPU2-X: PSX games should be able to read ENDX correctly now, which is
important functionality for many sound engines.
Fixed two other obvious errors in the psx compatibility merge, probably
inconsequential.
2016-10-20 04:17:03 +01:00
Gregory Hainaut
8fdf973e66 gsdx glsl: add basic support of GL_ARB_enhanced_layouts (GL4.4)
Hardcode location of interface to the location 0. If I understand the
spec correctly (unlikely), variable in interface will get successive
location.

Goal is to reduce driver work. Instead to compute some location based on
name matching approach (and silly validation), the driver can now use
static allocation.

Tests on future Mesa 13 are welcome
2016-10-19 23:03:39 +02:00
Gregory Hainaut
b1f2d27ddf gsdx: move Haunting Ground CRC to dx level 2016-10-19 21:10:44 +02:00
Gregory Hainaut
264b764d6e gsdx tc: improve haunting ground hack to remove the bloom effect
Just clear the buffer. The generic solution will be a copy from buffer A
to buffer B But it requires
1/ a big buffer A (otherwise it would overflow)
2/ a line width rescaling (+ the upscaling mess support)
2016-10-19 19:31:32 +02:00
František Zatloukal
8958b2042f Force GDK_BACKEND to x11 in .desktop 2016-10-18 11:15:26 +02:00
František Zatloukal
a9bc568217 Force GDK_BACKEND to x11
Fixes PCSX2 on Wayland
2016-10-18 11:15:26 +02:00
Gregory Hainaut
c2cf8e528c gsdx ogl: tekken5: only trigger channel effect shader when frame buffer is a single page
Fix missing model regression.
2016-10-17 19:34:55 +02:00
Clang Format
604d3bac3c clang format: set SpacesBeforeTrailingComments to 1 2016-10-16 21:42:31 +02:00
Akash
8945ace3f7 GSDX-UI: Remove Trilinear options at some cases
Currently the Trilinear option only works on OpenGL. Remove it from combobox when other renderers are used.
2016-10-16 17:36:30 +01:00
Akash
45be4626f6 GSDX: Add an enum for texture filtering
Also re-order the combobox to make it look consistent with the tooltip description.
2016-10-16 17:36:30 +01:00
Gregory Hainaut
cc4cc342c2 gsdx hw: add a special sub target invalidation for haunting ground
Fix a wrong blending/blooming

Based on CRC to reduce impact on others games (speed)
2016-10-16 17:32:57 +02:00
Gregory Hainaut
31248da3d1 gsdx sw: Fix 16 bits date test on SSE build
AVX Builds were fixed in this commit a1a842b07f
2016-10-16 16:48:23 +02:00
Gregory Hainaut
defdd27987 gsdx: set m_nativeres to true in replayer
Otherwise you can't compare draw call between native and upscaled
2016-10-16 16:48:23 +02:00
Robert Neumann
f5e096a66f spu2x: indicate pitch modulation and noise enabled status in the visual debugger 2016-10-16 14:15:12 +02:00
Gregory Hainaut
c284459382 gsdx tc: allow to search old depth/color in texture cache
But give higher priority to recent buffer.

Fix cut scene issue in Jak II (and potentially various game when EE/VU hacks are used)
2016-10-15 18:08:00 +02:00
Gregory Hainaut
7bb201a1d2 gsdx tc: move code to allow to lookup an older target if none was found
Next step is to enable it by uncommenting line 452
2016-10-14 22:03:29 +02:00
Catarax
978b3eca05 GameDB: World Rally Championship Freeze Fix (PAL)
Fix the random freeze in WRC for PAL release with the EETimingHack.
2016-10-14 21:02:16 +02:00
Gregory Hainaut
24684033ca gsdx: enable clut_load_before_draw option on Harley Davidson (CRC hack)
At least the game is good until we find how the HW really behave
2016-10-14 20:47:18 +02:00
Gregory Hainaut
2c0a4ac906 gsdx ogl: add an extra debug log level
Avoid too much log
2016-10-14 20:46:58 +02:00
Gregory Hainaut
3c30db965d gsdx gui: add a combo box on linux (below Interlace)
3 states are off/half/full. I'm too lazy to create a better combo box.

The hack option will be removed when Windows GUI is ready
2016-10-14 19:26:58 +02:00
Gregory Hainaut
37a1230c01 gsdx: reduce code duplication for key event 2016-10-14 19:26:58 +02:00
Gregory Hainaut
a4658eac24 gsdx hw: allow overlapping of texture (alpha) and framebuffer (RGB)
Fix HUD on Berserk

v2: use fbmask instead of hacking the target format to 24 bits.
2016-10-14 19:26:27 +02:00
Gregory Hainaut
25e76d0564 gsdx ogl: use an invalid value for stencil state
Fix shadow in WWE Smackdown Vs Raw 2006
2016-10-14 19:01:18 +02:00
Gregory Hainaut
51c64fcbe6 gsdx sw: trick GetFeedbackOutput to handle basic merge loopback
It is enough for Xenosaga.
2016-10-14 18:13:20 +02:00
Gregory Hainaut
deb2ed3d09 gsdx ogl: reimplement merge circuit to support feedback write 2016-10-14 18:13:20 +02:00
Gregory Hainaut
06055add5c gsdx merge: get a new buffer for the feedback write 2016-10-14 18:13:20 +02:00
Gregory Hainaut
317a464278 gsdx shader: RGB => YUV conversion
Required for write feedback emulation
2016-10-14 18:13:20 +02:00
Jason Brown
6ef5607d99 gsdx shader: add a shader to render text for OSD
Gregory: code extracted from the OSD PR to reduce conflict
2016-10-14 18:13:20 +02:00
Jason Brown
d84d30fe87 gsdx: Add color component to OGL shaders 2016-10-14 18:13:20 +02:00
Gregory Hainaut
7ca9ca9465 gsdx: new parameter for merge virtual function
* Add full PMODE register to replace slbg/mmod
* Add full EXTBUF register (will allow to emulate write feedback)
* Add a third source (which will actually be the destination of the
  write feedback)
2016-10-14 18:13:20 +02:00
FlatOutPS2
357dcdb55e GSdx: Move alpha stencil hack back to original location
Avoids skipping the alpha stencil hack.
2016-10-14 16:36:17 +02:00
Gregory Hainaut
fbf7ccbdda gsdx: by default new will throw std::bad_alloc
So catch/use it and don't bother with GSDXErrorOOM
2016-10-13 20:44:59 +02:00
Gregory Hainaut
c440c7c93a gsdx gui: update the filter combox box with new trilinear options
OpenGL only

v2: update setting tooltip based on turtleli feedback
2016-10-13 20:16:38 +02:00
Gregory Hainaut
5ced9c1f19 gsdx mipmap:ogl: plug trilinear/mipmap2 option
mipmap option 3. Actually maybe a separate tri-linear option will be better

m_mipmap == 2 => use manual PS2 trilinear/mipmap
Otherwise
m_filter == 3 => always use full automatic trilinear interpolation
m_filter == 4 => use automatic trilinear interpolation when PS2 uses mipmap
m_filter == 5 => like 4 but force bilinear interpolation inside layer
2016-10-13 20:16:38 +02:00
Gregory Hainaut
c2777ff989 gsdx state: split IsMipmapActive in 2 pieces
This way we can test if a draw call requires a triliner filtering.
It will be used in next commit to implement automatic trilinear
2016-10-13 20:16:38 +02:00
Gregory Hainaut
1b9b47dd6a gsdx mipmap:ogl: add capabilities to automatically generate mipmap layer 2016-10-13 20:16:38 +02:00
Gregory Hainaut
510eccd471 gsdx mipmap: enable fully tri-linear filtering
(when mipmap > 1)
2016-10-13 20:16:38 +02:00
Gregory Hainaut
a8a2db8eb1 gsdx mipmap:ogl: extend HW sampler with tri-linear filtering
v2:
* use nice enum
* use bilinear info when there is no mipmap (more accurate)
2016-10-13 20:16:38 +02:00
Gregory Hainaut
335d7f3ae5 gsdx: add a nice enum for min filter 2016-10-13 20:16:38 +02:00
Gregory Hainaut
7ea0e90678 gsdx mipmap:ogl: extend shader to support trilinear filtering 2016-10-13 20:16:38 +02:00
Gregory Hainaut
d185a85a07 gsdx ogl: replace simple_sample variable by the opposite shader_emulated_sampler
It feels easier to read this way
2016-10-13 20:16:38 +02:00
Gregory Hainaut
ae441e6a2c gsdx mipmap:HW: Update all valid texture layers 2016-10-13 20:16:38 +02:00
Gregory Hainaut
5d593dd948 gsdx mipmap:HW: save state of both min&max lod values 2016-10-13 20:16:38 +02:00
Gregory Hainaut
15b1d8d3f0 gsdx mipmap:tc: add code to update a single layer of a mipmap 2016-10-13 20:16:38 +02:00
Gregory Hainaut
dbb4bdf59f gsdx mipmap:ogl: add GL_TEXTURE mipmap support
* Allocate more memory for extra layers
* Allow to upload data in any layers
2016-10-13 20:16:38 +02:00
Gregory Hainaut
76bd968c59 gsdx mipmap: extend texture/cache to support a layer parameter 2016-10-13 20:16:38 +02:00
Gregory Hainaut
b695e0065a gsdx mipmap: use a 3 state option 2016-10-13 20:16:38 +02:00
Pseudonym
a415d59e2f Remove use of integer constants for iop events that I missed in the
previous commit (thank you @turtleli, I was mentally filtering this line
of code).
Fixes #1618
2016-10-13 16:30:05 +01:00
Pseudonym
733fd79f46 Removed internal iop event enum assignments which just confuse readers and
traces of an old hack.
2016-10-11 18:53:23 +01:00
Jonathan Li
679f3347bb cdvdgigaherz: Read raw CD sectors one by one (#1590)
A multi sector raw disk sector read that reads data from two tracks of
different types will not complete successfully. Reading the sectors one
at a time should fix the issue.
2016-10-10 22:33:15 +01:00
Gregory Hainaut
4d52c55784 QA: add a git hook script to validate the format & check spu2x format
Note: pre-commit hook is for linux, need to be manually installed in .git/hooks/

A windows solution is welcome
2016-10-10 20:43:30 +02:00
Clang Format
039573b133 clang-format spu2x
Note: it doesn't play well with define around forceinline (might need to fix the inline btw)
And a single macro in RegTable.cpp
2016-10-10 20:41:24 +02:00
ramapcsx2
0f022da98c Merge pull request #1615 from ramapcsx2/psxmode-rebase-spu2x
psxmode: SPU2-X backwards compatibility with the original SPU
2016-10-10 15:36:50 +02:00
Robert Neumann
9a832c7bcd Issue template now mentions psxmode is unstable and reports for broken PSX games are too early. 2016-10-10 00:01:15 +02:00
Robert
36631f2270 remove a useless define
cosmetics

more cosmetics

some more cosmetics? sure!

whitespaces

whiterspaces
2016-10-09 20:10:53 +02:00
Robert Neumann
3bc847a9f0 bad merge fix 2 2016-10-09 16:21:48 +02:00
Robert
95fe77a594 bad merge fix 2016-10-09 16:15:19 +02:00
Robert Neumann
19a8ed8b25 psxmode: Spu2x: more native SPU2 reghandlers. first "working" reverb! (everything before was just random data) 2016-10-09 15:52:47 +02:00
Robert Neumann
ee05137415 psxmode: Spu2x: add reverb register handling, fix a problem with the address translation, re-enable "VMIXEL" writing (which should just be named Echo/Effect ON or EON really) 2016-10-09 15:52:47 +02:00
Robert Neumann
1ec70f1df3 psxmode: Spu2x now working correctly. Kudos to pseudonym. Took him 30 minutes to fix this! 2016-10-09 15:52:46 +02:00
Robert Neumann
08b6edae80 psxmode: further spu2x work 2016-10-09 15:52:45 +02:00
Robert
3aabc1adbf spu2x work 1 2016-10-09 15:52:05 +02:00
Gregory Hainaut
9af34cc611 gsdx tc: miss a set scaling call
Likely impact issue #83/#694
2016-10-09 13:07:08 +02:00
Gregory Hainaut
3b733930fe gsdx: UserHacks_TextureInsideRt must be disabled by default
Likely a bad copy/past
2016-10-09 12:13:37 +02:00
Gregory Hainaut
344636d88e gsdx ogl: attach input texture before copy
Help to ensure with copy the good texture in debugger
2016-10-08 23:42:39 +02:00
Gregory Hainaut
22ebdcf1cf gsdx debug: create a nice dump function for kernel gs registers
Add missing register
2016-10-08 23:42:39 +02:00
Andreas
ab228c8484 Added missing CRC for Grand Theft Auto San Andreas. 2016-10-08 18:38:50 +03:00
Robert Neumann
ca59ce45c0 psxmode: Make cd read delays longer to avoid mdec glitches and possibly some other data corruption. Proper read timings can be added later using cdvd.cpp as an example. 2016-10-07 21:36:06 +02:00
Robert Neumann
f45527468f psxmode: silence "vsync timeout" spam 2016-10-07 18:22:37 +02:00
FlatOutPS2
db853b4462 GSdx: Add Jak 2 US CRC to GSCrc list.
Fixes issue: https://github.com/PCSX2/pcsx2/issues/1603
2016-10-07 13:14:15 +03:00
FlatOutPS2
5ca63a4e89 GameDB: Add Tiger Woods PGA Tour series VU Clamping Mode fixes
Fixes black textures on characters in Tiger Woods PGA Tour 2004, 2005,
and 06 through 10.

Known to fix the issue for the following serials: SLES-51887, SLUS-21877, SLES-52509, SLES-54253, SLUS-21483, SLUS-21002

Presumed to also fix the issue for serials(known to suffer from the exact same issue and use the same engine as the other games, so the fix should be the same): SLUS-20757, SLES-53541, SLUS-21264, SLUS-21646, SLUS-21772, SLPM-66191, SLES-54253, SLPM-66674
2016-10-07 13:14:15 +03:00
Gregory Hainaut
574a807678 gsdx tc: new hack to extract texture from rt
UserHacks_TextureInsideRt = 1 (don't look at Jak)
2016-10-07 01:43:04 +02:00
Gregory Hainaut
8873b27eb8 gsdx: let's keep the new clut option off
There are still issue with virtua fighter (albeit my dump is better...)
2016-10-06 22:05:03 +02:00
Gregory Hainaut
79666b26c0 gsdx sw: restore the const reference
It was removed for PSX hack which was removed a couple of commits ago
2016-10-06 20:02:22 +02:00
Gregory Hainaut
c66004bbb2 gsdx: hidden option to better support dual context clut
Option is on by default. Just a safety net in case of regression

Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
2016-10-06 19:08:21 +02:00
Gregory Hainaut
9cd4984f7c gsdx debug: more log 2016-10-06 18:56:31 +02:00
Akash
b36dfb356e PCSX2-Git: Add an issue template file (#1567)
Merge issue template

[skip ci]
2016-10-06 00:04:16 +02:00
Gregory Hainaut
d827497403 gsdx: let's handle illegal 4 bits format too
In doubt if some games use them.
2016-10-05 22:07:49 +02:00
Gregory Hainaut
9b93c07339 gsdx: Handle illegal 8 bits format. Found the most silly GS dev trick
Fix Berserk #1526 Well done guys but we're more clever than you ;)

So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format
2016-10-05 22:07:43 +02:00
Gregory Hainaut
6fd46eb36a gsdx: move the validation of the texture format before the draw call
Avoid false positive when game write dummy stuff
2016-10-05 22:07:23 +02:00
Pseudonym
a0629587be gsdx memory: implement read texture of PS GPU24
convert the swizzled block as tightly packed 24 bits RGB

Then convert scanline to standard 32 bits RGBA

The HW renderer requires the preload data hack
2016-10-05 21:59:42 +02:00
Gregory Hainaut
1c900e780a gsdx memory: add a PS GPU 24 bits format
Same swizzle as 16 bits. But contains tightly packed RGB pixels.
2016-10-05 21:06:38 +02:00
Gregory Hainaut
1cc696ab31 gsdx hw: update TEST.ATE field after ATE optimization
Otherwise DoFirstPass/DoSecondPass will give you result based on pre-ATE optimization

Close #1607
2016-10-05 09:43:24 +02:00
Gregory Hainaut
3653a7746a gsdx psxmode: small hack to "see" video until we found a better solution 2016-10-05 09:43:24 +02:00
Gregory Hainaut
677f890c5c gsdx debug: static GSState::s_n
This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut
61333ecb40 gsdx debug: trace register access
I didn't include high frequency register such as vertex stuff

main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut
1b8d6a38e7 Merge pull request #1586 from PCSX2/gsdx-refresh-gui-options
Gsdx refresh gui options
2016-10-04 18:30:48 +02:00
Gregory Hainaut
7d165da105 pcsx2: update credit box
Put turtleli in dev section
Add FlatOut in special thanks section

Thanks you very much for your hard work.
2016-10-03 22:25:59 +02:00
Gregory Hainaut
354aa6831b gsdx ogl: brain hang in the middle of the line
Only impact if bilinear is forced
2016-10-03 18:52:02 +02:00
Gregory Hainaut
5b72fab2e4 gsdx ogl: depth regression from 866173a481
Only mask depth if the min value is too big

Issue #1602
2016-10-03 18:32:54 +02:00
Gregory Hainaut
3be055a366 gsdx hw: remove code to detect an effect
It was a tentative to emulate GTA radiosity but the new hack is more generic
2016-10-02 18:29:23 +02:00
Gregory Hainaut
7dcf1cbf90 Merge pull request #1593 from PCSX2/greg/gsdx-hw-ate
gsdx hw ate
2016-10-02 18:22:02 +02:00
Gregory Hainaut
49c44db635 gsdx:dx: make filtering right
WMS/WMT 2 is the region clamping mode.

Hw unit can't emulate it right so it can give you bad filtering (Fix #1025)

Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
2016-10-02 18:21:52 +02:00
Gregory Hainaut
7f4791fa85 gsdx hw: improve no_ds detection
Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
2016-10-02 18:21:52 +02:00
Gregory Hainaut
c3ac3ecbe7 gsdx hw: move try alpha test at the beginning
Will allow to use alpha test optimization to better optimize depth lookup

Require to do clut handling before
2016-10-02 18:21:52 +02:00
Gregory Hainaut
dc365e066d gsdx tc: remove old plain TEXA hack
It must work fine without it now.

From the google code comments:

It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)

v2: update Dx code to use the good format
2016-10-02 18:21:52 +02:00
Gregory Hainaut
cf13cccb1e gsdx: avoid useless spamming of INVALID PSM in release build 2016-10-02 18:21:41 +02:00
refractionpcsx2
471f33ceef Vif Unpack: initialise UnpkNoOfIterations before use. 2016-10-02 17:18:49 +01:00
refractionpcsx2
744d07b8a1 Vif: Fix MSCNT for MK: Shaolin Monks.
-Tested Baldurs Gate, Twisted Metal, Warship Gunner 2 and Downhill Domination, all seem to be fine still.
2016-10-02 15:35:06 +01:00
refractionpcsx2
59be0818e2 Gif: Fix MFIFO logic so it doesn't get caught in a loop (Tekken Tag) 2016-10-02 14:35:36 +01:00
Gregory Hainaut
955a69b16e gsdx ogl: fix GT4 regression (wrong texture on timing) 2016-10-02 12:16:48 +02:00
Gregory Hainaut
c7c6566bca gsdx hw: of course the full Jak series will kill me 2016-10-02 11:57:09 +02:00
Gregory Hainaut
b6638d4eec gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Jonathan Li
fd1cc2fdcb ci:appveyor: Don't use branch name to name directory
Fixes issues with using a / in the branch name, which causes the rename
command to fail because the parent directory isn't present.
2016-10-02 00:04:56 +01:00
Gregory Hainaut
3996fbe365 gsdx hw: reduce conplexity around TryAlphaTest
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut
c5f086b385 gsdx ate: separate the code that depends on TEST.AFAIL
Easier to read and allow a switch optimization

Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut
4612b79575 gsdx: add a warning on vertex trace
Due to a division by 2, depth lsb bit is always 0

I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00
Gregory Hainaut
d1e07295e7 gsdx linux: add the missing gui option for unscale point/line primitive 2016-10-01 19:16:44 +02:00
Gregory Hainaut
5e1064da55 gsdx: remove the safe accurate blending hack
V2: Integrate Flatout patch to do the Window side
2016-10-01 19:15:52 +02:00
Gregory Hainaut
f77c1900fa gsdx tc: always clear a new depth buffer
Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)

Hopefully it won't impact too much the speed.
2016-10-01 19:00:17 +02:00
Gregory Hainaut
9c84712640 gsdx hw: enable palette read back on Jak2 2016-10-01 18:47:21 +02:00
Robert Neumann
98c22b9acb psxmode: tried to put the hardware reconfiguration reset in the proper location. didn't work for some reason. 2016-10-01 12:16:56 +02:00
Robert Neumann
d8e0b9f541 psxmode: few comments and a missing hw write. 2016-10-01 11:41:07 +02:00
Jonathan Li
e8ab0f6e85 Merge pull request #1591 from turtleli/update-wx
3rdparty: Update wxWidgets to latest 3.0.x git branch
2016-10-01 02:34:45 +01:00
Gregory Hainaut
5d93a392e4 gsdx hw: xman half screen correction 2016-09-30 22:25:24 +02:00
Gregory Hainaut
29c25bc375 gsdx clut: disable some assertions often fired 2016-09-30 22:24:38 +02:00
Gregory Hainaut
34686394a6 gsdx hw: add an hack for Jak3
I'm disappointed...

Read back palette written by the GPU. Avoid strange color on the skin.
2016-09-30 19:22:16 +02:00
Gregory Hainaut
df2f8684d6 gsdx: improve TC cache log 2016-09-30 19:18:58 +02:00
Gregory Hainaut
8d24aa2b39 gsdx: GoW2 half screen bug
... Seriously ...
2016-09-30 19:15:25 +02:00
Gregory Hainaut
fc32b749dd onepad: fix a pad regression on odin sphere 2016-09-30 10:25:14 +02:00
Jonathan Li
7ad38057b5 symbolmap: Use C++11 recursive mutex
Newer wxWidgets versions call SetThreadUILanguage() on Windows, which
somehow causes our recursive mutex implementation to take ~1ms when
recursive locking occurs. So when a game boots up and the debugger is
loading the symbol map which can easily have 15000+ symbols, the GUI
locks up for 15+ seconds.

Switching to C++11 recursive mutexes seems to work around the issue. It
should be safe here since there's no direct interaction with the GUI.

Note: There is still a 1-2 second GUI lockup when booting a game on
Windows (it has existed for quite a while, and is more noticeable with
fast boot). It doesn't seem to affect Linux (or maybe it's harder to
detect).
2016-09-30 00:55:07 +01:00
Robert Neumann
a6eb615431 psxmode: kernel TTY (printf) 2016-09-29 19:02:57 +02:00
Jonathan Li
e511265cc9 gsdumpgui: Make it work even if it's not named GsDumpGUI.exe
Fixes #1592.

[skip ci]
2016-09-28 23:21:26 +01:00
Gregory Hainaut
8d4fadb3c8 Revert "gsdx state: TEX0 write behavior might depends on the context"
This reverts commit b34243fa7b.

Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut
90ad9cf668 gsdx hw mipmap: tune the rounding + remove previous hack
GS really uses an invalid texture located at 0.

Improve the rounding for R&C. The idea is to avoid the corner case were only
the corner of the triangle touch the 7/16 edge.
2016-09-28 19:41:12 +02:00
Gregory Hainaut
adb8be3287 gsdx: add/update comment
Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut
749037346c gsdx: report an error if PSM is invalid 2016-09-28 19:41:12 +02:00
Gregory Hainaut
fea31f7422 gsdx: don't use virtual when it is useless 2016-09-28 19:41:11 +02:00
Gregory Hainaut
97172f5e51 gsdx debug: count draw call in a different way
* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB

Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Robert Neumann
fd58ee6289 psxmode: disabled a PGIF ringbuffer memset, added comments 2016-09-28 16:18:59 +02:00
Gregory Hainaut
c272359f20 Merge pull request #1550 from PCSX2/gsdx-dual-context-clut
gsdx state: TEX0 write behavior might depends on the context
2016-09-27 12:06:17 +02:00
Gregory Hainaut
b34243fa7b gsdx state: TEX0 write behavior might depends on the context
Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw  ctx 0

Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.

To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.

Next draw will use the ctx1 clut so I apply TEX0 when the context is switched

Please test harley davidson :)

v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut
e0961d81a0 gsdx HW: use after free crash
Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022

Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509

Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.

This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset") and the base layer (which wrongly keep an old "offset")

Conclusion, pray for my soul as it is very hard to reproduce
2016-09-26 20:34:38 +02:00
Gregory Hainaut
04d82d8127 gsdx: size doesn't count but 0.625 might change your life :p 2016-09-26 19:42:07 +02:00
Gregory Hainaut
be9995bd1e gsdx mipmap: improve robustness to avoid potential crash 2016-09-26 09:27:03 +02:00
Jonathan Li
43f5b5e2a6 3rdparty: Update wxWidgets to latest wx3.0.x branch
Fixes a whole bunch of warnings.

Updated to revision d77661c73bf6f9668077ac5a85b4854a1a2204ee.
2016-09-25 21:19:07 +01:00
Gregory Hainaut
ebb2a8ad5a gsdx debug: Add DISABLE_WIP_ASSERTION
To easily disable assertion on codes that only require investigation
2016-09-25 20:00:51 +02:00
Gregory Hainaut
ca4f265ce6 gsdx debug: dump mipmap register could be useful now :) 2016-09-25 20:00:51 +02:00
Robert Neumann
013940250b psxmode: color for mdec please! ;p 2016-09-25 19:55:44 +02:00
ramapcsx2
fdf5e7ab2a Merge pull request #1583 from PCSX2/ramapcsx2-psx-mode
PCSX2 rudimentary supports PlayStation 1 games now. Many thanks to user Wisi on the assemblergames.com forums. He researched and wrote the essential missing piece; The PGIF device!
Note: To use this in any form, SPU2-X needs to be fixed. ZeroSPU2 can be used to boot games for now, but without sound.
2016-09-25 12:51:29 +02:00
Gregory Hainaut
ef9a144437 gsdx hw: extra trick for the mipmap
Ratchet & Clank (the third) uses an address of 0 for invalid mipmap.

It would be very awkward to put the middle layer of texture in start of
memory. So let's use this information to correct the lod.

It make the game more robust on the lod rounding
2016-09-25 11:54:00 +02:00
Gregory Hainaut
78b2848622 gsdx: factorize the TEX0 generation for mipmap 2016-09-25 11:51:48 +02:00
Gregory Hainaut
ccd9ce1728 gsdx hack: move tales of legendia hack to full move
Also remove the OI hack which is handled by the generic double half clear
2016-09-25 10:17:08 +02:00
Gregory Hainaut
e229dc1549 gsdx hack: move Resident Evil 4 to full level
The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.
2016-09-25 10:13:21 +02:00
Gregory Hainaut
307c4a22ed Merge pull request #1579 from PCSX2/gsdx-generic-double-half-clear
Gsdx generic double half clear
2016-09-25 10:09:24 +02:00
Gregory Hainaut
ad8a84a532 gsdx hw: reduce hack of Spyro series
Based on the comment, it ought to be fixed with previous commit.
2016-09-25 10:08:55 +02:00
Gregory Hainaut
7f871b0cc6 gsdx hw: remove various CRC hack that ought to be fixed with previous commit
* SpidermanWoS
* TyTasmanianTiger
* TyTasmanianTiger2
* DigimonRumbleArena2
* XmenOriginsWolverine
* CallofDutyFinalFronts
* GoW2 (only in openGL)
2016-09-25 10:08:54 +02:00
Gregory Hainaut
1e343084e2 gsdx hw: group the double half clear with gs mem clear hack
It avoid redundant check of the GS context

You can disable the extra clear with UserHacks_DisableGsMemClear = 1
2016-09-25 10:08:54 +02:00
Gregory Hainaut
6c6ed5f443 gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written (#1588)
* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written

It will work for both Jak and Ratchet&Clank and without CRC
2016-09-25 10:05:44 +02:00
Robert
5e460c57f8 psxmode: add all the rest on core side. psx mode works now.
- include a small game exe detection so pcsx2 doesn't believe it's running the bios
- cdrom.cpp has a hack to account for pcsx2's wrong iop dma timing when mixing mdec and cdrom dmas. This should be properly fixed for the benefit of all ps2 / psx software!
- dmasif2 is disabled since pgpu already handles it
2016-09-24 20:11:32 +02:00
Robert
277b8f3503 psxmode:EE: Plug SBUS PGIF register
v2: improve code integration
v3: fix conflict between sif2/pgif code
2016-09-24 20:11:32 +02:00
Robert
43e8796b2c psxmode:IOP: Init mdec and pgif 2016-09-24 20:11:32 +02:00
Robert
4047e34050 psxmode:IOP: plug in hardware read / write handlers for PGIF and MDEC
v2:
* Update sioRead8() to read a single byte  and add a comment on it
* Better code integration IOP REG

v3:
* only log the bad 16 bit access
2016-09-24 20:11:16 +02:00
Robert
35fa20d965 psxmode: changes to sio that allow psx pads to work 2016-09-24 20:08:46 +02:00
Robert
95be7cf505 build: cmake/MSVC add mdec.cpp/h files 2016-09-24 20:08:46 +02:00
Robert Neumann
f22a8126ed psxmode: prepare mdec 2016-09-24 20:08:46 +02:00
Robert Neumann
236c0c78c3 psxmode:MDEC: use dedicated MDEC_LOG 2016-09-24 20:08:46 +02:00
Robert Neumann
58fe959f85 build: cmake/MSVC add the 2 new files 2016-09-24 20:08:46 +02:00
Robert
280b036b91 psxmode: add PGPU.cpp/h code by user wise on the assemblergames.com forums. 2016-09-24 20:08:45 +02:00
Gregory Hainaut
6e2bf98d5f gsdx hw: round mipmap lod value
Will avoid some corruption based on distance/angle
2016-09-24 20:05:39 +02:00
Gregory Hainaut
719982e4a3 gsdx hw: forget to update a parameter
OMG, fixes various mipmap issues
2016-09-24 18:57:47 +02:00
Gregory Hainaut
76494e5f9c gsdx hw: add an userhack for hw mipmap 2016-09-24 12:39:31 +02:00
Gregory Hainaut
e38aba0dff gsdx: rename SW texture dump filename
* Use texraw for the unconverted texture (keep index fmt)
  => avoid bad filename order with the multiple texture layers
* add the real mipmap address
* Use a nice string format
2016-09-24 09:15:40 +02:00
Gregory Hainaut
f26842faa7 Of course I screwed up in the rebase!
It is a shame!
2016-09-23 18:08:51 +02:00
Gregory Hainaut
816e38db8e Merge branch 'pcsx2-gif-fifo' 2016-09-23 17:50:55 +02:00
refractionpcsx2
2734f53a79 GIF: Implement GIF FIFO on GIF MFIFO mode.
-Removed some obsolete code
-Tiny optimisation for the gifUnit
-Fixed a tiny bug on GIF MFIFO
2016-09-23 17:48:13 +02:00
refractionpcsx2
71601b88ff Fix & symbols in GameFixesPanel 2016-09-23 17:41:48 +02:00
refractionpcsx2
97a8cc7ce5 PCSX2/GameDB: Savestate version bump, Added GIFFIFO entries to GameDB
-RE Savestate version: Sorry, not sorry ;)
2016-09-23 17:41:48 +02:00
refractionpcsx2
0b83b849e7 GIF: Implement GIF FIFO - Enabled as hack as it is slow
-Fixes DJ Hero, Wallace & Gromit (properly), Hot Wheels (closer)
2016-09-23 17:41:48 +02:00
Gregory Hainaut
d89b09427f gsdx: gl logging is only available in MTGS thread
Fix crash in debug build
2016-09-22 17:54:44 +02:00
Gregory Hainaut
b00ae974d2 gsdx ogl: fix bad interaction between accurate blending and geometry shader
Recent optimization allow to use triangle to render sprite even when gs is supported

close #1574
2016-09-20 09:30:24 +02:00
Jonathan Li
c64e8f944e cdvdgigaherz: Fix printf sign mismatch warnings
Fixes warning C6340: printf sign mismatch

Only remaining warnings for cdvdGigaherz (using level 4 warning
settings) are:
C6258: TerminateThread does not allow proper thread clean up
C4201: nonstandard extension used: nameless struct/union (from the
lo/hi u128 struct in common/include/Pcsx2Types.h)
2016-09-20 01:24:23 +01:00
Jonathan Li
57d029f34a cdvdgigaherz: Use INT_PTR for dialog handler return type
BOOL is not the correct return type (though it works for 32-bit).
2016-09-20 01:23:47 +01:00
Jonathan Li
0ca36e8943 cdvdgigaherz: Fix value truncation warnings
Fixes warning C4244: conversion to smaller data type, possible loss of
data.
2016-09-20 00:47:15 +01:00
Jonathan Li
a61aa8ff0b cdvdgigaherz: Remove unreachable return
Fixes warning C4702: unreachable code
2016-09-20 00:46:33 +01:00
Jonathan Li
49cd751acf format-check: enable checking cdvdGigaherz 2016-09-19 19:53:06 +01:00
Clang Format
2967d5d3f1 cdvdgigaherz: Reformat with clang-format 2016-09-19 19:53:00 +01:00
Jonathan Li
60da39712c cdvdgigaherz: Remove unused code/macros/variables/etc
The SPTI code is unused, and it's simpler to just use the Windows
ioctls/API if they work (only raw disk sector reading is an issue and
the SPTI workaround is already in place).
2016-09-19 19:50:55 +01:00
Avi Halachmi (:avih)
52fbfdc5ab Revert most of "Updated some entries in the GameIndex (#1487)"
This reverts commit 07d54587 except for the updates of SCUS-97150 (Formula
One 2001 NTSC-U) - where we have a record of compatibility 5, and also
there's an agreement that the patch is not required anymore since ad61503 .

The reverted compatibility values are because we don't have any kind of
records to support them, no one tested them, and they also don't appear at
our online compatibility list.
2016-09-19 20:47:08 +03:00
Gregory Hainaut
b91bd3ea01 gsdx dx/gl: fix potential bug in alpha test handling
Depth test must remain disabled if write were masked.

Bug was detected on ICO (sea/sky) but the previous commit removes
the wrong ATE draw call.
2016-09-19 08:56:49 +02:00
Gregory Hainaut
6966e08306 gsdx: move alpha test optimization in base class
One code for all renderers :)
2016-09-19 08:48:32 +02:00
Gregory Hainaut
38b77397e0 gsdx hw: remove custom Ty Tasmanian Tiger / Simposons OI hack
Replaced by the generic OI_DoubleHalfClear. If OI_DoubleHalfClear is fast/safe enough, it
will enabled by default in the future.
2016-09-18 18:50:16 +02:00
Gregory Hainaut
6558317a7e gsdx: s/m_eq.xzyf & 4/m_eq.z/
Much better this way
2016-09-18 18:50:15 +02:00
Gregory Hainaut
7a40b27931 gsdx CRC: move GTA hack to full level
You can now emulate the radiosity effect with the UserHacks_AutoFlush hack.
2016-09-18 18:50:15 +02:00
Gregory Hainaut
0f387a8e3c Merge pull request #1535 from PCSX2/clang-tidy-macro-parenthesis
clang-tidy: use parenthesis around macro parameters
2016-09-18 18:48:04 +02:00
Jonathan Li
15fbd6fbf4 cdvdgigaherz: Remove ISO file reader (#1569)
It doesn't support dual layer ISO images, and the ini has to be edited
manually so it loads an ISO image ("$" has to be prepended to the ISO
path as well). The PCSX2 internal ISO file reader is probably better in
most/all aspects and I don't think it's worth copying the logic from
PCSX2 into the plugin.
2016-09-18 18:38:21 +02:00
Gregory Hainaut
310f13a2f7 gsdx ogl: only use geometry shader to convert big enough draw call (#1554)
gsdx ogl: only use geometry shader to convert big enough draw call

The purpose of geometry shader is to reduce bandwidth (72 bytes by sprite)
and CPU load.

Unfortunately it increases CPU load due to extra shader validations.

So geometry shader will only be enabled for draw call with more than
16 sprites (arbitrarily, smallest number before shadow hearts plummet)

v2: don't disable geometry shader in replayer.
It is easier to spot sprite rendering and to manually read vertex info.
2016-09-18 16:58:02 +02:00
Gregory Hainaut
2a60264e40 gsdx replayer: improve error message when file is corrupted 2016-09-18 16:52:35 +02:00
Gregory Hainaut
6e6eae7844 pcsx2:gsdx:spu2x: use parenthesis around macro parameters
For safety reasons.
2016-09-18 16:13:55 +02:00
Gregory Hainaut
b3d31869d6 recompiler: use a function to replace HWADDR macro 2016-09-18 16:13:55 +02:00
Gregory Hainaut
c448c2becb mtvu: use function instead of macro 2016-09-18 16:13:55 +02:00
Gregory Hainaut
d39f17bda3 FPU: replace check* macros by functions
v2: remove useless return after function call
2016-09-18 16:13:29 +02:00
Gregory Hainaut
9648e25018 pcsx2: don't obfuscate the template type with macro 2016-09-18 16:13:29 +02:00
Gregory Hainaut
64d499af6e pcsx2|spu2x: remove unused macro 2016-09-18 16:13:29 +02:00
Gregory Hainaut
02da178d5c pcsx2: replace macro in GameDb by function 2016-09-18 16:13:28 +02:00
Gregory Hainaut
35cf2638e8 Vif: replace makeMergeMask macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut
b1d446895b GSdx: replace IsTopLeftAligned macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut
f0a54bf6e3 spu2x: replace EMITC macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut
a5a2298c7d IPU: replace BUTTERFLY macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut
796b2d4970 IPU: replace SATURATE macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut
ac1b3845b2 pcsx2:log: add MDEC_LOG trace capability 2016-09-18 15:35:59 +02:00
Gregory Hainaut
5ef2d538a0 gsdx hw: only keep a single half clear implementation 2016-09-18 13:16:59 +02:00
Gregory Hainaut
a0c1719695 gsdx hw: DoC takes 3
Add support for 16 bits format too. Fix shadows.
2016-09-17 12:06:43 +02:00
Gregory Hainaut
ebdf54a60b gsdx sw: don't enable auto flush hack in replayer
Otherwise we don't have same number of draw call in HW/SW which is
awful to compare
2016-09-17 12:05:05 +02:00
Gregory Hainaut
3546d54e3b gsdx hw: improve the vertical half clear for DoC
Previous assumption that crazyness was used to clear the buffer is wrong.

It was also used to write a constant color to the buffer.
2016-09-17 10:34:35 +02:00
Jonathan Li
639aafda12 ci: Remove Travis CI caching workaround
Travis CI now takes into account the environment variables when
generating the cache hash. So the workaround of appending random unique
stuff to "compiler" is now unnecessary.
2016-09-16 23:45:44 +01:00
Jonathan Li
4d5e051387 gsdx: Fix missing "\n" in rc file
It stops Visual Studio from asking to normalise the line endings
everytime the resource editor is used.
2016-09-16 23:42:54 +01:00
Jonathan Li
91b2e5bdbb Merge pull request #1564 from FlatOutPS2/master
GSdx: Add Windows UI options for HW hacks
2016-09-16 23:35:45 +01:00
Gregory Hainaut
7b9654f164 gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
Christian Kenny
07d54587bd Updated some entries in the GameIndex (#1487) 2016-09-16 22:31:20 +01:00
FlatOutPS2
55b0be36cd GSdx: Add cancel button to Hacks dialog
Add a cancel button to the Hacks dialog to make it easier for the user
to exit the window without making changes.
2016-09-16 23:22:13 +02:00
FlatOutPS2
5420fcaf3a GSdx: Add Windows UI options for HW hacks
Add UI options for Auto Flush and Unscale Point Line HW hacks.
2016-09-16 23:19:05 +02:00
Nobbs66
6589feaacd Link Unconditionally (#1566)
EE Interpreter: Link Unconditionally on Branch and Link instructions
-Link instructions used to store the return address if the branch was
taken, but the correct behaviour is to store the return address whether
or not the branch is taken.
2016-09-16 09:58:37 +01:00
Gregory Hainaut
3994141d40 gsdx sw: always enable the auto flush hack on the SW renderer
There are enough option. Will remove it if too slow.

Positively impact Jak, GTA, Battlefield 2
2016-09-15 17:24:40 +02:00
Gregory Hainaut
1a1d6ab478 gsdx: handle the invalid format 0x3
International Super Star Soccer seems to use it.

It could be a core bug, in doubt uses the likely expected standard 0x13
2016-09-14 19:22:45 +02:00
Gregory Hainaut
4796803c33 pcsx2: Remove == true/false for boolean logic (#1556)
As discussed in #1553

Clang Tidy reports goes from 156 to 9.

Remain some macro in spu2x + a deadcode line
2016-09-10 20:08:14 +02:00
ramapcsx2
95063a7b65 Merge pull request #1559 from Kingcom/memview
Debugger: Fix various memory view issues
2016-09-10 16:51:53 +02:00
Kingcom
f2a0f9f61a Fix memory view scrolling, keep window start aligned to row size, and retain focus upon positioning it to the address accessed by an opcode 2016-09-10 15:44:25 +02:00
Jonathan Li
77e128aa11 Merge pull request #1557 from turtleli/freetype
3rdparty: Add Freetype and link to GSdx
2016-09-10 14:04:26 +01:00
Jonathan Li
72d3e4e03f windows: Add freetype to solution and link to GSdx 2016-09-10 12:36:56 +01:00
Jonathan Li
751fdb96da 3rdparty: Add FreeType 2.7
Customisations:
/: remove all non directories
/builds: Only windows/ftdebug.c retained, custom project added
/objs: Removed (custom project doesn't use the directory)
/docs: Only licence files retained.
/devel: Removed (unused)
2016-09-10 12:29:53 +01:00
Gregory Hainaut
4ebe739b44 pcsx2: remove various unused variable
Warning can be reenabled on GCC

A warning isn't fixed as potentially the code is wrong
../pcsx2/gui/MemoryCardFolder.cpp: In member function ‘void FolderMemoryCard::FlushFileEntries(u32, u32, const wxString&, MemoryCardFileMetadataReference*)’:
../pcsx2/gui/MemoryCardFolder.cpp:1027:10: warning: unused variable ‘filenameCleaned’ [-Wunused-variable]
     bool filenameCleaned = FileAccessHelper::CleanMemcardFilename( cleanName );
2016-09-10 00:09:05 +02:00
Gregory Hainaut
c8e9207879 svu: avoid a maybe uninitialized warning
False positive but compilers aren't reliable
2016-09-10 00:03:53 +02:00
Gregory Hainaut
ccf198a80b gsdx ogl: fix a regression on Okami
Strangely the game uses large texture to handle texture buffer.

I think it plays with WMS/WMT. I'm not sure texture shuffling is 100%
correct here. But without it, it's completely broken.
2016-09-09 21:51:23 +02:00
Gregory Hainaut
8c1722faa2 gsdx: add a note that Jak shadows can be handled with HW GL without auto flush hack 2016-09-09 21:08:15 +02:00
Gregory Hainaut
64a97483fb gsdx: add Jak3 US too 2016-09-09 21:05:00 +02:00
Gregory Hainaut
de480ec0f5 gsdx: add crc hack for Jak
* 0x9C712FF0, Jak1, EU
* 0x472E7699, Jak1, US
* 0x2479F4A9, Jak2, EU
* 0x12804727, Jak3, EU
* 0xDF659E77, JakX, EU

Please report me the CRC of the US version too so I can add them.

Please test the shadows rendering (openGL HW + accurate blending at least basic)
2016-09-09 19:44:04 +02:00
Jonathan Li
d540dbec79 cdvdgigaherz: Fix event handle memory leak
Also bump the version to 0.10.0.
2016-09-08 23:46:05 +01:00
Jonathan Li
303996818c cdvdgigaherz: Delete duplicate PlainIso file 2016-09-08 23:14:26 +01:00
Gregory Hainaut
d27d2dd520 fix compilation issue 2016-09-09 00:11:02 +02:00
Gregory Hainaut
c2b67ccb78 gsdx ogl: implement an alternate shader for Jak Shadows
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
pixels.

For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.

Note: it requires at least accurate blending set on basic

Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
2016-09-08 23:58:13 +02:00
Gregory Hainaut
c03b388786 Merge pull request #1551 from PCSX2/clang-format-v2
Clang format v2
2016-09-08 22:53:21 +02:00
Gregory Hainaut
ac14db7b19 linux: use clang-format-3.8
Default is potentially an old version
2016-09-08 21:54:50 +02:00
Gregory Hainaut
36d2f96519 format checker: enable it for lilypad/onepad/cdvdiso 2016-09-08 21:54:50 +02:00
Clang Format
e503534ff4 reformat CDVDiso 2016-09-08 21:54:50 +02:00
Clang Format
d6ae5bfafa reformat lilypad
Note: I'm worried on the EXPORT/CALLBACK behavior on multiple OS
2016-09-08 21:54:49 +02:00
Clang Format
f06f44c30a reformat onepad 2016-09-08 21:52:49 +02:00
Clang Format
0abf686406 pre-fomat onepad
Clang doesn't move back the '{' if there is a comment on the if line
2016-09-08 21:52:49 +02:00
Clang Format
1f8a0db290 reformat null plugin with pointer symbol on the right 2016-09-08 21:52:49 +02:00
Gregory Hainaut
a678ae2529 clang format: put the pointer/reference symbol (*/&) on the right 2016-09-08 21:52:49 +02:00
Gregory Hainaut
f9d8cb97c0 Merge pull request #1508 from PCSX2/gsdx-allow-sso-amd
Finally AMD delivered the fix to support separate shader object !!!
2016-09-08 21:47:32 +02:00
Gregory Hainaut
6ee841319f gsdx: help stupid compiler to allow 32 byte move
Default copy-constructor is eight 32 bits move

GSRendererOGL::Lines2Sprites code shrinks from 510B to 398B
(loop of the function 296B => 181B). Hopefully it will reduce the cost
to convert line to sprite on the CPU (i.e. when geometry shader is disabled)
2016-09-08 20:01:05 +02:00
Gregory Hainaut
b282909c9e common: avoid silly compiler warning due to define redefinition
comma was updated in plugings (due to clang reformat)
2016-09-08 19:20:24 +02:00
Gregory Hainaut
aba0c733cd gsdx linux: add a gui check box to control previous hack 2016-09-08 17:34:28 +02:00
Gregory Hainaut
029d74f855 gsdx: add an auto flush hack to implement a Read Write GS effect.
It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)

Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
easily.

Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect

Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
2016-09-08 17:25:59 +02:00
Gregory Hainaut
bcb951077d gsdx: c_str() is useless when parameter is a string
Reported by clang tidy
2016-09-07 22:10:50 +02:00
Gregory Hainaut
a6c25b7bff ipu: DATA is an u32 not a pointer
Fix compilers warning.
2016-09-07 22:06:27 +02:00
Gregory Hainaut
cac822f785 build.sh: also use ninja for coverity build 2016-09-07 18:58:31 +02:00
Gregory Hainaut
145d6e29c2 gsdx: increase the allocation of the GS memory
GS memory is only 4MB but rendering is allowed to be 2048x2048
with 32 bits format (so 16MB). Technically the frame/depth buffer can start
at the end of the GS memory. Let's not waste too much memory.

Fix crash with BASARAX

(game draws a 2048x1664 32 bits area)
2016-09-07 08:34:24 +02:00
Gregory Hainaut
c638e5ec87 gsdx debug: use a pretty format name when dumping texture
Much faster to read the format on the file name :)

+ remove a couple of useless ifdef
2016-09-07 08:34:24 +02:00
Gregory Hainaut
6abd806539 gsdx perf: print frame time distribution 2016-09-07 08:34:24 +02:00
Gregory Hainaut
244bb555f9 Merge pull request #1532 from ssakash/Coverity
PCSX2: Fix a bunch of coverity defects
2016-09-05 20:16:13 +02:00
Gregory Hainaut
cedc4f241d gsdx hw: add a crc hack for Dragon Quest & Final Fantasy in Itadaki Street
The hack only fix the HW renderer but not the SW renderer. However I'm not sure
the issue is from GSdx.

The hack will disable alpha test that used to generate empty draw call.
2016-09-04 19:41:31 +02:00
Gregory Hainaut
bb50b3419e Merge pull request #1542 from PCSX2/gsdx-texture-transfer-motocross
gsdx: save the blit buffer register when a transfer is started
2016-09-04 16:55:08 +02:00
Akash
022e650dc6 SuperVU: Initialize class members
CID 146985 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)8.
uninit_member: Non-static class member vuxy is not initialized in this
constructor nor in any functions that it calls
2016-09-03 20:29:50 +05:30
Akash
dc874a99cd LilyPad: Remove useless self assignment
CID 146888 (#1 of 1): Self assignment (NO_EFFECT)self_assign: Assignment
operation (this->devices[i]->virtualControls + j).uid =
(this->devices[i]->virtualControls + j).uid has no effect.
2016-09-03 20:29:46 +05:30
Akash
7e5bca3dfd Counters: Make the code behavior more explicit
CID 168623 (#1 of 1): Missing break in switch
(MISSING_BREAK)unterminated_case: The case for value
GS_VideoMode::Unknown is not terminated by a 'break' statement.
2016-09-03 20:29:40 +05:30
Gregory Hainaut
52a2bb5524 gsdx ogl: disable texture shuffle when a render a basic sprite
Fix shadow issue on "Shadow of Memories"
2016-09-03 12:18:52 +02:00
Gregory Hainaut
79209c31bf gsdx ogl: avoid bad logging of framebuffer/texture overlap 2016-09-03 12:18:51 +02:00
Jonathan Li
4d10eda308 Merge pull request #1545 from turtleli/cdvd-spti
cdvdgigaherz: Use SPTI to read raw CD sectors
2016-09-02 23:56:05 +01:00
Gregory Hainaut
a123e65185 gsdx sw: handle the invalidation of the palette when written by the GS
Manual gives all setup to upload a palette from the host. But nothing forbid to render
directly in the palette buffer. (GS rule nb 1, there is no rule ^^)

Fix Virtua Fighter 2 dark colors

However I'm not sure we can fix HW renderer. Rendering is done on the GPU but palette
handling is done on the CPU... So we need to read back data (ouch, and slow). A quick
test didn't get the expected results. Potentially there are others bugs (aka not gonna
happen on the HW renderer)
2016-09-03 00:21:56 +02:00
Gregory Hainaut
d01194da0b gsdx sw: help debug
* quick way to disable verbose fixed tex0
* use palette address/format when the palette is dumped :)
2016-09-03 00:10:23 +02:00
Gregory Hainaut
6323268f40 gsdx tc: reset dirty alpha flag when we lookup a frame
Fix black skin regression for haunting ground (at least on my gs dump)
2016-09-02 21:31:13 +02:00
Gregory Hainaut
774d98991c iop rec: fully enable COP2 support 2016-09-02 21:05:28 +02:00
Jonathan Li
3d8be787a2 cdvdgigaherz: Use SPTI to read raw CD sectors
IOCTL_CDROM_RAW_READ apparently does not work for some read modes on
some optical drives, which makes some CD-ROM games unplayable from the
disc.

Work around the issue by using SPTI to retrieve the raw sector data. The
old reading method has been retained in case SPTI cannot be used (if the
device could not be opened with write access).
2016-09-02 00:58:38 +01:00
Gregory Hainaut
b47c50ae5d iop rec: add the missing LWC2/SWC2 (CP2 reg from/to mem) 2016-09-01 21:50:13 +02:00
Gregory Hainaut
1ee0526e41 iop rec: add constant propagation for COP2
Inspirated from COP0
2016-09-01 21:16:43 +02:00
Gregory Hainaut
bdc29dbbbf iop rec: put cop2 comment in the good position... 2016-09-01 20:47:12 +02:00
Gregory Hainaut
c9a1558c60 gsdx: save the blit buffer register when a transfer is started
Fix motocross mania missing texture. Close #1319

As far as I understand, transfer is initialized in DIR. But the real
write only occured later so the blit buffer could have been overwritten
by a new value.

BLIT 0 13700
TREG 40 40
DIR 0 0
BLIT 0 13f00 <=== the bad guy
Write! ...  => 0x3f00 W:1 F:C_32 (DIR 00), dPos(0 0) size(64 64)

v2: set a value in m_tr.m_blit for load state
2016-09-01 09:59:38 +02:00
Gregory Hainaut
b546d096bd Finally AMD delivered the fix to support separate shader object !!!
v2: blacklist AMD driver from the start of 2016
Please note that it is highly recommended to upgrade to a stable&working driver
2016-09-01 09:47:57 +02:00
Gregory Hainaut
448fee76c1 gsdx ogl: move GS setup in SetupIA
Fix regression when geometry shader is disabled
2016-09-01 09:47:46 +02:00
Gregory Hainaut
165bcf5662 Merge pull request #1539 from FlatOutPS2/DX
GSdx DX: extend ATE to better support additional corner case DX port
2016-08-29 11:39:22 +02:00
Gregory Hainaut
19a9d639b1 Merge pull request #1538 from PCSX2/gsdx-improved-ate
gsdx ogl: extend ATE to better support additional corner case (issue …
2016-08-29 11:38:57 +02:00
Gregory Hainaut
da688114f4 Merge pull request #1522 from PCSX2/gsdx-issue-1438
gsdx tc: don't partially invalidate small target
2016-08-28 16:51:25 +02:00
Gregory Hainaut
e4337b6631 glsl2h: add input files in the header
Close #1404
2016-08-28 16:31:35 +02:00
Gregory Hainaut
a1cdf7189a gsdx tc: don't partially invalidate small target
It creates a regression on game that uses a small temporary target to
upload textures of various sizes. Inital code was done to handle direct
frame write (background, FMV) so big target
2016-08-28 16:24:02 +02:00
Gregory Hainaut
c71ef6fa4c i10n: refresh tr_TR (turkish) 2016-08-28 15:43:54 +02:00
FlatOutPS2
e5c6b2e952 GSdx DX: extend ATE to better support additional corner case DX port
Port for Direct3D renderers of PR #1538.
2016-08-28 15:13:15 +02:00
Gregory Hainaut
7103707aeb gsdx: new linux option linear_present
Purpose is to control the filtering when final image is displayed on the screen

Could improve the sharpness of the output in some games (ofc, it will be pixelated)
2016-08-27 19:23:12 +02:00
Gregory Hainaut
d78d515acb iop rec: plug GTE (aka COP2) in the recompiler
Code isn't enabled yet to avoid any breakage

Edit iR3000ATables.cpp line 1446
2016-08-27 17:23:37 +02:00
Gregory Hainaut
2b925e0103 gsdx ogl: extend ATE to better support additional corner case (issue #1499)
When depth primitive is constant and depth test is greater or equal, we can
execute the depth write after color (depth status will only depends on the initial
value)

New case for RGB_ONLY ate:
If the blending equation uses a fixed alpha or a source alpha. We can postpone the alpha write
in a 2nd pass.
If depth can also be postponed, we can guarantee the order of correctness of the value.
1st pass => do RGB
2nd pass => do Alpha & Depth

It fixed Stuntman letter rendering :) Remaining of the game is still broken :(
2016-08-27 14:46:10 +02:00
Gregory Hainaut
b6693c4345 gsdx dx/gl: fix depth optimization
4th bit is the fog value, not the depth
2016-08-27 13:57:39 +02:00
Gregory Hainaut
7b222768d4 build: check syntax of null plugins
Temporary hack to compute the number of commit in the branch

[skip appveyor]
2016-08-27 13:35:36 +02:00
Gregory Hainaut
c6d42c09d8 travis: check format in clang build
I created a dedicated target (before script). Might not be the best idea
2016-08-27 13:35:20 +02:00
Gregory Hainaut
411a25b610 Merge pull request #1531 from PCSX2/clang-tidy-empty-instead-of-size
pcsx2|common|gsdx: use empty() instead of .size() ==/!= 0 check
2016-08-26 10:05:01 +02:00
Gregory Hainaut
601c828562 Merge pull request #1530 from PCSX2/clang-format-plugin-v1
Clang format plugin v1
2016-08-26 10:04:52 +02:00
Gregory Hainaut
5a1cb00a07 Merge pull request #1517 from FlatOutPS2/DX
Gsdx alpha test improvement DX
2016-08-25 09:25:19 +02:00
Clang Format
eb18a2ac0f PADnull reformat 2016-08-25 00:16:29 +02:00
Clang Format
6613862aed CDVDnull reformat 2016-08-25 00:16:25 +02:00
Clang Format
25b0b63216 GSnull reformat 2016-08-25 00:16:21 +02:00
Clang Format
e61d14168a dev9null reformat 2016-08-25 00:16:15 +02:00
Clang Format
e3a2ad03bc SPU2null reformat 2016-08-25 00:16:11 +02:00
Clang Format
67e7d63f0f FWnull reformat 2016-08-25 00:16:07 +02:00
Clang Format
b246d13bae USBnull reformat 2016-08-25 00:16:00 +02:00
Gregory Hainaut
18941f1b80 clang-format: tune format after discussion
Use custom brace setup. So union/struct/class all behave the same.

Fix typo on 3rdparty
2016-08-24 22:55:37 +02:00
Gregory Hainaut
16f12bcfa5 build.sh: small improvement
Fix undefined variable in cpp check
Print current job on clang-tidy (ease replay of a single file)
Keep jobs order, ease diff between multiple run
2016-08-24 22:55:37 +02:00
Gregory Hainaut
2ec0f26122 build.sh:clang-tidy: drop the remaining ASM file 2016-08-24 22:55:37 +02:00
ramapcsx2
c1f45dafa5 Merge pull request #1507 from FlatOutPS2/master
PCSX2: IPU end of video freeze fixes
    Fixes end of video freeze in Enthusia - Professional Racing.
    Fixes end of video freeze with IPU Normal error in games like Enter The Matrix(#1494), Rygar, Freestyle Metal X, etc. Also fixes The Incredible Hulk and Bolt (thanks to @prafullpcsx2 for testing).
2016-08-23 12:56:21 +02:00
Gregory Hainaut
de32691b4e clang format: don't allow statement on single lines + disable resource.h too (generated file)
Following discussion in #1530
2016-08-22 18:21:17 +02:00
Gregory Hainaut
1fb2c66a21 gsdx ogl: Unscale line
Line thickness will be increased to N pixels (N is the upscaling factor).

Code will also be enabled by UserHacks_unscale_point_line = 1
2016-08-22 18:18:12 +02:00
Gregory Hainaut
018895067b gsdx ogl: restore code to unscale point
enabled by UserHacks_unscale_point_line = 1

Point will be transformed into a NxN square sprite. (N is the upscaling factor)
2016-08-22 18:18:12 +02:00
Gregory Hainaut
f3d14dadc7 Merge pull request #1524 from ssakash/SMODE2_Override
EE: Minor changes to syscall function
2016-08-22 11:37:13 +02:00
Gregory Hainaut
1a8825b374 pcsx2|common|gsdx: use empty() instead of .size() ==/!= 0 check
Enhance readability reported by clang tidy
2016-08-21 17:20:13 +02:00
Gregory Hainaut
8ee2d3d367 gsdx: use static assert when possible
reported by clang tidy
2016-08-21 15:22:09 +02:00
Nicolas Hillegeer
b2984cd3d0 build.sh: don't use -m option for parallel
My reasoning was off. The -m flag does avoid the clang-tidy startup
 cost (which isn't large), but it also increases tail latency because it
 allows a straggler command to run much longer. Suppose that many heavy
 .cpp files are bundled into one clang-tidy invocation.

Bench from Greg
with -m
./build.sh --dbg --clean --no-simd --clang-tidy  3886.45s user 12.04s system 1066% cpu 6:05.71 total
without
./build.sh --dbg --clean --no-simd --clang-tidy  4297.51s user 41.70s system 1497% cpu 4:49.86 total
2016-08-21 14:29:49 +02:00
Gregory Hainaut
27ea9c22bb Merge pull request #1529 from aktau/clang-tidy-parallelize
build.sh: parallelize clang-tidy
2016-08-21 13:30:44 +02:00
Nicolas Hillegeer
b45adb6e6a build.sh: parallelize clang-tidy
Also suppress spurious output from command -v.

[ci skip]
2016-08-21 13:29:08 +02:00
Akash
6bc6d20a87 R5900: Add an enum class for SYSCALL
v2: Fix indentation on switch-case.
2016-08-20 23:32:31 +05:30
Akash
95d70db153 Counters: Move interlace detection code to SetGsCrt
* More accurate to PS2 behavior and avoids an useless SMODE write function, it makes sense to also move this as video mode specific colorburst detection was already moved to SetGsCrt.
2016-08-20 23:32:20 +05:30
Avi Halachmi (:avih)
a0b014ecfc editorConfig: use tabs instead of spaces (indent stays 4)
The vast majority of PCSX2 files use tabs for indentations, and all new
commits also use tabs for indents and not spaces. Therefore, having space
.editorConfig makes it extremely hard to work on PCSX2 files with editors
which support this config file.

There were some concerns that github will make things harder for us
with tabs at .editorConfig, and if that indeed becomes an issue then
we'll have to address it somehow. For now, let's hope it won't.

Also, commented out the line which automatically removes trailing
spaces, since it affects the entire file and therefore makes changes
which the committer did not intend to make at places unrelated to the
commit.
2016-08-20 20:43:38 +03:00
Gregory Hainaut
fc996951cb build.sh: use $flags instead of "$flags"
Otherwise bash add tick around it and cmake doesn't understand what happen
2016-08-20 19:05:23 +02:00
Gregory Hainaut
2ae133e993 build.sh: use clang when clang-tidy is enabled
avoid tons of warning that options XXX isn't supported
2016-08-20 19:01:14 +02:00
Gregory Hainaut
a02937a67b Merge pull request #1528 from aktau/build-posixify
build.sh: simplify and semi-modernize
2016-08-20 18:32:51 +02:00
Gregory Hainaut
0f4cc3231a i10n: upload precompiled es file 2016-08-20 18:23:48 +02:00
Jonathan Li
2b2042e1c2 gsdx: Allow screenshot compression level to be changed
At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.

This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).

Fixes #1527.
2016-08-20 14:01:24 +01:00
Nicolas Hillegeer
57090e8ec5 build.sh: simplify and semi-modernize
1. All POSIX shells support $(...) syntax [1], including /bin/sh. shellcheck
   warns about it.
2. [[ won't work in /bin/sh [2], so use [ everywhere. I wonder why it worked
   now, perhaps the test was running on a system where /bin/sh -> /bin/bash.
3. In POSIX sh, string indexing is undefined. [SC2039]. Unfortunately, this
   means we require a subprocess: https://wiki.ubuntu.com/DashAsBinSh. Very
   ugly.
4. In POSIX sh, arrays are undefined. We seem to use $flags as an array
   after constructing it by string concatenation. I tried to verify that
   this has the same effect as just passing the quoted string in bash:

      bash-3.2$ flags="-DCMAKE_GOOK"
      bash-3.2$ flags="$flags -DCMAKE_MOARMA"
      bash-3.2$ flags="$flags -DCMAKE_URURURUR"
      bash-3.2$ ./argv $flags
      0: ./argv
      1: -DCMAKE_GOOK
      2: -DCMAKE_MOARMA
      3: -DCMAKE_URURURUR
      bash-3.2$ ./argv "${flags[@]}"
      0: ./argv
      1: -DCMAKE_GOOK -DCMAKE_MOARMA -DCMAKE_URURURUR
      bash-3.2$ ./argv "$flags"
      0: ./argv
      1: -DCMAKE_GOOK -DCMAKE_MOARMA -DCMAKE_URURURUR
      bash-3.2$

5. Enable exit on unknown variable (-u). All variables should be known,
   otherwise we have an error in the script. shellcheck doesn't warn so I
   think it's fine.

Apart from shellcheck(1), I also ran checkbashisms(1). The latter only
reported that "command -v" might not be available in other shells.
Apparently only ash(1) doesn't understand it.

NOTE: Why are we even trying to support pre-Mavericks (Darwin < 13) OSX? We
don't even support the most modern OSX (El Capitan) fully yet. OSX upgrades
are free and generally don't leave old machines behind. Most machines made
after 2009 can upgrade to El Capitan, AFAIK. I also believe that systems
that have all the utilities and libraries necessary to build PCSX2 will have
/bin/bash >= 3.x.

NOTE 2: Does cmake/ninja generate the same type of output in
compile_commands.json?

[1]: http://pubs.opengroup.org/onlinepubs/009695399/utilities/xcu_chap02.html#tag_02_06_03
[2]: http://serverfault.com/a/52050
2016-08-20 13:15:57 +02:00
Gregory Hainaut
d6b834e8af gsdx hw: don't execute blit fmv with target
Avoid invalid operation due to depth buffer
2016-08-20 12:56:30 +02:00
Gregory Hainaut
fa826b3167 gsdx tc: check compatible bit when wrote in middle of target
All maths are wrong otherwise. Fix half screen issue in WRC
2016-08-20 11:57:15 +02:00
Gregory Hainaut
a49b3c9bf6 gsdx tc: log more stuff on texture cache dirty & frame format 2016-08-20 11:52:22 +02:00
Gregory Hainaut
cdfbff9af0 build.sh: use command -v instead of which 2016-08-19 18:21:42 +02:00
FlatOutPS2
87eed3965e GSDx GSRendererDX code improvement
Replace local copies context and env with m_ prefix originals.
2016-08-19 16:02:49 +02:00
FlatOutPS2
c5cd716c20 Gsdx alpha test improvement DX
Port for the DX renderers of the alpha test improvement for OGL created by gregory38.
2016-08-19 15:59:54 +02:00
Gregory Hainaut
02cfe9aeeb Merge pull request #1520 from IlDucci/master
Updating Spanish translation
2016-08-19 09:55:41 +02:00
Gregory Hainaut
d87452ed21 build.sh: allow to replace make by ninja to speed up the build system
Quick benchmark. GCC debug mode
Full build: 6 second better, it can 2 additional cores :)
make : ./build.sh --dbg --clean  213.25s user 22.35s system 881% cpu 26.739 total
ninja: ./build.sh --dbg --clean  203.94s user 18.31s system 1085% cpu 20.474 total

No change build:: 1 second better :)
 make -C build_dbg -j 16 install  1.51s user 0.34s system 206% cpu 0.898 total
ninja -C build_dbg -j 16 install  0.05s user 0.02s system 98% cpu 0.074 total
2016-08-18 22:45:46 +02:00
Jonathan Li
029468e7b4 ci: Add clang 3.8 to Travis CI 2016-08-17 22:07:42 +01:00
Jonathan Li
c9a1097579 console: Remove buffered and wxerror console writers
Both haven't been used for a long time, and don't seem to hold any
advantages over the default stdout console writer.
2016-08-17 22:07:42 +01:00
Jonathan Li
f338ffea74 console: Remove scrollbar mouse drag pause behaviour
If the dev/verbose logging option is enabled and the game requires
automatic gamefixes, the console log will always scroll to the bottom
when the scrollbar is released since a new log message will be output
when emulation unpauses.

This could be quite annoying when checking a log while the game is
running. The behaviour doesn't seem to be all that useful anymore
(previously it was useful to work around a GUI bug where the automatic
gamefixes/widescreen patches/cheats menu options didn't apply
immediately) and only works on Windows, so let's remove it.
2016-08-17 22:07:42 +01:00
Gregory Hainaut
765b68458a gsdx: improve logging
Don't enable UpdateValidity print by default (+20~25% on log size)
Only useful in rare cases
2016-08-17 21:23:06 +02:00
Gregory Hainaut
15a4d1f0a9 pcsx2: fix gcc warning
MIPSAnalyst.cpp:124:9: warning: ‘takeBranch’ may be used uninitialized in this function [-Wmaybe-uninitialized]
    else if (sure && !takeBranch)

False positive as sure will be false but safer this way
2016-08-17 21:23:06 +02:00
Gregory Hainaut
bf0e5dc5bd Merge pull request #1516 from PCSX2/emitter-manual-void-cast
pcsx2: manually cast function pointer to void*
2016-08-17 18:56:55 +02:00
Gregory Hainaut
19ceea4f1e Merge branch 'strict-aliasing' 2016-08-17 18:53:08 +02:00
Gregory Hainaut
cc68776069 pcsx2: manually cast function pointer to void*
Templace is nicer but give a hard time to compiler.

New version compile in both gcc&clang without hack

v2: add an uptr cast too for VS2013 sigh...
v3: use an ugly function pointer cast to please VS2013
2016-08-17 09:53:30 +02:00
Jonathan Li
d36002a02a gsdx:cmake: Use PNG_LIBRARIES instead of PNG_LIBRARY
PNG_LIBRARIES adds both libpng and zlib to the command line.
PNG_LIBRARY only adds libpng to the linker command line, and the cmake
documentation also suggests not to use it.
2016-08-16 20:35:21 +01:00
IlDucci
fa5effafcd Updating Spanish translation
Added the new shortcut identifiers. Warning: Some strings are shown in
English.
2016-08-16 13:40:09 +02:00
Gregory Hainaut
fa249a3f78 gsdx ogl: don't rely on the Z value in m_vt
Value seems wrongly rounded and you can't distinguish 0xFFFF from 0xFFFE

Instead check that depth is constant for the draw call and the value from the vertex buffer

Fix recent regression on GTA (and likely various games)
2016-08-16 07:30:52 +02:00
FlatOutPS2
c8f6d68d68 PCSX2: IPU end of video freeze fix
Fixes end of video freeze in Enthusia - Professional Racing.
2016-08-15 19:48:21 +02:00
Gregory Hainaut
44bbdbe49d common: use free directly instead of an Alloc(0)
Easier to understand the intent. And avoid false positive in coverity
2016-08-15 15:51:22 +02:00
Gregory Hainaut
252c043409 Merge pull request #1518 from PCSX2/pcsx2-high-level-fopen
Pcsx2 high level fopen
2016-08-15 15:41:27 +02:00
Pseudonym
07e21427b9 When PS1 loading was enabled, someone neglected to check that allowing the function to continue wouldn't cause any problems.
Fixes #1515
2016-08-15 14:23:43 +01:00
Gregory Hainaut
0f1c10230a CDVD: catch MEC/NVM file exception
It will stop the emulation and open a nice box with an error message instead of terminate PCSX2
2016-08-15 14:09:01 +02:00
Gregory Hainaut
deb7121fde CDVD: Use wxFFile API to handle MEC file too
again nicer, exception safe, less compilation warning :)

v2:
* check file is properly opened in write mode
* only print an error when result is bad
2016-08-15 13:08:54 +02:00
Gregory Hainaut
534e01e2d6 CDVD: Use wxFFile API to handle NVM file
Nicer, exception safe, less compilation warning :)

v2: check fp is properly open in write mode
2016-08-15 13:06:34 +02:00
Gregory Hainaut
5c7e2432bd gsdx-ogl: improve alpha test for GTA vice city (letters)
I don't understand why but it seems depth is rounded down even in 16 bits.
So uses 0xFFFE to enable ate_all_color_then_depth in 16 bits format too :)
2016-08-15 11:38:07 +02:00
Gregory Hainaut
5fbf702500 gsdx ogl: new optimization to bypass the alpha test
In FB_ONLY mode the alpha test impacts (discard) only the depth value.
If there is no depth buffer, we don't care about depth write. So alpha
test is useless and we can do the draw with a single draw call and no program
switch
2016-08-15 11:35:24 +02:00
Gregory Hainaut
b62859ffa2 gsdx ogl: only enable the alternate alpha test in FB_ONLY
RGB_ONLY requires to handle the alpha channel in the alpha test
2016-08-15 11:25:19 +02:00
Gregory Hainaut
2700f06fe7 Merge branch 'pcsx2-verbose-thread-error' 2016-08-14 22:31:28 +02:00
Gregory Hainaut
63ec74ebea build: remove most of the bashism
Various distribution still ship the true old shell to win 1 second at startup.
Besides, bash syntax is no way better

Not fully tested, some bashism might remain for some options but at least you can
do a standard build
2016-08-14 22:29:12 +02:00
Gregory Hainaut
9d8135cf1c x86emitter: allow strict aliasing optimization 2016-08-14 21:01:40 +02:00
Gregory Hainaut
2cc98191f0 common: allow strict aliasing optimization 2016-08-14 21:01:40 +02:00
Gregory Hainaut
0417a10483 gsdx: allow strict aliasing optimization 2016-08-14 21:01:40 +02:00
Gregory Hainaut
2e7fab7813 gsdx sw: avoid aliasing issue, clear function was wrong anyway
Value must be un-normalized. Function is only used with 0.0 so
API was updated to only use the 0 case.
2016-08-14 21:01:09 +02:00
Gregory Hainaut
ef7530af29 microVU: fix aliasing issue
Union is safer for the compiler
2016-08-14 20:49:12 +02:00
Gregory Hainaut
e8e66ec4b5 x86emitter: use memcpy to avoid aliasing issue
Code is only called once anyway.
2016-08-14 20:48:45 +02:00
Gregory Hainaut
90707f8d4e gsdx: avoid aliasing issue
Extend GSVector to support float move

Initial code likely used integer move for performance reason. However due to
the nan correction, register is now in float domain.
2016-08-14 20:48:34 +02:00
Gregory Hainaut
cc15a9480b clang format: disable vertical alignment
Avoid issue of bad alignment on some versions
To reduce change impact
2016-08-14 20:47:36 +02:00
Gregory Hainaut
447e0d0336 Merge pull request #1514 from PCSX2/gsdx-nouveau-driver
Gsdx alpha test improvement
2016-08-14 20:29:09 +02:00
Gregory Hainaut
15db7eeb81 gsdx: use correct format in printf
u => unsigned
d => signed

zu => size_t
2016-08-13 12:48:35 +02:00
Gregory Hainaut
0a1454ff6c gsdx: use prefix increment operator for non-primitive type
I think compiler is clever enough to optimize the code but it won't hurt
and it reduces the number of cpp check warning.
2016-08-12 23:11:26 +02:00
Gregory Hainaut
dc2864ad7a gsdx hw: avoid a null deferenced false-positive in coverity
It is a false positive because it supposes that PRIM->TME is both true and false.

It is the first Schrodinger's variable ;)
2016-08-12 23:02:06 +02:00
Gregory Hainaut
2d2fdd6e44 debugger: remove useless null check
It is done too late.
CID 168625 (#1 of 1): Dereference before null check (REVERSE_INULL)
check_after_deref: Null-checking this->cpu suggests that it may be null, but it has already been dereferenced on all paths leading to the check.
2016-08-12 22:57:09 +02:00
Gregory Hainaut
f38cd9d80d onepad: add a missing break when CMD_CONFIG_MODE is true but configuration isn't enabled.
I hope it wasn't done on purpose.

CID 168624 (#1 of 1): Missing break in switch (MISSING_BREAK)
unterminated_case: The case for value CMD_CONFIG_MODE is not terminated by a 'break' statement.
2016-08-12 22:55:19 +02:00
Gregory Hainaut
1a09712f89 gsdx: init m_custom_width/height to a default value
Avoid useless warning on coverity
2016-08-12 22:48:20 +02:00
Gregory Hainaut
c41cf6c444 gsdx: init variable in constructor
CID 168626 (#1 of 1): Uninitialized scalar field
uninit_member: Non-static class member m_end_block is not initialized in this constructor nor in any functions that it calls.
2016-08-12 22:45:17 +02:00
Gregory Hainaut
39bf84a13c onepad: don't duplicate the "GamePad" base class code/member in the "JoystickInfo" derivated class 2016-08-12 22:37:37 +02:00
Gregory Hainaut
2d8a0dc59c onepad: fix a couple of ccpcheck warning
Yes I know formating suck
2016-08-12 22:36:17 +02:00
Gregory Hainaut
61eddca39d clang format: preliminary support
Add a .clang-format example file. Might need minor tuning. If people doesn't like the syntax

Add a basic script to validate current change is compliant with clang-format
* on master it will test last 20 commits
* on branch it will test all commits of the branch

Idea is to plug it into travis (might require clang 3.8). Everything is blacklisted. Use "ALL" parameters
to test all standard directories.
2016-08-12 20:28:00 +02:00
Gregory Hainaut
8fe65ec371 cmake: add -Wextra warning on GCC
Add 3 new warnings (first one must be fixed I think)

pcsx2/gui/MessageBoxes.cpp: In copy constructor ‘BaseMessageBoxEvent::BaseMessageBoxEvent(const BaseMessageBoxEvent&)’:
pcsx2/gui/MessageBoxes.cpp:62:1: warning: base class ‘class pxActionEvent’ should be explicitly initialized in the copy constructor [-Wextra]
 BaseMessageBoxEvent::BaseMessageBoxEvent( const BaseMessageBoxEvent& event )

plugins/GSdx/GSPng.cpp: In function ‘bool GSPng::SaveFile(const string&, GSPng::Format, uint8*, uint8*, int, int, int, int, bool, bool)’:
/home/gregory/playstation/emulateur/pcsx2_merge/plugins/GSdx/GSPng.cpp:64:14: warning: variable ‘success’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered]
         bool success = false;
              ^
plugins/GSdx/GSPng.cpp:44:58: warning: argument ‘image’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered]
     bool SaveFile(const string& file, Format fmt, uint8* image, uint8* row,
2016-08-12 19:30:14 +02:00
Gregory Hainaut
24ff2482a4 pcsx2: break when switch value is CoreThread_Indeterminate
Fix another GCC warning
2016-08-12 19:30:14 +02:00
Gregory Hainaut
6f64fc9f84 pcsx2: don't compare pointer with 0 2016-08-12 19:30:14 +02:00
Gregory Hainaut
41afd85a5d gsdx sw: fix GCC warning enumeral and non-enumeral type in conditional expression 2016-08-12 19:30:14 +02:00
Gregory Hainaut
5ad4cbace7 onepad|common: fix GCC warning type limit 2016-08-12 19:30:14 +02:00
Gregory Hainaut
88b7470c07 gsdx: use const qualifier to avoid gcc (false positive) warning
variable  might be clobbered by ‘longjmp’ or ‘vfork’

Only remains warning for 2 variables: success & image
2016-08-12 19:30:14 +02:00
Gregory Hainaut
f28ab4c280 pcsx2: gcc warning sign compare 2016-08-12 19:30:14 +02:00
Gregory Hainaut
214253c579 pcsx2: properly init structure with the { } pattern
Remove also 2 unused variables

GCC warning is still disabled as it generates lots of false positive. GCC5 and later will improve the situation

https://gcc.gnu.org/bugzilla/show_bug.cgi?id=36750
2016-08-12 19:30:14 +02:00
ramapcsx2
823670e4c5 Merge pull request #1513 from trostboot/g3mcfix
GameDB: Fix Grandia III MemCardFilter
2016-08-12 18:05:58 +02:00
trostboot
276bd01fcc GameDB: Fix Grandia III MemCardFilter
MemCardFilter for Grandia III NTSC-U Disc 2 was applied to the wrong
game. The serials for Disc 1 and 2 are SLUS-21334 and SLUS-21345,
respectively - I assume someone fatfingered when issuing the serials.
2016-08-12 16:12:39 +02:00
Gregory Hainaut
19e992869a Merge pull request #1512 from PCSX2/gsdx-dynamic-thread-height
gsdx sw: add extrathreads_height to control the quantity of pixels pr…
2016-08-12 15:52:13 +02:00
Gregory Hainaut
078577c7c5 common: try to print a nice error message when pthread_create is bad 2016-08-12 10:05:14 +02:00
Gregory Hainaut
332ef5892b gsdx: replace hardcoded constant with nice enum 2016-08-11 22:30:34 +02:00
Gregory Hainaut
8b94320524 gsdx ogl: implement another algo to handle alpha test
Fix rendering issue on letters on Kengo/burnout 3/...

Default algo will execute the alpha test in 2 passes. However due to blending
you can't handle accurately the color.

Fortunately for us, the rendering uses an always pass depth test so you
can execute first all the color rendering (which doesn't depends on the alpha test)
And then the depth part which depends on the alpha test.
2016-08-11 21:15:17 +02:00
Gregory Hainaut
866173a481 gsdx ogl: move zbuffer emulation code into a dedicated function
* Code was factorized a bit with the help of max_z
* Add an extra optimization if test is ZTST_GEQUAL and min z value is
the biggest value. Z test will always be pass.
Note: due to float rounding (23 bits mantissa vs 24 bits depth) the test
is done against 0xFF_FFFE and not 0xFF_FFFF. It is wrong but GPU will
also use float so impact will be null.
2016-08-11 21:14:58 +02:00
Gregory Hainaut
1fa9e3fc93 gsdx ogl: align shader self test to atst previous change 2016-08-10 11:30:13 +02:00
Gregory Hainaut
74822d6ba3 gsdx ogl: rework atst handling
* Move the rounding operation in the constant buffer
* Merge less with less equal. And merge greater with greater equal

Need test
2016-08-10 11:30:11 +02:00
Gregory Hainaut
9a188a87c2 gsdx ogl: move ATST emulation in a dedicated function
Future commit will try to reduce the number of Alpha Test possibilities
2016-08-09 20:53:44 +02:00
Gregory Hainaut
fb2182dd9b gsdx small nitpick 2016-08-09 15:15:30 +02:00
FlatOutPS2
59a4442880 PCSX2: IPU Normal error end of video freeze fix
Fixes end of video freeze with IPU Normal error in games like Enter The
Matrix, Rygar, Freestyle Metal X, etc.
2016-08-09 14:06:21 +02:00
Gregory Hainaut
0b86aad059 spu2x sdl: increase the number of samples
Avoid alsa error "buffer underrun"
2016-08-09 11:38:25 +02:00
Jonathan Li
efb5c85c76 3rdparty:portaudio: Fix module omission in Devel builds
Preprocessor defines were set for Release and Debug modes, but not Devel
builds. Broken since 259a39ef0c.

Fixes #1505.
2016-08-08 23:01:28 +01:00
Jonathan Li
5d6f9a316a cdvdgigaherz: Use null for event/thread handle init
CreateEvent and CreateThread return NULL on failure, not
INVALID_HANDLE_VALUE. This should have been done in
0477e03965, I didn't check thoroughly
enough.
2016-08-08 22:34:58 +01:00
avih
5a75906ce7 Merge pull request #1492 from ssakash/EE_Cyclerate
PCSX2-WX: Add a mild overclock option on the slider
2016-08-08 19:27:33 +03:00
avih
f35c5f1c91 Merge pull request #1491 from ssakash/VFrequency
PCSX2-WX: Add proper vertical frequency values on GS Frame
2016-08-08 18:44:49 +03:00
Gregory Hainaut
0dcce91a6e Merge pull request #1504 from ssakash/RemoveFunction
GSDX: Remove GetDeviceSize()
2016-08-08 16:15:07 +02:00
Akash
0ff7076d84 GUI: Convert text color for -1 value to red
* Only use dark green color for the default cycle rate. using a different color just for a single value (previously for -1) might be confusing for users.

* Use a constant RGB form of dark sea green color instead of the regular dark green color. these new RGB values have been *tuned* for perf...err perfection!
2016-08-08 19:20:51 +05:30
Akash
bc54e3d01b R5900: Add a mild overclock option
* Adds a mild overclock option to have the 0 at middle of the slider.
2016-08-08 19:20:44 +05:30
Akash
e738acbe3c R5900: Minor clean up (no functional change)
* Rename some variables as the previous names didn't make much sense.

* Convert unnecessary int data types to bool.
2016-08-08 18:45:00 +05:30
Avi Halachmi (:avih)
8e8b8f8ed5 widescreen cheats_ws.zip: 6 removed, 49 changed, 452 new, 2440 total
This syncs the cheats_ws.zip widescreen patches archive with Devina's
archive from 2016-08-07.

The zip file is the zipped content of folder cheats_ws at the archive,
after removing the following 10 known WIP patches: 00000000 1771BFE4
C77AF2CA DA3DD765 07652DD9 FDA1CBF6 CC96CE93 2545CA71 1CE1DA8A CD787D68

Compared to the previous content of cheats_ws.zip:
- 6 files deleted (07652DD9 1CE1DA8A 44D23E5F CC96CE93 CD787D68 FDA1CBF6)
- 49 modified files
- 452 new files (w00t!)
- 1939 files identical to before

The zip now has a total of 2440 patch files, compared to 1994 before.
2016-08-08 08:49:51 +03:00
refractionpcsx2
84f1b08033 VIF: Fix up some scenarios with Reverse VIF FIFO. Fixes #1502
-Also noted a scenario which isn't really handled correctly but unsure what would happen in those cases (if there are any). I guess we'll find out :)
2016-08-07 12:27:28 +01:00
Akash
bc24e90070 GSDX: Remove GetDeviceSize()
It's not used anywhere and it doesn't seem needed.
2016-08-07 12:43:03 +05:30
Akash
005f63d455 PCSX2-WX: Improve percentage calculation on GSFrame
Calculate the percentage value using the vertical frequency fetched from counters.
2016-08-05 18:24:03 +05:30
Akash
e7f66900fa Counters: Add a new function GetVerticalFrequency()
No functional changes done, the current commit helps us to pass vertical frequency values of individual video modes to GUI code for accurate percentage calculation on titlebar. (which is done on the succeeding commit)
2016-08-05 18:23:55 +05:30
Jonathan Li
0477e03965 cdvdgigaherz: Fix CreateEvent/CreateThread return value checks
CreateEvent and CreateThread return NULL on failure, not
INVALID_HANDLE_VALUE.

Spotted using Visual Studio Code Analysis Tools (Warning C6387)
2016-08-05 00:30:25 +01:00
Jonathan Li
a8286e7458 cdvdgigaherz: Remove unused variables 2016-08-04 23:46:26 +01:00
Jonathan Li
af60501fb6 windows: Remove unused solution files and property sheets
The solution files are unused and for ancient Visual Studio versions -
GSDumpGUI has its own solution file, and bin2cpp is included in the main
solution file.

The property sheets have either fallen out of use or were never used in
the first place.
2016-08-04 23:09:08 +01:00
Jonathan Li
869f4d1898 gsdx: Only set ini path in GSdxApp::Init() if it's empty
Fixes a regression introduced by 46ba9aa117,
where the Linux GS replayer would always use the options in inis/GSdx.ini
(or use the default options if that doesn't exist) to replay the dump,
instead of using the GSdx.ini from the specified ini folder.
2016-08-04 00:53:50 +01:00
Gregory Hainaut
e9e1b33884 gsdx: log a nice string instead of the hex format of PSM 2016-08-03 18:07:54 +02:00
Gregory Hainaut
ac9f2ed284 lilypad: fix the gcc warning take 3
Signed vs non-signed comparison
2016-08-03 18:06:27 +02:00
Gregory Hainaut
41bede60eb gsdx replayer: fix broken init in replayer
"regression" from previous defered init
2016-08-03 11:57:56 +02:00
Gregory Hainaut
27f313ee16 gsdx hw: limit OI_GsMemClear to large clear
Help to reduce the speed impact
2016-08-03 11:23:23 +02:00
Jonathan Li
f978f9a07d Merge pull request #1477 from turtleli/gsdx-defer-init
gsdx: Avoid illegal instruction crash on older CPUs
2016-08-02 23:00:19 +01:00
Gregory Hainaut
4eda5fb924 Revert "lilypad: use size_t instead of int for num* variable"
This reverts commit 87d73684fa.

Will do something that work ;)

close #1498
2016-08-02 22:40:03 +02:00
Gregory Hainaut
16affc9ef4 gsdx tc: potentially fix a regression
Update done on f712c5c6d0

Previous code use the size of the draw to compute latest block. I
don't know why I use .x/.y which are the origin offset so the start of the block.
2016-08-02 15:35:28 +02:00
Gregory Hainaut
2844facae5 FPU/sVU: Fix GCC warning
may be used uninitialized in this function

Jump pointer are false positive but it helps to make compiler happy
2016-08-02 15:29:38 +02:00
Gregory Hainaut
87d73684fa lilypad: use size_t instead of int for num* variable
Fix noisy GCC warning:  warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
2016-08-02 15:29:38 +02:00
Avi Halachmi (:avih)
4096e72835 gameindex.dbf: updated compatibility (1 new, 23 better, 0 worse)
Updated/synced from the online compatibility list.

- Update summary:
Not at dbf (and added): 1
Not at csv (but have compat info at the dbf): 258
Unchanged: 2560
Better compat: 23
Worse compat: 0

- Status before:
Imported entries: 9706
Compatibility 1: 7 games
Compatibility 2: 31 games
Compatibility 3: 48 games
Compatibility 4: 70 games
Compatibility 5: 2665 games

- Status after:
Imported entries: 9707
Compatibility 1: 7 games
Compatibility 2: 29 games
Compatibility 3: 48 games
Compatibility 4: 71 games
Compatibility 5: 2687 games
2016-08-02 16:22:04 +03:00
Gregory Hainaut
f19da94bfd Merge pull request #1476 from PCSX2/onepad-input-state
onepad 1.3: import lilypad state machine into onepad
2016-08-02 15:01:42 +02:00
Jonathan Li
44f90efb93 gsdx:psx: Fix illegal instruction crash on old CPUs
Check the instruction set first in GPUinit, GPUconfigure and GPUtext
to prevent unsupported vector instructions from being executed.

Move the vector initialisation in GPUinit to a separate function - it
avoids a vzeroupper instruction.
2016-08-01 19:38:23 +01:00
Avi Halachmi (:avih)
e329b6ffd0 boot: fix: show bios info at the console title
This is a regression from 6db18446 , which, due to correctly applying
the patches when the bios starts, also updated the console title (which
happens at the same function).

So when updating the settings and loading the patches, only update the
console title if we're already outside of the bios.
2016-07-31 20:56:00 +03:00
Avi Halachmi (:avih)
6db1844656 patches: load correctly for the bios on full boot
We already had loading of the patches (and applying patch=0) before the
game elf recompiles, now do the same when the bios starts too.
2016-07-31 20:05:04 +03:00
Avi Halachmi (:avih)
2aac8d875a patches: more consistency with console messages
If the dev/verbose console source is enabled then there's no change.

If it's not enabled (i.e. most users), then:
- Don't show patch info messages twice on boot (regression from 27e7ecce).
- Show patch info messages when loading a saved state (never worked).
- Don't show patch info messages for the bios.

It still doesn't print the info when patches/fixes/etc are enabled or
disabled while a game is running, because such actions while a game is
running can have unexpected effects regardless (for instance, it's
technically impossible to unapply a patch).

If one really wants to follow the exact timing and info about patch
loading, just enable the dev/verbose console source at the console menu.
2016-07-31 19:07:14 +03:00
Gregory Hainaut
92ae8a5be7 gsdx sw: print current draw call of GetSizeFixedTEX0
To easily detect compare with hardware renderer
2016-07-31 13:19:38 +02:00
Gregory Hainaut
1ea83ba3a7 gsdx debug: log current area of the draw
This way it is easier to see which part of the texture is read, and which part
of the framebuffer is updated
2016-07-31 13:19:38 +02:00
Adam Diffin
6376e8d6e7 Just a simple grammar fix. (#1489) 2016-07-31 01:23:35 +01:00
Avi Halachmi (:avih)
5e3c2f0c6a eeCycleRage: negligible fix for the milest underclock calculation
This now makes the mildest underclock really identical to before 90b11b2 .
2016-07-30 18:11:35 +03:00
Avi Halachmi (:avih)
460b7be47a eeCycleRate: add/restore a milder underclock value to the slider
Also slightly modify the textual description of the other underclock items.

All previous values available at the slider are still there, but since
the new value is now the mildest (slider == -1), it "pushes" the previous
-1 and -2 values one notch down.

This restores the mildest value to be identical to how it behaved before
90b11b2f , which is measured as about 75% speed.

Because the "balanced" preset uses the -1 slider value, it means this
restored mild value is now also used by the balanced preset.

As a note, while the message for the mildest value was always "reduce by
about 33%", before 90b11b2f it was actually about 25% reduction (75% speed,
like with this commit now), and after that commit it was about 40% reduction
(60% speed).

Also, since we add new value to the slider only on one side, the "0"
(default) slider position is now not at the exact middle. That's fine,
but maybe we could also add a milder overclock value on the other side
to have that symetric again.
2016-07-30 17:36:34 +03:00
Avi Halachmi (:avih)
67dc3eef4b gui: eeCycleRate: more accurate description based on measurements
The ee cyclerate percentage values at the slider text were inaccurate,
and sometimes wildely so.

Add some code to measure the actual speed at runtime (disabled by default)
and update the (static) slider text values according to the measurements.

Also change the description from increase/reduce "by AA %" to "to BB %".

This makes it slightly easier to grasp. E.g. "reduce speed to 10%" is
easier to grasp than "reduce speed by 90%", and similarly, "increase
speed to 300%" is easier to grasp than "increase speed by 200%".
2016-07-30 16:04:27 +03:00
Gregory Hainaut
140fe74ca2 gsdx ogl: fix bad blending regression
(when accurate blending is disabled)

Regression was introduced in 29c97a9bf2 (11th June)
2016-07-30 09:59:53 +02:00
Avi Halachmi (:avih)
e8e6d3bc77 game settings/patches: don't apply acidentally to the bios
While c782b62 added much more reliable game game startup detection, the
settings system did not yet gain that knowledge, but typically that's OK.

Typically the settings (and patches) are loaded according to the current
CRC, which happens once on bios boot (with general settings) and then again
when the game starts, which includes game-specific fixes, patches, etc.

However, if the setting are changed (and therefore also applied) after
the game CRC is known but before the game starts, such as if the user
presses Tab to change framelimiter while at the bios, then until now it
was accidentally applying the game's settings while still at the bios.

This commit makes the settings routine know whether or not the game actually
started, and apply the generic/game settings accordingly.
2016-07-29 20:55:58 +03:00
Pseudonym
c782b6222c More robust eeload hooking to monitor and interfere with bios and game loading.
Maybe some other cruft can go now this should be reliable.
2016-07-29 16:51:18 +01:00
Gregory Hainaut
242ac26299 Merge pull request #1485 from ssakash/HPO_Custom
GSDX-TextureCache: Port Half pixel offset hack for custom resolutions
2016-07-29 15:07:02 +02:00
Gregory Hainaut
55599e1802 Merge pull request #1486 from FlatOutPS2/master
GSdx: Star Ocean 3 depth issue fix
2016-07-29 15:06:35 +02:00
Gregory Hainaut
11cdb070c0 cmake: use only sse2 flag for ICC
Default is pentium4
2016-07-29 15:00:52 +02:00
Robert Neumann
eacd789a88 Fix an oversight (missing an include) 2016-07-29 14:06:27 +02:00
FlatOutPS2
02b0451d3c GSdx: Star Ocean 3 depth issue fix
Fixes issue #1475
2016-07-29 12:13:26 +02:00
FlatOutPS2
91e07727e3 GSdx Add missing CRC hacks 2016-07-29 12:12:52 +02:00
ramapcsx2
1068208887 Merge pull request #1484 from ssakash/annoying_warning
GSDX: Silence an implicit conversion warning
2016-07-29 10:11:31 +02:00
Avi Halachmi (:avih)
27e7ecce65 patches: load before recompiling the elf entry block
Commit 330704a added code which applies the patches before recompiling the
elf entry block, but because at that stage the patches for the current
CRC were not yet loaded, effectively it did nothing.

Now it actually loads the patches before applying them.

As a result, it should now be possible for patches (with place=0) to be
effective before the elf is executed.

This is a hack, because the emulation loads the patches while it's not
paused. It works, but it's not great. A better way would be to pause the
emulation once the entry point is detected, then make the setting get
applied normally (which also loads the patches normally), and then resume
the emulation.

This _should_ properly fix #627 (the test case works as expected now).
2016-07-28 22:25:00 +03:00
Avi Halachmi (:avih)
defbdcc2b8 AppCoreThread: small refactor (no-op)
In preparation for the next commit
2016-07-28 22:19:45 +03:00
Akash
dbad57b8e8 GSDX: Silence an implicit conversion warning
OMSetBlendState() doesn't accept passing a float value as it's argument
(AKA actual parameter).
2016-07-28 18:58:06 +05:30
Akash
47f69f694a GSDX-TextureCache: Port Half pixel offset hack for custom resolutions 2016-07-28 18:45:23 +05:30
Gregory Hainaut
620876e0e7 gsdx: fix compilation error with ICC
just require the -restrict compilation flag
2016-07-28 11:01:28 +02:00
Gregory Hainaut
76f38d3da0 onepad: fix ICC compilation warning 2016-07-28 10:48:43 +02:00
Gregory Hainaut
d714a2a393 lilypad: fix compilation on ICC 2016-07-28 10:46:40 +02:00
Gregory Hainaut
55bc7a678a pcsx2: ICC warning: type qualifier on return type is meaningless 2016-07-28 10:36:58 +02:00
Gregory Hainaut
64e8e02f54 cmake: add Intel's ICC compiler support
Full of compilations errors and warnings
2016-07-28 10:36:40 +02:00
Gregory Hainaut
48c4d54a6c onepad: support load/save state for the plugin
close #205
close #1375
close #1465

v2: don't bump PCSX2 savestate version
2016-07-28 09:48:44 +02:00
Jonathan Li
a9f9c1406c Merge pull request #1474 from turtleli/windows-64-bit-fixes
Windows 64-bit compile fixes
2016-07-28 00:19:04 +01:00
Jonathan Li
7e30d16797 gsdx: Use char array instead of string for name
"static string str;" causes a SIGILL signal on a "Nehalem" (SSE4.2)
QEMU VM when compiled with GCC 6.1.1.
2016-07-27 23:34:16 +01:00
Jonathan Li
46ba9aa117 gsdx: Defer GSdxApp initialisation on Linux only
vector push_back causes a SIGILL signal on a Nehalem (SSE4.2) QEMU VM
when compiled with GCC 6.1.1.

However, an empty constructor causes illegal instruction exceptions to be
generated on a Windows VM.

So here's an inbetween that looks stupid but works on what I've tested.
2016-07-27 23:34:15 +01:00
Jonathan Li
9f53987e3b gsdx: Use map for GSCRC::m_map
Visual Studio 2015 initialises unordered_map using vector instructions,
which can cause PCSX2 to crash if the instructions aren't supported.
2016-07-27 23:34:14 +01:00
Jonathan Li
e5ea4cc5d4 gsdx: Defer vector initialisation to GS/GPUinit
It can cause PCSX2 to crash if the instructions aren't supported.
2016-07-27 23:34:14 +01:00
Jonathan Li
d726d4d4aa gsdx: Add AVX2 to instruction set test
Also add a newline to the error message and report AVX/AVX2 instead of
SSE5.00 and SSE5.01.
2016-07-27 23:34:12 +01:00
Gregory Hainaut
7fa55c39f1 Merge pull request #1479 from ssakash/custom_fixes
GSDX-TextureCache: Add proper rounding when unscaling texture size
2016-07-27 22:31:21 +02:00
Avi Halachmi (:avih)
cff8cb137c patches: simplify by unifying patches/cheats (effectively no-op)
patches and cheats are exactly the same (pnach style patch line) but we
stored two sets of them depending on their source: "patches" for
GameIndex.dbf patches, and "cheats" for all the rest (cheats, widescreen,
etc).

Unify patches and cheats and keep only "patches", cleanup and rename the
public API at Patch.h, and add documentation.

Also: add some console messages on invalid "place" value, and when we skip
searching cheats_ws.zip because a pnach file was found at cheats_ws dir.

Also: removed checks before applying different kinds of patches/cheats
because we don't need them (we didn't have disabled patches loaded anyway).

The checks removal _shouldn't_ have any effect, except that the checks were
wrong and accidentally prevented loading widescreen hacks which have a place
value of 0. No one probably noticed it since all the widescreen patches
which I looked at have a place value of 1. So now ws patches with place=0
would load correctly too. If we'll ever have such.
2016-07-27 18:15:17 +03:00
Avi Halachmi (:avih)
eb1e890278 patches/cheats: document "place" value and use it explicitly
This commit doesn't change any behavior, but documents the "places" value
of the patch structure ("place" is 1 in patch=1,... and 0 in patch=0,...)
and also uses an enum to make its use explicit.
2016-07-27 14:21:37 +03:00
Avi Halachmi (:avih)
67aee8a19c patches: reset also patches on VM restart
This should fully fix #851
2016-07-27 14:21:37 +03:00
Avi Halachmi (:avih)
56adb85a87 cheats: reset cheats when restarting the VM
If cheats are enabled and loaded (pnatch files from the cheats folder, or
from the cheats_ws folder, or from cheats_ws.zip), then they were still
applied for some time while rebooting the emulation after a game is already
loaded (e.g. start pcsx2, boot fast, play, boot full). This could cause
the reboot to fail if some patches were applied (e.g. widescreen patches).

It seems that the offending application of the cheats happens at
SysCoreThread::VsyncInThread(), which possibly runs before the config
change event is handled (and re-load the cheats for the current crc).

So reset/invalidate the cheats when the VM is reset.

This should improve issue #851, but ultimately not fully fix it, since
the patches (from games db) are not reset yet with this commit, and we
don't have a function to do so. For now the non-cheats patches are only
reset/reloaded when a configuration change is being handled.

It would probably be a good thing if we can unify patches/cheats.
2016-07-27 14:21:37 +03:00
Gregory Hainaut
62aff1f2a1 onepad 1.3: import lilypad state machine into onepad
Not tested
* rumble

Save/load state will be implemented in the next commit

v2:
* Print current deteced pad mode
* fix dpad button tranmission

close #366
2016-07-27 08:55:27 +02:00
Gregory Hainaut
d6383e6c21 Merge pull request #1472 from PCSX2/gsdx-gta-depth-issue-1457
Gsdx gta depth issue 1457
2016-07-26 18:40:53 +02:00
Akash
d3ebd4b318 GSDX-TextureCache: Add proper rounding when unscaling texture size
Fixes flickering issues on Dragon Ball Z Budokai Tenkaichi FMV's on custom resolution, might also help prevent some crashes on custom resolution.
2016-07-26 18:28:07 +05:30
ramapcsx2
c592ccb3e5 Merge pull request #1435 from ssakash/Custom_TextureCache
GSDX: Improve scaling of custom resolution
2016-07-26 14:07:19 +02:00
Gregory Hainaut
20aee23edc onepad: fix gcc warning
warning: comparison between signed and unsigned integer expressions
2016-07-26 09:27:57 +02:00
Gregory Hainaut
0937526aac onepad: handle correctly the release state of analog pad
Axe ranges from 0 to 255 but the release state value is 127 not 128.

close #243
2016-07-26 09:27:14 +02:00
Jonathan Li
77b9f2c15e pcsx2: Initialise g_Conf->Mcd[].Type
Fixes a valgrind warning. Folder memory cards are autodetected later, so
it's safe to set it to a file memory card.
2016-07-24 22:41:54 +01:00
Jonathan Li
dbf6b38a2e windows: Remove intrin_x86.h from solution
File was deleted recently.
2016-07-24 22:25:08 +01:00
Jonathan Li
38c802a4ef pcsx2:windows: Remove unused sampling profiler
Visual Studio has a much more powerful performance profiler which can do
the same task and more.
2016-07-24 21:42:53 +01:00
Jonathan Li
ed47dca8a1 x86emitter:windows: Make cpu detection/affinity 64-bit compatible
Use DWORD_PTR since that works on both 32-bit and 64-bit builds. And
remove some empty unused functions.

Fixes a 64-bit compilation issue.
2016-07-24 19:05:18 +01:00
Robert Neumann
b8c1fa9b43 Fix warning in dev9ghz 2016-07-23 15:58:37 +02:00
Jonathan Li
043d2926fa pcsx2:windows: Disable SuperVU for 64-bit builds
Doesn't compile. Not going to make this work either.
2016-07-23 10:52:10 +01:00
Jonathan Li
f04dfe43a8 utilities:windows: Restrict memcmp_mmx to 32-bits
Fixes a 64-bit compilation issue.
2016-07-23 10:52:09 +01:00
Jonathan Li
8387de09e2 pcsx2: Use _M_X86_64 for Baseblock static_assert ifdef
Fixes a 64-bit compilation issue.
2016-07-23 10:51:56 +01:00
Jonathan Li
ac7e7a79c3 utilities:windows: Remove memset32 assembly
It's unused, and it doesn't compile in 64 bits.
2016-07-23 02:21:21 +01:00
Jonathan Li
768ed80ece utilities:threading:windows: Use intrinsic pause
Fixes a 64-bit compile error.
2016-07-23 02:21:13 +01:00
Jonathan Li
f40b2e641b spu2-x:windows: Use INT_PTR for DialogProc return type
Fixes a 64-bit compile error.
2016-07-23 02:19:29 +01:00
Jonathan Li
5719bddbb5 gsdx:windows: Change m_colorspace to INT_PTR
Fixes a 64-bit compile error.
2016-07-23 02:19:28 +01:00
Gregory Hainaut
aea75f51bd gsdx tc: partial support of pseudo depth for Dx
Fix #1457 (GTA)

The game uses a depth format for a pure color buffer (cokes do ravage
in gaming industry)

However I'm really afraid that it migth break another effect in other games.
2016-07-22 20:38:46 +02:00
Gregory Hainaut
d58c07d697 onepad: init event struct
Might help to reduce valgrind warning
2016-07-22 20:27:54 +02:00
Gregory Hainaut
fa12743c8e debugger: fix another missing init
==18373== Conditional jump or move depends on uninitialised value(s)
==18373==    at 0x825CC9B: CtrlMemView::render(wxDC&) (CtrlMemView.cpp:277)
==18373==    by 0x825DA19: CtrlMemView::paintEvent(wxPaintEvent&) (CtrlMemView.cpp:138)
==18373==    by 0x81F3A5F: Pcsx2App::HandleEvent(wxEvtHandler*, void (wxEvtHandler::*)(wxEvent&), wxEvent&) (AppMain.cpp:614)
==18373==    by 0x40BC50B: wxAppConsoleBase::CallEventHandler(wxEvtHandler*, wxEventFunctor&, wxEvent&) const (in /usr/lib/i386-linux-gnu/libwx_baseu-3.0.so.0.2.0)
==18373==    by 0x426C654: wxEvtHandler::ProcessEventIfMatchesId(wxEventTableEntryBase const&, wxEvtHandler*, wxEvent&) (in /usr/lib/i386-linux-gnu/libwx_baseu-3.0.so.0.2.0)
==18373==    by 0x426C752: wxEventHashTable::HandleEvent(wxEvent&, wxEvtHandler*) (in /usr/lib/i386-linux-gnu/libwx_baseu-3.0.so.0.2.0)

Reported by gcc too
2016-07-22 19:02:34 +02:00
Gregory Hainaut
5cf2688c0c common: remove useless x86_intrin.h
Yeah one less licence in the project :)
2016-07-22 18:47:51 +02:00
Gregory Hainaut
7d35e15fea Merge pull request #1444 from PCSX2/atomic-relax
Atomic relax
2016-07-22 18:36:02 +02:00
Gregory Hainaut
0f62bccb0b Merge pull request #1470 from ssakash/spu2_x_nitpicks
SPU2-X: Align GUI elements on debug dialog
2016-07-22 18:18:20 +02:00
Gregory Hainaut
9182a287e2 Merge pull request #1469 from PCSX2/valgrind-memleak
Valgrind memleak
2016-07-22 18:17:37 +02:00
Akash
8e2b19ada7 SPU2-X: Align GUI elements on debug dialog 2016-07-22 19:29:45 +05:30
Gregory Hainaut
55a408edad debugger: init resolvePointerStrings to a default value
Fix valgrind issue:

==3560== Conditional jump or move depends on uninitialised value(s)
==3560==    at 0x81F7949: CtrlRegisterList::OnDraw(wxDC&) (CtrlRegisterList.cpp:291)
==3560==    by 0x47826DE: wxAnyScrollHelperBase::HandleOnPaint(wxPaintEvent&) (in /usr/lib/i386-linux-gnu/libwx_gtk2u_core-3.0.so.0.2.0)
==3560==    by 0x4785969: wxScrollHelperEvtHandler::ProcessEvent(wxEvent&) (in /usr/lib/i386-linux-gnu/libwx_gtk2u_core-3.0.so.0.2.0)
==3560==    by 0x426CA0E: wxEvtHandler::SafelyProcessEvent(wxEvent&) (in /usr/lib/i386-linux-gnu/libwx_baseu-3.0.so.0.2.0)
==3560==    by 0x4710BAE: wxWindowBase::HandleWindowEvent(wxEvent&) const (in /usr/lib/i386-linux-gnu/libwx_gtk2u_core-3.0.so.0.2.0)
==3560==    by 0x44EF67D: wxWindow::GTKSendPaintEvents(_GdkRegion const*) (in /usr/lib/i386-linux-gnu/libwx_gtk2u_core-3.0.so.0.2.0)
2016-07-22 10:13:54 +02:00
Jonathan Li
fee374b0e9 Merge pull request #1462 from turtleli/tidy-vs-projects
Tidy Visual Studio project files
2016-07-22 00:30:52 +01:00
Jonathan Li
259a39ef0c windows: Update VS solution configurations
Use portaudio devel build for devel config - it fixes a warning that
occurs due to incompatible linker settings (incremental vs whole program
optimisation)

Also add 64-bit configurations.
2016-07-21 23:59:41 +01:00
Gregory Hainaut
53a70d9018 onepad: use modal dialog instead of frame
Avoid various pitfall such as #1387

v2:
* use stack object
2016-07-21 09:51:16 +02:00
Gregory Hainaut
1e3c46a6bb gsdx ogl: purge debug message in destructor
Allow to see latest error and avoid noise in Valgrind log
2016-07-21 09:51:16 +02:00
Gregory Hainaut
b6a55f50ab gsdx ogl: fully initialise PSConstantBuffer structure 2016-07-21 09:51:16 +02:00
Gregory Hainaut
b322ef286e CDVD: initialize a temporary buffer
I'm not sure to understand why Valgrind reports it as we populate the buffer
during the ReadAsync. Maybe Valgrind doesn't like async IO from the kernel.

In doubt, the init will avoid those warnings

==19897== Thread 6 EE Core:
==19897== Conditional jump or move depends on uninitialised value(s)
==19897==    at 0x80FE9E1: BlockdumpFileReader::DetectBlockdump(AsyncFileReader*) (BlockdumpFileReader.cpp:40)
==19897==    by 0x8109EE5: InputIsoFile::Open(wxString const&, bool) (InputIsoFile.cpp:229)
==19897==    by 0x810939E: ISOopen(char const*) (CDVDisoReader.cpp:57)
==19897==    by 0x810194E: DoCDVDopen() (CDVDaccess.cpp:359)
==19897==    by 0x80B651C: SysCorePlugins::OpenPlugin_CDVD() (PluginManager.cpp:1219)
2016-07-21 09:51:16 +02:00
Gregory Hainaut
3c0a97354c pcsx2:linux: leaking allocation isn't necessary 2016-07-21 09:51:15 +02:00
Gregory Hainaut
8b91aefd49 gui: add a destructor to CtrlRegisterList object
So we can free allocated memory
2016-07-21 09:51:15 +02:00
Gregory Hainaut
11e5fe8879 pcsx2 gui: fix a pseudo memory leak on SavestateEntryPack
It is a pseudo leak as it is a global object. Nevertheless it pollutes
the valgrind log.

v2:
* use an array of unique pointer
* use ArraySize instead of a constant
2016-07-21 09:50:28 +02:00
trostboot
dbda9292d8 Add EE clamp modes for Shadow Hearts (#1463)
GameDB: Full EE clamping is required in Shadow Hearts for characters to appear correctly in
various scenes throughout the game.
2016-07-20 11:56:10 +01:00
Jonathan Li
e271932f41 bin2cpp: Tidy VS project
Group common properties. This removes some of the optimisation
properties, which aren't really essential since bin2cpp is only used as
a tool to convert images to header files.
Add 64-bit configurations.
2016-07-19 23:25:12 +01:00
Jonathan Li
e25e8bc580 plugins: Tidy/standardise VS projects
Combine all the different configurations together so the project files
are more generic and maintainable.

Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).

Add 64-bit configurations.

Additional specifics:
spu2-x: FLOAT_SAMPLES preprocessor definition removed since it's unused.
2016-07-19 23:25:12 +01:00
Jonathan Li
f8605dda61 common|pcsx2: Tidy/standardise VS project
Combine all the different configurations together so the project files
are more generic and maintainable.

Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).

Add 64-bit configurations.
2016-07-19 23:25:12 +01:00
Jonathan Li
97e268e5a5 3rdparty: Tidy/standardise VS projects
Combine all the different configurations together so the project files
are more generic and maintainable.

Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).

Add 64-bit configurations.

Additional specifics:
wxWidgets: Common stuff into the property sheets.
pthreads: Fixes the LNK4068 warning.
portaudio: Devel config added.
libjpeg: Non-existent file removed.

Side note: libjpeg is barely used - wxWidgets uses it but doesn't have
to, ZeroGS uses it but we don't develop that anymore.
2016-07-19 23:25:12 +01:00
Jonathan Li
7c3cee0624 spu2-x: Rearrange lowpass.cpp header order
It allows VS to use the precompiled header for that file too.
2016-07-19 23:25:12 +01:00
Jonathan Li
296ef4184f 3rdparty: Use SolutionDir instead of SvnRootDir in property sheet
It's part of Visual Studio, and more importantly, I don't need to
specify a build output directory in the libpng project file.
2016-07-19 23:25:12 +01:00
Jonathan Li
7277074d9e windows: Fix incremental linking property sheet
Don't use "-dbg" target suffix - both Devel and Debug builds use the
property sheet, so it's incorrect.

Also don't set optimise references to false - it's incompatible with
incremental linking and causes compile failures.
2016-07-19 23:25:12 +01:00
Lena
5a17b95901 x86_intrin.h: fix build using GCC (#1468)
__GNUG__ is not defined while compiling this file,
this causes the build to fail.

Replacing this with __GNUC__ fixes this.
2016-07-19 23:13:24 +01:00
Akash
1e92c24847 SPU2-X: Convert inline assembly to intrinsics (#1464) 2016-07-19 23:11:12 +01:00
ramapcsx2
ddc68626d8 Merge pull request #1442 from ssakash/Counters
PCSX2-Counters: Improve video mode detection
2016-07-18 19:28:24 +02:00
Gregory Hainaut
e680a90e90 Merge branch 'intrinsic-cleanup' 2016-07-17 11:33:06 +02:00
Gregory Hainaut
6e306ee44f common: move _xgetbv with cpuid intrin
Besides, code comes from Gabest and not reactOS
2016-07-17 10:25:00 +02:00
Gregory Hainaut
e872552fdc spu2x|common: s/jASSUME/pxAssume/ allow to remove code and __debugbreak intrinsic 2016-07-17 10:24:29 +02:00
Gregory Hainaut
c56ca4a0fa common: include cpuid.h on unix
I tested both clang and gcc.
2016-07-17 10:24:29 +02:00
Gregory Hainaut
f9ebc0ba70 Merge pull request #1459 from frantisekz/master
Degrade GTK3 Fatal Error to Warning
2016-07-15 09:35:36 +02:00
Gregory Hainaut
25bc2dff07 gsdx: dump and log EE texture read
It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:45:06 +02:00
Gregory Hainaut
f76bf9dddc gsdx: dump and log EE texture read
It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:41:21 +02:00
Gregory Hainaut
10ea05bc6f common: remove old atomic wrapper
Use cross-platform std::atomic instead
2016-07-14 18:29:41 +02:00
Gregory Hainaut
812e41d578 common: relax atomic of m_IsBeingDeleted
Avoid the memory fence in the constructor
2016-07-14 18:29:41 +02:00
Gregory Hainaut
086dfc8a14 gsdx sw: use acquire/release semantics for atomic operation
* Avoid the generation of memory barrier (mfence)
2016-07-14 18:29:41 +02:00
Gregory Hainaut
567976e822 MTVU: port vuCycles to std::atomic
V2: use relaxed order as the variable doesn't carry load/store dependency
It is only used as a counter for the speed hack
2016-07-14 18:29:41 +02:00
Gregory Hainaut
3f0655c821 MTVU: port write pointer to atomic and optimize atomic access
Write pointer can be relaxed-read from the EE thread
Read pointer can be relaxed-read from the VU thread

Warning: AtomicExchange calls were replaced by release-store
However AtomicExchange generates a memory barrier (at least on linux)
So either it is useless and it will be faster, or it will explode ;)
2016-07-14 18:29:41 +02:00
Gregory Hainaut
ca46921796 MTVU: use acquire/release semantics for atomic operation
* Avoid the generation of memory barrier (mfence)
* Based on the fact that it used to work on previous code without any
  barrier

v2:
* keep basic code in reset path
* use relaxed access for isBusy. The variable doesn't carry load/store
  dependency but is instead an hint to optimize semaphore post
2016-07-14 18:29:40 +02:00
Gregory Hainaut
3b4c357aaa MTGS: avoid a potential very rare deadlock 2016-07-14 18:29:40 +02:00
Gregory Hainaut
4cdf05efac MTGS: use private member for RingBufferLock
Easier to understand the purpose of the 2nd lock
2016-07-14 18:29:40 +02:00
Gregory Hainaut
5913ff1bd8 MTGS: port read/write pointer to full atomic + optimize atomic access
Read pointer is only written by the MTGS thread so it can be relaxed-read
by the MTGS thread

Write pointer is only written by the EE thread so it can be relaxed-read
by the EE thread

Remove volatile stuff
2016-07-14 18:29:40 +02:00
Gregory Hainaut
6fb7beb58a MTGS: use acquire/release semantics for atomic operation
* Avoid the generation of memory barrier (mfence)
* Based on the fact that it used to work on previous code without any
  barrier

v2:
* keep "slow" and safe atomic on reset path
* use relaxed atomic for m_RingBufferIsBusy
The signal doesn't carry dependency with others load/store. Instead it is used
as an hint to awake the semaphore
As a side, there is a potential thread bug

T1 do
* wait sema
* busy = true;
* while (!queue.empty) do work...
* busy = false;
* go back to wait sema

T2 do
* post sema even if busy is false

If T1 stop after the while queue but before the busy, T2 won't post the
event. When T1 will wake up, it will block on the semaphore
2016-07-14 18:29:40 +02:00
Gregory Hainaut
d855bc5ca8 gsdx sw: improve exit condition of SW extra thread
Use a relaxed atomic to read the exit variable in the hot path

Wait that exit is deasserted in the destructor, so we are sure the
thread will "soon" return
2016-07-14 18:29:22 +02:00
Gregory Hainaut
abc9f7d096 gsdx tc: log unsupported LookupDepthSource 2016-07-14 18:29:22 +02:00
František Zatloukal
2c74ff1e54 Degrade GTK3 Fatal Error to Warning 2016-07-13 02:08:14 +02:00
ramapcsx2
093704f073 Merge pull request #1456 from NZJenkins/master
Zero out the skip bp
2016-07-12 12:15:09 +02:00
NZJenkins
b491f5cdc5 Zero out the skip bp
Fixes #1453
2016-07-12 17:51:56 +12:00
Gregory Hainaut
e642bbc426 gsdx sw: add extrathreads_height to control the quantity of pixels processed by a thread
Value could range from 1 to 9. Default is 4 and it is potentially the
best option.  Feel free to test some values on your system, behavior
might depends on the core number and thread number

Value is exponential so 4 is 2 times more pixels than 3.

Small value increased thread overhead, big value increase wait/sync latency
2016-07-10 17:48:10 +02:00
Gregory Hainaut
91eccb7bab gsdx sw: increase the size of the ring buffer 256 => 65536
memory overhead by thead is only 256KB

However it will reduce the probability to block the push thread to nearly 0

I tested a couple of dumps and only manage 4000 element with 1 extrathread.
2016-07-10 10:49:06 +02:00
Gregory Hainaut
85fb55a0e1 gsdx ogl: memory management take 3
Add a factor 2 on the VRAM to get the quantity of available memory for the textures.
The driver is allowed to put some textures in RAM. Of course it is bad for performance
but it won't crash.

Due to the 4GB by process limit, I keep a (reasonable) maximum of 3.8GB.

In order to avoid a crash when memory is too low an exception will be risen
with no guarantee on rendering and big performance impact. In this situation
you ought to reduce upscaling/disable large framebuffer.
2016-07-10 10:23:23 +02:00
Akash
2ed67f6d65 EE-SYSCALL: Move messages back to dev/verbose level
These messages are not needed anymore as we'll get the video mode
information from the console messages on Counters.
2016-07-09 21:50:41 +05:30
Akash
78bf5ad88e PCSX2-Counters: Move VideoMode init code from _gsSMODEwrite to SYSCALL
* Moving the code to SYSCALL enables us to detect all the video modes properly.
* Added proper detection of VESA,HDTV,BIOS video modes.
2016-07-09 21:50:38 +05:30
Akash
e7d4bc4506 PCSX2-Counters: Remove default video mode variable
* Fixes a bug where NTSC VideoMode was automatically used when videomode is uninitialized. the bug was only temporary till the SMODE register was written.
2016-07-09 21:50:37 +05:30
Akash
a1fdf1e625 PCSX2-Counters: Rename "GS_RegionMode" to "GS_VideoMode"
Technically there's no term called "RegionMode" and the values obtained through the SMODE1 register is actually used for identifying the video mode of the game not any region modes.

* Convert "GS_VideoMode" into an enum class
2016-07-09 21:50:28 +05:30
Gregory Hainaut
a37cd40ce3 gsdx ogl: only print an error when VRAM is low
Until a better solution is found or people buy better GPU :)
2016-07-09 11:43:28 +02:00
Gregory Hainaut
a2086ed458 gsdx profiler: drop latest frame time
Value is out of the chart. I'm not even sure it is a real frame so let's just remove it.
2016-07-09 10:03:21 +02:00
Gregory Hainaut
82d83ca579 gsdx: dull driver
Hopefully futur low-end GPU will get 4GB of VRAM
2016-07-08 21:53:42 +02:00
Gregory Hainaut
3f03f7333c gsdx: improve builtin profiler
* Does the first vsync (start counter) after the sleep
* Dump data after the rendering, avoid to count extra destructor,sleep time
* Dump data into a basic csv file (if people want nice graph)
2016-07-08 21:47:53 +02:00
Gregory Hainaut
8b3e04d1b6 onepad: fix keyboard on 2nd pad
There is only a single event queue, so you need to detect the pad based
on the configuration

Mouse/Wiimote is limited to first pad

Related to issue #1441
2016-07-08 19:07:42 +02:00
Gregory Hainaut
eefe3e8d4f gsdx ogl: reserve 200MB of the VRAM for various gl buffers (IBO/VBO/PBO/UBO) 2016-07-08 09:43:47 +02:00
Gregory Hainaut
df4645a84a gsdx ogl: Don't use NV extension on AMD
potentially the NV extension is wrongly used but can't test it with the free driver
2016-07-07 23:48:56 +02:00
Gregory Hainaut
d6e447a89c gsdx: fix for old gl header release (build bot) 2016-07-07 22:23:20 +02:00
Gregory Hainaut
d8050634f6 gsdx ogl: plug GL_NVX_gpu_memory_info and GL_ATI_meminfo
to query available memory on the GPU

Requirement
* dedicated GPU (ofc!)
* proprietary driver. Free driver supports r600, radeonsi
2016-07-07 22:05:15 +02:00
Gregory Hainaut
7e2b3da928 gsdx ogl: monitor global GPU memory texture usage
So far there is a hardcoded limit at ~3.7GB

In the future, the limit will be reduced for low-end GPU.
2016-07-07 22:05:15 +02:00
Gregory Hainaut
f450056626 gsdx: fix initialization list order
In file included from GSRenderer.cpp:23:0:
GSRenderer.h: In constructor ‘GSRenderer::GSRenderer()’:
GSRenderer.h:58:12: warning: ‘GSRenderer::m_dev’ will be initialized after [-Wreorder]
  GSDevice* m_dev;
            ^
GSRenderer.h:52:13: warning:   ‘GSVector2i GSRenderer::m_real_size’ [-Wreorder]
  GSVector2i m_real_size;
             ^
GSRenderer.cpp:32:1: warning:   when initialized here [-Wreorder]
2016-07-07 22:05:15 +02:00
Gregory Hainaut
a735e2b58f Merge pull request #1287 from mogaika/debug_window_improve
Debugger features
2016-07-07 19:59:33 +02:00
Gregory Hainaut
29c97a9bf2 gsdx ogl: only enable accumulation hack in HDR algo
Goal is to reduce shader permutations and improve perf when sw blending is disabled
2016-07-07 19:56:23 +02:00
Gregory Hainaut
16c2baa0df gsdx-ogl: don't hardcode the accumulation blend trick
Perf impact is bigger than expected
2016-07-07 19:56:23 +02:00
ramapcsx2
6b6821d0c6 Merge pull request #1433 from FlatOutPS2/master
Merge Circuit: Enhance offset detection of output circuit
2016-07-06 12:15:08 +02:00
Akash
309a8283b2 GSDX-TextureCache: Don't allow RT size below default value
Fixes upscaling issues on Burnout dominator where setting custom resolution of 640x448 looks way worse than the native resolution.
2016-07-05 19:15:23 +05:30
Catarax
31a74abebe GameDB: Kessen 2 refraction patch (NTSC-J/NTSC-K) (#1447)
Apply the refraction patch for Kessen 2 NTSC-J/NTSC-K releases.
2016-07-05 09:13:17 +01:00
ramapcsx2
5c614bceba Merge pull request #1446 from Catarax/master
GameDB: Syphon Filter (The Omega Strain) NTSC-K fixes
2016-07-04 14:45:20 +02:00
Akash
6085da91e2 GSDX-Dialog: Clamp custom res and sw threads values to input range (#1443)
Fixes crash on custom resolution when users select a value below 256 or above 8192
2016-07-03 22:04:16 +01:00
Vladimir Jigulin
7e91eb6616 debugger: some user-friendly improves in ui
Grouping bytes in debugger memory window, following pointers and history
Goto in register view
Printing strings in pointer registers
Memory view can be resized correctly by ctrl+wheel
Improvement in function 5900DebugInterface::isValidAddress
2016-07-03 22:01:09 +03:00
Catarax
8aa70f05ad GameIni: Syphon Filter (The Omega Strain) NTSC-K fixes
NTSC-U fixes of Syphon Filter (the Omega Strain) applied to the NTSC-K release.
2016-07-03 20:14:18 +02:00
Gregory Hainaut
a1a5f470f7 gsdx-ogl: fix builtin profiler frame counting 2016-07-03 15:54:58 +02:00
Gregory Hainaut
cc62e8c785 Merge pull request #1439 from ssakash/Cleanup_Warnings
PCSX2: Clean up warnings on MSVC
2016-07-03 15:45:39 +02:00
Akash
d69f2b6cc5 cdvdGigaherz: Clean up warnings on MSVC
SectorConverters: convert variables to u8.
2016-07-02 23:38:02 +05:30
Akash
1bcb5e0cc1 dev9ghzdrk: Clean up warnings on MSVC
pcap_io: cast ``pcap_io_running`` to bool.
2016-07-02 23:38:01 +05:30
Akash
264eb52d61 USBqemu : Clean up warnings on MSVC
usb-kbd: Remove unused variable.
usb-ohci: Add proper casts for the variables.
vl: Add proper casts for the variables.
USB: Add proper casts for the variables.
2016-07-02 23:37:37 +05:30
Gregory Hainaut
11eeeb6ab1 gsdx ogl: be sure sw blending is enabled in sw colclip
Hit the assertion on superman
2016-07-02 17:19:41 +02:00
Akash
4cfb2b248e GSDX: Clean up warnings on MSVC
GLLoader: cast passed parameters to required type.
GSDeviceOGL: cast variables to required type and silence warnings.
GSRendererOGL: cast variables to required type and silence warnings.
2016-06-30 16:50:10 +05:30
Akash
72661e7c16 PCSX2-Core: Clean up some warnings on MSVC
x86emitter : Convert variable type from u8 to bool.
recVTLB: Cast "sign" to bool to prevent a warning.
R5900OpcodeImpl: Cast all the values in array to u64 instead of s64.
2016-06-30 16:49:18 +05:30
Gregory Hainaut
a065a1d918 gsdx ogl: don't use GL_ARB_clear_texture for the depth buffer
It creates some slowdowns for unknown reason. My best hypothesis is
that stencil will be cleared too which is slow.

Let's keep the code for the future when stencil will be dropped.

Fix #1420
2016-06-30 09:40:07 +02:00
FlatOutPS2
1e3e343e43 Merge Circuit: Enhance offset detection of output circuit
If baseline and display rectangle offsets differ by small values then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D, ProStroke Golf, Vexx
2016-06-29 22:35:53 +02:00
Akash
a5671f016a GSDX-TextureCache: Add proper scaling for custom resolution
* Improve frame buffer height management on custom resolution. Width seems to be fine with the same size as scaled image output.
* Prevent offset issues on Persona 3 based on the data from merge circuit.

Note: Fixes custom resolution upscaling on ICO 50Hz/60Hz mode when large frame buffer is enabled. previously 60Hz mode only displayed half of the screen and 50Hz mode only worked due to the scissor hack.
2016-06-30 00:35:10 +05:30
Jonathan Li
79d019b5bb utilities: Don't use TLS buffers in FastFormatString classes (#1430)
The TLS buffers used by the FastFormatUnicode and FastFormatAscii
classes seem to be responsible for PCSX2 not terminating properly on
Windows under certain conditions (using MTVU before commit
1111e03901, using CDVDgigaherz without a
disc, possibly other conditions).

When PCSX2 shut downs and the FastFormatBuffers are being cleaned up,
the call to pthread_key_delete() would end up calling
WaitForSingleObject(e, INFINITE) and waiting indefinitely for an event
to trigger. It never does get triggered (for reasons unknown) and
therefore PCSX2 doesn't terminate properly.

Remove the usage of TLS buffers in the FastFormatString classes - it
fixes the termination issue on Windows and doesn't seem to have much
effect on performance.
2016-06-29 13:13:51 +01:00
Gregory Hainaut
1f4f55bcc9 gsdx: tentative fix for 64 bits buildl 2016-06-26 18:27:50 +02:00
Gregory Hainaut
4ec941440d gsdx replay: use the new profiler data 2016-06-26 17:53:22 +02:00
Gregory Hainaut
d7c1faf563 gsdx ogl: add GPU timers to measure time between 2 vsync
So far only basic stuff (min/mean/max frame rendering time)
2016-06-26 15:34:36 +02:00
Akash
ce20544a4f GSDX-TextureCache: Remove hacks which caused scaling issues
* Ignore Frame memory offsets for calculating dimensions value of display rectangle.
* Remove hack which limited scaling size based on the scissor value.

Note: With the following commit, SilentHill 2 now properly outputs the desired resolution by the users on custom resolution. Previously if we set 1024 x 1024 , it'll output a lower height value which was caused by the hack removed on this commit.
2016-06-26 12:14:38 +05:30
Gregory Hainaut
79587215bb gsdx ogl: add the option force_texture_clear for test purpose
Might be completely useless.

1 => always clear framebuffers and textures to black (aka 0)
2 => always clear framebuffers and textures to red
2016-06-24 18:41:55 +02:00
Pseudonym
36dd50005a Changed the M[FT]P[CS] instruction decoding logic to match results from this test:
https://github.com/unknownbrackets/ps2autotests/blob/master/tests/cpu/ee_cop0/performance.cpp
2016-06-23 20:57:43 +01:00
Catarax
1a085788de GameIni: The Lord of the Rings: The Two Towers White Shiny Weapons Fix (#1429)
Force VU round mode set to Extra+preserve sign in The Lord of the Rings: The Two Towers : Shiny weapons will no more show as white texture in-game. For all PAL/NTSC/NTSC-J releases of the game. Fix the name of a japanese release and add the chinese release of the game to the database.
2016-06-22 09:50:30 +01:00
FlatOutPS2
896730ceda LilyPad: Fix regression in configure binding (#1426)
Fixes regression introduced by the pop'n music controller support PR.

When modifying the axis direction combo box in the Configure Binding
group, the modified binding's info would get deleted and replaced by the
next binding's info. This results in incorrect info being passed to
BindCommand().

This commit reverts the incorrect code so the binding info is backed up
before deletion takes place, therefore ensuring the correct info is
passed to BindCommand().
2016-06-21 22:54:52 +01:00
ramapcsx2
dce67351f9 Merge pull request #1416 from ssakash/Real_IR
GSDX: Add proper detection of internal resolution
2016-06-21 18:05:46 +02:00
Jonathan Li
185012b2b7 gui: Use newer wxWidgets event type names
Also add a comment about how the wxEVT_LIST_ITEM_DESELECTED bug only
affects Windows.
2016-06-20 00:00:26 +01:00
Jonathan Li
b8ac54052c gui: Use Bind instead of Connect for everything else 2016-06-19 23:25:09 +01:00
Jonathan Li
1c398c2b77 gui: Use Bind instead of Connect for menus
Also rearrange the order to (mostly) reflect menu ordering and remove
some bindings to non-existent menu items.
2016-06-19 23:14:55 +01:00
Gregory Hainaut
36e82abd12 Merge pull request #1411 from ssakash/PCRTC
Merge Circuit: Improve offset detection of output circuit
2016-06-19 13:45:51 +02:00
Gregory Hainaut
41c522104e Merge pull request #1414 from PCSX2/gsdx-single-pbo
gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
2016-06-19 13:40:38 +02:00
Akash
e05e7bee82 GSDX: Add proper detection of internal resolution 2016-06-19 17:10:03 +05:30
FlatOutPS2
ce8b9c153c LilyPad: Make D-pad buttons independent of each other (#1412)
Fixes games that require dance pad support (Dance Dance
revolution series).
2016-06-19 12:25:00 +01:00
Gregory Hainaut
4318b83414 cmake: lilypad requires wx library 2016-06-19 09:49:49 +02:00
Gregory Hainaut
113c78b67e gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
It ought to be the same in performance but code will be easier this way

v2: print the sync status
v3: use a performance print so it doesn't spam the console
2016-06-18 14:59:19 +02:00
Jonathan Li
eddabf9dbc spu2-x: Remove unused DirectSound 5.1 module
It was copied over from SPU2ghz but never actually used.
2016-06-18 00:01:32 +01:00
Jonathan Li
0ecee3deda cleanup: Remove unnecessary rebuild files
They're used for converting the image files to header files, but they're
outdated and have been unused for quite a while.
2016-06-17 23:56:31 +01:00
Akash
ab1ab7b6f1 GSDX: Remove redundant "Null" string from GS Frame title bar (#1409)
* GSDX: Remove redundant "Null" string

* GSDX: Convert "GetConfigI" into "GetConfigB"
2016-06-17 14:25:09 +01:00
Jonathan Li
2436480d9b gui: Use Bind instead of Connect for panels and dialogs 2016-06-17 00:03:59 +01:00
Jonathan Li
3904c67e6e utilities: Use Bind instead of Connect 2016-06-17 00:03:58 +01:00
Jonathan Li
c10728319b utilities: Use Bind compatible event declarations/definitions 2016-06-16 23:49:34 +01:00
Jonathan Li
7ac47676e2 pcsx2: Use Bind compatible event declarations/definitions
Also remove some unused event types.
2016-06-16 21:37:45 +01:00
Jonathan Li
aee0d4c0c8 gsframe: Use Bind instead of Connect 2016-06-16 21:37:45 +01:00
Jonathan Li
2112e38886 gsframe: Use wx enum for left mouse button 2016-06-16 21:37:45 +01:00
Akash
4a0656e903 Merge Circuit: Improve offset detection of output circuit
* Fixes blurring / wrong resolution output on FFXII
2016-06-16 13:22:53 +05:30
Catarax
cf48e9d640 Guitar Hero III + Aerosmith : Crash & Graphics Fix (#1407)
Force Round Mode to Nearest on Guitar Hero 3 & Aerosmith version by default : Fix the random crash on PCSX2 while playing and fix all graphics issues in Software Mode. 
For all PAL/NTSC/NTSC-J versions.
2016-06-14 17:32:46 +01:00
Jonathan Li
5aa3d71eaf Merge pull request #1398 from FlatOutPS2/PS1
LilyPad PS1 analog mode fix and UI improvement
2016-06-13 22:39:16 +01:00
Jonathan Li
52a88a7bdf Merge pull request #1384 from ssakash/gsdx-default-renderer
gsdx:windows: Automatically determine best renderer
gsdx:windows: Only enable "Disable Depth Emulation" checkbox on OpenGL
2016-06-13 22:04:46 +01:00
Gregory Hainaut
08579021c5 gsdx ogl: 1 isn't used for WMT/WMS in shader
Stick it to 0 to avoid useless shader toggling
2016-06-11 13:35:32 +02:00
Gregory Hainaut
3234c8241b gsdx ogl: massively extend glsl self test
* Support Mesa Nouveau IR (free driver for Nvidia's GPU)
  => Print intermediate representation + final shader
  => Dump GPR usage
* Move dumped shader in /tmp/GSdx_Shader/<sub_dir>
  =>  Avoid the landing of 3 thousands of files in $PWD ^^
* Use function instead of macro
2016-06-11 13:34:37 +02:00
Gregory Hainaut
1c8de02c8d gsdx ogl: trace shader permutation
Too much permutation is bad for driver performances
2016-06-11 13:34:23 +02:00
Gregory Hainaut
5ffc911a69 gsdx: avoid crash in DX debug build 2016-06-11 01:13:20 +02:00
Gregory Hainaut
bbf046033c i10n: update precompiled files 2016-06-11 01:13:20 +02:00
Akash
c13fd1923b GameDB: Add Full Clamping for Toy Golf Extreme (#1399)
GameDB: Add clamping for Toy Gold Extreme to stop falling through tables. Fixes #1397
2016-06-10 15:46:08 +01:00
FlatOutPS2
d736dc1a0a LilyPad PS1 analog mode fix
Fixes issue where "Use analog mode if possible - PS1 only" would enable
analog mode when playing games that don't support it.
2016-06-10 11:30:30 +02:00
FlatOutPS2
60ece1ee72 LilyPad UI improvement
The layout of the buttons is improved to more closely resemble a modern analog controller/DualShock configuration, and the Device column of the list view has been reduced slighty so by default the horizontal scroll bar isn't visible.
2016-06-10 11:30:18 +02:00
Gregory Hainaut
8c4d8cfdca glsl: avoid an unset warning 2016-06-09 18:27:58 +02:00
Gregory Hainaut
df45c99f96 gsdx ogl: prefix member in GSUniform object with m_ 2016-06-09 18:27:58 +02:00
Gregory Hainaut
fca2661e05 gsdx ogl: add a pretty name to various opengl opengl 2016-06-09 18:27:58 +02:00
Gregory Hainaut
ff3d9bd373 gsdx ogl: add function pointer to name object
It could be nice to ease debug
2016-06-09 18:27:58 +02:00
Gregory Hainaut
415ce93425 gsdx ogl: rename the confusing function EmulateGS to Lines2Sprites 2016-06-09 18:27:58 +02:00
Gregory Hainaut
61075febae gsdx ogl: move selector as state variables
Will be easier to move code around if required in the future
2016-06-09 18:27:58 +02:00
Gregory Hainaut
1132230674 gsdx ogl: create m_require_one_barrier/m_require_full_barrier state variable
hopefully code will be more readable
2016-06-09 18:27:58 +02:00
Gregory Hainaut
7ece9b823d gsdx ogl: move texture management into a separate function 2016-06-09 18:27:57 +02:00
Akash
399ad3f450 GSDX: Gray out "Disable Depth Emulation" for renderers other than OpenGL 2016-06-09 15:27:18 +05:30
Akash
fdc10e13ec GSDX: Better detection of default renderer
* Better detection of default renderer based on the vendor ID ( Nvidia, AMD , Intel)
* GSUtil: Add a dedicated function for identifying best renderer
2016-06-09 15:27:11 +05:30
ramapcsx2
f5675fc0fe Merge pull request #1394 from PCSX2/revert-1368-Counters
Revert "PCSX2-Counters: Some Changes to Video mode counter stuffs"
Problem: New timings for HDTV modes make games run too slow. VSyncInfoCalc() needs to be checked first.
2016-06-09 00:57:32 +02:00
ramapcsx2
ec07571069 Revert "PCSX2-Counters: Some Changes to Video mode counter stuffs" 2016-06-09 00:44:14 +02:00
ramapcsx2
d482c5de91 Merge pull request #1368 from PCSX2-Alpha/Counters
PCSX2-Counters: Some Changes to Video mode counter stuffs / introduce proper names and differentiate between official PS2 video modes
2016-06-09 00:14:25 +02:00
FlatOutPS2
f1ba9c9d6a PCSX2-WX: MainFrame keyboard navigation improvement (#1388)
Adding shortcuts to all the menu options, that only some of the options
in the Config tab already had.

Also update translations so menus are still localised (well, mostly).
2016-06-08 21:48:16 +01:00
Jonathan Li
e6e8e2e4d5 gsdx-fx: Fix shader when using OpenGL 2016-06-07 00:14:48 +01:00
Jonathan Li
9e9505a732 linux: Fix hotswapping CDVD message truncation
Iso, Plugin, and NoDisc were truncated to I, P, and N. Fix the issue.
2016-06-06 23:35:05 +01:00
refractionpcsx2
c530858df3 GSdx: Move "isNative" check to DX11 context creation. Resolves speed regression in games that constantly change the viewport size. 2016-06-06 20:45:30 +01:00
Jonathan Li
7c205d7a1e windows: Don't use __declspec(dllexport) for plugin exports
Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.

The module definition file exports the functions without name mangling
and is sufficient on its own.
2016-06-05 22:57:42 +01:00
Jonathan Li
292c6810ad lilypad: Fix missing call to HidD_GetHidGuid
I accidentally removed it in a previous commit. It probably didn't
affect anyone though (you'd need to be using a DS3 via libusb, most
people will be using other methods).
2016-06-05 20:04:17 +01:00
Gregory Hainaut
2b00447a43 glsl: optimize the number of active constant buffer
Increase the performance on the free driver (Nouveau)

Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Jonathan Li
e6bf77d148 Merge pull request #1253 from turtleli/spu2x-xaudio
spu2-x:windows:Use XAudio2.8+ for Windows 8 and later
2016-06-05 00:28:26 +01:00
Jonathan Li
c7940856ce windows: Remove unneeded library dependencies
Some are unnecessary since they're already taken care of by project
references, while others are duplicates or unused.
2016-06-04 22:55:48 +01:00
Jonathan Li
8dd16b1fdb zerospu2: Remove unneeded preprocessor macros and properties 2016-06-04 21:35:55 +01:00
Jonathan Li
471722482e gsdx-legacy: Remove baseclasses
Use the baseclasses project in unfree instead.
2016-06-04 21:22:24 +01:00
Akash
f9b56bc354 EE-SYSCALL: Move messages back to dev/verbose level
Not needed anymore as we get another message from Counters for each
change in video mode. (refer previous commit)
2016-06-04 22:10:36 +05:30
Akash
1a41053c76 PCSX2-Counters: Improved video mode detection
* The detected values using the SMODE registers were for the video modes and not the region of the game, changed the variable naming to video modes to prevent any confusions.
* Fix a bug where 1080I was reported as progressive
* Convert GS_VideMode into an enum class
* Move VideoMode init code from _gsSMODEwrite to SYSCALL
* PCSX2 will now correctly report whether the video mode is NTSC/PAL/VESA/480p/576p/720p/1080i/1080p
2016-06-04 22:10:27 +05:30
refractionpcsx2
3b2b6a20aa eeCache: Flush cache entries on DXLTG
-SYNC.L should be called before this command forcing the cache to writeback to memory, but that would be slow to do every time, so we will do it on this command.
2016-06-04 12:57:14 +01:00
Gregory Hainaut
4768f912b8 gsdx linux: add vsync support for free driver 2016-06-04 13:17:59 +02:00
prafullpcsx2
8418d54ac7 Minor EE Cache changes
This seems to help games that require EE Cache. Please test Ice Age 2 and Evolution Snowboarding.
2016-06-03 12:00:55 +05:30
Gregory Hainaut
2b2412ca20 gsdx hw: disable OI_GsMemClear when framebuffer writes are masked. 2016-06-01 22:34:14 +02:00
Gregory Hainaut
7202cac7d0 gsdx ogl: remove the dual source blending workaround 2016-06-01 21:00:29 +02:00
Gregory Hainaut
08a8bfa76c gsdx ogl: plug new program compilation for bad driver 2016-06-01 21:00:29 +02:00
Gregory Hainaut
17988fc7de gsdx ogl: add code to compile a single shader 2016-06-01 21:00:29 +02:00
Gregory Hainaut
405f312fe8 gsdx ogl: format GSShader code
Move the Geometry Shader to the call of the function
2016-06-01 21:00:29 +02:00
Jonathan Li
5672d2b39e ci: Remove clang from Travis CI builds
llvm's apt repo is currently switched off so the builds are erroring
out.

[skip ci]
2016-06-01 18:05:00 +01:00
Gregory Hainaut
538bb418ce gsdx ogl: revert the removal of single shader compilation function pointer
(It doesn't mean I will drop SSO but that I will do some tests one day)
2016-06-01 09:29:56 +02:00
Gregory Hainaut
5d49a6b685 gsdx ogl: replace 4 VS shader variation by an AND mask
Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut
959abe64f8 gsdx ogl: implement wildhack on the CPU
Speed impact is likely small and the plan is only to keep a single Vertex Shader
2016-06-01 09:29:56 +02:00
Gregory Hainaut
3d192b7f8d gsdx ogl: separate channel code into a separate function 2016-06-01 09:29:56 +02:00
pal1000
c6e1753803 gitignore: Add Visual Studio 2015 databases (#1380)
[skip ci]
2016-05-31 19:14:42 +01:00
Gregory Hainaut
6d2196125d gsdx: fix TVshader case option 2016-05-31 19:35:35 +02:00
Gregory Hainaut
564bf8a089 gsdx ogl: terminator 3 supports sampling from the depth 2016-05-30 19:39:52 +02:00
Gregory Hainaut
43a1c48f75 gsdx option: add missing default and fix case 2016-05-30 18:23:22 +02:00
Jonathan Li
c2b31c0987 Merge pull request #1377 from NZJenkins/master
GetBreakPointCondition handle temp breakpoints
2016-05-30 15:12:36 +01:00
NZJenkins
6bc02cbb45 GetBreakPointCondition handle temp breakpoints
Fixes #1374
temp bp were not previously handled
2016-05-30 16:16:32 +12:00
Gregory Hainaut
9c8b5e37a4 gsdx ogl: blacklist AMD 2015 drivers 2016-05-29 18:21:12 +02:00
Gregory Hainaut
12512f767b gsdx linux gui: disable the hack panel when user hacks are disabled
Move the user hack option to the main panel (Box with a single option doesn't look nice)

Hopefully it will be less confusing for linux users.
2016-05-29 18:09:22 +02:00
Gregory Hainaut
38a511e3e1 gsdx linux: some capture options are cross platform 2016-05-29 17:38:40 +02:00
Jonathan Li
e7745d13f4 spu2-x:windows: Add XAudio2 2.8 backend
On Windows Vista and 7, the XAudio2 2.7 backend will still be used.
Windows 8, 8.1 and 10 users will use XAudio2 2.8/2.9 (depending on OS).
2016-05-29 14:50:12 +01:00
Jonathan Li
5344c3f121 spu2-x: Rename SndOut_XAudio2.cpp to SndOut_XAudio2_7.cpp 2016-05-29 14:50:12 +01:00
Jonathan Li
de56e30bba spu2-x:windows:xaudio: Remove ifdefs and rename class/vars
This reverts commit 8a61c7d336.

The plan is to support both XAudio2 2.7 and 2.8+. This file will only be
used for 2.7, so let's remove the ifdefs and rename the class and vars.
2016-05-29 14:50:12 +01:00
Jonathan Li
c8162df936 spu2-x: Only XAudio2 2.7 requires the DXSDK
Use the newer Windows SDK for everything else.
2016-05-29 14:50:12 +01:00
Jonathan Li
5ea80b86db spu2-x:windows: Remove VersionHelpers workaround
We've moved to the non-XP toolkit - it can be removed.
2016-05-29 14:50:12 +01:00
Jonathan Li
8b74c108a4 Revert "gsdx:windows: Fix Windows 7 compile"
This reverts commit 7736c90457.

It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
2016-05-29 14:33:58 +01:00
refractionpcsx2
67288b4735 A wild bracket has appeared! I choose you, delete button! 2016-05-29 14:13:45 +01:00
refractionpcsx2
bbecc3d0c2 microVU: Only spam "Reading VU1 Regs" warning in Dev mode and only when MTVU is enabled. It's useless when it isn't. 2016-05-29 13:23:25 +01:00
Jonathan Li
b20433c0be windows: Remove user.props references from all projects
find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;

Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."

If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
2016-05-29 12:21:52 +01:00
Gregory Hainaut
fb26254fbb gsdx ogl: implement a more generic HLE shader for terminator 3
Hopefully without regression for others games
2016-05-29 10:13:43 +02:00
Gregory Hainaut
f7ddd488e1 gsdx ogl: Extend uniform buffer with channel parameter
Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut
6f19d928f6 gsdx ogl: use the new uniform cache upload method 2016-05-29 10:13:43 +02:00
Gregory Hainaut
fa15d7fd26 gsdx ogl: generic code to cache uniform buffer
It will allow to skip a buffer transfer if the new content is the same
2016-05-29 10:13:43 +02:00
Jonathan Li
be7af60ab5 lilypad: Use Windows SDK headers for HID functions
Has been available since the switch to the Windows 8.1 SDK.
2016-05-28 23:30:28 +01:00
Jonathan Li
c6ed5ee9c6 windows: Make build work with non-English parent directory
Not a recommendation to do so. Alsorecommendnottousespaceseither.
2016-05-28 23:27:34 +01:00
Jonathan Li
36cd1ae3cc windows: Remove parameter from prebuild command
It's unused. Also convert to using SolutionDir instead of Svnwhatever.
2016-05-28 23:25:08 +01:00
Gregory Hainaut
58f04975e1 oups fix link 2016-05-28 18:49:49 +02:00
Gregory Hainaut
179681ef18 gsdx ogl: enable AMD driver blending workaround only on latest legacy driver
Legacy GPU:
Older driver will be broken.

Still supported GPU:
Please upgrade to the latest AMD driver 16.5.2 or 16.5.3 (and prey that future driver will still work)
2016-05-28 18:43:55 +02:00
Gregory Hainaut
7682bf9b49 Merge pull request #1370 from PCSX2/gsdx-default-option
Gsdx default option
2016-05-28 18:28:36 +02:00
Gregory Hainaut
a648e2db70 gsdx: switch to dx10/11 as default on Windows
1/ Detecting Dx level requires a DX context.
2/ Dx9 GPU market is 1-2% (I'm not even sure they can run latest windows 10)
2016-05-28 10:07:27 +02:00
Gregory Hainaut
c61e09e36a fix left over default 2016-05-28 10:07:27 +02:00
Gregory Hainaut
453ac88dce gsdx option: use CaptureWidth/CaptureHeight on linux too 2016-05-28 10:07:27 +02:00
Gregory Hainaut
a9c18c57e4 gsdx option: use the new GetConfig* function
v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut
03a6f2093e gsdx option: add multiple GetConfig to avoid overload issue 2016-05-28 10:07:27 +02:00
Gregory Hainaut
05818d70f4 gsdx option: centralize default configuration to a single file
Potential issue
* miss a default value
* Renderer is DX9 again on windows
* Case issue
* Same default for all code paths
* overload of GetConfig

v2: separate specific OS option
2016-05-28 10:07:26 +02:00
Jonathan Li
f888aa61fb lilypad: Remove local volume control
Windows Vista onwards provides application specific volume controls, and
the local volume feature only interferes with it. Any volume adjusting
stuff probably belongs in SPU2-X.

Closes #629
2016-05-27 23:55:45 +01:00
Jonathan Li
2aeceafb36 lilypad:windows: Remove keyboard hooks code
The code wasn't used, and generally low level hooks should be avoided
since they affect the responsiveness of all applications. On Windows 7
and later, the hooks may also be silently removed if they timeout, which
could be possible under heavy load.
2016-05-27 23:40:31 +01:00
Jonathan Li
4f24d22a68 lilypad: Disable close hacks when loaded by PCSX2
The close hacks don't work with PCSX2 - the WM_CLOSE message can't
actually be triggered for the rendering window. The hacks were also
designed as a workaround for some PSX emulator close window bugs, which
don't affect us.
2016-05-27 00:36:11 +01:00
Gregory Hainaut
d33bdc7da1 cmake: drop the now useless -no-integrated-as option
close #303
2016-05-26 19:40:02 +02:00
Gregory Hainaut
9150747df1 Merge pull request #1369 from PCSX2-Alpha/GSDX_PSX
GSDX: Move PSX code to an isolated path
2016-05-26 18:45:41 +02:00
Akash
2409817556 GSDX: Move PSX code to an isolated path 2016-05-26 19:04:17 +05:30
Jonathan Li
06dba2d258 Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 08:57:33 +01:00
Akash
9ae6c2673a GSDX-Windows: Add "Large Framebuffer" option 2016-05-26 11:38:24 +05:30
Jonathan Li
352b61c741 gsdx: Allow normal assert to be used 2016-05-26 00:11:52 +01:00
Jonathan Li
db81925c4b Merge pull request #1335 from turtleli/freebsd
Support FreeBSD
2016-05-25 18:55:51 +01:00
Gregory Hainaut
60e0f3b9b5 Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
GSDX: Improve CRTC width detection
2016-05-25 17:51:07 +02:00
Jonathan Li
68eb3774b9 GameDB: Add memcard filter for THAW (collector's edition)
The game saves using the SLUS-21208 serial (normal edition).

Fixes #1367.
2016-05-23 23:06:21 +01:00
Gregory Hainaut
b6da1bcb15 gsdx linux: add the new option checkbox 2016-05-23 19:38:44 +02:00
Gregory Hainaut
0c3324b6ef gsdx hw: create a large_framebuffer option
Enable it to ensure correct rendering (FMV)
Disable it to reduce GPU/memory requirement

Option will likely be removed when the perf impact will be reduced.
2016-05-23 19:38:44 +02:00
Gregory Hainaut
1f4439a89e gsdx: add some notes of potential optimization 2016-05-23 19:38:44 +02:00
Jonathan Li
d2e5c32c83 cmake: Disable SuperVU for non-Linux OS
Doesn't work on FreeBSD, would be annoying to port.
2016-05-21 23:26:19 +01:00
Jonathan Li
bde5960581 iop: Use count_leading_sign_bits for err, counting sign bits
Replaces the inline assembly and generic version with the unified
implementation.
2016-05-21 23:26:18 +01:00
Jonathan Li
eaa4abea45 ipu: Convert yuv2rgb sse2 inline assembly to intrinsics
It's more portable.

Use _mm_shuffle_epi32 instead of _mm_movehl_ps - I think it avoids
data bypass delays going from integer to float domains on older
processors, and Agner's tables indicate that the instruction has the
same latency and occasionally has higher throughput (depending on cpu).

And switch the _mm_xor_si128 and _mm_unpacklo_epi8 around so the same
constant can be used for both C bias and alpha.
2016-05-21 23:26:17 +01:00
refractionpcsx2
5c02636dd9 GameDB: Auto fixes for Bakugan - Battle Brawlers 2016-05-21 21:23:38 +01:00
Jonathan Li
571432a7aa gsdx:freebsd: Fix compilation 2016-05-21 13:34:18 +01:00
Jonathan Li
57cdf0bf16 gsdx:linux: Use clock_gettime instead of ftime
ftime is obsolete and not present in recent POSIX specifications.
2016-05-21 13:33:40 +01:00
Jonathan Li
da2046e90e gsdx: Use alignas instead of __aligned
__aligned is defined in FreeBSD headers and will cause compile errors.
2016-05-21 13:23:11 +01:00
Jonathan Li
6362b9c9b2 pcsx2: aio: Complete POSIX AIO reader 2016-05-21 13:23:10 +01:00
Jonathan Li
e10ed744bc pcsx2:freebsd: Fix build 2016-05-20 22:32:41 +01:00
Jonathan Li
5f6658ae9a common:freebsd: Kill some warnings 2016-05-20 22:32:41 +01:00
Jonathan Li
7aa6564dcc common:freebsd: Fix compilation 2016-05-20 22:32:41 +01:00
Jonathan Li
280ca1dd85 utilities: Add FreeBSD thread name implementation 2016-05-20 22:32:41 +01:00
Jonathan Li
e23b6e3484 cmake: Setup FreeBSD 2016-05-20 22:31:30 +01:00
Jonathan Li
f95c38f632 spu2-x:freebsd: Adjust cmake and ifdefs
For now the SDL backend has been removed, mainly cause it makes the
dialog code too messy.
2016-05-20 22:30:52 +01:00
Jonathan Li
f963fcfa66 onepad:freebsd: Adjust ifdefs 2016-05-20 22:30:52 +01:00
Gregory Hainaut
a7ba779ba8 gsdx ogl: another HLE channel effect for terminator 3
Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut
1c21ea955c gsdx ogl: HLE channel effect for terminator 3
Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut
247d33a627 gsdx ogl: always clear depth buffer in FFX2
It avoid depth issues and I'm sure it won't broke other games this way.

Issue #1340
2016-05-19 17:53:46 +02:00
Akash
2166980f91 GSDX: Calculate dimensions of rectangle after merge
* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Akash
58b43dbb6c GSDX: Rework video mode detection code
* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Jonathan Li
9537accb51 linux: Remove old recent ISO list workarounds
Seems to work fine now, no warnings or compile errors.
2016-05-19 09:08:13 +01:00
Gregory Hainaut
e258f3e2fa gsdx ogl: update accurate DATE behavior
* Fast accurate DATE is always enabled, it was faster than standard DATE

* The less fast version is always enabled too. It is likely barely used
  so perf impact will be small on few game that could hit this path.
  Nice rendering has a higher priority

* The "slow" path will depends on the date option.
Note normally it isn't too slow (-10%) if GL_ARB_shader_image_load_store
is supported but AMD crimson is an epic fail.
2016-05-19 10:03:46 +02:00
Jonathan Li
7b27be1306 gsdx: Consider horizontal offsets when merging output
Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.
2016-05-19 10:06:12 +05:30
Jonathan Li
203fb71851 linux:async-iso: Fix invalid file descriptor checks
-1 is returned when open() fails, not 0.
2016-05-18 23:31:32 +01:00
Jonathan Li
899784cbdc onepad: Only append -dev to library name for Devel builds 2016-05-18 22:58:15 +01:00
Jonathan Li
3a274e85f0 cmake:onepad: Add wxWidgets to dependencies 2016-05-18 22:56:59 +01:00
refractionpcsx2
ad61503d83 CDVD: Fix drive status on BREAK.
-Formula One 2001 expects the drive to be paused after break.
-The command breaks from the current command, it doesn't stop the drive :)
2016-05-18 21:44:13 +01:00
Gregory Hainaut
14fa797235 gsdx hw: always uses a big RT on snowblind engine game
Avoid headack to avoid conflict between 1280x1024 and 640x1280 resolution
2016-05-17 20:01:00 +02:00
Gregory Hainaut
156f1b70c3 cmake: disable avx2+ on debug build
Gdb (7.7.1) doesn't support it properly.
2016-05-17 19:33:12 +02:00
Gregory Hainaut
a4c7541092 gsdx ogl: tentative hack to make FFX go along with depth option
Issue1: Depth buffer is wrongly invalidated only the first page is detected.

Issue2: First page seems to be partially written. Could be a GSdx transfer bug.
Anyway, invalidation only support a page granularity.

So here a quick workaround that will clear depth buffer in case of very small partial write.

Might worth to check regression on nocturne/digital saga
2016-05-17 19:33:12 +02:00
Jonathan Li
df5035d975 ci:travis ci: Use ccache and add gcc 6 build config
Also make the build noisier to prevent some build failures when download
speeds are slow from whatever repository.

Note: The 64-bit devel build currently doesn't benefit from ccache for
whatever reason.

[skip appveyor]
2016-05-16 23:48:13 +01:00
Gregory Hainaut
37c049425d gsdx ogl: gl depth is written by default
Fix bad depth state in dump (yes the bug is 2 years old!)
2016-05-16 20:10:32 +02:00
Gregory Hainaut
f5b174f985 gsdx ogl: pitch is always the width of the transfer not the size of the texture 2016-05-16 19:20:01 +02:00
Gregory Hainaut
fa921215d9 gsdx ogl: add GL_ARB_get_texture_sub_image extension support
could help to read back a portion of a texture
2016-05-16 18:58:33 +02:00
Gregory Hainaut
e02753df46 gsdx ogl: oups, mandatory function pointer was wrongly optional 2016-05-16 18:58:33 +02:00
Gregory Hainaut
37e4d2bd48 gsdx ogl: update old comment 2016-05-16 18:58:33 +02:00
Gregory Hainaut
96b5170d8c Merge pull request #1317 from PCSX2/gsdx-array-coverage
Gsdx array coverage
2016-05-16 18:16:15 +02:00
Gregory Hainaut
ed0adf61d3 gsdx ogl: allow to define a debug context in windows.
Be aware: dev build will be slow and quite chatty
2016-05-16 17:08:20 +02:00
Gregory Hainaut
30ce6b0a6a gsdx ogl: check debug function exists
I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
2016-05-16 16:59:00 +02:00
Gregory Hainaut
99476f4b13 gsdx ogl: explain better previous clear vs framebuffer comment 2016-05-16 16:49:18 +02:00
Gregory Hainaut
08f7bd2dc3 gsdx: add crc hack for Ar tonelico 2
It would requires some texture dynamic width convert shaders.
So as a quick solution, let's add a new CRC hack.

For issue #1362 (granted the CRC is correct)
2016-05-16 10:55:02 +02:00
Gregory Hainaut
1522cba5b0 gsdx ogl: performance note of texture clear vs framebuffer clear
In case of render target. FB clear is better
2016-05-16 10:38:47 +02:00
Gregory Hainaut
e776118de9 gsdx-ogl: implement previous DATE optimization in a single shader pass
Faster :) Reduce further the cost of accurate date

The optimization will clear the stencil to 1. So all pixels will have a
single sample that pass both the depth & stencil test. No primitive
overlaps So the destination alpha test can be done directly in the
shader.
2016-05-15 17:44:40 +02:00
Gregory Hainaut
3ab12cef2f gsdx ogl: accelerate special case of accurate date.
Game often uses date to allow a single pixel pass. If this
use case is detected, stencil buffer will be cleared after first pixels
that pass both depth&stencil test.

It seems to reduce the load on the GPU.

Note: with the help of texture barriere, maybe we could implement the algo
with a single pass.
2016-05-15 17:22:58 +02:00
Gregory Hainaut
025be70c42 gsdx-ogl: allow to fallback to a slow accurate DATE when GL_ARB_shader_image_load_store isn't supported
The best is still to have a DX11 generation GPU
2016-05-15 16:29:29 +02:00
Gregory Hainaut
5b061e062c gsdx ogl: replace ClearRenderTarget_i by glClearTexSubImage
Avoid state change, avoid potential texture buffer reallocation

Note: require GL_ARB_clear_texture
2016-05-15 15:55:31 +02:00
Gregory Hainaut
82060320ef gsdx ogl: use draw list size for sprite instead of vertex number to select date algo
Latest overlap detection allow to draw multiple sprite instead of 1,
so the limit based on vertex number is too conservative.
2016-05-15 15:00:52 +02:00
Gregory Hainaut
c054b097e9 gsdx ogl: fix wrong depth clear
If a color buffer is still attached and is smaller than depth buffer,
the latter won't be fully cleared.

As a faster alternative, use GL4.4 clear texture function. Avoid to fiddle with
framebuffer and pixel tests.

Fix #1362x Ar Tolenico 2 map clip
2016-05-15 14:57:37 +02:00
Gregory Hainaut
caacb1dc9f gsdx-ogl: add texure clear function (GL4.4) 2016-05-15 14:57:11 +02:00
Gregory Hainaut
d47d9e5017 gsdx-ogl: fix a minor gcc warning 2016-05-15 13:10:46 +02:00
Gregory Hainaut
913e3d65d2 gsdx ogl: use glViewportIndexedf and glScissorIndexed 2016-05-14 17:18:16 +02:00
Gregory Hainaut
cd9ee3c468 gsdx ogl: emulate GL_ARB_draw_buffers_blend and GL_ARB_viewport_array
New functions only set the parameter to a single buffer whereas old function
set all buffers
2016-05-14 17:15:30 +02:00
Gregory Hainaut
4065730e36 gsdx ogl: merge sprite hack take 2
try to detect paving correctly. Avoid to break effect such as Heat effect in Tekken5
2016-05-14 12:24:56 +02:00
Gregory Hainaut
2fc244a3eb gsdx-ogl: inline function only call once 2016-05-14 11:53:02 +02:00
Gregory Hainaut
24a673c482 gsdx ogl: avoid special format on the merge sprite hack 2016-05-13 18:28:21 +02:00
Gregory Hainaut
b57b97eb3c debian: update dependency for latest Debian/Ubuntu 2016-05-13 18:28:21 +02:00
Jonathan Li
92d4d93fce Merge pull request #1312 from FlatOutPS2/master
Automatic aspect ratio switch during FMV playback
2016-05-11 14:07:59 +01:00
FlatOutPS2
5871874f70 Avoid crash on some systems with FMV software switch
Avoid crash on some systems switching HW><SW in fullscreen aspect
ratio's with FMV Software switch.

Replaces previous zoom adjusting fix with a more efficent one.

Squashed a small improvement into commit.
2016-05-11 14:33:25 +02:00
Jonathan Li
32aab3366d Merge pull request #1356 from NZJenkins/master
Ensure selected rows are visible in debugger
2016-05-10 22:25:24 +01:00
Gregory Hainaut
156b6425d2 gsdx ogl: add UserHacks_merge_pp_sprite option to reduce upscaling glitches
For test purpose, it is higly experimental.

So far it is yield interesting result for tekken5
2016-05-10 08:12:07 +02:00
Gregory Hainaut
c019f86529 gsdx ogl: add a performance note for a potential channel optimization 2016-05-10 08:11:28 +02:00
NZJenkins
25b29a2864 Ensure selected rows are visible in debugger
Fixes #1353
DebuggerLists:
Select does not ensure the item is visible if selecting
Went with existing convention of Select and Focus.

CtrlRegisterList:
Added ensureVisible, called whenever the current row selection is
changed
2016-05-10 13:01:18 +12:00
Gregory Hainaut
4effc70792 gsdx hw: Fix regression on align sprite
The hack also updates position of not texture mapped sprite.

Unlike the 2nd hack (round sprite) which can be skipped if TME is disabled
2016-05-09 09:45:34 +02:00
Jonathan Li
23782b5c24 Merge pull request #1337 from turtleli/autodock
Console: Add AutoDock option to menu
2016-05-09 00:13:21 +01:00
Gregory Hainaut
5ecbc2889b Merge pull request #1349 from PCSX2/gsdx-channel-effect
Gsdx channel effect
2016-05-08 19:03:18 +02:00
Gregory Hainaut
5b04672ba2 gsdx ogl: separate Tales of Abyss/Urban Chaos effect based on the fbmask
Avoid to rely on CRC
2016-05-08 17:31:13 +02:00
Gregory Hainaut
48d962e15a gsdx log: print detected crc
Helpful to get crc from gs dump
2016-05-08 16:30:50 +02:00
Gregory Hainaut
fb6a6f73c4 gsdx: move Tekken5/Tales of Abyss CRC to Dx level 2016-05-07 22:46:42 +02:00
Gregory Hainaut
ecbcc566fe gsdx ogl: use GT shader for Tourist Trophy 2016-05-07 22:46:41 +02:00
Gregory Hainaut
fc86620327 gsdx ogl: disable channel effect when signature is a bit different
Hack to avoid regression on Blood Will Tell
2016-05-07 22:46:41 +02:00
Gregory Hainaut
30b452543a gsdx ogl: tekken5 uses similar effect as Gran Turismo
So just reuse GT hle shader :) Acid stage is now correct. However it might need
some tuning for others stages.
Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d41613c46a gsdx ogl: add a Tales of Abyss HLE shader
Again fast and efficient but it relies on CRC

v2: forget to update the precompiled shader...
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d5681ba01c glsl: fix a bug in urban chaos hle shader
Bug only impact the lsb bits of the depth conversion, so impact is likely small
2016-05-07 22:46:41 +02:00
Gregory Hainaut
70ee8c5bc4 gsdx ogl: add an HLE brightness/contrast shader for GT series.
It works and it is very fast. But it relies on CRC

Others effect need to be tested as well
2016-05-07 22:46:41 +02:00
Gregory Hainaut
91c164ecca gsdx tc: avoid potential division by 0 2016-05-07 18:36:28 +02:00
Gregory Hainaut
265ea82780 gsdx tc: avoid to load data outside of the GS memory
Avoid crash in Kungfu panda
2016-05-06 21:46:29 +02:00
Jonathan Li
c540840cd4 pcsx2: Apply auto gamefix/widescreen/cheat changes immediately 2016-05-06 20:32:31 +01:00
Gregory Hainaut
f34e77f08c gsdx: fix regression on 24 bit format (gust game)
bpp is the size of the container format but not the size of the format itself.
For PSM24, bpp is 32, trbpp is 24
2016-05-06 13:49:24 +02:00
Gregory Hainaut
c94fecdadb Merge pull request #1346 from PCSX2/gsdx-cleanup
Gsdx cleanup
2016-05-06 12:23:54 +02:00
Jonathan Li
f97b556e23 pcsx2: Use incoming settings when applying settings
The old config settings were wrongly used when determining whether to
load patches, cheats and widescreen hacks. These settings needed to be
applied twice to actually take effect if they were changed while a game
is running.

Use the incoming settings so the settings only need to be applied once.
2016-05-06 01:03:51 +01:00
Gregory Hainaut
e890ce989c gsdx: throw oom exception + error
Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
Gregory Hainaut
d58b71688b gsdx debug: auto GL_POP
Nicer and exception safe

V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut
37c7fa7663 gsdx: add draw exception (OOM and Recoverable)
The exception will free the unused (but allocated) texture aka the emergency break ;)

Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Gregory Hainaut
c8dddfed06 gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut
21d1bd48ec gsdx hack: move the CRC setup into a separate function
In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut
7b0427e86e gsdx hack: use psm lookup + remove now useless log 2016-05-05 15:46:54 +02:00
Gregory Hainaut
8424eeb4ee gsdx tc: small hint for the compiler 2016-05-05 15:32:21 +02:00
Gregory Hainaut
055b9c57e7 gsdx tc: use unscaled size as clamping in Target::Update
Might avoid/reduce crash like #1340
2016-05-05 12:59:49 +02:00
Gregory Hainaut
5948c2d8cd gsdx AMD: broken for broken
Until AMD release the driver with a fix, I can't use 2nd blending source with SSO.

So let's use the first source. Blending/Alpha will be wrong. But it is likely better
than an uninitialized alpha value.
2016-05-05 12:24:55 +02:00
Gregory Hainaut
f712c5c6d0 gsdx tc: use GSLocalMemory::m_psm instead of hardcoded value 2016-05-05 12:19:25 +02:00
Gregory Hainaut
642cc50ac4 gsdx hw: reduce verbosity of channel skip log 2016-05-05 12:19:19 +02:00
Gregory Hainaut
7c430c9d3c glsl: fix coordinate in channel depth effect
UV can't be used directly in channel effect

Properly fix Urban Chaos smoke
2016-05-04 18:08:40 +02:00
Gregory Hainaut
b8b0a0d662 gsdx hw: remove dead code 2016-05-04 18:08:34 +02:00
Jonathan Li
f4566acfa5 Merge pull request #1338 from turtleli/breakpoint-windows-fix
debugger:windows: Fix vanishing breakpoints when scrollbar disappears
2016-05-04 11:17:20 +01:00
FlatOutPS2
6defe6e07d Automatic aspect ratio switch during FMV playback
Updated to bypass ini setting for automatic aspect ratio switch.
2016-05-03 16:50:42 +02:00
Jonathan Li
ad652706d6 debugger:windows: Fix vanishing breakpoints when scrollbar disappears
On Windows, it seems that if you resize the columns in the size event
handler when the scrollbar disappears, the listview contents may decide
to disappear as well. So let's avoid the resize for this case.
2016-05-03 00:42:45 +01:00
Gregory Hainaut
90af611fdb gsdx ogl: Fix channel effect interaction with accurate blending
* Vertex info must be updated before PrimitiveOverlap
* Fix the vertex number (2 not 4)
* add an uint16 cast to shut up Visual Studio
2016-05-02 19:48:11 +02:00
Gregory Hainaut
e190841d67 gsdx ogl: improve blending logging 2016-05-02 18:14:02 +02:00
Gregory Hainaut
3077cc82cc gsdx hack: Ghost in the Shell still broken in openGL 2016-05-02 18:14:02 +02:00
Jonathan Li
7435e6e7b3 Console: Add AutoDock option to menu 2016-05-02 17:02:16 +01:00
Jonathan Li
6430e41fb5 gsdx:windows: Update GUI to reflect recent changes
"Enable Hardware Depth" removed from main dialog.
"Disable Depth Emulation" and "Fast Texture Invalidation" added to Hacks
dialog.

And fix lots of whitespace issues.
2016-05-02 00:28:10 +01:00
Jonathan Li
9b58b3fb6e Console: Do not scroll to bottom unless text is updated
Also remove the size event handler and use Bind instead of Connect
2016-05-01 18:38:59 +01:00
Akash
21e6a344a2 GSDX: Improvements to the GSDX dialog (#1284)
GSDX: Improvements to the config interface.

- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
2016-05-01 17:33:53 +01:00
Gregory Hainaut
826b38c47a gsdx tc: use array in GSOffset to store texture coverage
GSOffset is already based on a lookup of PSM/BP/BW. Coverage only adds
the size parameters (so only 256 possibilities)

It replaces the hash lookup with a free array access.
2016-05-01 15:02:36 +02:00
Gregory Hainaut
9cacfee8c7 Merge pull request #1322 from PCSX2/gsdx-8b-subrt
gsdx: improve detection of channel shuffle
2016-05-01 14:28:22 +02:00
Gregory Hainaut
7add3d1018 gsdx hack: add a lengthy comment to explain man hunt2 hack
An HLE shader replacement could be done for this game but it is
low priority
2016-05-01 13:37:54 +02:00
Gregory Hainaut
4bf484c881 gsdx: move various games crc to dx level
* GT3
* GT4
* GTConcept
* JamesBondEverythingOrNothing
* SkyGunner
* StarWarsBattlefront2
* StarWarsBattlefront
* TouristTrophy
* ICO
* DeathByDegreesTekkenNinaWilliams
2016-05-01 13:22:12 +02:00
Jonathan Li
6b5761dfa4 gui: Avoid out-of-bound access when sVU is disabled
The radio buttons are ifdef'd out so they don't exist.
2016-05-01 09:52:36 +00:00
FlatOutPS2
424e7d65e5 Add several XGKick hacks (#1332)
Add XGKicks for Formula One 2001-2003, World Of Outlaws and Sprint Cars
2016-04-30 21:27:22 +01:00
Gregory Hainaut
5676acaef9 glsl: support channel effect on depth texture too 2016-04-30 16:07:45 +02:00
Gregory Hainaut
e0581ee771 gsdx ogl: Finalize the urban chaos workaround
Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut
14e1ed06df glsl: add an HLE shader for Urban Chaos
Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut
7d191ebf8e gsdx tc: load palette for pseudo 8 bits depth
Rendering is still broken but I'm afraid it will need a dedicated shader
2016-04-30 14:52:43 +02:00
Gregory Hainaut
12b8704502 gsdx dx: disable channel shuffle 2016-04-30 14:52:43 +02:00
Gregory Hainaut
b4c7d32741 gsdx ogl: avoid to wrongly detect a channel shuffle 2016-04-30 14:52:43 +02:00
Gregory Hainaut
1011a757a8 gsdx hw: factorize redundant code 2016-04-30 14:52:43 +02:00
Gregory Hainaut
b78c772a14 gsdx: improve detection of channel shuffle
Improve rendering on Prince Of Persia (requires preload data hack)

Worth to re-test: MTGS2/3

Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut
2160d7da81 Merge pull request #1330 from PCSX2/gsdx-move-crc-separate-file
Gsdx move crc separate file
2016-04-30 14:33:44 +02:00
Gregory Hainaut
02dff2653a gsdx hack: sort the file
* separate Dx only/aggresive hack
* add GSC_CrashNburn and GSC_BullyCC to Dx only section
2016-04-30 12:45:06 +02:00
Gregory Hainaut
60267790a1 gsdx: move (most) of the hw hack into a separate file
GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut
7a5e1d4154 gsdx ogl: allow to use a separate texture for the channel effect 2016-04-29 17:34:17 +02:00
Gregory Hainaut
a9d25efcde gsdx ogl: extend state to support up to 8 textures 2016-04-29 17:34:17 +02:00
Gregory Hainaut
e45f90fac3 gsdx: fix a gcc warning 2016-04-29 17:34:17 +02:00
Gregory Hainaut
e195e67a48 gsdx: move Metal Gear Solid CRC to DX level
OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Jonathan Li
35e17127af debugger: Use Bind instead of Connect for events 2016-04-29 00:16:16 +01:00
Jonathan Li
4227477fc4 ConsoleLogger: Use wxTE_NOHIDESEL style for pxLogTextCtrl
It prevents the console logger text from disappearing on Windows and we
can remove a Windows specific fix.
2016-04-29 00:15:44 +01:00
Jonathan Li
f78d1a4018 utilities: Remove wx2.8 code and uses of wxMAJOR_VERSION 2016-04-29 00:09:47 +01:00
Jonathan Li
d89043d8ac pcsx2: Remove wx2.8 code and uses of wxMAJOR_VERSION
Technically wxMAJOR_VERSION wasn't the right thing to use, but it was
good enough.
2016-04-29 00:09:47 +01:00
Gregory Hainaut
5e5069423b Merge pull request #1321 from PCSX2/gsdx-preloadcrash
GSDX: Avoid crash when TBW == 0 - Preload data frame
2016-04-28 23:06:29 +02:00
Gregory Hainaut
cb19451418 gsdx ogl: implement RT channel fetch
Fix blending of Metal Gear Solid/KillZone (and potentially other games)

Potentially impact issue #905, #594, #914, #896
2016-04-28 22:56:38 +02:00
Gregory Hainaut
c445a14c46 gsdx ogl: extend shader to lookup a single channel 2016-04-28 22:56:38 +02:00
Gregory Hainaut
eaa4fd41e2 gsdx ogl: improve logging of special effect 2016-04-28 22:56:38 +02:00
refractionpcsx2
0aa8fe0f20 GSDX: Avoid crash when TBW == 0 2016-04-28 21:36:21 +01:00
Gregory Hainaut
f946f38f26 gsdx hw: keep the debug counter in sync
Otherwise I'm screwed :p
2016-04-28 20:03:53 +02:00
Gregory Hainaut
04a578495f gsdx hw: disable channel shuffle effect
Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB

Remove a couple of (slow) draw calls
2016-04-28 19:46:26 +02:00
Gregory Hainaut
f63e38a59e gsdx ogl: as always some games do bad stuff
Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
2016-04-28 19:42:00 +02:00
Gregory Hainaut
45bfe2ad58 gsdx hw: trace some special post processing effect
* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue

So far nothing is emulated
2016-04-28 19:39:57 +02:00
Gregory Hainaut
5b04f4dab9 gsdx: add optimization note for the future 2016-04-28 18:01:21 +02:00
Gregory Hainaut
4808d89449 gsdx ogl: use enum pretty name 2016-04-28 18:01:20 +02:00
Jonathan Li
f7495c6867 ConsoleLogger: Use Bind instead of Connect 2016-04-27 23:24:17 +01:00
Jonathan Li
de6b7752d4 ConsoleLogger: Define events in a Bind compatible way
Also remove the pxEvt_LogWrite event, since that isn't used.
2016-04-27 23:24:17 +01:00
Jonathan Li
a6ba7a19b9 ConsoleLogger: Removed DockedMove
It's unused.
2016-04-27 23:24:17 +01:00
Jonathan Li
5d81fa70ff windows: Remove USBqemu from old_plugins solution
USBqemu is included in the main PCSX2_suite solution, so it doesn't need
to be in old_plugins as well.
2016-04-27 20:38:37 +01:00
Jonathan Li
91161b37dd pcsx2: Remove duplicate license blurb in BreakpointWindow.cpp 2016-04-27 20:38:08 +01:00
Jonathan Li
0de8f4a3a6 onepad: Use Bind instead of Connect
It's the recommended dynamic event binding method since wx2.9.
2016-04-27 08:59:11 +01:00
Jonathan Li
0d43de516c onepad: Remove wx2.8 compatibility code 2016-04-27 08:59:11 +01:00
Gregory Hainaut
ab31915ce9 gsdx: glsl: fix silly typo
And regression on various games
2016-04-27 09:52:35 +02:00
Gregory Hainaut
aeb92592e7 gsdx ogl: use GSUtil::GetClassVertexCount 2016-04-26 19:29:04 +02:00
Gregory Hainaut
df70b8bb0e gsdx: fix Q NaN value
Avoid potential undefined results
2016-04-26 19:09:32 +02:00
Gregory Hainaut
726b901dc5 Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
gsdx tc: reduce texture cache overhead
2016-04-26 16:46:44 +02:00
Gregory Hainaut
c7f0a85d41 Merge pull request #1306 from PCSX2/gsdx-direct-depth-sample
Gsdx direct depth sample
2016-04-26 16:46:22 +02:00
Gregory Hainaut
49d175b677 gsdx tc: allow to create a dummy Source without tons of memory allocation
It makes shared texture virtually free from the CPU PoV.
2016-04-24 22:30:56 +02:00
Gregory Hainaut
ad08701cb1 gsdx tc: trick the texture cache to use a depth format for depth texture
This way we avoid the rescaling of the depth buffer and texture allocation.
2016-04-24 22:18:26 +02:00
Gregory Hainaut
1960d51e60 gsdx tc: properly support 16 bits depth conversion 2016-04-24 22:18:26 +02:00
Gregory Hainaut
de38963904 gsdx ogl: plug the new depth sampling in the renderer
Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
2016-04-24 22:18:26 +02:00
Gregory Hainaut
fda511a949 gsdx glsl: extend hw shader to sample depth texture
Will use integral coordinate to avoid any rescaling.

Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
2016-04-24 22:18:26 +02:00
Gregory Hainaut
583de1bf0b gsdx tc: add a dedicated function to lookup a depth source
The hypothesis is that game will use a depth (aka Z32/Z24/Z16/Z16S)
format when sampling depth texture as color.  Technically one could use
a standard color format but block/pixel order won't be the same.
(otherwise I'm screwed)

=> Hypothesis invalid on GoW. They just do a scrambled rendering...

Lookup info:
* The first searched list is the depth pool as we search a depth
  texture.
* 2nd one is the render target pool (if a depth was converted to a
  render target already)

To avoid any CPU overhead, the source will be a pointer to the real texture
* Conversion (if float texture) will be done on the fly by the shader (GPU).
* Relative rescaling won't be supported. Texture must be fetched with
  integral coordinate
2016-04-24 22:18:26 +02:00
Gregory Hainaut
9ee090a36e gsdx tc: add a shareable texture flag
Plan is to bypass shader conversion/rescaling/copy for depth texture
2016-04-24 22:18:26 +02:00
Gregory Hainaut
8ec1461842 gsdx: increase the number of texture in the pool
It could slightly increase the VRAM requirement but it will reduce texture
allocation/unallocation at start/end of frame.
2016-04-24 22:14:51 +02:00
Gregory Hainaut
b4b878ac24 gsdx-ogl: add a note for a future small optimization 2016-04-24 22:14:51 +02:00
Jonathan Li
9d2cd8490c Merge pull request #1305 from adamantike/trivial-wxfont-fix
Trivial fix on wxFont style/weight usage
2016-04-24 18:43:21 +01:00
adamantike
a0eca54f96 Trivial fix on wxFont style/weight usage 2016-04-24 13:25:56 -03:00
Gregory Hainaut
da1b032793 spu2x-linux: update GUI to support a 15 ms latency 2016-04-24 11:13:28 +02:00
Gregory Hainaut
4281b8630b gsdx ogl: remove the useless shadeboost Constant Buffer 2016-04-24 11:08:14 +02:00
Gregory Hainaut
d610a6aac4 gsdx glsl: ofc forget to do the shader in bin 2016-04-24 11:07:46 +02:00
Gregory Hainaut
d027ed2092 gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL
First file is rather small in openGL. And it is linked to the latter.
2016-04-24 10:55:22 +02:00
Gregory Hainaut
1558220f74 gsdx glsl: create a common header definition
* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00
Gregory Hainaut
8ee0783bd3 GSdx: remove useless variable 2016-04-24 10:42:03 +02:00
Gregory Hainaut
fa1377a8ee gsdx tc: reduce texture cache overhead
Cache page coverage of texture into a hash map

Test done on Champion of Norrath (paltex + DisablePartialInvalidation)

Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%

Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
2016-04-23 19:22:58 +02:00
Gregory Hainaut
67e955919f gsdx: keep dump code enabled in dev release too 2016-04-23 18:29:56 +02:00
Gregory Hainaut
a149d6b26f gsdx: use psm.bpp flag to improve code reading 2016-04-23 18:29:39 +02:00
Gregory Hainaut
dd98a0b913 gsdx: add a depth format flag 2016-04-23 18:28:50 +02:00
Jonathan Li
5035c8bd48 utilities: always include wx/crt.h on Linux
The header is necessary if the wx3.0 package isn't compiled with
wx2.8 backwards compatibility.
2016-04-23 13:57:47 +01:00
Jonathan Li
dda44519c1 pcsx2|utilities: Use non-deprecated wxFont stuff 2016-04-23 13:57:42 +01:00
Gregory Hainaut
87867beb0e gsdx-ogl: remove the invalidation of texture
It doesn't help the perf and only create overhead (test done on snow engine game)
2016-04-21 21:07:17 +02:00
Gregory Hainaut
3709b5aecc gsdx: add a small comment to ease code reading 2016-04-21 09:28:44 +02:00
Gregory Hainaut
b5ec683318 gsdx-linux: remove custom resolution from the GUI
It would be replaced by a float resolution factor
2016-04-21 09:28:44 +02:00
Gregory Hainaut
821e3ff294 gsdx-ogl: reduce length of debug message 2016-04-21 09:28:44 +02:00
Gregory Hainaut
8217c717f6 gsdx-ogl: require GL_KHR_debug
Will reduce the slowdown on debug build
2016-04-21 09:28:44 +02:00
Gregory Hainaut
9598417f42 gsdx-ogl: GL_ARB_copy_image is now mandatory 2016-04-21 09:28:44 +02:00
Gregory Hainaut
99bccc6dff gsdx-ogl: remove the geometry shader blacklist for Gallium Mesa drivers 2016-04-21 09:28:44 +02:00
Gregory Hainaut
cb8088216b Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut
59ef668fd2 Merge pull request #1222 from PCSX2/gsdx-black-fmv
Gsdx black fmv
2016-04-21 09:25:36 +02:00
Gregory Hainaut
8b247bde35 Merge pull request #1301 from clbr/master
textureSW: fix Map with offset
2016-04-20 10:05:32 +02:00
Lauri Kasanen
994c9147f5 textureSW: fix Map with offset 2016-04-19 21:22:53 +03:00
Gregory Hainaut
943e000c41 Merge pull request #1299 from PCSX2/gcc-6
x86emitter: gcc 6 compilation fix
2016-04-18 20:54:25 +02:00
Gregory Hainaut
c44f605b5e x86emitter: gcc 6 compilation fix
Fix #1297
2016-04-18 19:27:06 +02:00
Gregory Hainaut
5b68415173 cmake: add an alternate wx-config path for Fedora 24
Fix #1296
2016-04-17 17:14:51 +02:00
Catarax
0f226939aa GameDB: Burnout 2 Graphics Fix (Bright Lights in Cars) (#1293)
Remove bright lights in cars for Burnout 2 (Demo/Japanese/Second PAL release)
2016-04-14 16:53:33 +01:00
refractionpcsx2
25fb54e959 GameDB: Automatic VU Rounding to Nearest on "Gun" game. Fixes #43 2016-04-14 15:20:55 +01:00
refractionpcsx2
dcb676765e GSdx: Clean up some warning under windows (#1289) 2016-04-14 11:00:58 +01:00
Gregory Hainaut
2e567d6d55 gsdx ogl: update comment
something to test in the future
2016-04-14 10:19:18 +02:00
Gregory Hainaut
d129aedfe8 GSdx:vector: add sllv32 and srlv32 for 128 bits op
(variable shift)
2016-04-14 10:18:43 +02:00
Jonathan Li
5035e7417d Merge pull request #1239 from FlatOutPS2/master
Remove cheats file from redundant folder
2016-04-13 23:21:56 +01:00
Jonathan Li
2c02094281 Merge pull request #1290 from turtleli/remove-nulls
windows: Remove GSNull, PADNull, and CDVDNull from VS solution
2016-04-12 23:42:27 +01:00
Gregory Hainaut
8a7184be3f gsdx: fix hack logic 2016-04-12 11:36:24 +02:00
Jonathan Li
04a72381e6 windows: Remove GSNull, PADNull, and CDVDNull from VS solution
They're not really needed, and some of the exported functions don't
actually match what PCSX2 currently expects (i.e. PADgsDriverInfo,
GSgetDriverInfo).

Although it can be fixed up, it's simpler to just remove them.
2016-04-12 00:23:56 +01:00
Gregory Hainaut
6a09fa56fb gsdx: disable nocturne CRC hack
Yeah one less !
2016-04-11 22:41:19 +02:00
Gregory Hainaut
4611264ce3 gsdx: add CRC hack for Nocturne PAL
Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
refractionpcsx2
00aa07ad97 GameDB: Remove IPU hack for Klonoa 2 (J) 2016-04-11 14:29:22 +01:00
Gregory Hainaut
22a40b65ae gsdx-ogl: always use 1 for GL_UNPACK_ALIGNMENT
Avoid a gl function call for each texture uploads
2016-04-11 12:45:11 +02:00
refractionpcsx2
fdae698f07 SPU2-X: Correct project settings for devel profile. Fixes #1288 2016-04-11 01:15:07 +01:00
Jonathan Li
d158d4de51 windows: Move baseclasses to a separate project
It saves the buildbots from needlessly recompiling the files for each GSdx
configuration.
2016-04-11 00:22:31 +01:00
Gregory Hainaut
847b57907e Revert "gsdx-ogl: add a new hack to force anisotropic filtering"
This reverts commit 53690cf9d0.

Quoting user:

 For aliasing, the option allow of reduce a little but always very
 visible compared with DX11 even with anisotropic OFF, , furthermore
 many textures bug added with option activated (predictable but not see
 on DX11 with anisotropic ON).

TL;DR doesn't worth it.

Note: it seem to work on DX because DX uses HW texturing in clamp region
mode (and others invalid case). OpenGL uses SW texturing to ensure accuracy
2016-04-10 17:30:49 +02:00
Gregory Hainaut
2941adf364 gsdx ogl: use the new pipeline API
Pre build all SW shader into pipeline.

Directly bind the pipeline instead of all pipeline stages. (less work for the driver)
2016-04-10 17:28:05 +02:00
Gregory Hainaut
95e3dcb448 gsdx-ogl: improve the shader program management
* keep a reference of program/pipeline created to ease the deletion
* extend a bit the API to support multiple pipeline

Final goal will be to use a pre link pipeline for SW shaders. And uses
the default pipeline for HW shaders.
2016-04-10 17:05:33 +02:00
Gregory Hainaut
395e2f31d0 gsdx-ogl: remove dead code (due to legacy removal) 2016-04-10 14:23:58 +02:00
Gregory Hainaut
3f404c8edb gsdx-ogl: update shader pipeline intertace to use vs/gs/ps triplet
Better to have 1 function calls with 3 parameters rather 3 functions call with 1 parameter.
2016-04-10 14:14:30 +02:00
Gregory Hainaut
53690cf9d0 gsdx-ogl: add a new hack to force anisotropic filtering
By default, anisotropic filtering was disabled when textures aren't countinuous.
This hack allows to force it. It can help to reduce aliasing but it would create
unexpected effect on texture boundaries.

Again, someone ought to add the option on Windows too
2016-04-10 13:53:17 +02:00
Gregory Hainaut
9e6cb79f4e gsdx linux: move depth option as a speed hack
Someone ought to add the Windows option too (and DisablePartialInvalidation too)

It might break a couple of games but most of them run better with depth enabled.
2016-04-10 13:22:55 +02:00
Gregory Hainaut
12443da00c GSdx ogl: ouch the typo exp != exp2
Fix some rounding issue on depth effect (shadow in Dot hack games)
2016-04-10 11:31:40 +02:00
Gregory Hainaut
c2a9118186 debian: add the GSdx legacy build 2016-04-10 11:31:40 +02:00
Gregory Hainaut
7aaf36d24d gsdx ogl: add function pointer for framebuffer no attachment extension
Could be useful in the future
2016-04-10 11:31:40 +02:00
Gregory Hainaut
7cc13ce99c gsdx-ogl: only bind the FB to the draw FB 2016-04-10 11:31:40 +02:00
Gregory Hainaut
d533c393b2 gsdx ogl: rely on DSA API 2016-04-10 11:31:40 +02:00
Jonathan Li
fb97de7f79 gsdx:windows: Fix crash on psx side of plugin
I forgot it had a psx emu interface.
2016-04-09 19:56:23 +01:00
refractionpcsx2
23289c09bb Merge pull request #1285 from PCSX2-Alpha/klonoa2
GameDB: Remove IPU hack for klonoa 2
2016-04-09 16:28:09 +01:00
Akash
7c34982528 GameDB: Remove IPU hack for klonoa 2 2016-04-08 19:25:17 +05:30
Jonathan Li
5de16001e2 Merge pull request #1273 from PCSX2-Alpha/Willkuer_suggestion
Always show number of loaded widescreen hacks/cheats in console title
if the respective options are enabled (even if none are loaded).

Always print the number of loaded widescreen hacks to the console if
the option is enabled (even if none are loaded).
2016-04-07 23:38:23 +01:00
Gregory Hainaut
b9e8384c11 gsdx-ogl: move the mandatory extension into mandatory section 2016-04-07 22:29:35 +02:00
Gregory Hainaut
121e92a829 gsdx ogl: remove a now useless warning message 2016-04-07 22:28:11 +02:00
Gregory Hainaut
4475c4fe7c gsdx linux: remove the old extension options 2016-04-07 22:27:33 +02:00
Gregory Hainaut
cef76de547 gsdx ogl: GL_ARB_direct_state_access is now mandatory 2016-04-07 22:27:28 +02:00
Gregory Hainaut
a62019a3fd gsdx-ogl: found_GL_ARB_buffer_storage is now mandatory 2016-04-07 22:17:22 +02:00
Gregory Hainaut
52e3c3516d gsdx-ogl: GL_ARB_separate_shader_objects is now mandatory 2016-04-07 22:11:35 +02:00
Gregory Hainaut
f751f70b1e gsdx ogl: GL_ARB_clip_control is now mandatory 2016-04-07 21:57:54 +02:00
Gregory Hainaut
dfb4b5a339 gsdx-ogl: GL_ARB_texture_barrier is now mandatory
(GL4.5 extension)
2016-04-07 21:51:37 +02:00
Gregory Hainaut
1208dbe8c7 cmake: add an option to build the new legacy GSdx plugin
+ bump the new one to 1.1.0 (to ease reporting)
2016-04-07 21:46:42 +02:00
Gregory Hainaut
8751203986 fork GSdx into a GSdx_legacy plugin 2016-04-07 21:27:55 +02:00
Gregory Hainaut
8ccdc05c08 Merge pull request #1217 from PCSX2-Alpha/CRTC_option
GSDX : Add an option for CRTC size and some other video mode stuffs
2016-04-07 21:24:46 +02:00
Gregory Hainaut
17886a9808 gsdx-ogl: allow some accurate date when GL_ARB_shader_image_load_store isn't supported
Close #1282
2016-04-07 19:29:46 +02:00
Jonathan Li
69a84a2782 gsdx:windows: Don't call GSshutdown in GSconfigure
Fixes an issue with the D3D backends crashing if the configure dialog
is accessed and ok is pressed. The D3Dcompiler dll is freed and a null
pointer is dereferenced.

It might break gsdxgui but GSshutdown really should not be called unless
GSdx is shutting down. GSDumpGUI on Windows provides the same (or
better) functionality.
2016-04-07 18:18:36 +01:00
Akash
9ad33012ad Core: Cleanup and some changes to console messages
* Always show number of cheats/widescreen hacks loaded in console title when respective options are enabled.
* Make the placement of braces consistent
2016-04-07 15:48:49 +05:30
Akash
a1b0ae467e GSDX: Remove dubious/unnecessary hacks
* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
2016-04-07 15:15:39 +05:30
Akash
69c9a3d793 GSDX: Add an option to disable NTSC saturation
v2: convert it into a member variable.
2016-04-07 15:15:17 +05:30
Gregory Hainaut
5736b5e9eb debugger: properly init DisassemblyLineInfo
Avoid conditinal check on uninitialized value (reported by Valgrind)
2016-04-07 09:36:22 +02:00
Jonathan Li
0ab7b6340d Merge pull request #1275 from AdmiralCurtiss/memcard-plugin-switch-filter-reset
Move folder memcard filter management into the actual folder memcard class to fix #1179 and similar.
2016-04-06 23:59:36 +01:00
Jonathan Li
e16b367e6e windows: Workaround weird LoadLibraryEx failures
For some reason some Windows 7 systems (most are unaffected) cannot cope
with LoadLibraryEx and return error code 87 - "The parameter is
incorrect".

Switch to using LoadLibrary instead for any case where Windows 7 is
expected to successfully load the requested dll. Potentially Windows
Vista is also affected.
2016-04-06 19:52:59 +01:00
Gregory Hainaut
da9577076c Merge pull request #1278 from PCSX2/gsdx-EE-read-depth-support
gsdx ogl: allow to read the depth buffer
2016-04-06 12:20:16 +02:00
Akash
3dd8574e33 EE-Syscall: print log messages even without dev/verbose checked 2016-04-06 09:22:55 +05:30
Akash
af1b6f4b42 EE-Syscall: Add some missing video modes 2016-04-06 09:22:53 +05:30
Gregory Hainaut
b8a023d158 gsdx ogl: mark OGL object as final
Give the compiler more devirtualization hint
2016-04-05 00:01:43 +02:00
Gregory Hainaut
decac5fd12 gsdx ogl: implement an empty BeginScene
Compile will devirtualize it and then remove it during the inline.
2016-04-04 23:32:11 +02:00
Gregory Hainaut
cb279ef321 gsdx ogl: help compiler to devirtualize 2016-04-04 23:12:31 +02:00
Gregory Hainaut
e3787b6b3c gsdx-ogl: use final qualifier to help compiler
Improve Devirtualization optimization
2016-04-04 22:52:59 +02:00
Gregory Hainaut
771583c559 gsdx-ogl: help the compiler to propagate stride constant
Optimize various multiplication

Note: potentially we can do it with constexpr but I'm not sure of compiler support
2016-04-04 22:46:31 +02:00
Gregory Hainaut
8943a9db4a gsdx hw: GS can draw 2 frames in a single framebuffer
So let's increase the height. It will increase the memory requirement on some games

v2: try to do it automatically
(not sure it will useful as most game will requires it)
v3: let's back to an hardcoded 1280 size. It generates too much issue
2016-04-04 21:30:40 +02:00
Gregory Hainaut
063d2e568a gsdx tc: re-implement frame lookup
Try to avoid random black screen frame

v2: don't force the preload hack on the frame
It creates a ghost image over FMV

v3: support offset within a frame
2016-04-04 21:30:37 +02:00
Gregory Hainaut
eec74fd963 gsdx hw: Add an alternate draw call for FMV rendering
The long story:
Game blits FMV far aways of the RT which is actually the input of the RO texture...
Currently GSdx suffers of 2 bugs.
1/ RT is too small
2/ texture isn't properly updated with the rendered value. Texture is invalidated
but it reads back the pixels from the GS memory whereas the correct
value is located on the GPU.

This commit will replace the standard draw by a manual blit. Therefore it avoid
size issue and bad upscaling issue.

v2:
* Use various copy to be more compatible with dx api
* Move all part of the hack info the BlitFMV function

v3: add log message
2016-04-04 21:29:32 +02:00
Gregory Hainaut
72d43b2e56 gsdx tc: add an invalidation procedure to drop sub rt
It will be used in next commit. However, it might not be the best solution
2016-04-04 21:29:32 +02:00
Gregory Hainaut
2ca624c8c6 gsdx tc: implement a read function of Source texture
It will be used in the following commit
2016-04-04 21:29:31 +02:00
Gregory Hainaut
d922225e69 gsdx tc:invalidate RT when a texture is written inside it
It often happens the game try to upload the FMV directly which typically
gave a black screen.

Commit fix rules of roses and I hope various black screen FMV

Performance impact must be tested, and I'm afraid of strange texture cache behavior.

V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
2016-04-04 21:29:31 +02:00
Gregory Hainaut
9aea76b0e8 gsdx tc: store a hint on the target size
The hint is based on the rendering
2016-04-04 21:29:31 +02:00
Gregory Hainaut
8ee9295f39 x86emitter: increase size of union capabilities 2016-04-04 21:04:41 +02:00
Gregory Hainaut
c4ebdd1f37 gsdx ogl: allow to read the depth buffer
Unfortunately can't be tested on gs dump

Ought to impact #1276 (Incognito/Eat Sleep Play's games, Nocturne too)
2016-04-03 12:30:14 +02:00
Gregory Hainaut
00643dbdfb gsdx tc: report unsupported depth read path
Help to debug depth issue  (aka lighting effects pass through wall)
2016-04-03 11:22:11 +02:00
Gregory Hainaut
ee08a6fc53 Merge pull request #1270 from PCSX2/monolithic-build
Monolithic build
2016-04-03 11:20:07 +02:00
Gregory Hainaut
5bdadbc089 Merge pull request #1268 from PCSX2/coverity-uninitialized-members
Coverity uninitialized members
2016-04-03 11:19:37 +02:00
Admiral H. Curtiss
97a68becb9 Handle filter management in the folder memcard class rather than outside.
This prevents desync between what is assumed to be the active filter and
what is actually the active filter, fixing errors like #1179 where the
memory cards are closed and reopened for whatever reason.
2016-04-02 15:22:11 +02:00
Jonathan Li
7736c90457 gsdx:windows: Fix Windows 7 compile
Somehow D3D_COMPILE_STANDARD_FILE_INCLUDE isn't defined, so the correct
headers aren't being used.
2016-04-02 12:17:52 +01:00
Admiral H. Curtiss
3b7ba39590 Fix potential access of free'd memory when re-opening an already open folder memory card. 2016-04-02 04:03:07 +02:00
Gregory Hainaut
eec3d02737 cmake: fix prof build
It was a dev build actually...
2016-04-02 00:56:41 +02:00
Gregory Hainaut
cc1756b8e5 gsdx: disable dump in release build 2016-04-02 00:56:41 +02:00
Jonathan Li
16ef7ca5fd Merge pull request #1238 from turtleli/gsdx-use-windows-sdk
gsdx: Remove DirectX SDK dependency
2016-04-01 23:31:45 +01:00
Gregory Hainaut
b42ddba13c onepad: repopulate option at the init
CID 159402
2016-03-30 19:56:19 +02:00
Gregory Hainaut
8dee7daeb9 gsdx-ogl: init textures for all formats
CID 150171
2016-03-30 19:56:19 +02:00
Gregory Hainaut
856a12f94f gsdx-ogl: init Render object
CID 147002
2016-03-30 19:56:19 +02:00
Gregory Hainaut
a4d0c23071 gsdx: init GSCapture field
CID 159404
2016-03-30 19:56:19 +02:00
Gregory Hainaut
e96b29f84f mVU: init microRegAlloc
CID 146988
2016-03-30 19:56:19 +02:00
Gregory Hainaut
eb2c61ccc0 pcsx2: init FileMemoryCard
CID 147037
2016-03-30 19:56:19 +02:00
Gregory Hainaut
27400b0be1 pcsx2: initialize pxEvtQueue
CID 146991
2016-03-30 19:56:19 +02:00
Gregory Hainaut
cf722fdf50 pcsx2: Initialized member of SysCorePlugins
CID 147006
2016-03-30 19:56:19 +02:00
Gregory Hainaut
459aebe8bf pcsx2:gif: initialize gif unit member
CID 147032
2016-03-30 19:56:19 +02:00
Gregory Hainaut
beadc0e69b pcsx2:gif: reset field from the constructor
CID 147031
2016-03-30 19:56:19 +02:00
Gregory Hainaut
0fb249284f debugger: initialized member
CID 147003
CID 147004
2016-03-30 19:56:19 +02:00
Gregory Hainaut
791a0ce702 common: initialize scalar field of pxThread
CID 147022

v2: initialize all member in initializer list
2016-03-30 19:55:45 +02:00
Gregory Hainaut
37de84d55f x86emitter: initialize scalar field
CID:147038
2016-03-30 19:50:41 +02:00
Gregory Hainaut
1bd8113f66 cmake: add various option to disable plugin support 2016-03-30 10:19:54 +02:00
Gregory Hainaut
f010f9458b plugin: add define to select builtin plugin 2016-03-30 09:54:34 +02:00
Gregory Hainaut
3a8164ac4e plugins: add a dynamic/static loader 2016-03-30 09:42:17 +02:00
Jonathan Li
e347c8b0b1 gsdx:windows: Remove DXSDK references from property sheets
GSdx doesn't use the DirectX SDK anymore.

Also clean up the property sheets while I'm at it.
2016-03-30 00:03:04 +01:00
Jonathan Li
b243e2532b gsdx-d3d9: Remove d3dx9 stuff and use d3dcompile
Using D3DX9 requires the end user to install the Direct X redist files.

Switch to using D3DCompile.
2016-03-30 00:03:04 +01:00
Jonathan Li
2ec8d88d80 gsdx-d3d11: Remove d3dx11 stuff and use d3dcompile
Using D3DX11 requires the end user to install the DirectX redist files.

Switch to using D3DCompile, and distribute D3DCompiler_47.dll for
Windows Vista, 7 and 8 users (Windows 8.1 onwards supplies
D3DCompiler_47.dll with the OS).
2016-03-30 00:03:04 +01:00
Jonathan Li
8f4823d604 gsdx-dx: Load D3DCompiler dll at runtime
D3DCompiler_47.dll will be loaded for Windows 8.1 and above (and maybe
Windows 7 devs), D3DCompiler_43.dll will be loaded for Windows 7 and
below.
2016-03-30 00:03:04 +01:00
Jonathan Li
80b6140a3e gsdx:windows: Prefer Windows SDK over old DX SDK
Some files are present in both the Windows SDK and the old DirectX SDK.
Use the newer versions of the files in the Windows SDK where possible.
2016-03-30 00:03:04 +01:00
Jonathan Li
7f3f6e96d8 cdvdgigaherz: Use Windows SDK headers
The rosddk headers are no longer necessary and have been removed.
2016-03-29 23:51:17 +01:00
Gregory Hainaut
f1b3d7d036 Merge pull request #1200 from hoholee12/master
GameDB: Default to Positive round mode for Ed, Edd, 'n Eddy & 	GameDB: SLES-52895 and SLUS-20904 are same, and patch works.
2016-03-29 11:08:00 +02:00
Gregory Hainaut
de24ce0a8f x86emitter: miss comas here 2016-03-28 18:10:39 +02:00
Jonathan Li
cb29585e84 Merge pull request #1254 from turtleli/isoreader-layer1
cdvd:iso: Use Primary Volume Descriptor to find DVD layer break
2016-03-28 13:05:02 +01:00
Gregory Hainaut
f6ee94589f gsdx hw: OI_GSMemClear supports various frame formats
Could help #1267
2016-03-28 10:47:42 +02:00
Jonathan Li
587c0ea339 Merge pull request #1237 from turtleli/xinput
lilypad|xpad: Remove DirectX SDK dependency, support both XInput 1.3 and 1.4
2016-03-28 09:46:58 +01:00
Gregory Hainaut
a99750ae87 gsdx hw: only enable OI_GsMemClear when both depth/alpha test are disabled
Fix #1262
2016-03-26 11:28:28 +01:00
refractionpcsx2
181d8f52d5 Merge pull request #1261 from Catarax/master
GameDB: Oni (PAL-F) Black Screen Fix & Missing Oni PAL Entries
2016-03-25 17:12:18 +00:00
Gregory Hainaut
261ef9ab6a gsdx: move some DBZGT hacks to Dx level
Based on this thread:

http://forums.pcsx2.net/Thread-Dragon-Ball-Z-Budokai-Tenkaichi-3-Graphical-Issue-Emulator-does-not-render-outlines
2016-03-25 08:23:50 +01:00
Gregory Hainaut
8ca212d142 linux: example how to use clang tidy 2016-03-25 08:23:50 +01:00
Gregory Hainaut
791a14bec0 gsdx linux: add a gui box to select the png compression level 2016-03-25 08:23:50 +01:00
Jonathan Li
a80a7175f3 xpad: Use the Windows SDK and remove unneeded dependencies 2016-03-23 19:12:44 +00:00
Jonathan Li
13bb7cf30a xpad: Support both XInput 1.3 and 1.4 2016-03-23 19:12:43 +00:00
Catarax
b866055264 GameDB: Oni (PAL-F) Black Screen Fix & Missing Oni PAL Entries
The french version of Oni will be playable, no more stuck in a black screen after the intro videos. Added also the PAL-S and PAL-I Oni entries to the list.
2016-03-22 15:39:51 +01:00
refractionpcsx2
c163b845eb Merge pull request #1260 from Catarax/master
GameDB: Tony Hawk's Games Crash and Graphics Fix & Jak X Boot Fix
2016-03-22 12:33:54 +00:00
Catarax
3f9ea4fc79 GameDB: Tony Hawk's Games Crash and Graphics Fix & Jak X Black Screen Patch
Set VU0/1 to Nearest by default in order to fix the graphics and avoid a PCSX2 crash to Tony Hawk's games. Corrected the name of a Tony Hawk's Underground (PAL) release. And Jak X (PAL/NTSC) will now boot correclty, avoiding a black screen by default.
2016-03-22 12:41:13 +01:00
Gregory Hainaut
93067ee30f Merge pull request #1258 from orbea/master
MAN_DIR added
2016-03-22 00:04:44 +01:00
Gregory Hainaut
205b496d5c gsdx: fix gl recording regression 2016-03-21 18:52:26 +01:00
Gregory Hainaut
8e5e770fd1 gsdx hw: Ensure GS memory is always cleared properly
It will fix some issues on FMV

Previous behavior can be restored with the hack "UserHacks_DisableGsMemClear"

Fix #768
And maybe #855
2016-03-21 18:26:22 +01:00
refractionpcsx2
c87e4a4582 Merge pull request #1255 from Catarax/master
GameDB: Tony Hawk's Proving Ground PAL Crash & Graphics Fix
2016-03-21 09:06:43 +00:00
orbea
72699bc988 MAN_DIR added 2016-03-20 23:02:59 -07:00
Catarax
c59406e9e4 GameDB: Tony Hawk's Pro Skater 2003 Crash & Graphics Fix
Set VU0/1 to Nearest by default in order to fix the graphics and avoid a PCSX2 crash (the game is Tony Hawk's Pro Skater 4 in japanese)
2016-03-21 02:40:38 +01:00
Catarax
9f8e4bcef4 GameDB: Tony Hawk's Project 8 PAL Crash & Graphics Fix
Set VU0/1 to Nearest by default in order to fix the graphics and avoid a PCSX2 crash (like other Tony Hawk's episodes made by Neversoft)
2016-03-21 02:27:51 +01:00
Catarax
722448c97b GameDB: Fixed Region Info of SLES-51721 2016-03-20 23:47:22 +01:00
Catarax
007c46eedd GameDB: Tony Hawk's Proving Ground PAL Crash & Graphics Fix
Set VU0/1 to Nearest by default in order to fix the graphics and avoid a PCSX2 crash (like other Tony Hawk's episodes made by Neversoft)
2016-03-20 23:44:03 +01:00
Jonathan Li
5d303c793b cdvd:iso: Use Volume Descriptor to find layer break
The DVD layer 0 sector count is stored in the Volume Space Size field of
the Primary Volume Descriptor on DVD layer 0. This value is the same as
the total sector count for a single layer DVD and the first layer 1 LSN
of a dual layer DVD.

Let's use that to determine the layer 1 start LSN instead of using the
brute force approach. Since this approach is much faster than the
previous approach, the layer break is no longer cached.
2016-03-20 21:42:35 +00:00
refractionpcsx2
6649f43069 VIF: Only delay MSCAL - Fixes #1218 Downhill Domination and Twisted Metal Head-On. Snowblind games still fine 2016-03-20 17:18:17 +00:00
Gregory Hainaut
c43b1ac201 gsdx tc: extend the fast invalidation hack to limit the size of target read
It actually removes the previous hack that read the full target.

Unfortunately snowblind engine game uses big target so the read is very big too (1280x448)
which is killer for the perf. Whereas the game requires only 24x12 texels

Give a 2x speed boost on Champion of Norrath !!!
2016-03-20 18:11:44 +01:00
refractionpcsx2
be34b963e9 Merge pull request #1252 from Catarax/master
GameDB: Various Graphics Fix
2016-03-20 17:06:37 +00:00
Catarax
3f67fac085 GameDB: Tony Hawk's American Wasteland PAL Crash & Graphics Fix
Set VU0/1 to Nearest by default in order to fix the graphics and avoid a PCSX2 crash (like other Tony Hawk's episodes made by Neversoft)
2016-03-20 17:34:32 +01:00
Catarax
ade2c23fb5 GameDB: Tony Hawk's Downhill Jam NTSC Graphics Fix (SLUS-21456)
Set VU0/1 to Nearest by default to Tony Hawk's Downhill Jam in order to fix the graphics (like other Tony Hawk's episodes using the engine by Neversoft).
2016-03-20 17:31:22 +01:00
Catarax
e344ec46a5 GameDB: Tony Hawk's Project 8 NTSC Graphics Fix (SLUS-21444)
Set VU0/1 to Nearest by default to Tony Hawk's Project 8 in order to fix the graphics (like other Tony Hawk's episodes using the engine by Neversoft).
2016-03-20 17:28:57 +01:00
Catarax
0fdaf659d6 GameDB: Tony Hawk's Proving Ground NTSC Graphics Fix (SLUS-21616)
Set VU0/1 to Nearest by default to Tony Hawk's Proving Ground in order to fix the graphics (like other Tony Hawk's episodes using the engine by Neversoft).
2016-03-20 17:25:04 +01:00
Catarax
d998ca2f0f GameDB: Burnout 2 PAL Graphics Fix (SLES-51044)
VU0/1 set to "Negative" by default to the SLES-51044 release, this fix is already used in the SLUS-20497 release on GameDB.
2016-03-20 17:19:58 +01:00
Catarax
d4b79754ad GameDB: Disney's Extreme Skate Adventure Graphics Fix (SLES-51721)
VU0/1 set to "Nearest" by default to the SLES-51721 release, this fix is already done in the SLES-51721 release.
2016-03-20 17:10:02 +01:00
Gregory Hainaut
46ff5dccff gsdx: be debug friendly 2016-03-20 16:15:00 +01:00
Gregory Hainaut
a83b8d62ec gsdx linux: add a gui checkbox for the "fast texture invalidation" hack 2016-03-20 13:59:24 +01:00
Gregory Hainaut
7eb242d3ad gsdx-ogl: remove the ogl_texture_storage option
The previous commits make PBO faster for all drivers.
2016-03-19 01:00:52 +01:00
Gregory Hainaut
68aa182b16 gsdx-ogl: sort the texture upload code
I wanted to do a separate path for palette texture. So far, it isn't very
conclusive.
2016-03-19 00:58:58 +01:00
Gregory Hainaut
46a4d2dc47 gsdx-tc: add UserHacks_DisablePartialInvalidation for snowblind engine game
Games uses very special texture with a lots of repeating.

It is much faster to send the full texture rather than trying to partially invalidate it.

On my gs dump:
FPS: 29 => 68 !
2016-03-19 00:25:58 +01:00
Gregory Hainaut
eb69522641 gsdx-ogl: optimize texture memory upload
Previous code was
1/ unpack texture into local buffer
2/ copy local buffer into gl buffer
3/ copy gl buffer to texture

New code is
1/ unpact texture directly into gl buffer
2/ copy gl buffer to texture

Perf increase (done in native)
DQ8:   255 -> 270 (+5%)
Colin: 126 -> 135 (+8%)
ZoE:   50  -> 54  (+8%)
2016-03-18 20:24:42 +01:00
Gregory Hainaut
da741e294e gsdx-ogl: optimize GPU->CPU memory transfer size
Might help for snow engine game (a little)

Previous code use to read the full texture whereas now it will be limited
to the size of the useful data.
2016-03-18 20:24:42 +01:00
FlatOutPS2
adb17bb071 Remove cheats file from redundant folder
Persona 4 cheats file and the cheats folder a redundant, as the
installer doesn't use this folder, but creates a seperate cheats folder
in My Documents/PCSX2 and the Binary release creates a cheats folder the
first time you start up PCSX2.
2016-03-18 15:38:35 +01:00
Jonathan Li
02ea7d390c lilypad:windows: Switch to includes from Windows SDK 2016-03-17 23:58:19 +00:00
Jonathan Li
834652922a lilypad:windows:xinput: Only support 1.3 and 1.4
1.3 is used on Vista and 7, so we don't need earlier versions.
2016-03-17 23:58:18 +00:00
Jonathan Li
490cb757bf lilypad:windows: Clean up property mess
I probably should have used property sheets as well, but it's still a
good improvement. It does cut down quite a few 64-bit warnings.
2016-03-16 20:54:54 +00:00
Jonathan Li
e760a9566a windows: Move EmbeddedImage.h to utilities project file 2016-03-16 20:41:21 +00:00
Jonathan Li
a487aaf952 Merge pull request #1232 from turtleli/nonxp-toolkit
windows: Switch to Non-XP compatible toolkits
2016-03-16 20:34:27 +00:00
Jonathan Li
c829826870 Merge pull request #1231 from turtleli/cdvd-fixes
cdvdgigaherz: Dual layer DVD fixes
2016-03-16 19:55:20 +00:00
Jonathan Li
bfbc6de7b5 cdvdgigaherz: Fix Dual layer DVD layer 1 read
ReadFile reports that the DVD is reading from the end of file when
attempting to read any layer 1 sectors.

Use the FSCTL_ALLOW_EXTENDED_DASD_IO ioctl to prevent the file system
driver from carrying out boundary checks.
2016-03-16 17:55:27 +00:00
Jonathan Li
2213564977 cdvdgigaherz: Fix TOC creation
cdvdgigaherz only determines whether there is no disc, a CD, a single
layer DVD or dual layer DVD in the drive. It does not detect whether a
CD/DVD is a PS2 CD/DVD or not.

Fix the missing TOCs.
2016-03-16 17:55:26 +00:00
Jonathan Li
9e2f309e30 cdvdgigaherz: Fix incorrect dual-layer DVD track info
Single-session DVDs only have 1 track, regardless of whether the DVD is
single or dual layered.
2016-03-16 17:55:19 +00:00
Gregory Hainaut
ba458c1391 Merge pull request #1209 from rz5/master
Exclude 'PCSX2-linux.sh' from Windows builds.
2016-03-16 14:16:19 +01:00
Jonathan Li
643db78cc4 cdvdgigaherz: Fix last resort DVD size calculations
The calculated size values were off by one for single layer DVDs, off by
two for dual layer PTP DVDs, and just wrong for OTP DVDs.

Usually the IOCTL_DISK_GET_LENGTH_INFO ioctl will have succeeded already.
2016-03-15 23:20:06 +00:00
Jonathan Li
41986f4307 cdvdgigaherz: Remove unneeded IOCTL_DVD_READ_STRUCTURE ioctls
Only 1 IOCTL_DVD_READ_STRUCTURE ioctl call is necessary for determining
the DVD media type and layer break address. All the necessary
information is already present in the layer 0 physical descriptor.
2016-03-15 23:19:10 +00:00
rz5
0b3542a573 Move linux file to linux-various to avoid including it in win builds.
Changed the condition around for sake of ease of reading.
2016-03-15 21:47:11 +00:00
Gregory Hainaut
0ef8ddb2a2 Merge pull request #924 from kust2708/onepad-gui
Onepad GUI for Linux - New wxWidget interface
2016-03-15 20:23:44 +01:00
Jonathan Li
7292955600 cdvdgigaherz: Fix sector address endian issue
The sector addresses returned when reading the layer information from a
DVD are big-endian. Convert the addresses to little endian.
2016-03-15 17:34:36 +00:00
Jonathan Li
5db0d682b8 cdvdgigaherz: Fix detection typo 2016-03-15 17:34:35 +00:00
Jonathan Li
d07076b9d4 cdvdgigaherz: Dual layer DVD type/layer 1 start LSN fixes
For dual layer DVDs, CDVDgetDualInfo() should return the first layer 1
LSN, not the last layer 0 LSN, which is what GetLayerBreakAddress()
returns. This matches what the internal ISO reader returns.

Also, PTP DVDs should return a value of 1 for the media type, not 2.

Finally, adjust the CDVDgetDualInfo() return value so PCSX2 correctly
recognises dual layer DVDs.
2016-03-15 17:28:43 +00:00
Akash
9b0ecdf43f GSDX-OGL: gray out MSAA on opengl renderer
It's currently unimplemented on OpenGL renderer.
2016-03-14 18:38:40 +05:30
Jonathan Li
b516c1001a windows: Set _WIN32_WINNT to 0x0600 (Windows Vista) 2016-03-13 13:41:16 +00:00
Jonathan Li
9ed9b2d8cd windows: Switch to DefaultPlatformToolset aka non-XP toolsets
Basically I ran
find . -name "*.vcxproj" -exec sed -i -e 's/_xp//' {} \;

This will likely break XP, but it paves the way on Windows for a PCSX2
that does not require the DirectX redistributables to be installed for
Windows 8, 8.1 and 10 users. Windows Vista and 7 users will still require
the DirectX redistributable files for XInput and XAudio, though PCSX2
should still be capable of running if a user does not actually use either
of them.
2016-03-13 12:04:28 +00:00
Gregory Hainaut
4ff1f31ecd i10n: add fr mo files 2016-03-12 16:15:48 +01:00
Gregory Hainaut
653998e005 gsdx: add vertex data offset in comment
Avoid to recompute them every time I want to decode the vertex stream
2016-03-12 15:53:38 +01:00
Gregory Hainaut
de7d127c52 gsdx-ogl: create a small macro to load function pointers 2016-03-12 15:52:36 +01:00
Gregory Hainaut
95ef4e20f8 gsdx-ogl: load GL_ARB_viewport_array function pointer for the future 2016-03-12 15:52:36 +01:00
Gregory Hainaut
56c2e94daf gsdx-ogl: sort extension requirement
All GL4 extensions supported by DX10 class GPU will be soon mandatory

Namely:
* GL_ARB_copy_image
* GL_ARB_texture_barrier
* GL_ARB_clip_control
* GL_ARB_direct_state_access
* GL_ARB_separate_shader_objects
* GL_ARB_buffer_storage
2016-03-12 15:52:36 +01:00
Gregory Hainaut
01b7f1ae18 Merge pull request #1230 from TotalCaesar659/master
Adding russian translation for the pop-up comment
2016-03-12 15:42:31 +01:00
Gregory Hainaut
a3788c4e98 Merge pull request #1225 from PCSX2-Alpha/scaling_fix
GSDX: set a safe limit to Framebuffer width
2016-03-12 15:42:18 +01:00
ramapcsx2
e7581f4e15 Merge pull request #1229 from FlatOutPS2/master
GameDB: Adding VU XGKick hack game fix for WRC II Extreme
2016-03-12 11:40:31 +01:00
TotalCaesar659
b508a07d74 Merge pull request #1 from TotalCaesar659/TotalCaesar659-patch-1
Update PCSX2.desktop.in
2016-03-12 01:01:33 +03:00
TotalCaesar659
afa375f220 Update PCSX2.desktop.in 2016-03-12 00:21:57 +03:00
Akash
997f0535f5 GSDX: Set a safe limit to Framebuffer width
There are likely few games (RE4) which constantly change the FBW register value causing the framebuffer width to be updated at every interval. Adding a safe limit (512) similar to frame buffer height would prevent such constant changes of the framebuffer width when FBW changes once again to an even lower value.
2016-03-11 07:28:05 +05:30
Gregory Hainaut
d378021dee Merge pull request #1221 from piorrro33/master
Big French translation update
2016-03-10 20:28:41 +01:00
Gregory Hainaut
ec57f1305a gsdx: detect rendering outside of the framebuffer
Could help to detect rendering issue (for example missing fmv)
2016-03-10 19:03:39 +01:00
Gregory Hainaut
bc73195193 gsdx-ogl: pack more tightly the FS UBO
Merge TA vec2 + Af vec1 into a single vec4
2016-03-10 18:29:05 +01:00
FlatOutPS2
696d95b112 Renaming WRC to appropriate abbreviations 2016-03-10 17:33:21 +01:00
FlatOutPS2
0b10ea6e36 Added XGKick hack game fix to GameIndex file 2016-03-10 16:29:29 +01:00
Jonathan Li
3e278a2e75 Merge pull request #1197 from turtleli/gsdx-png
Gsdx: PNG screenshots (Windows), use libpng directly
2016-03-08 23:49:56 +00:00
refractionpcsx2
236e5fcf9d Merge pull request #1226 from PCSX2-Alpha/GameDB_once_again
GameDB: Remove some unnecessary old patches
2016-03-08 09:59:03 +00:00
Akash
8e83564ce9 GameDB: Remove some old patches 2016-03-08 15:11:51 +05:30
refractionpcsx2
dadbebd3ea Merge pull request #1223 from PCSX2-Alpha/Game_DB
GameDB: Add Prafull's Gamefix patches
2016-03-07 16:41:40 +00:00
Akash
88900ed0d5 GameDB: Add Prafull's Gamefix patches 2016-03-07 00:14:20 +05:30
Gregory Hainaut
7b8616ac7b gsdx-ogl: add function pointer for query object 2016-03-06 13:39:24 +01:00
Jonathan Li
5abacd3667 Merge pull request #1205 from NZJenkins/Delay-bp-conditions
Check delay breakpoint conditions
2016-03-04 18:16:08 +00:00
Jonathan Li
34ea33f237 ci: Fix Travis CI 32-bit builds
Build broke because Chrome is now 64-bit only. We don't use Chrome
anyway, so let's just delete the Chrome repository list.
2016-03-04 00:12:47 +00:00
NZJenkins
ba706b6dab Check delay breakpoint condition
isBreakpointNeeded returns if breakpoints are needed for any combination
of the current pc and delay slot.
dynarecCheckBreakpoint checks conditions for each breakpoint slot.
2016-03-04 11:26:37 +13:00
Jonathan Li
6b950d0408 gsdx: Allow dump and capture PNG compression to be changed
Valid values for png_compression_level are from 0 (no compression) to 9
(max compression). The default is 1.

v2: Use zlib Z_BEST_SPEED (1) and Z_BEST_COMPRESSION (9) defines.
2016-03-02 22:58:45 +00:00
Jonathan Li
a97cbf038c gsdx-d3d9: Save screenshots as PNG files
v2: Avoid unnecessary memory copy
2016-03-02 22:57:17 +00:00
Jonathan Li
d865efceb9 gsdx-d3d11: Save screenshots as PNG files 2016-03-02 22:57:16 +00:00
Jonathan Li
cf939620ea gsdx-ogl: Save depth image as RGB and alpha images 2016-03-02 22:57:16 +00:00
Jonathan Li
aa3f4c74dc GSDumpGUI: Add png image display support 2016-03-02 22:57:15 +00:00
Jonathan Li
97215008c9 ci|cmake|debian: Remove png++ build dependencies
GSdx now uses libpng directly. png++ is now unused, so let's remove it.
2016-03-02 22:57:15 +00:00
Jonathan Li
ee5861efc8 gsdx: Remove non-PNG code
It's no longer in use.
2016-03-02 22:57:12 +00:00
Jonathan Li
38edd77034 gsdx-ogl:windows: Save screenshots as PNG files
v2: Add zlib directory to property sheet
2016-03-02 22:52:08 +00:00
Jonathan Li
87dcfbc645 gsdx-png: Use libpng directly instead of via png++
v2: Increase compression to maximum
v3: Add zlib to GSdx build dependencies
v4: Reduce memory usage
2016-03-02 22:48:54 +00:00
Gregory Hainaut
edef3ad8c3 Merge pull request #1170 from PCSX2-Alpha/TC_Scaling
GSDX: Detect RT size based on display and frame registers.
2016-03-02 13:51:28 +01:00
yop yop yop
af01e95164 added comment 2016-03-02 20:36:51 +09:00
Gregory Hainaut
883963232f Merge pull request #1211 from PCSX2/atomix-fetch-correction
Core|Common: restore old interlocked add/sub behavior
2016-02-29 22:29:54 +01:00
Gregory Hainaut
3d5c1b4ef8 Core|Common: restore old interlocked add/sub behavior
interlocked* returns the new value whereas fetch_add/sub returns the old value.
2016-02-29 21:43:56 +01:00
Gregory Hainaut
4b00ec9d4f Merge pull request #1210 from IlDucci/master
Updating Spanish Translation
2016-02-29 19:27:53 +01:00
IlDucci
2e3a7386e9 Updating Spanish Translation
Updated Spanish translation with latest changes.
2016-02-28 22:52:19 +01:00
Gregory Hainaut
e57a75ac55 Merge pull request #1202 from PCSX2/atomic-v2
Atomic v2
2016-02-28 22:08:29 +01:00
Gregory Hainaut
610bf8a277 Common: delete most of the deprecated atomic API 2016-02-28 15:29:31 +01:00
Gregory Hainaut
5ca92ecd67 Common: port code to std::atomic 2016-02-28 15:29:31 +01:00
Gregory Hainaut
ca8955daf3 MTVU: port ScopedLockBool to std::atomic 2016-02-28 15:29:31 +01:00
Gregory Hainaut
3a4787dd98 MTVU: partially port code to MTVU
Remains volatize as MTGS and the ScopedLockBool stuff
2016-02-28 15:29:31 +01:00
Gregory Hainaut
40b1a3996a VU: port BaseVUmicroCPU to std::atomic 2016-02-28 15:29:31 +01:00
Gregory Hainaut
8555a87380 GS.h: use std::atomic 2016-02-28 15:29:31 +01:00
Gregory Hainaut
5a84a0d8d2 MTGS: port to std::atomic
Except the ring pointers m_ReadPos/m_WritePos because it requires
memory access optimization
2016-02-28 15:29:31 +01:00
Gregory Hainaut
410922a943 Deci2: port to std::atomic 2016-02-28 15:29:31 +01:00
Gregory Hainaut
3a9bd90a3b Gif: port code to std::atomic 2016-02-28 15:29:31 +01:00
Gregory Hainaut
92078b1c58 System: port to std::atomic
v2: use an explicit int type for clang
// multiple conversions from switch condition type
// 'std::atomic<ExecutionMode>' to an integral or enumeration type

v3/v4: use .load to read variable (clang 3.7)
v5: add back 'std::atomic<ExecutionMode>' now that .load is used everywhere
2016-02-28 15:29:00 +01:00
Gregory Hainaut
34826c9506 PluginManager: port to std::atomic 2016-02-28 15:29:00 +01:00
Gregory Hainaut
97cc468509 gui: use std::atomic bool to manage the gui
V2: Don't use 64 bits atomic (I'm not sure it is legal on 32 bits)
Note: Clang-3.7 fails to link
2016-02-28 15:29:00 +01:00
Gregory Hainaut
e5d4f2c24f EE: use std::atomic<bool> for reset variable 2016-02-28 15:29:00 +01:00
Gregory Hainaut
60fe26ff2f common:threading: Port NonblockingMutex to std::atomic_flag 2016-02-28 15:29:00 +01:00
Gregory Hainaut
89fad4d3ad common: port ScopedPtrMT to std::atomic
v2: s/NULL/nullptr/
v3: tentative fix for MSVC
// ScopedPtrMT.h(91, 0): error C2593: 'operator ==' is ambiguous
2016-02-28 15:29:00 +01:00
Gregory Hainaut
db379ad7b5 Merge pull request #1206 from pgert/master
Update & Improvements of Swedish GUI-translation.
2016-02-28 15:21:50 +01:00
Jonathan Li
2d4e2fb8cb windows: spu2-x does not use the emitter
So let's not specify it as a build dependency.

Also remove some unnecessary manual library linkage and remove the
wsWidgets GUI property sheet, which does nothing useful.
2016-02-28 11:08:08 +00:00
Jonathan Li
66050db322 3rdparty: add zlib project reference to libpng
It was missing.
2016-02-28 03:09:19 +00:00
Jonathan Li
bfeb3e801a gsnull: Remove GSsetWindowInfo
PCSX2 doesn't actually use it.

GSnull also seems a bit behind the current GS plugin API - perhaps it
should be removed.
2016-02-28 02:45:59 +00:00
Jonathan Li
6c7cfe9e4d xpad: Change to Unicode project and remove unused headers
Also remove an unnecessary ASSERT define, and delete the copy
constructors.
2016-02-28 02:45:10 +00:00
kust2708
de5f7f70e2 OnePad: Fix multi-gamepad support
Can change the number of gamepad with the constant GAMEPAD_NUMBER in the onepad.h file
2016-02-27 22:11:08 +01:00
kust2708
0b0e2a3f34 Onepad : Fix compilation with wx2.8
Feedback fix, when more than two gamepad are used simultaneously.
Change all 'this->' by 'm_'
fix on the hack sixaxis pressure
Modification of the size (1000x760 -> 1000x730)
2016-02-27 21:45:37 +01:00
kust2708
02b5d80bb9 Onepad : Modification for the new background
Add new checkbox for the hack ds3 pressure
2016-02-27 21:45:37 +01:00
kust2708
0e602ab50b OnePad : Add set all buttons + fix bug
Can set all buttons. Buttons labels are not printed correctly in spite of update and refresh
The cause of this problem come from the while in the config_key function which monopolise ressources

Add arrow pictures implementation

OnePad : bug fixed (assert failure)
Modification of copyright
2016-02-27 21:44:58 +01:00
Pierre GRASSER
e98eedb16a Big French translation update 2016-02-27 13:47:51 +01:00
pgert
72a5425c3c Update & Improvements of Swedish GUI-translation. 2016-02-26 23:00:41 +01:00
Jonathan Li
234bf8af34 3rdparty: wxWidgets: Remove WS_POPUP style from ShowFullScreen
WS_POPUP causes fullscreen tearing when using OpenGL and the GSPanel
rendering area exactly covers the full screen. (always affects stretch
mode, but most people have 16:9 monitors, so in general the widescreen
16:9 mode is also affected).

Fixes #1075
2016-02-25 23:52:32 +00:00
Jonathan Li
85489d05e0 lilypad:windows: Set Unicode in project file instead
Also move the DirectInput define.
2016-02-25 23:36:11 +00:00
Jonathan Li
6fa7a8989c lilypad:windows: LoadLibrary is not required for Raw Input
It's been available since XP and it's not special like XInput (where we
might have SCP in the middle) so let's have the linker resolve the
functions at link time.
2016-02-25 23:36:11 +00:00
Jonathan Li
fd8c762772 lilypad: Fix gcc strict-aliasing warning
The fixme I added was likely wrong. Not sure what I was thinking.
2016-02-25 23:36:11 +00:00
yop yop yop
3d38cdb609 GameDB: SLES-52895 and SLUS-20904 are same, and patch works. 2016-02-25 16:14:32 +09:00
Jonathan Li
1103f9046a Merge pull request #1201 from PCSX2-Alpha/minor_changes
PCSX2-WX: Minor changes to core panels/dialog
2016-02-24 19:59:40 +00:00
Akash
b07b06a9fb GSDX-Texture Cache: Rework scaling function
The following patch uses the height value of the display rectangle rather than make an estimation of the Frame buffer height when the game uses a non-referenceable height (or) width.
2016-02-24 09:14:01 +05:30
Gregory Hainaut
cb776d2f50 gsdx:atomic: better match the old if(!_interlockedbittestandset(&m_mapped, 0)) behavior
Thanks @turtleli
2016-02-23 18:43:44 +01:00
Akash
e1febf7ec1 EE/VU Panel: Remove unnecessary code
Removed some unneeded explicit calls of the enable function and also corrected the placement of braces on a function. ( do note that only the specific function at the file used a different placement of the braces)

Also fix the grayout behavior of SuperVU recompiler option when DISABLE_SVU is defined. (thanks to turtleli)
2016-02-23 17:51:20 +05:30
Akash
35f599833c EE-Panel: gray out EE Cache when recompiler is set 2016-02-23 17:51:12 +05:30
Gregory Hainaut
c0e58e48ae Merge pull request #467 from PCSX2/atomic
Replace volatile with real atomic
2016-02-22 21:20:03 +01:00
Gregory Hainaut
f9b4ff17a5 gsdx: drop interlocked* function on linux 2016-02-22 19:12:50 +01:00
Gregory Hainaut
a601991f91 gsdx: add atomic for transaction scope object 2016-02-22 19:12:50 +01:00
Gregory Hainaut
f904cd6c4a gsdx: add atomic for SW Renderer
V2: fix assertion
2016-02-22 19:12:37 +01:00
NZJenkins
729218ec4b debugger: Fix opcode lookup crash 2016-02-21 22:39:29 +00:00
Gregory Hainaut
9bbb0fe1f6 gsdx: add atomic for texture upload
V2: fix init of atomic flag object
2016-02-21 18:17:53 +01:00
Gregory Hainaut
1db5e0c0bf cmake: create a prof build type
It is the same as a release build but with the debug symbol and the
frame pointer.
2016-02-21 16:24:47 +01:00
Gregory Hainaut
a66c911fed cmake: factorize debug/dev define 2016-02-21 16:17:10 +01:00
Gregory Hainaut
8987ca61a1 cmake: Og for debug build + extra debug information (ggdb3)
GSdx is utterly slow on debug build. -Og enable a couple of debugger-friendly optimization.
2016-02-21 16:05:00 +01:00
Akash
ef9b8b792f About Box: Fix a very minor typo 2016-02-21 17:45:23 +05:30
Gregory Hainaut
1e018d8a8a i10n: refresh POT
Add the new VU gamefix string
2016-02-21 11:55:20 +01:00
Gregory Hainaut
9ba470fc63 gsdx-ogl: properly handle t_float in GS
f8c442cf76 misses the swap of t_float in GS

Fix regression in Okami

Bonus: factorize VS_WILDHACK in the VS
2016-02-21 11:48:30 +01:00
Gregory Hainaut
d53ed5bbee i10n: update pre-build mo 2016-02-21 11:37:15 +01:00
yop yop yop
a788173534 GameDB: Default to Positive round mode for Ed, Edd, 'n Eddy 2016-02-21 16:51:44 +09:00
ramapcsx2
eee10a10d8 Merge pull request #1192 from battletoast/master
Update german translation
2016-02-20 15:49:54 +01:00
Gregory Hainaut
bef8447447 Merge pull request #1186 from PCSX2/gsdx-unoptimize-vs
gsdx-ogl: make VS more generic
2016-02-20 10:39:19 +01:00
Gregory Hainaut
6002719c8c Merge pull request #1185 from PCSX2/tekken5-fast-depth
gsdx: no depth lookup optimization
2016-02-20 10:24:21 +01:00
Gregory Hainaut
f569606475 Merge pull request #1184 from PCSX2/invert-unsafe-fbmask-option
gsdx-ogl: invert behavior of unsafe user hack
2016-02-20 10:09:39 +01:00
Gregory Hainaut
e3867ffa41 Merge pull request #1193 from piorrro33/master
French localization update, 2nd try
2016-02-19 16:28:33 +01:00
Pierre GRASSER
5b5655c989 French translation update (100% complete)
Pretty big translation update. It is now 100% complete, but I'll go on using it to see if I forgot some things.

Pretty big translation update. It is now 100% complete, but I'll go on using it to see if I forgot some things.

Localization update #2

3rd edit (and the last, hopefully)

4th edit

5th edit (the last, for sure)

Fixed a string that was too long and didn't fit

 This is a combination of 2 commits.
2016-02-19 13:10:14 +01:00
battletoast
fe45975f43 Update pcsx2_Iconized.po 2016-02-18 21:21:41 +01:00
Gregory Hainaut
1853d0d16d gsdx: no depth lookup optimization
Don't lookup a depth buffer if depth test is always pass without write

Boost performance on Tekken5 when depth emulation is enabled in openGL
(Tekken5 sets same address for both the RT and the depth but depth is disabled)

v2:
Keep ds if DATE is enabled (some implementation uses a stencil buffer)
Be more aggressive to avoid an useless depth lookup
2016-02-18 20:35:50 +01:00
Gregory Hainaut
8637516565 linux: fix the \n handling 2016-02-18 19:02:16 +01:00
Gregory Hainaut
f8c442cf76 gsdx-ogl: make VS more generic
Texture coordinate could be dummy/float/int integral/int normalized.

Old behavior:
* VS was in charge to select the texture coordinate
* int integral format wasn't supported

New behavior:
* Always compute all formats
* FS will be in charge to select the good format

Impact:
* VS will be slightly slower but it reduces shaders permutation from
   little to 0 (won't be bad for CPU)
* FS speed isn't impacted as 2 separate code paths were already required
  to support both format
* Rasterizer will be 33% slower but unlikely to be the limited factor of
  the GPU
* In future we could directly use the integral format in the FS.

V2: remove useless PSin_t
2016-02-18 19:02:05 +01:00
Gregory Hainaut
0dadc124d3 gsdx-ogl: invert behavior of unsafe user hack
It would be on by default. Unsafe & fast path.

The hack is a security if someone encounters any issue

v2: update Windows gui file
v3: fix typo in tooltip and linux gui
2016-02-18 18:48:13 +01:00
Gregory Hainaut
1e549b0ab4 Merge pull request #1190 from piorrro33/patch-2
Typo correction #2
2016-02-18 14:36:40 +01:00
Pierre "Piorrro" GRASSER
30d1c0e0b5 Typo correction #2
I forgot to edit the other strings, last time.
2016-02-18 13:49:56 +01:00
refractionpcsx2
44e6445180 Merge pull request #1183 from netoale/patch-1
GSDX: Add The Simpsons Game (F) CRC to GSCrc.cpp
2016-02-17 11:12:14 +00:00
netoale
b910e20413 Update GSCrc.cpp
added french version of Simpsons The Game 0x5C1EBF61
2016-02-15 21:56:53 +01:00
refractionpcsx2
909584d473 GSDX: Disable Nvidia hack when in native res 2016-02-15 20:27:51 +00:00
Jonathan Li
aff75131e4 gui: Fix console log source menu item behaviour
Fixes an issue where the Enable all/Disable all/Restore Default menu
items in the Console Log Sources menu do not immediately enable/disable
CDVD log output.
2016-02-15 20:05:17 +00:00
Jonathan Li
999166fa58 lilypad: Fix some gcc and clang warnings
Fixes writable-strings, missing-braces, and undefined-inline warnings.
2016-02-14 22:25:17 +00:00
Jonathan Li
2b558a9606 lilypad: Make command/response debug output portable
It also makes the log viewable in Windows Notepad.

Also fix an off-by-one and fix the missing C++ exception settings.
2016-02-14 22:25:17 +00:00
kust2708
823a37aed7 OnePad : New GUI based on gwWidget
Buttons done, configuration initialization done.
Still need to add Gamepad and Joysticks configuration frames.
Require png file for the moment (the embedded picture will be fixed after).

New Onepad GUI based on wxWidget (Main frame almost finish)
Background picture is now embedded
Button binding works
Loading and saving works
Need to add feedback and gamepad, joysticks configuration frame

Modification of the onepad CMakeList.txt
Automatic generation of images headers using perl script

Modification of the test feedback function
2016-02-14 17:26:31 +01:00
kust2708
5b287deca2 Onepad : Add GUI images 2016-02-14 17:25:28 +01:00
Jonathan Li
2b61edb80d lilypad:windows: Remove NO_CRT configurations
It's Windows-only and isn't actually used.
2016-02-14 13:24:59 +00:00
Gregory Hainaut
4061539e1b Merge pull request #1181 from piorrro33/master
Typo correction
2016-02-14 13:36:54 +01:00
Jonathan Li
1718d07f94 Merge pull request #1174 from NZJenkins/stepOut-Fix
StepOut breakpoint fix
2016-02-14 11:39:39 +00:00
Pierre "Piorrro" GRASSER
d7b40433db Typo correction 2016-02-14 09:30:49 +01:00
BoopFtang
fd4997ab94 StepOut breakpoint fix
Fixes #1164
SetSkipFirst wasn't called
2016-02-14 19:22:43 +13:00
Gregory Hainaut
8ae7f60b04 Merge pull request #1175 from PCSX2-Alpha/GSDX_stuffs
GSDX: Vertical frequency corrections and extra stuffs
2016-02-13 18:15:49 +01:00
Gregory Hainaut
85cf009f80 Merge pull request #1176 from Asmodean-/master
GSdx: Update Post-Processing
2016-02-13 18:13:48 +01:00
Gregory Hainaut
dc347e4854 Merge pull request #1178 from PCSX2/opengl-release-mode
gsdx-gl: use CONTEXT_FLAG_NO_ERROR_BIT_KHR to reduce driver overheard
2016-02-13 18:13:05 +01:00
Gregory Hainaut
81a4ca5667 Merge pull request #1177 from PCSX2-Alpha/EditorConfig
EditorConfig: Enforce Indent size for specific files on project
2016-02-13 17:38:33 +01:00
Kieran Hanrahan
7236ed93e9 Update GSdx_FX_Settings.ini 2016-02-13 16:02:37 +00:00
Kieran Hanrahan
fc0cebe7c5 More scaling workarounds 2016-02-13 16:02:14 +00:00
Jonathan Li
c47501d228 lilypad: Fix function name typo 2016-02-13 15:03:31 +00:00
Jonathan Li
f423549257 pcsx2: Fix savestate saving crash
My bad.
2016-02-13 14:57:55 +00:00
Gregory Hainaut
77f9113301 gsdx-gl: use CONTEXT_FLAG_NO_ERROR_BIT_KHR to reduce driver overheard
Didn't test it yet as my driver is too old.

Note: might break the open source drivers.
2016-02-13 15:28:11 +01:00
Karasuhebi
c843130854 Change Playstation to PlayStation in the About dialog and the CLI dialog.
Changed the word "Playstation" to the proper "PlayStation" in the About
dialog and the Command Line Options dialog.

Add a space between PlayStation and 2.
2016-02-13 13:58:58 +01:00
Gregory Hainaut
38b9198dba Merge pull request #1173 from turtleli/replace-scoped-ptr
Replace ScopedPtr with unique_ptr
2016-02-13 13:49:18 +01:00
ramapcsx2
32182fe126 always fflush ee/iop logs. fixes the test suite timing out on windows. 2016-02-13 12:14:40 +01:00
Jonathan Li
255a62dd21 Merge pull request #1144 from ekudritski/ekudritski-popn-patch-1
Add pop'n music controller support to LilyPad.
Also fix some warnings.
2016-02-13 00:15:15 +00:00
Kieran Hanrahan
c05195a47b Update GSdx_FX_Settings.ini 2016-02-12 21:29:28 +00:00
Kieran Hanrahan
eec86488e8 Add GS scaling workaround logic 2016-02-12 21:29:18 +00:00
Kieran Hanrahan
5ace5a5d8e Update GS post-processing
Update GSdx FX, & added debanding effect, and Timothy Lottes CRT by request.
2016-02-12 18:13:23 +00:00
Kieran Hanrahan
b2b0cf11eb Update GSdx_FX_Settings.ini 2016-02-12 18:11:06 +00:00
Gregory Hainaut
8ab46827de tests: be more user friendly
Default inis dir
Use 8 CPU by default
Print a nice gdb command to replay the test
2016-02-12 19:10:36 +01:00
Akash
0a60e504b6 EditorConfig: Enforce Indent size for specific files 2016-02-12 21:16:09 +05:30
ekudritski
e2c5236706 Just some cleaning 2016-02-12 09:57:08 +02:00
Akash
a20edc1783 GitIgnore: Ignore wav files for local diff 2016-02-12 12:05:43 +05:30
Akash
e810428c86 GSDX: Remove some old comments
Disgaea 2 intro FMV now works fine with/without upscaling. (confirmed
with rama)
2016-02-12 12:05:42 +05:30
Akash
465cfb4fad PCSX2-GSFrame: Make upscaling impact resolution values 2016-02-12 11:57:41 +05:30
Akash
67a7a63a36 GSDX: Add vertical frequency for all video modes 2016-02-12 05:28:30 +05:30
Akash
1445bf7fb1 GSDX: Extend macros for all video modes.
The following patch detects the other video modes based on Phased lock loop divider (LC)
2016-02-12 04:43:57 +05:30
Jonathan Li
f67cb001df Merge pull request #1172 from NZJenkins/master
Debugger breakpoint bugfix
2016-02-11 22:47:40 +00:00
Jonathan Li
b1404cff37 ci: Fix Travis CI clang build
There are dependency issues with g++-4.8-multilib, so let's use
g++-4.9-multilib from the toolchain repo instead.

[skip appveyor]
2016-02-11 20:44:56 +00:00
Gregory Hainaut
50caca4002 EE: replace EE/FPU mov opcode when FPU_RECOMPILE isn't enabled
It will be easier for testing if we change the format of the FPU register
2016-02-11 18:53:28 +01:00
Gregory Hainaut
122baa17a2 EE: intruder detected 2016-02-11 18:43:33 +01:00
BoopFtang
83a877c3dc Fixes #1161
In the case of a disabled breakpoint at the address, false would be
returned without checking for temp breakpoint
2016-02-10 15:54:56 +13:00
Gregory Hainaut
253e801f51 linux: enable float operation on SSE unit
Potentially faster and requires to flush denormal float to 0
2016-02-09 18:24:12 +01:00
Jonathan Li
e92636ab1a utilities: Remove ScopedPtr and pxObjPtr implementation
Both are now unused.
2016-02-08 22:31:45 +00:00
Jonathan Li
a74677acf7 utilities: Convert ScopedPtr to unique_ptr 2016-02-08 22:31:45 +00:00
Jonathan Li
499fed40f2 pcsx2: Convert ScopedPtr to unique_ptr 2016-02-08 22:31:45 +00:00
Jonathan Li
8889f4fdcc gui: Replace ScopedPtr with unique_ptr 2016-02-08 22:31:45 +00:00
Jonathan Li
92bb849e7c Use unique_ptr instead of ScopedPtr for exceptions 2016-02-08 22:31:45 +00:00
Jonathan Li
115b14bc94 cdvd: Replace ScopedPtr with unique_ptr 2016-02-08 22:31:45 +00:00
Gregory Hainaut
5b74374bb2 Merge pull request #1169 from PCSX2/remove-mmx
Remove mmx
2016-02-08 19:17:24 +01:00
Gareth Poole
0b362fd866 GSdx: Fix spelling issues in GSdx Linux configuration window 2016-02-08 19:14:56 +01:00
Gregory Hainaut
fe0229aed0 EE: remove dead code 2016-02-08 09:52:31 +01:00
Gregory Hainaut
5611333c29 PCSX2: remove reporting of mmx/3dnow 2016-02-08 09:16:52 +01:00
Gregory Hainaut
5140a2e107 x86emitter: remove MMX support 2016-02-08 09:13:24 +01:00
Gregory Hainaut
0f81482ed1 EE: remove most of MMX allocator code 2016-02-07 13:21:11 +01:00
Gregory Hainaut
278411898a EE: drop MMX/FPU state management
Useless as MMX code is removed
2016-02-07 13:07:55 +01:00
Gregory Hainaut
9af112b38f EE: remove _clearNeededMMXregs and deadcode
Nop because needed is always 0
2016-02-07 13:00:48 +01:00
Gregory Hainaut
095437d0c7 EE: _flushMMXregs is a nop because inuse==0 2016-02-07 12:57:56 +01:00
Gregory Hainaut
45443b48ef EE: freeMMXreg is a nop because inuse == 0 2016-02-07 12:56:30 +01:00
Gregory Hainaut
6f561d6bd7 EE: delete the nop _deleteMMXreg() 2016-02-07 12:53:17 +01:00
Gregory Hainaut
c3afcffc50 EE: replace _checkMMXreg and _allocCheckGPRtoMMX
Both functions return -1

Remove all conditions (-1 >= 0)
2016-02-07 12:46:34 +01:00
Gregory Hainaut
e1651c752a EE: mmxregs[i].inuse is never set to true
Let's remove code that depends on it

_deleteMMXreg/_checkMMXreg/_getNumMMXwrite/_flushMMXunused are now stub
2016-02-07 12:23:15 +01:00
Gregory Hainaut
054d8c4c9f EE: remove more unused MMX functions 2016-02-07 12:08:33 +01:00
Gregory Hainaut
a0e619bcd7 VTLB: disable MMX optimization
memory copy will be done in SSE or X86 only. It is very unlikely that
it was used anyway (need 64 bits transfer and no XMM register available)

Remove the now useless _allocMMXreg and _getFreeMMXreg too
2016-02-07 12:06:41 +01:00
Gregory Hainaut
15390cd966 EE: remove unused MMX path
All commented and disabled code
2016-02-07 12:02:17 +01:00
Gregory Hainaut
ea1a9943fc EE: disable the old mmx code
Time to test and report bug or speed issue.
2016-02-07 11:35:03 +01:00
Gregory Hainaut
51b40c6b18 gsdx: move black CRC hack from openGL to DX level
Rendering is much nicer this way
2016-02-06 17:32:12 +01:00
Gregory Hainaut
c2aa56ac38 EE: fix shift constant propagation in new SSE code
It seems constant must be flushed before any call to _allocGPRtoXMMreg
2016-02-06 16:47:44 +01:00
Gregory Hainaut
fd4bc63854 EE: disable VF delete when SVU is disabled 2016-02-06 15:51:59 +01:00
Gregory Hainaut
a9a955f8b9 EE: port MMX code to SSE for shift opcode
Code need to be enabled with a define (NO_MMX 1)

Code was tested with ps2autotest but it need more tests. I need to check
alignement issue too.

Globally code is potentially a little slower than SSE.
The trick is that we need to shift only the 64 lsb whereas SSE will
shift the full 128 bits register.

Current implementation flush the lsb and drop the full register. It is
unlikely that next intruction will be done in SSE anyway.

Note: it would be easier in x64 arch
2016-02-06 15:24:26 +01:00
Gregory Hainaut
119f6deb24 EE: add some assert(0) on likely unused code
if someone hit the assertion please report it
2016-02-05 00:27:29 +01:00
Gregory Hainaut
6ac76c86d7 recompiler: document the register allocation 2016-02-05 00:27:29 +01:00
Jonathan Li
224370e866 debugger: Fix breakpoint window list item deletion
Fixes #1163.
2016-02-04 19:12:48 +00:00
Jonathan Li
98de0d4351 pcsx2: Do not move console with main frame if maximised 2016-02-04 19:12:48 +00:00
Jonathan Li
d6e702a9eb pcsx2: Do not save console position when maximised 2016-02-04 19:12:47 +00:00
Jonathan Li
93dc772565 GSdx: Missed a _WINDOWS usage...
Visual Studio Find and Replace can only be trusted if all the files are
included in the project. I suppose it's time to add any missing files
to the relevant projects...
2016-02-04 19:12:46 +00:00
Gregory Hainaut
d59e4ca4d1 intrinsic: add rotate support for clang.... 2016-02-01 18:46:10 +01:00
Elgar
8c5c4608d2 LilyPad: Add support for Pop'N Music Controller 2016-02-01 15:45:26 +02:00
Gregory Hainaut
85f64b8c08 Merge pull request #1137 from PCSX2-Alpha/CRTC_Scaling
PCRTC: Proper handling for 720P/1080P video modes.
2016-02-01 10:11:58 +01:00
Gregory Hainaut
c20dc61f16 EE: fix compilation when branch recompilation is disabled 2016-01-31 23:45:08 +01:00
Gregory Hainaut
3ec458ef4f FPU: sqrt(-0) == 0
It is marked as a special case in the doc (sqrt(-0) == -0)
but test on the PS2 show the contrary. Quite a mistery
2016-01-31 23:43:55 +01:00
refractionpcsx2
6391b00c00 Merge pull request #1158 from AdmiralCurtiss/memcard-documentation
Add Memory Card File System documentation to repository for easy reference.
2016-01-31 20:24:45 +00:00
Admiral H. Curtiss
35a1c9a133 Add Memory Card File System documentation to repository for easy reference.
Originally from http://www.csclub.uwaterloo.ca:11068/mymc/ps2mcfs.html.
It's public domain, so there's no problem with just putting it in here.
2016-01-31 20:42:29 +01:00
Gregory Hainaut
64001c9643 Merge pull request #1153 from jobermayr/master
Dump.cpp: Fix Linux build.
2016-01-31 17:55:17 +01:00
refractionpcsx2
da347aa077 Merge pull request #1156 from AdmiralCurtiss/memcard-folder-dot-and-space
Folder Memory Card: Detect and handle filenames that end in dots and/or spaces.
2016-01-30 20:39:45 +00:00
Admiral H. Curtiss
326d50b686 Folder Memory Card: Detect and handle filenames that end in dots and/or spaces. 2016-01-30 20:14:42 +01:00
Johannes Obermayr
ec3170752a Fix Linux build.
pcsx2/Dump.cpp: In function 'void iDumpBlock(u32, u32, uptr, u32)':
pcsx2/Dump.cpp:258:4: error: cannot convert 'wxString' to 'const char*' for argument '1' to 'int system(const char*)'

pcsx2/x86/iR3000A.cpp: In function 'void iIopDumpBlock(int, u8*)':
pcsx2/x86/iR3000A.cpp:285:45: error: cannot convert 'wxString' to 'const char*' for argument '1' to 'int system(const char*)'
2016-01-30 17:56:35 +01:00
Gregory Hainaut
8e17f915c6 Merge pull request #1150 from jobs-git/patch-3
Fix Windows Resource file name error
2016-01-30 13:33:51 +01:00
Jonathan Li
62e4423f30 Merge pull request #1145 from PCSX2-Alpha/WX_stuffs
VideoPanel: Fix gray/ungray behaviour
2016-01-30 12:17:14 +00:00
Gregory Hainaut
3329bc1748 linux: drop wx2.8 support. Only 3.0 is supported
Close #1152
2016-01-30 12:48:35 +01:00
Gregory Hainaut
91e46a94f5 tests: disable spu sound in test
Avoid spurious alsa error message
2016-01-30 12:39:17 +01:00
Akash
c889659ad7 GSDX: Prevent a bad division
GetDeviceSize() already does a half division based on the INT and FFMD
registers.
2016-01-30 05:20:06 +05:30
Akash
7407162dfe GSDX: Add some nice macros 2016-01-30 05:19:53 +05:30
refractionpcsx2
2ffdbe781f Vif-Int: Fix mode = 3 2016-01-29 23:11:54 +00:00
refractionpcsx2
e5e0f85b50 Vif Rec: Emulate Mode = 3 for test, not sure any games use it.
Interpreter is still wrong, but currently crashy on this test, as it doesn't get this far I'm scared to change it in case it kills other stuff
2016-01-29 23:01:54 +00:00
Dominic Guana
766b5514f0 Fix Windows Resource file name error
The original file name is given by 

    SampleProf.cp 

However this is not the file we could find in any Code or Directory of PCSX2, rather it should be:

    SamplProf.cpp
2016-01-30 06:41:19 +08:00
Gregory Hainaut
eaa211212d ee-fpu: upgrade the FPU to 3.0
properly return reserved register

Fix FCR test :)
2016-01-29 23:24:11 +01:00
refractionpcsx2
cf993c2a36 Vif-Rec: Fix skip size calculation.
(also a line ending issue, hope it doesn't mess it up lol)
2016-01-29 21:03:02 +00:00
Akash
edfda74e9c PCSX2: Fix preset grey out behavior
Previously the text box for "Frames to Draw" and "Frames to Skip" got failed to grey out properly and only the text and arrows got greyed out, The following patch properly greys out the elements.

To be noted that the issue wasn't present on 1.2.1 , I guess this was some regression along with WX 3.0 ?

v2: Fix Indentation
2016-01-30 01:22:37 +05:30
Gregory Hainaut
2662809900 pcsx2:miss a rename of branch to g_branch
Fix compilation issue with no fpu recompiler
2016-01-29 19:53:21 +01:00
Gregory Hainaut
65daf74d0e tests: sort the blacklisted test 2016-01-29 19:53:21 +01:00
Jonathan Li
fdbe018cdf pcsx2: Fix memleak in portable mode error dialog handling 2016-01-28 20:51:19 +00:00
Gregory Hainaut
841df74010 gsdx: add info to get a working driver 2016-01-28 21:18:24 +01:00
Gregory Hainaut
5efbf2a802 dmac: madr msb bit is fixed to 0 in 8/9 channels
Fix another dmac tests :)
2016-01-28 21:16:20 +01:00
Gregory Hainaut
b2fbbddfa0 dmac: implement memcpy wrapping for SPR
Partially fix the dma test
2016-01-28 21:02:35 +01:00
Jonathan Li
e983be4060 Merge pull request #1142 from PCSX2-Alpha/Consolelog_stuffs
console: don't remember size when maximised
console: make enable/disable/restore defaults affect all items
2016-01-28 12:52:45 +00:00
Jonathan Li
3544b84632 usbqemu|dev9ghzdrk: Use _WIN32 for Windows preprocessor macro 2016-01-27 22:58:09 +00:00
Jonathan Li
d5e56c7e76 spu2-x: Use _WIN32 for Windows preprocessor macro 2016-01-27 22:49:41 +00:00
Jonathan Li
04a8efd8c3 pcsx2|common: Use _WIN32 for Windows preprocessor macro
It's predefined, unlike WIN32 and _WINDOWS (and other variants), which
are defined in the property sheets.
2016-01-27 22:41:45 +00:00
Jonathan Li
0f11838d93 gsdx: s/_WINDOWS/_WIN32/
It's the proper Windows preprocessor macro.
2016-01-27 22:41:45 +00:00
Jonathan Li
50c7775e47 utilities: Use C99+ size definitions on Windows
Also remove a LONG definition for Linux - it's unused.
2016-01-27 22:41:45 +00:00
Jonathan Li
2939abd8de pcsx2: Remove useless plugin load failure error messages
If wxDynamicLibrary.Load() fails, wxWidgets provides a good enough error
message anyway.
2016-01-27 22:41:45 +00:00
Gregory Hainaut
1d4e2cedf8 tests: update the list of bad test 2016-01-27 22:39:40 +01:00
Gregory Hainaut
5d1e5df205 dmac: wrap source address to remain in 16K
Add some assertions of memcpy that overflow (need to be wrapped)
2016-01-27 22:39:39 +01:00
Gregory Hainaut
c959424957 dmac: limit address to the scratch pad memory
Help dma tests
2016-01-27 22:39:39 +01:00
Gregory Hainaut
c037686a26 iop: don't load any value in r0
Fix lsu.irx test
2016-01-27 20:08:37 +01:00
Gregory Hainaut
b21ce8c9fb iop: fix division handling based on the EE div operator
Division will now handle properly division by 0 and signed overflow
2016-01-27 19:13:31 +01:00
Gregory Hainaut
11f59ada16 iop:interpreter: remove special case for unsigned division 2016-01-27 18:20:54 +01:00
Gregory Hainaut
135cdfca46 iop: fix division on the interpreter
Recompiler is still completely broken just add tons of FIXME
2016-01-27 18:15:14 +01:00
Gregory Hainaut
41157ee3e9 iop: fix 64 bits build
remove the offset which is useless
2016-01-27 16:49:06 +01:00
Gregory Hainaut
ba62ce9e93 iop: fix MTLO instruction
Test hilodelay.irx is now pass ^^ (but test only covers constant path.)
2016-01-27 10:27:34 +01:00
Gregory Hainaut
bfd1bcec69 iop: improve debug
Add a nop between instruction
Dump mips instruction
Add pretty print support

Note: it would be nicer to plug pretty print in the system command directly
2016-01-27 10:27:34 +01:00
Gregory Hainaut
53e24a8e30 x86emitter: fix an useless gcc warning on int/uint cast 2016-01-27 10:27:34 +01:00
Gregory Hainaut
ebea587465 vif: add an assert 0 for x64 2016-01-27 10:27:34 +01:00
refractionpcsx2
7185927e7e Vif-Rec: Fix up nVifBlock structure, thanks sudonim1 2016-01-26 19:19:02 +00:00
Gregory Hainaut
522149f503 tests: remove some carriage returns 2016-01-26 18:15:47 +01:00
Gregory Hainaut
f5d71352ca pcsx2: avoid flushing issue with the test suite
Linux only as I don't know if windows suffers of the same issue.
2016-01-26 09:18:15 +01:00
Gregory Hainaut
75ec16fd72 test: redo run phase to support windows 2016-01-26 09:18:15 +01:00
refractionpcsx2
d0a23a7d73 Vif-Rec: Sort of fix for tests using masks with different cl/wl values.
Now gives correct results, but, ugh, I'm not sure on this whole hashing thing, it's probably doing something else wrong now.
2016-01-26 00:02:21 +00:00
refractionpcsx2
0147e6cb8d Vif: Fix for Unpacks when WL = 0. (KH2 + Tests) Removes a long standing hack.
Note: CL = 0 behaviour is still not completely accurate, the first vector is incorrect, but will look at that another day, need a game that does it first really so we can see if it helps :)
2016-01-25 21:43:53 +00:00
Akash
fea95c2951 Log window: Fix behavior of some menu items
Previously the Enable all / Disable all / Restore defaults menu options ignored the status of Dev/verbose and CDVD reads. The following commit makes them to also impact the other two menu items.
2016-01-25 18:25:07 +05:30
Akash
af855bc295 Log window: better handling of display size.
Fixes Issue #1092 , don't remember the display size when the log window is maximized since the display size gets too big and the next time you open PCSX2 you'll see a gigantic log window ;)

V2: Fix a wrong indentation.
2016-01-25 18:24:27 +05:30
Gregory Hainaut
393e56a604 tests: handle better timeout
Relying on the timeout program
2016-01-24 22:32:00 +01:00
Gregory Hainaut
8485a8c654 iop: fix division overflow
So far only on the const path because it is was easy (and free)
but it ought to be done on the recompiler too.
2016-01-24 21:49:06 +01:00
Gregory Hainaut
95be13bc4a VIF: add 2 hacks to avoid crash/infinite loop when wl = 0
This way we could run some tests on wl = 0 behavior
2016-01-24 20:29:42 +01:00
Gregory Hainaut
411010e6e6 tests: add --bad option to run only blacklisted test 2016-01-24 20:11:25 +01:00
Gregory Hainaut
64718e576f test: fix path mess
Not a good idea to compute the absolute path 2 times. Add more logging.
2016-01-24 19:27:24 +01:00
Gregory Hainaut
3f5ac02697 tests: take 431414...
restore cwd after the find
just put the front letter in cyg_abs_path (as previous working bash script)
2016-01-24 18:53:46 +01:00
Gregory Hainaut
8b1c465bf6 fix a typo 2016-01-24 18:28:38 +01:00
Gregory Hainaut
00dea566f2 tests: auto detect cygwin 2016-01-24 18:18:22 +01:00
Gregory Hainaut
e8f8d55010 tests: uses standard perl path for perl operation 2016-01-24 16:37:36 +01:00
Gregory Hainaut
e985488471 tests: create a common cygpath function to ease future test 2016-01-24 15:21:47 +01:00
Gregory Hainaut
5a20d629ab spu2x: add comment on the previous fix
Always enabled it for all SDL2 versions. A shift won't kill perf.
And no surprise if they backport the behavior on older version.
2016-01-24 12:41:29 +01:00
Gregory Hainaut
90c5f0e1ae spu2x: tentative fix for SDL 2.0.4 2016-01-24 11:01:41 +01:00
Gregory Hainaut
91362f938d tests: use cygpath on cfg destination dir 2016-01-23 18:58:36 +01:00
Gregory Hainaut
82fe0148f2 tests:chomp cygpath 2016-01-23 18:50:43 +01:00
Gregory Hainaut
b174f4736f tests: replace cygwin auto detection by an option
Until I found a better solution
2016-01-23 18:42:17 +01:00
Gregory Hainaut
e0ac3cfb12 test: add an useful print 2016-01-23 18:37:22 +01:00
Gregory Hainaut
8ff78378cd tests: try to be compatible with cygwin 2016-01-23 18:35:34 +01:00
Gregory Hainaut
e36f1d3128 tests: requires a double escape due to double evaluation 2016-01-23 13:45:16 +01:00
Gregory Hainaut
c00b427efa tests: add irx support 2016-01-23 13:37:39 +01:00
Gregory Hainaut
117c3414f2 oups wrongly remove a line
Thanks tapcio
2016-01-22 22:56:57 +01:00
Gregory Hainaut
724542d870 pcsx2: add --irx option to inject an irx module
Irx module will be loaded at the end of the ROM (limited
at 256KB)

At the execution of the boot the list of module addresses are
hacked to add the new module.

For #1130
2016-01-22 19:46:03 +01:00
Gregory Hainaut
2ff611137e pcsx2|lilypad|gsdx: use portable printf format
(portable: let's see VS compilation...)
2016-01-22 19:46:03 +01:00
bositman
2c3f9e35ac Merge pull request #1091 from vgturtle127/patch-1
Update README for the latest version, and fix a few things
2016-01-22 12:12:12 +02:00
Gregory Hainaut
8c127a8193 travis: report 64 bits compilation issue 2016-01-22 09:40:47 +01:00
Gregory Hainaut
da4d3562f5 gsdx-ogl: update status of the SSO extension
AMD (proprietary) is working on it
Free driver will be fixed on Mesa 11.2 (and I hope mesa 11.1.2)
2016-01-22 09:28:59 +01:00
Gregory Hainaut
3f3141c186 GSdx-ogl: limit accurate sprite blending to smaller draw call
Completely restore speed in Zone of Ender

Fix #1093
2016-01-22 09:07:35 +01:00
Gregory Hainaut
3ea98b0c00 Merge pull request #1040 from KrossX/scp_support
LilyPad XInputness
2016-01-22 08:07:26 +01:00
Gregory Hainaut
69d585e867 Merge pull request #1114 from remeh/clang-unused-param
gsdx: cmake: don't display "unused parameters" warnings on release bu…
2016-01-22 08:07:07 +01:00
Gregory Hainaut
6dd83d3cba x86emitter: there are 16 int registers for all sizes. 2016-01-21 22:34:13 +01:00
Gregory Hainaut
9e773ff980 Merge pull request #1123 from PCSX2/emitter-Trex
Emitter trex
2016-01-21 22:32:37 +01:00
Gregory Hainaut
a2a23579bd Merge pull request #1122 from PCSX2/emitter-64b
Emitter 64b
2016-01-21 22:31:01 +01:00
ramapcsx2
fb184da86e The GTE opcode table was missing 4 commands. took them from another PCSX derived emulator.
Now the simple GTE test works :)
2016-01-21 14:45:24 +01:00
Derek "Turtle" Roe
72327802d6 See description
Fix redundancy and change wording of a few things
Make Vista with Service Pack 2 the minimum requirement so we don't have
to deal with the horrid mess that was launch Vista.

[skip ci]
2016-01-20 18:14:53 -06:00
refractionpcsx2
09817b24f0 IOP: Readd GTE now we know it exists, plus a couple of devcon outputs. 2016-01-20 20:29:18 +00:00
Gregory Hainaut
6b513239f8 tests: add --option k=v to overload PCSX2 option
Allow to easily switch rounding/clamping/Interpreter vs recompiler
2016-01-20 20:31:55 +01:00
Gregory Hainaut
7b2dc697fb tests: add dry_run and regression option
dry_run to quickly test the script
regression to blacklist bad test
2016-01-20 19:37:45 +01:00
Gregory Hainaut
1a700145ec x86emitter: remove unused FPU opcode
Future code would rely on SSE anyway
2016-01-20 10:23:23 +01:00
Gregory Hainaut
162bf3d22d debug: add a nop between EE instruction in dev build
This way it is easier to detect the boundary in the x86 asm block
2016-01-20 09:33:56 +01:00
Gregory Hainaut
d78f887d1c recVtlb: separate dispatcher generation into a dedicated function 2016-01-20 09:23:32 +01:00
Gregory Hainaut
8a9a56707c tests: fix diff bug and use default option value
You can use the 2 following variables to give a default --suite and --cfg options
* PS2_AUTOTESTS_ROOT
* PS2_AUTOTESTS_CFG
2016-01-20 07:56:32 +01:00
Akash
22fccd5143 GSDX: Add a nice debug message 2016-01-20 04:29:23 +05:30
Akash
ebb6e34196 PCRTC: Fix video modes higher than 480P 2016-01-20 04:23:45 +05:30
Gregory Hainaut
30c4456b85 tests: port shell code to pure PERL 2016-01-19 22:59:20 +01:00
Gregory Hainaut
9ac6cd503d Merge pull request #1018 from willkuer/GenericGSSetting
gsdx: Generic GSSetting
2016-01-19 16:23:19 +01:00
Gregory Hainaut
71c440862c Merge pull request #1126 from turtleli/replace-scoped-array-with-unique-ptr
Replace ScopedArray with unique_ptr
2016-01-19 16:22:13 +01:00
Gregory Hainaut
961abd823f Merge pull request #1127 from ssakash/FPU_Profiler-opcodes
EE: Add COP1 Instructions to profiler
2016-01-19 16:21:57 +01:00
willkuer
fd412c2938 gsdx: Generic GSSetting
The old implementation saved the current value of a GSSetting as uint in
a field called 'id'. The  implementation of GSSettings suggests that
GSSettings  could be saved in a database with id as primary key. This
would require a translation look up from id to value but  could have all
advantages of a database. However the interface to GSSetting was never
implemented like that.

In the new implementation GSSetting has a 'value' field that stores an
int representative value of the desired state. Additionally the
constructor is 'overloaded' as template to reduce casting in the
consumer code. However all consumer values need to be castable to int.

Accordingly combobox initialization was adjusted.
2016-01-18 23:59:27 +01:00
Gregory Hainaut
fd237244a2 tests: add a testname option to filter tests
[skip ci]
2016-01-18 23:53:28 +01:00
Gregory Hainaut
39f661c5f5 tests: show replay command for timed-out test 2016-01-18 23:40:04 +01:00
KrossX
e86e472d4f Less bind pressure for XInput too. 2016-01-18 19:36:02 -03:00
KrossX
dafec4642c Default mappings for XInput devices
Copied if there's no settings file present.
2016-01-18 19:27:48 -03:00
KrossX
27f6fb1ff1 Add support for Scarlet Crush's XInput extensions
Also adds support for the GUIDE buttons to be used.
2016-01-18 19:27:48 -03:00
Gregory Hainaut
807ec04229 tests: help + replay command
Remove useless debug info too
2016-01-18 21:41:16 +01:00
Gregory Hainaut
44f1281915 tests: add a show diff opt 2016-01-18 20:26:36 +01:00
Gregory Hainaut
c6794733ca tests: detect timeout
Unfortunately I doesn't manage to kill the bad process.
2016-01-18 20:20:57 +01:00
Gregory Hainaut
157b68a29f tests: add a nice reporting status, fix MT test 2016-01-18 18:54:43 +01:00
Gregory Hainaut
00dde7d2cf i10n: update ca_ES and ru_RU 2016-01-18 18:25:15 +01:00
Gregory Hainaut
68daf5f0ad test: improve the test runner
Improve the configuration of the build (log)
Run on multiple CPU (not tested)

Remove the logging hack in the GUI

Still miss:
* result
* help
2016-01-18 18:19:38 +01:00
Akash
72e8d083b7 EE: Add COP1 Instructions to profiler 2016-01-18 19:45:28 +05:30
Gregory Hainaut
b9c5ab08a8 test: add a new PERL test runner
Miss all importants features.
* Multi thread
* Self Configuration
* Result report
* help ;)
2016-01-18 10:34:58 +01:00
Derek "Turtle" Roe
a569a2e166 See long description
Fixed italic links not being clickable on GitHub
Added some updated info about requirements
Merged some notes
Fixed some incorrect grammar and typos
Updated formatting a little

[skip ci]
2016-01-17 20:31:36 -06:00
Jonathan Li
3c7e45ccc8 utilities: Remove ScopedArray implementation
It's now unused.
2016-01-17 22:54:22 +00:00
Jonathan Li
e7ca031d1e pcsx2: Replace ScopedArray with unique_ptr
Same functionality, but we don't have to maintain code ourselves.
2016-01-17 22:54:22 +00:00
Jonathan Li
e472713c62 pcsx2: Fix inverted EE cycle rate range check
Overclock is now positive and underclock is now negative (it used to be
the other way round), so the range check should reflect that.

Coverity CID 156245 Bad bit shift operation(BAD SHIFT)
2016-01-17 22:27:16 +00:00
Jonathan Li
f3f0d743ff pcsx2: Use std::array for Console colours
Using a memcpy to copy non-POD classes with virtual methods is undefined
behaviour. clang was warning that the vtable was being overwritten.

Replace the SafeArray with std::array.
2016-01-17 22:06:32 +00:00
Jonathan Li
e8596f0430 pcsx2: Rearrange Console colour enum order
Preparation for next commit - The default isn't bold, so it's slightly
neater to have it at the start.
2016-01-17 22:06:32 +00:00
Jonathan Li
8a61c7d336 spu2-x:windows: ifdef XAudio2 2.7 specific stuff
Support for XAudio2 2.8+ still requires build configurations that use
the Windows SDK include and library files (instead of the DirectX SDK
files).
2016-01-17 22:06:32 +00:00
refractionpcsx2
87138c9854 GameDB: Enabled SkipMpeg hack by default on BDFL Manager PAL-G 2016-01-17 20:03:06 +00:00
Gregory Hainaut
05b8ec97e9 Merge pull request #1124 from TotalCaesar659/master
Fixes some mistakes in Russian translation
2016-01-17 17:52:12 +01:00
Jonathan Li
fa9981b1ca ci: Add 64-bit build to Travis CI
Allow the 64-build to fail (at least until the 64-bit emitter stuff is
merged so it compiles properly).

[skip appveyor]
2016-01-17 16:42:58 +00:00
TotalCaesar659
bdfe8a224a Fixes some mistakes in Russian translation 2016-01-17 19:24:54 +03:00
Gregory Hainaut
41a80fce20 x86emitter: finally support 64 bits instructions
Note: a couple of instructions don't support REX prefix. Some
exception ought to be implemented later
2016-01-17 17:02:38 +01:00
Gregory Hainaut
40438cf2bd x86emitter: port couple of simd instrusction to xOpWrite0F template 2016-01-17 16:59:44 +01:00
Gregory Hainaut
9ac22ee9aa x86emitter: rewrite remaining function to use generic template 2016-01-17 16:42:39 +01:00
Gregory Hainaut
5bf12519da Merge pull request #1105 from ssakash/CRTC_-NTSC-height-saturation
PCRTC: Better handling of CRTC height saturation
2016-01-17 16:38:59 +01:00
Gregory Hainaut
42783279ff Merge pull request #1020 from ramapcsx2/loading_psx_games_enable
Enable loading psx games by default. Should help fixing PSX support w…
2016-01-17 16:35:55 +01:00
Gregory Hainaut
522ca27243 Merge pull request #1111 from Dokman/ca_ES
Catalan Translation
2016-01-17 16:30:45 +01:00
Gregory Hainaut
254081e3ad Merge pull request #1115 from turtleli/gsdx-ogl-blend
gsdx-ogl: Improve accurate blend sprite draw speed
2016-01-17 15:42:07 +01:00
Gregory Hainaut
fc5e293ef6 x86emitter: rewrite move to use generic template 2016-01-17 13:44:29 +01:00
Gregory Hainaut
25cd35147e x86emitter: rewrite groups to use generic template 2016-01-17 12:34:44 +01:00
Gregory Hainaut
a9864a5619 x86emitter: create xOpAccWrite handy template for special accumulator opcode 2016-01-17 12:34:28 +01:00
Gregory Hainaut
d2436fa86d x86emitter: remove unused function 2016-01-17 12:07:41 +01:00
Gregory Hainaut
16057d8b04 x86emitter: inc/dec are illegal on x86_64 2016-01-17 12:07:03 +01:00
Gregory Hainaut
f2ecfc99ad x86emitter: align EmitRex interface on EmitSibMagic 2016-01-17 12:06:08 +01:00
Gregory Hainaut
e50e9a5e65 x86emitter: sed/32orLess/64orLess/ 2016-01-17 00:29:19 +01:00
Gregory Hainaut
395d43fd9c x86emitter: jump: use base type directly
which fix 16 bits call (no prefix)
2016-01-17 00:21:05 +01:00
Gregory Hainaut
968af6148e x86emitter: extend SSE instruction type 2016-01-17 00:21:05 +01:00
Gregory Hainaut
4bc9cbc24f x86emitter: extend lea/bswap 2016-01-17 00:21:05 +01:00
Gregory Hainaut
eb4db2152c x86emitter: add x64 to push/pop 2016-01-17 00:21:05 +01:00
Gregory Hainaut
ef21a8dbd0 x86emitter: extend group8 type 2016-01-17 00:21:05 +01:00
Gregory Hainaut
39a6bda52d x86emitter: extend test & bitscan type
Factorize the code to support any types
2016-01-17 00:21:05 +01:00
Gregory Hainaut
e285036455 x86emitter: shift: extend it to 64 bits type 2016-01-17 00:21:05 +01:00
Gregory Hainaut
fdaf0e9979 x86emitter:group: uses base type
Add 64 bits support for free ;)

Note: 64b still requires the REX prefix
2016-01-17 00:21:05 +01:00
Gregory Hainaut
e2602b3967 x86emitter:move: factorize type and extend it to 64 bits
It's still missing the REX prefix support
2016-01-17 00:21:05 +01:00
Gregory Hainaut
41f509873d x86emitter: extend xIndirect32orLess to support 64 bits
It would be renamed later to avoid conflict with pending updates
2016-01-17 00:12:31 +01:00
Gregory Hainaut
39dc8368fa x86emitter: add GetPrefix16 helper 2016-01-17 00:12:21 +01:00
Gregory Hainaut
be0b8cf2f5 x86emitter: implement some function to emit the REX prefix
Same fashion as EmitSibMagic
2016-01-17 00:10:21 +01:00
Gregory Hainaut
53b5ecf34a x86emitter: add the new x86_64 registers set 2016-01-17 00:10:21 +01:00
Gregory Hainaut
366f793cf0 core: use xRegisterLong instead of xRegister32
Code needs to work with xAddressReg however the x32 inheritance doesn't
exits anymore on 64 bits.

Note: it might be possible to uses some kind of autoconversion with
xRegister32or64. Could be a future improvement.
2016-01-17 00:10:21 +01:00
Gregory Hainaut
1328865279 x86emitter: xAddressReg size will depend on the arch
Note: displacement are never 8B. The max is 4B which is sign extended to 8B.
So we can't store a pointer into it anymore.

Add xRegisterLong that will be x64 on 64 bits and x32 on 32 bits
2016-01-17 00:10:21 +01:00
Gregory Hainaut
a865ba8cf5 x86emitter: add various type for 64 bits 2016-01-17 00:10:21 +01:00
Gregory Hainaut
2fea78a6c4 x86emitter: remove not virtual inherited function
IsSIMD isn't virtual
2016-01-17 00:10:21 +01:00
Jonathan Li
37deeb0d52 gsdx-ogl: Optimise overlap detection algorithm
Vectorise coordinate min/max sorting, and use the ordered runion
instead.
2016-01-16 19:21:56 +00:00
Jonathan Li
14dffa762b gsdx: Add runion_ordered to GSVector
Allows to save a few instructions cycles when xy and zw are already
sorted (min and max rectangle coords).
2016-01-16 19:21:55 +00:00
Jonathan Li
2fc3ef8124 gsdx-ogl: Add sprite overlap statistics to debug messages 2016-01-16 19:21:54 +00:00
Gregory Hainaut
38c548854e Merge branch 'uptr-addr' 2016-01-16 18:34:27 +01:00
ramapcsx2
20c8b89bb7 cdvd: return 0xff instead of 0 on unknown 8 bit reads. improves compatibility with popstarter a bit.
Unfortunately, it then fails to load pops with "loadmodule: fname rom0:UDNL args 5 arg crap:"
2016-01-16 14:36:09 +01:00
Gregory Hainaut
35568f6425 gsdx: disable simd in 64 bits
Let's concentrate first on SSE2

This commit fuses a couple of ifdef
2016-01-16 14:34:00 +01:00
Gregory Hainaut
76230c1305 MTGS: s/u32 pointer/uptr/ 2016-01-16 14:34:00 +01:00
Gregory Hainaut
e23ba2340c core: s/u32 pointer/uptr/ 2016-01-16 14:34:00 +01:00
Gregory Hainaut
022cd9cd64 gsdx: s/u32 pointer/uptr/ 2016-01-16 14:34:00 +01:00
Gregory Hainaut
6ec7d2c340 x86emitter: ease template stuff 2016-01-16 14:34:00 +01:00
Gregory Hainaut
8c3798e96b core: pointers are 8B on 64 bytes 2016-01-16 14:34:00 +01:00
Gregory Hainaut
d623453451 build.sh: automatically configure wx-config on debian system
It is easier to alternate between 32/64 bits build
2016-01-16 14:33:49 +01:00
ramapcsx2
aafa333355 added the profiler to the visual studio solution. also added preliminary cop1 (fpu) tables, ready for implementation 2016-01-15 00:26:52 +01:00
Gregory Hainaut
9bcd9f0a73 cmake: onepad require gtk 2016-01-14 19:26:55 +01:00
Gregory Hainaut
a7a8c542f5 Merge pull request #1100 from PCSX2/recompiler-abi-wrapper
Recompiler abi wrapper
2016-01-14 19:21:27 +01:00
Jonathan Li
74ace74d50 gsdx-ogl: Group non-overlapped accurate blend sprite draws
Reduces the number of draw calls and barriers when drawing sprites.
2016-01-13 08:07:53 +00:00
Jonathan Li
f3b6829c74 gsdx-ogl: Restart collision detection algorithm for remaining sprites
It's useless on its own, but it prepares for the next commit.
2016-01-13 08:02:42 +00:00
Gregory Hainaut
c73d626757 build.sh: separate release/dev/dbg into separated directory
Avoid useless recompilation
2016-01-13 08:58:50 +01:00
Gregory Hainaut
4ac17428ac Merge branch 'EmperorArthur-build_with_spaces' 2016-01-13 08:15:06 +01:00
Gregory Hainaut
c8da280a19 Merge branch 'build_with_spaces' of git://github.com/EmperorArthur/pcsx2 into EmperorArthur-build_with_spaces
Conflicts:
	build.sh
2016-01-13 08:14:46 +01:00
Gregory Hainaut
d4b30620a7 pcsx2: avoid a segmentation fault due to previous hack 2016-01-12 19:35:23 +01:00
Gregory Hainaut
46a2f6ed24 interpreter: fix a subtle bug in a QFSRV
Math is correct but a shift of 64 bits is illegal in x86 because the cl register is masked

From the x86 spec:
    The destination operand can be a register or a memory location. The count operand can be an immediate value or
    the CL register. The count is masked to 5 bits (or 6 bits if in 64-bit mode and REX.W is used). The count range is
    limited to 0 to 31 (or 63 if 64-bit mode and REX.W is used). A special opcode encoding is provided for a count of 1.
2016-01-12 19:29:10 +01:00
remeh
28cfd50f08 gsdx: cmake: don't display "unused parameters" warnings on release build with clang. 2016-01-12 13:42:47 +01:00
dokman
f06d055372 Now it's usable!
All done

ToDo:
Details of every setting
2016-01-12 10:44:36 +01:00
dokman
7fae220f18 Emulation Settings done 2016-01-12 10:26:10 +01:00
dokman
7b48923a2c Updating with newest templates.
Emulation Settings
EE/IOP done
VUs done
GS done
GS Window done
Speedhacks done
Game fixes ToDo

Plugin/BIOS Selector done
2016-01-12 10:05:34 +01:00
refractionpcsx2
22de865582 Gamefix: Add Scarface - The World is Yours Gamefix, might help other games that do constant VU recompilation. 2016-01-11 23:32:33 +00:00
dokman
5f680141b4 Pushing base of translation with the newest template 2016-01-11 22:39:06 +01:00
Gregory Hainaut
3c528f0fdd common define _32kb and _4kb 2016-01-11 18:00:25 +01:00
Gregory Hainaut
812a2e4850 recVtlb: Align dispatcher to 32B boundary
Better for cache coherency
2016-01-11 18:00:19 +01:00
Gregory Hainaut
e3d5eb5a4e core: convert xCALL to xFastCall
SuperVU wasn't converted (unlikely to be ported to 64 bits)
A couple of calls weren't converted because they require extra work
but there are not mandatory (debug/MTVU/...)
2016-01-11 09:21:45 +01:00
Gregory Hainaut
859d62d2a7 ee|iop: use xScopedStackFrame to handle dynarec frame
* Rework a bit MVU to support xScopedStackFrame. Potentially
stack frame can be optimized (save 5 instructions)

* I removed the recompiler stack check. Address sanitizer is more efficient anyway
2016-01-11 09:21:45 +01:00
Gregory Hainaut
6e66bea152 x86emitter: improve the various abi wrapper
V2:
* Add various option to handle the different frame
* Basic x86-64 port (untested so likely completely broken)

v3:
Create an templated xImpl_FastCall object

v4:
clang compilation fix
2016-01-11 09:21:32 +01:00
Gregory Hainaut
a6eb871b42 pcsx2: use a common general intrin include
Avoid issue with various compiler conversion
Fix build with GCC4.8
2016-01-11 09:13:52 +01:00
Derek "Turtle" Roe
a09b42e046 Revert title case 2016-01-10 19:55:30 -06:00
Derek "Turtle" Roe
c85713850d Revert change 2016-01-10 19:53:43 -06:00
Derek "Turtle" Roe
3823b1a6fc Update MTVU speedhack commit 2016-01-10 19:48:49 -06:00
Gregory Hainaut
52b4604d3b iop: remove unused iPsxMem.cpp file 2016-01-10 18:41:18 +01:00
Akash
aade5278d8 PCRTC: Better handling of CRTC height saturation 2016-01-10 21:47:59 +05:30
Gregory Hainaut
afdf5cdfe2 x86emitter: remove old unused macro
Add some notes for a GCC "bug"
2016-01-10 16:49:50 +01:00
Gregory Hainaut
41d13dc2c6 vtlb: remove SetBaseAddr
Base address is given in the constructor
2016-01-10 14:31:49 +01:00
Gregory Hainaut
9bcd34349f Merge branch 'recompiler-prof' 2016-01-10 14:15:42 +01:00
Gregory Hainaut
1c4b430984 profiler: plug recompiler with new perf infra
Only EE/IOP support by block profiling

v2: cast wxString with ToUTF8 (windows)
2016-01-10 13:43:08 +01:00
Gregory Hainaut
92d7639267 profiler: add functions to plug linux Perf Event on JIT
Basically it creates a /tmp/perf-`pid`.map file which will contains
a mapping of the x86 code with the EE/IOP/VU code

* You need to enable the profiler with a define
* You can split the profiling by block (inside a recomp buffer)

v2: add new file to VS xml files
v3: remove useless include
2016-01-10 13:42:59 +01:00
Jonathan Li
8977673fdf ci: reduce AppVeyor workload
Don't compile with VS2013 if VS2015 compilation fails.
Build only SSE2 and AVX2 GSdx variants.
2016-01-10 12:11:49 +00:00
Derek "Turtle" Roe
25a4636d0a Update some links and fix some more errors 2016-01-09 23:01:37 -06:00
Derek "Turtle" Roe
80589dfeb2 Update notes 2016-01-09 21:27:18 -06:00
Derek "Turtle" Roe
76ca2aab29 Fix some typos and fix screenshots not lining up correctly 2016-01-09 18:22:16 -06:00
Derek "Turtle" Roe
429005559d More updates 2016-01-09 18:20:20 -06:00
Derek "Turtle" Roe
e193a48b75 Small updates 2016-01-09 18:09:45 -06:00
Derek "Turtle" Roe
09b975ab46 Add screenshots back in and update the requirements 2016-01-09 18:07:07 -06:00
Derek "Turtle" Roe
582a834b89 Fix some more grammatical errors and punctuation, and some small updates 2016-01-09 17:17:50 -06:00
Derek "Turtle" Roe
1ae9c0858a Fix a punctuation error and remove title case 2016-01-09 17:12:02 -06:00
Derek "Turtle" Roe
5211c95b81 Fix some more things in the README and remove low-res screenshots 2016-01-09 17:10:36 -06:00
Gregory Hainaut
e75d3f759f ee:profiler: add instructions counters 2016-01-09 23:29:03 +01:00
Gregory Hainaut
5b08bda5b8 ee:profiler: count EE memory access 2016-01-09 23:29:03 +01:00
Gregory Hainaut
0e1188565e ee:profiler: count EE instruction execution
Based on microVU_Profiler.h

It remains to emit all the opcode to use it properly
2016-01-09 23:29:03 +01:00
Gregory Hainaut
50c7cb1717 x86emitter: implement some BMI instructions
Only a couple of one to do some memory profiling
2016-01-09 23:29:01 +01:00
Gregory Hainaut
9e13a7bdaa x86emitter: add support for the VEX opcode 2016-01-09 22:59:31 +01:00
Gregory Hainaut
29b0b17f50 x86emitter: add BMI1 & BMI2 instruction detection 2016-01-09 22:59:31 +01:00
Gregory Hainaut
d57466608e linux: pretty print dump
allow to replace 0xBADA55 address with nice name such as v0_b0
2016-01-09 22:59:31 +01:00
Gregory Hainaut
c80037bb2f debug: add a new function to dump EE block
Give both EE and x86 code.

Don't rely on global variable. The dump still dump the content of the register.
Of course value will be wrong if you don't dump it at the start of the block.
It help to detect register/memory access

the cpu struct address is also printed to easily postprocess the x86 memory pointer
(see next commit)
2016-01-09 22:59:31 +01:00
Gregory Hainaut
dd097fe361 cmake: clang, please compile my code quietly 2016-01-09 22:57:43 +01:00
Gregory Hainaut
fd56195b2d x86emitter: drop old register define 2016-01-09 21:28:10 +01:00
Gregory Hainaut
5c0c9a60e9 core: use ecx directly 2016-01-09 21:26:25 +01:00
Gregory Hainaut
834cc3f2c5 core|x86emitter: port basic jump instruction 2016-01-09 21:26:25 +01:00
Gregory Hainaut
b09295fc7c core: use xRegister32 for _allocX86reg 2016-01-09 21:26:25 +01:00
Gregory Hainaut
4ddc4778e4 ee: use xRegister32 for 1st argument of _psxMoveGPRtoR 2016-01-09 21:26:25 +01:00
Gregory Hainaut
3570467838 core: inline LogicalOp* functions 2016-01-09 21:26:25 +01:00
Gregory Hainaut
9b7b9bc407 fix compilation issue due to bad renaming
:(
2016-01-09 21:26:25 +01:00
Gregory Hainaut
9eb73e1ef0 core: rely on register.GetId() instead of define 2016-01-09 21:15:46 +01:00
Gregory Hainaut
743e615224 core: overload _freeX86reg with xRegister32 2016-01-09 21:15:25 +01:00
Gregory Hainaut
6291910b02 ee: use xRegister32 for 1st argument of _eeMoveGPRtoR 2016-01-09 21:15:12 +01:00
Gregory Hainaut
8737db97e7 core: remove allocation error check
1/ Allocation can't fail anymore
2/ Avoid to convert it to new register syntax
2016-01-09 21:14:05 +01:00
Gregory Hainaut
60a9463e7a x86emitter: remove unused legacy function
And mark the remaining one as deprecated

Clang only as it relies on C++14
2016-01-09 21:13:29 +01:00
Gregory Hainaut
fcdbae6806 core: massively sed old emitter syntax to the new one
It misses jump & FPU. Jump need to be handled manually.

Syntax isn't perfect yet because of various casts. But it will allow to have a
single emitter syntax and rely on type safety on the future.

Conflicts:
	pcsx2/x86/iR3000Atables.cpp
	pcsx2/x86/ix86-32/iR5900-32.cpp
2016-01-09 20:56:07 +01:00
Gregory Hainaut
bd1d3724c1 core: manually convert few functions to new emitter
Remaining part will be done by a sed scripts
2016-01-09 20:39:32 +01:00
Gregory Hainaut
a9a26b93f9 ee: directly call EMMS from dispatcher
Until we completely remove MMX from the recompiler
2016-01-09 19:57:28 +01:00
Gregory Hainaut
c121bccb03 pcsx2: delete old asm file 2016-01-09 18:45:34 +01:00
Gregory Hainaut
39b77c6fd3 cmake: remove unused asm file
Code was ported (inlined asm/recompiler)
2016-01-09 15:48:58 +01:00
Gregory Hainaut
3f17898bf5 spu2x: linux compilation fix 2016-01-09 14:26:57 +01:00
Gregory Hainaut
fbffa507b8 cmake: fix linux case
Close #1094
2016-01-09 12:15:29 +01:00
Derek "Turtle" Roe
e392212e67 Update README for the latest version, and fix a few things 2016-01-08 21:12:27 -06:00
Gregory Hainaut
de2b97c640 linux compilation fix 2016-01-08 22:35:55 +01:00
Gregory Hainaut
74db92bee4 Merge pull request #978 from juhalaukkanen/apple_osx_master_merge
OSX 32bit build
2016-01-08 20:09:37 +01:00
Gregory Hainaut
4f28403c03 Merge pull request #972 from PCSX2/clean-gcc-opt-cmake
cmake: reenable a couple of missing gcc optimization
2016-01-08 19:32:18 +01:00
Gregory Hainaut
963be27b75 Merge pull request #1057 from ssakash/videmode_changes
EE SYSCALL: Add missing video modes at SYSCALL 2
2016-01-08 19:31:48 +01:00
Gregory Hainaut
19b0f604b4 Merge pull request #1087 from katamaritaco/patch-1
Fixed broken link; Add wiki link; Formatting
2016-01-08 19:28:49 +01:00
Gregory Hainaut
7c7de87fcf Merge pull request #1078 from PCSX2/gsdx-unsafe-fbmask
Gsdx unsafe fbmask
2016-01-08 19:26:14 +01:00
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
Nick Heindl
b50a777437 Added github issues to the tasks
Added github issues to the tasks
2016-01-06 01:15:36 -06:00
Nick Heindl
4852d255c7 Format, add forum link, and organize per PR-889👽
Added forum link, organized the wiki links into sections as per suggestions on PR-889 (I found that after I made original PR, apologies).
2016-01-06 01:08:26 -06:00
Nick Heindl
ae18127409 Fixed broken link; Add wiki link; Formatting
Added the wiki link and better description.
Fix broken link of 'todo'.
Formatted 'Coding Style' to 'Code Formatting Guidelines' for consistency.
Added the Commenting Etiquette link as well.
2016-01-05 18:08:25 -06:00
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
Akash
8c5c73ea4b GSDX: Fast blending option for windows 2016-01-03 15:40:04 +01:00
Gregory Hainaut
24be4b4969 gsdx-ogl: remove unsafe fbmask of the free SW blending
Initially it was free to do the SW blending because safe fbmask
will already do a sw blending.

Unsafe version uses a fast path with a limited blending. Therefore
SW blending isn't free anymore.

Improve the speed of the previous speed hack (xenosaga 1)
2016-01-03 15:39:45 +01:00
Gregory Hainaut
bb15e54438 gsdx-linux: add a new gui entry for the previous hack 2016-01-03 15:39:45 +01:00
Gregory Hainaut
0d25a0592a gsdx-ogl: fast blending accurate hack
The hack relies on the undefined behavior of the hardware so it can
potentially generate rendering corruption.

This new hack drops the cache flusing when only the alpha channel is masked.
Alpha is a direct copy of the fragment. Normally masked bits will be constant
everywhere (RT, FS output, texture cache) so it would likely work.

Just in case, code is only enabled with the new shiny hack
2016-01-03 15:39:45 +01:00
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
Akash
6dda879e63 EE-Syscall: Add missing modes 2015-12-24 13:30:25 +05:30
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
Arthur Moore
6698c5760b Quote all uses of coverity_dir 2015-12-17 19:47:48 -05:00
Arthur Moore
9f87fb16a2 Quote all uses of the build directory 2015-12-17 19:45:23 -05:00
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
6a94a7d49a Enable loading psx games by default. Should help fixing PSX support when people don't have to first find the hidden config variable before they can even test this. 2015-12-05 12:31:45 +01:00
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
Juha Laukkanen
c72400e927 Darwin/OSX - spu2x apple build with portaudio only.
OSX compilation fix: spu2x: Windows & Linux
2015-12-02 05:01:12 +02:00
Juha Laukkanen
b56197d30b Darwin/OSX - cmake which enables apple build and hopefully won't break Linux build.
OSX compilation fix: librt & not wxgl (yet).
2015-12-02 05:00:55 +02:00
Juha Laukkanen
ade57809c1 Darwin/OSX - bash doesn't understand '|&' - alt format for stderr redirect pipe. 2015-12-02 05:00:55 +02:00
Juha Laukkanen
4fa8834de4 Darwin/OSX ifdef __APPLE__ or __WXMAC__ cases.
OSX comment about __WXMAC__ usage
2015-12-02 05:00:41 +02:00
Juha Laukkanen
592aacb25a Darwin/OSX __POSIX__ definitions. 2015-12-02 05:00:41 +02:00
Juha Laukkanen
7edf747e84 Darwin/OSX Mutex & MAP_ANON vs. MAP_ANONYMOUS.
OSX compilation fix: mutex: Windows
2015-12-02 05:00:23 +02:00
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
Juha Laukkanen
fc3ff48777 Darwin/OSX SysMessage stub & __POSIX__ define. 2015-11-30 12:18:44 +02:00
Arthur Moore
5252edcd0e Properly handle spaces in the build path
Ex: /usr/local/Console Emulators/pcsx2/
2015-11-30 01:01:11 -05:00
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
Juha Laukkanen
f813b9e25b Darwin/OSX semaphore & thread & os backend. 2015-11-17 19:30:20 +02:00
Juha Laukkanen
c15958f3c2 Darwin/OSX flat file reader stub. 2015-11-17 19:28:03 +02:00
Juha Laukkanen
be720b96c1 Added OSX Darwin v13+ cmake files. 2015-11-17 19:25:12 +02:00
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
d5830ef708 cmake: reenable a couple of missing gcc optimization 2015-11-14 09:54:09 +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
7232 changed files with 1285011 additions and 1285201 deletions

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# Should always be specified at the top of the file outside of any sections
root = true
# TODO: Add one for resource script file and other Linux specific files ?
[*.{cpp,h}]
indent_style = tab
indent_size = 4
#trim_trailing_whitespace = true
[*.md]
trim_trailing_whitespace = false

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

114
.gitignore vendored Normal file
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@@ -0,0 +1,114 @@
.*.swp
.*.swn
.*.swo
*.suo
*.ncb
*.sdf
*.opensdf
*.user
*.log
*.dsp
*.dsw
*.bsc
*.aps
*.exe
*.wav
*.trace
*.dump
*.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
*.VC.db
*.VC.VC.opendb
**/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
padLog.txt
Debug
Release
Devel
oprofile_data/
# Recording Specific Ignores (pcsx2-rr)
*.p2s
*.p2m2
*.p2m2_backup
*.p2m2_SaveState.p2s
# 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
!/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
/pcsx2/gui/Resources/*.h
!/pcsx2/gui/Resources/EmbeddedImage.h
/plugins/GSdx/Template
/plugins/USBqemu/Win32/bin
/plugins/zerospu2/Windows/dsound51.cpp
/tools/bin
/tools/GSDumpGUI/bin
/tools/GSDumpGUI/obj
.vs
/pcsx2/windows/VCprojects/GSdx_opengl_debug_hw.txt
/pcsx2/windows/VCprojects/GSdx_opengl_debug_sw.txt

3
.gitmodules vendored Normal file
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@@ -0,0 +1,3 @@
[submodule "3rdparty/xz/xz"]
path = 3rdparty/xz/xz
url = https://github.com/PCSX2/xz.git

34
.travis.yml Normal file
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@@ -0,0 +1,34 @@
language: cpp
sudo: required
cache: ccache
dist: xenial
matrix:
include:
- env: VERSION=8 BITS=64
compiler: gcc
os: linux
- env: VERSION=8 BITS=32
compiler: gcc
os: linux
- env: VERSION=7 BITS=32
compiler: gcc
os: linux
- env: VERSION=3.8 BITS=32
compiler: clang
os: linux
before_install:
- ./travis.sh before_install
before_script:
- ./travis.sh before_script
script:
- ./travis.sh script
after_success:
- ./travis.sh after_success

View File

@@ -1,21 +1,21 @@
<?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>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StructMemberAlignment>16Bytes</StructMemberAlignment>
<FunctionLevelLinking>true</FunctionLevelLinking>
<RuntimeTypeInfo>false</RuntimeTypeInfo>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
</ItemDefinitionGroup>
</Project>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
<OutDir>$(SolutionDir)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>
</ItemDefinitionGroup>
</Project>

View File

@@ -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"
/>
<Tool
Name="VCLinkerTool"
GenerateDebugInformation="true"
SubSystem="2"
/>
</VisualStudioPropertySheet>

View File

@@ -1,28 +0,0 @@
<?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>
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<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>
</Link>
<ResourceCompile>
<AdditionalIncludeDirectories>$(SvnRootDir)/common/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ResourceCompile>
</ItemDefinitionGroup>
</Project>

View File

@@ -1,30 +0,0 @@
<?xml version="1.0" encoding="windows-1250"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="3rdpartyDLL"
OutputDirectory="$(SvnRootDir)\deps\$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="&quot;$(ProjectDir)&quot;"
PreprocessorDefinitions="__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE"
StructMemberAlignment="5"
RuntimeTypeInfo="false"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(SolutionDir)\bin\$(ProjectName).dll"
LinkIncremental="1"
GenerateDebugInformation="true"
SubSystem="2"
ImportLibrary="$(OutDir)\$(ProjectName).lib"
/>
<Tool
Name="VCResourceCompilerTool"
AdditionalIncludeDirectories="&quot;$(SvnRootDir)/common/include&quot;"
/>
</VisualStudioPropertySheet>

View File

@@ -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)

View File

@@ -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">
<PropertyGroup Label="UserMacros">
<ProjectRootDir>$(ProjectDir)</ProjectRootDir>
<SvnRootDir>$(ProjectRootDir)\..\..</SvnRootDir>
</PropertyGroup>
<PropertyGroup>
<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
</PropertyGroup>
<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>
</PropertyGroup>
<PropertyGroup>
<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
</PropertyGroup>
<ItemGroup>
<BuildMacro Include="ProjectRootDir">
<Value>$(ProjectRootDir)</Value>
</BuildMacro>
<BuildMacro Include="SvnRootDir">
<Value>$(SvnRootDir)</Value>
</BuildMacro>
</ItemGroup>
</Project>

View File

@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="DefaultProjectRootDir"
>
<UserMacro
Name="ProjectRootDir"
Value="$(ProjectDir)"
/>
<UserMacro
Name="SvnRootDir"
Value="$(ProjectRootDir)\..\.."
/>
</VisualStudioPropertySheet>

5866
3rdparty/GL/glcorearb.h vendored Normal file

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14435
3rdparty/GL/glew.h vendored

File diff suppressed because it is too large Load Diff

20509
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

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View File

@@ -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.

View File

@@ -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>

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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 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some
specially designated software packages--typically libraries--of the
Free Software Foundation and other authors who decide to use it. You
can use it too, but we suggest you first think carefully about whether
this license or the ordinary General Public License is the better
strategy to use in any particular case, based on the explanations below.
When we speak of free software, we are referring to freedom of use,
not price. Our General Public Licenses are designed to make sure that
you have the freedom to distribute copies of free software (and charge
for this service if you wish); that you receive source code or can get
it if you want it; that you can change the software and use pieces of
it in new free programs; and that you are informed that you can do
these things.
To protect your rights, we need to make restrictions that forbid
distributors to deny you these rights or to ask you to surrender these
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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/

View File

@@ -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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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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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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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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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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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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==============================================================================
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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@@ -1,19 +0,0 @@
================================================================================
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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@@ -1,111 +0,0 @@
==============================================================================
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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@@ -1,16 +0,0 @@
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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@@ -1,101 +0,0 @@
===========================================================================
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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@@ -1,667 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="SDL-1.3" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="../../../deps/debug/libSDL-1.3.a" prefix_auto="0" extension_auto="0" />
<Option working_dir="" />
<Option object_output="obj/Debug/" />
<Option type="2" />
<Option compiler="gcc" />
<Option createDefFile="1" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
</Compiler>
</Target>
<Target title="Release">
<Option output="../../../deps/release/libSDL-1.3.a" prefix_auto="0" extension_auto="0" />
<Option working_dir="" />
<Option object_output="obj/Release/" />
<Option type="2" />
<Option compiler="gcc" />
<Option createDefFile="1" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-mmmx" />
<Add option="-msse" />
<Add option="-fvisibility=hidden" />
<Add option="-m32" />
<Add option="-fPIC" />
<Add option="-MMD" />
<Add option="-MT" />
<Add option="-DPIC" />
<Add option="-D_REENTRANT" />
<Add option="-D__LINUX__" />
<Add directory="../include" />
</Compiler>
<Linker>
<Add option="-shared" />
<Add option="-m32" />
<Add library="GL" />
</Linker>
<Unit filename="../include/SDL.h" />
<Unit filename="../include/SDL_assert.h" />
<Unit filename="../include/SDL_atomic.h" />
<Unit filename="../include/SDL_audio.h" />
<Unit filename="../include/SDL_blendmode.h" />
<Unit filename="../include/SDL_clipboard.h" />
<Unit filename="../include/SDL_compat.h" />
<Unit filename="../include/SDL_config.h" />
<Unit filename="../include/SDL_config_linux.h" />
<Unit filename="../include/SDL_copying.h" />
<Unit filename="../include/SDL_cpuinfo.h" />
<Unit filename="../include/SDL_endian.h" />
<Unit filename="../include/SDL_error.h" />
<Unit filename="../include/SDL_events.h" />
<Unit filename="../include/SDL_gesture.h" />
<Unit filename="../include/SDL_haptic.h" />
<Unit filename="../include/SDL_hints.h" />
<Unit filename="../include/SDL_input.h" />
<Unit filename="../include/SDL_joystick.h" />
<Unit filename="../include/SDL_keyboard.h" />
<Unit filename="../include/SDL_keycode.h" />
<Unit filename="../include/SDL_loadso.h" />
<Unit filename="../include/SDL_log.h" />
<Unit filename="../include/SDL_main.h" />
<Unit filename="../include/SDL_mouse.h" />
<Unit filename="../include/SDL_mutex.h" />
<Unit filename="../include/SDL_name.h" />
<Unit filename="../include/SDL_opengl.h" />
<Unit filename="../include/SDL_opengles.h" />
<Unit filename="../include/SDL_opengles2.h" />
<Unit filename="../include/SDL_pixels.h" />
<Unit filename="../include/SDL_platform.h" />
<Unit filename="../include/SDL_power.h" />
<Unit filename="../include/SDL_quit.h" />
<Unit filename="../include/SDL_rect.h" />
<Unit filename="../include/SDL_render.h" />
<Unit filename="../include/SDL_revision.h" />
<Unit filename="../include/SDL_rwops.h" />
<Unit filename="../include/SDL_scancode.h" />
<Unit filename="../include/SDL_shape.h" />
<Unit filename="../include/SDL_stdinc.h" />
<Unit filename="../include/SDL_surface.h" />
<Unit filename="../include/SDL_syswm.h" />
<Unit filename="../include/SDL_thread.h" />
<Unit filename="../include/SDL_timer.h" />
<Unit filename="../include/SDL_touch.h" />
<Unit filename="../include/SDL_types.h" />
<Unit filename="../include/SDL_version.h" />
<Unit filename="../include/SDL_video.h" />
<Unit filename="../include/begin_code.h" />
<Unit filename="../include/close_code.h" />
<Unit filename="../src/SDL.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/SDL_assert.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/SDL_assert_c.h" />
<Unit filename="../src/SDL_compat.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/SDL_error.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/SDL_error_c.h" />
<Unit filename="../src/SDL_fatal.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/SDL_fatal.h" />
<Unit filename="../src/SDL_hints.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/SDL_log.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/atomic/SDL_atomic.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/atomic/SDL_spinlock.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_audio.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_audio_c.h" />
<Unit filename="../src/audio/SDL_audiocvt.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_audiodev.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_audiodev_c.h" />
<Unit filename="../src/audio/SDL_audiomem.h" />
<Unit filename="../src/audio/SDL_audiotypecvt.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_mixer.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_mixer_MMX.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_mixer_MMX.h" />
<Unit filename="../src/audio/SDL_mixer_MMX_VC.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_mixer_MMX_VC.h" />
<Unit filename="../src/audio/SDL_mixer_m68k.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_mixer_m68k.h" />
<Unit filename="../src/audio/SDL_sysaudio.h" />
<Unit filename="../src/audio/SDL_wave.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/SDL_wave.h" />
<Unit filename="../src/audio/alsa/SDL_alsa_audio.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/alsa/SDL_alsa_audio.h" />
<Unit filename="../src/audio/android/SDL_androidaudio.h" />
<Unit filename="../src/audio/arts/SDL_artsaudio.h" />
<Unit filename="../src/audio/baudio/SDL_beaudio.h" />
<Unit filename="../src/audio/bsd/SDL_bsdaudio.h" />
<Unit filename="../src/audio/disk/SDL_diskaudio.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/disk/SDL_diskaudio.h" />
<Unit filename="../src/audio/dma/SDL_dmaaudio.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/dma/SDL_dmaaudio.h" />
<Unit filename="../src/audio/dmedia/SDL_irixaudio.h" />
<Unit filename="../src/audio/dsp/SDL_dspaudio.h" />
<Unit filename="../src/audio/dummy/SDL_dummyaudio.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/dummy/SDL_dummyaudio.h" />
<Unit filename="../src/audio/esd/SDL_esdaudio.h" />
<Unit filename="../src/audio/fusionsound/SDL_fsaudio.h" />
<Unit filename="../src/audio/iphoneos/SDL_coreaudio_iphone.h" />
<Unit filename="../src/audio/macosx/SDL_coreaudio.h" />
<Unit filename="../src/audio/mme/SDL_mmeaudio.h" />
<Unit filename="../src/audio/nas/SDL_nasaudio.h" />
<Unit filename="../src/audio/nds/SDL_ndsaudio.h" />
<Unit filename="../src/audio/paudio/SDL_paudio.h" />
<Unit filename="../src/audio/pulseaudio/SDL_pulseaudio.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/audio/pulseaudio/SDL_pulseaudio.h" />
<Unit filename="../src/audio/qsa/SDL_qsa_audio.h" />
<Unit filename="../src/audio/sun/SDL_sunaudio.h" />
<Unit filename="../src/audio/ums/SDL_umsaudio.h" />
<Unit filename="../src/audio/windib/SDL_dibaudio.h" />
<Unit filename="../src/audio/windx5/SDL_dx5audio.h" />
<Unit filename="../src/audio/windx5/directx.h" />
<Unit filename="../src/core/android/SDL_android.h" />
<Unit filename="../src/core/windows/SDL_windows.h" />
<Unit filename="../src/cpuinfo/SDL_cpuinfo.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_clipboardevents.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_clipboardevents_c.h" />
<Unit filename="../src/events/SDL_events.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_events_c.h" />
<Unit filename="../src/events/SDL_gesture.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_gesture_c.h" />
<Unit filename="../src/events/SDL_keyboard.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_keyboard_c.h" />
<Unit filename="../src/events/SDL_mouse.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_mouse_c.h" />
<Unit filename="../src/events/SDL_quit.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_sysevents.h" />
<Unit filename="../src/events/SDL_touch.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_touch_c.h" />
<Unit filename="../src/events/SDL_windowevents.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/events/SDL_windowevents_c.h" />
<Unit filename="../src/events/blank_cursor.h" />
<Unit filename="../src/events/default_cursor.h" />
<Unit filename="../src/events/scancodes_darwin.h" />
<Unit filename="../src/events/scancodes_linux.h" />
<Unit filename="../src/events/scancodes_windows.h" />
<Unit filename="../src/events/scancodes_xfree86.h" />
<Unit filename="../src/file/SDL_rwops.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/file/cocoa/SDL_rwopsbundlesupport.h" />
<Unit filename="../src/haptic/SDL_haptic.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/haptic/SDL_haptic_c.h" />
<Unit filename="../src/haptic/SDL_syshaptic.h" />
<Unit filename="../src/haptic/dummy/SDL_syshaptic.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/haptic/linux/SDL_syshaptic.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/joystick/SDL_joystick.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/joystick/SDL_joystick_c.h" />
<Unit filename="../src/joystick/SDL_sysjoystick.h" />
<Unit filename="../src/joystick/darwin/SDL_sysjoystick_c.h" />
<Unit filename="../src/joystick/dummy/SDL_sysjoystick.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/joystick/iphoneos/SDLUIAccelerationDelegate.h" />
<Unit filename="../src/joystick/linux/SDL_sysjoystick.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/joystick/linux/SDL_sysjoystick_c.h" />
<Unit filename="../src/joystick/windows/SDL_dxjoystick_c.h" />
<Unit filename="../src/libm/e_atan2.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/e_log.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/e_pow.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/e_rem_pio2.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/e_sqrt.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/k_cos.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/k_rem_pio2.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/k_sin.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/math.h" />
<Unit filename="../src/libm/math_private.h" />
<Unit filename="../src/libm/s_atan.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/s_copysign.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/s_cos.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/s_fabs.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/s_floor.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/s_scalbn.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/libm/s_sin.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/loadso/dlopen/SDL_sysloadso.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/main/beos/SDL_BeApp.h" />
<Unit filename="../src/power/SDL_power.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/power/linux/SDL_syspower.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/SDL_render.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/SDL_sysrender.h" />
<Unit filename="../src/render/SDL_yuv_mmx.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/SDL_yuv_sw.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/SDL_yuv_sw_c.h" />
<Unit filename="../src/render/mmx.h" />
<Unit filename="../src/render/opengl/SDL_glfuncs.h" />
<Unit filename="../src/render/opengl/SDL_render_gl.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/opengl/SDL_shaders_gl.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/opengl/SDL_shaders_gl.h" />
<Unit filename="../src/render/opengles2/SDL_shaders_gles2.h" />
<Unit filename="../src/render/software/SDL_blendfillrect.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/software/SDL_blendfillrect.h" />
<Unit filename="../src/render/software/SDL_blendline.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/software/SDL_blendline.h" />
<Unit filename="../src/render/software/SDL_blendpoint.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/software/SDL_blendpoint.h" />
<Unit filename="../src/render/software/SDL_draw.h" />
<Unit filename="../src/render/software/SDL_drawline.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/software/SDL_drawline.h" />
<Unit filename="../src/render/software/SDL_drawpoint.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/software/SDL_drawpoint.h" />
<Unit filename="../src/render/software/SDL_render_sw.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/render/software/SDL_render_sw_c.h" />
<Unit filename="../src/stdlib/SDL_getenv.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/stdlib/SDL_iconv.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/stdlib/SDL_malloc.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/stdlib/SDL_qsort.c">
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</Unit>
<Unit filename="../src/stdlib/SDL_stdlib.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/stdlib/SDL_string.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/thread/SDL_systhread.h" />
<Unit filename="../src/thread/SDL_thread.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/thread/SDL_thread_c.h" />
<Unit filename="../src/thread/beos/SDL_systhread_c.h" />
<Unit filename="../src/thread/generic/SDL_sysmutex_c.h" />
<Unit filename="../src/thread/generic/SDL_systhread_c.h" />
<Unit filename="../src/thread/irix/SDL_systhread_c.h" />
<Unit filename="../src/thread/nds/SDL_syscond_c.h" />
<Unit filename="../src/thread/nds/SDL_sysmutex_c.h" />
<Unit filename="../src/thread/nds/SDL_syssem_c.h" />
<Unit filename="../src/thread/nds/SDL_systhread_c.h" />
<Unit filename="../src/thread/pthread/SDL_syscond.c">
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</Unit>
<Unit filename="../src/thread/pthread/SDL_sysmutex.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/thread/pthread/SDL_sysmutex_c.h" />
<Unit filename="../src/thread/pthread/SDL_syssem.c">
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</Unit>
<Unit filename="../src/thread/pthread/SDL_systhread.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/thread/pthread/SDL_systhread_c.h" />
<Unit filename="../src/thread/windows/SDL_systhread_c.h" />
<Unit filename="../src/thread/windows/win_ce_semaphore.h" />
<Unit filename="../src/timer/SDL_timer.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/timer/SDL_timer_c.h" />
<Unit filename="../src/timer/dummy/SDL_systimer.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/timer/unix/SDL_systimer.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_RLEaccel.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_RLEaccel_c.h" />
<Unit filename="../src/video/SDL_blit.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit.h" />
<Unit filename="../src/video/SDL_blit_0.c">
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</Unit>
<Unit filename="../src/video/SDL_blit_1.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit_A.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit_N.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit_auto.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit_auto.h" />
<Unit filename="../src/video/SDL_blit_copy.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit_copy.h" />
<Unit filename="../src/video/SDL_blit_slow.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_blit_slow.h" />
<Unit filename="../src/video/SDL_bmp.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_clipboard.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_fillrect.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_pixels.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_pixels_c.h" />
<Unit filename="../src/video/SDL_rect.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_rect_c.h" />
<Unit filename="../src/video/SDL_shape.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_shape_internals.h" />
<Unit filename="../src/video/SDL_stretch.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_surface.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/SDL_sysvideo.h" />
<Unit filename="../src/video/SDL_video.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/Xext/XME/xme.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/Xext/Xinerama/Xinerama.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/Xext/Xv/Xv.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/Xext/Xv/Xvlibint.h" />
<Unit filename="../src/video/Xext/Xxf86vm/XF86VMode.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/Xext/extensions/Xext.h" />
<Unit filename="../src/video/Xext/extensions/Xinerama.h" />
<Unit filename="../src/video/Xext/extensions/Xv.h" />
<Unit filename="../src/video/Xext/extensions/Xvlib.h" />
<Unit filename="../src/video/Xext/extensions/Xvproto.h" />
<Unit filename="../src/video/Xext/extensions/extutil.h" />
<Unit filename="../src/video/Xext/extensions/panoramiXext.h" />
<Unit filename="../src/video/Xext/extensions/panoramiXproto.h" />
<Unit filename="../src/video/Xext/extensions/xf86dga.h" />
<Unit filename="../src/video/Xext/extensions/xf86dga1.h" />
<Unit filename="../src/video/Xext/extensions/xf86dga1str.h" />
<Unit filename="../src/video/Xext/extensions/xf86dgastr.h" />
<Unit filename="../src/video/Xext/extensions/xf86vmode.h" />
<Unit filename="../src/video/Xext/extensions/xf86vmstr.h" />
<Unit filename="../src/video/android/SDL_androidevents.h" />
<Unit filename="../src/video/android/SDL_androidkeyboard.h" />
<Unit filename="../src/video/android/SDL_androidtouch.h" />
<Unit filename="../src/video/android/SDL_androidvideo.h" />
<Unit filename="../src/video/android/SDL_androidwindow.h" />
<Unit filename="../src/video/bwindow/SDL_BView.h" />
<Unit filename="../src/video/bwindow/SDL_BWin.h" />
<Unit filename="../src/video/bwindow/SDL_lowvideo.h" />
<Unit filename="../src/video/bwindow/SDL_sysevents_c.h" />
<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" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11clipboard.h" />
<Unit filename="../src/video/x11/SDL_x11dyn.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11dyn.h" />
<Unit filename="../src/video/x11/SDL_x11events.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11events.h" />
<Unit filename="../src/video/x11/SDL_x11framebuffer.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11framebuffer.h" />
<Unit filename="../src/video/x11/SDL_x11keyboard.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11keyboard.h" />
<Unit filename="../src/video/x11/SDL_x11modes.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11modes.h" />
<Unit filename="../src/video/x11/SDL_x11mouse.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11mouse.h" />
<Unit filename="../src/video/x11/SDL_x11opengl.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11opengl.h" />
<Unit filename="../src/video/x11/SDL_x11opengles.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11opengles.h" />
<Unit filename="../src/video/x11/SDL_x11shape.c">
<Option compilerVar="CC" />
</Unit>
<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" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11touch.h" />
<Unit filename="../src/video/x11/SDL_x11video.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11video.h" />
<Unit filename="../src/video/x11/SDL_x11window.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/SDL_x11window.h" />
<Unit filename="../src/video/x11/imKStoUCS.c">
<Option compilerVar="CC" />
</Unit>
<Unit filename="../src/video/x11/imKStoUCS.h" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

View File

@@ -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

View File

@@ -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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WARNING: This code is under construction, may not build, and is unstable!

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@@ -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>

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@@ -1,436 +0,0 @@
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<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" />
<ClCompile Include="..\..\src\video\SDL_blit_A.c" />
<ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
<ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
<ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\SDL_compat.c" />
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\audio\windib\SDL_dibaudio.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\windx5\SDL_dx5audio.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\SDL_fatal.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer_m68k.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer_MMX.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer_MMX_VC.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowskeyboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,105 +0,0 @@
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "winresrc.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,3,0,0
PRODUCTVERSION 1,3,0,0
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "\0"
VALUE "FileDescription", "SDL\0"
VALUE "FileVersion", "1, 3, 0, 0\0"
VALUE "InternalName", "SDL\0"
VALUE "LegalCopyright", "Copyright <20> 2009 Sam Lantinga\0"
VALUE "OriginalFilename", "SDL.dll\0"
VALUE "ProductName", "Simple DirectMedia Layer\0"
VALUE "ProductVersion", "1, 3, 0, 0\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // !_MAC
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

View File

@@ -1,15 +0,0 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by Version.rc
//
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 101
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

View File

@@ -1,45 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL", "SDL\SDL_VS2005.vcproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLmain", "SDLmain\SDLmain_VS2005.vcproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release_NoSTDIO|Win32 = Release_NoSTDIO|Win32
Release_NoSTDIO|x64 = Release_NoSTDIO|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|x64.Build.0 = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|Win32.ActiveCfg = Release_NoSTDIO|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|Win32.Build.0 = Release_NoSTDIO|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|x64.ActiveCfg = Release_NoSTDIO|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|x64.Build.0 = Release_NoSTDIO|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -1,338 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL", "SDL\SDL_VS2008.vcproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLmain", "SDLmain\SDLmain_VS2008.vcproj", "{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_VS2008.vcproj", "{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}") = "checkkeys", "tests\checkkeys\checkkeys_VS2008.vcproj", "{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}") = "graywin", "tests\graywin\graywin_VS2008.vcproj", "{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_VS2008.vcproj", "{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_VS2008.vcproj", "{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}") = "testdraw2", "tests\testdraw2\testdraw2_VS2008.vcproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
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_VS2008.vcproj", "{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}") = "testgamma", "tests\testgamma\testgamma_VS2008.vcproj", "{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_VS2008.vcproj", "{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}") = "testgl2", "tests\testgl2\testgl2_VS2008.vcproj", "{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}") = "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}
EndProjectSection
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}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2_VS2008.vcproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
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_VS2008.vcproj", "{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}") = "testpower", "tests\testpower\testpower_VS2008.vcproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
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}") = "testsprite", "tests\testsprite\testsprite_VS2008.vcproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}"
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}") = "testsprite2", "tests\testsprite2\testsprite2_VS2008.vcproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
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_VS2008.vcproj", "{575FD095-EDAB-4BD4-B733-CD4A874F6FB0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
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{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}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite_VS2010.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E5}"
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}") = "testsprite2", "tests\testsprite2\testsprite2_VS2010.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
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}") = "testshape", "tests\testshape\testshape_VS2010.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
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}") = "testdraw2", "tests\testdraw2\testdraw2_VS2010.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
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}") = "testpower", "tests\testpower\testpower_VS2010.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
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
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|Win32
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
{DDD710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|Win32
{0BCCA0BF-073E-439E-BCE0-C9353C177487}.Debug|Win32.ActiveCfg = Debug|Win32
{0BCCA0BF-073E-439E-BCE0-C9353C177487}.Debug|Win32.Build.0 = Debug|Win32
{0BCCA0BF-073E-439E-BCE0-C9353C177487}.Debug|x64.ActiveCfg = Debug|Win32
{0BCCA0BF-073E-439E-BCE0-C9353C177487}.Release|Win32.ActiveCfg = Release|Win32
{0BCCA0BF-073E-439E-BCE0-C9353C177487}.Release|Win32.Build.0 = Release|Win32
{0BCCA0BF-073E-439E-BCE0-C9353C177487}.Release|x64.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|Win32
{7814D54B-65D3-4677-AD77-E0B980B4FA2D}.Debug|Win32.ActiveCfg = Debug|Win32
{7814D54B-65D3-4677-AD77-E0B980B4FA2D}.Debug|Win32.Build.0 = Debug|Win32
{7814D54B-65D3-4677-AD77-E0B980B4FA2D}.Debug|x64.ActiveCfg = Debug|Win32
{7814D54B-65D3-4677-AD77-E0B980B4FA2D}.Release|Win32.ActiveCfg = Release|Win32
{7814D54B-65D3-4677-AD77-E0B980B4FA2D}.Release|Win32.Build.0 = Release|Win32
{7814D54B-65D3-4677-AD77-E0B980B4FA2D}.Release|x64.ActiveCfg = Release|Win32
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}.Debug|Win32.ActiveCfg = Debug|Win32
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}.Debug|Win32.Build.0 = Debug|Win32
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}.Debug|x64.ActiveCfg = Debug|Win32
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}.Release|Win32.ActiveCfg = Release|Win32
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}.Release|Win32.Build.0 = Release|Win32
{D974A0DF-3E2E-445C-A2EB-E899E9B582CB}.Release|x64.ActiveCfg = Release|Win32
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}.Debug|Win32.ActiveCfg = Debug|Win32
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}.Debug|Win32.Build.0 = Debug|Win32
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}.Debug|x64.ActiveCfg = Debug|Win32
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}.Release|Win32.ActiveCfg = Release|Win32
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}.Release|Win32.Build.0 = Release|Win32
{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}.Release|x64.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.Build.0 = Release|Win32
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EndGlobal

View File

@@ -1,434 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
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Name="SDLmain"
ProjectGUID="{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
RootNamespace="SDLmain"
>
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<Platform
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<Platform
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<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
Name="VCPreBuildEventTool"
Description="Making sure basic SDL headers are in place..."
CommandLine="echo Copying SDL_config_windows.h to SDL_config.h...&#x0D;&#x0A;copy /Y &quot;$(ProjectDir)\..\..\include\SDL_config_windows.h&quot; &quot;$(ProjectDir)\..\..\include\SDL_config.h&quot;&#x0D;&#x0A;&#x0D;&#x0A;if exist &quot;$(ProjectDir)\..\..\include\SDL_revision.h&quot; goto SDLREVISIONOKAY&#x0D;&#x0A;echo Creating stub SDL_revision.h file...&#x0D;&#x0A;echo #define SDL_REVISION &quot;hg-0:baadf00d&quot; &gt;&quot;$(ProjectDir)\..\..\include\SDL_revision.h&quot;&#x0D;&#x0A;:SDLREVISIONOKAY&#x0D;&#x0A;"
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<Tool
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<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
Name="VCWebServiceProxyGeneratorTool"
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<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="_CRT_SECURE_NO_DEPRECATE;WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
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<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
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<Tool
Name="VCPreLinkEventTool"
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<Tool
Name="VCLibrarianTool"
OutputFile="$(IntDir)\SDLmain.lib"
SuppressStartupBanner="true"
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<Tool
Name="VCALinkTool"
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<Tool
Name="VCXDCMakeTool"
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<Tool
Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
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<Tool
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<Configuration
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
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<Tool
Name="VCCustomBuildTool"
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<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
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<Tool
Name="VCCLCompilerTool"
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AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
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StringPooling="true"
RuntimeLibrary="2"
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<Tool
Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
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<Tool
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IntermediateDirectory=".\Release_NOSTDIO"
ConfigurationType="4"
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UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
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Description="Making sure basic SDL headers are in place..."
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<Tool
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<Tool
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<Tool
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RuntimeLibrary="2"
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<Tool
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<Tool
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<Tool
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<Configuration
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Configuration
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OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="4"
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UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
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<Tool
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<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
Name="VCWebServiceProxyGeneratorTool"
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<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
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AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="_CRT_SECURE_NO_DEPRECATE;WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="2"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
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<Tool
Name="VCResourceCompilerTool"
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<Tool
Name="VCPreLinkEventTool"
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<Tool
Name="VCLibrarianTool"
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Name="VCXDCMakeTool"
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Name="VCBscMakeTool"
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ConfigurationType="4"
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View File

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View File

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View File

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View File

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View File

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View File

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View File

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<PostBuildEvent>
<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll</Command>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/loopwave.tlb</TypeLibraryName>
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<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
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<PrecompiledHeaderOutputFile>.\Debug/loopwave.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>.\Debug/</AssemblerListingLocation>
<ObjectFileName>.\Debug/</ObjectFileName>
<ProgramDataBaseFileName>.\Debug/</ProgramDataBaseFileName>
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<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
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<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
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<AdditionalOptions>/MACHINE:I386 %(AdditionalOptions)</AdditionalOptions>
<OutputFile>.\Debug/loopwave.exe</OutputFile>
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<ProgramDatabaseFile>.\Debug/loopwave.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
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<PostBuildEvent>
<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll</Command>
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<ItemGroup>
<ClCompile Include="..\..\..\Test\Loopwave.c" />
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<ItemGroup>
<Library Include="..\..\Sdl\Debug\SDL.lib" />
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</Project>

View File

@@ -1,217 +0,0 @@
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ProjectType="Visual C++"
Version="8.00"
Name="testalpha"
ProjectGUID="{7814D54B-65D3-4677-AD77-E0B980B4FA2D}"
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<Configuration
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OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
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ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
Name="VCPreBuildEventTool"
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Name="VCXMLDataGeneratorTool"
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<Tool
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PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
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TargetEnvironment="1"
TypeLibraryName=".\Debug/testalpha.tlb"
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<Tool
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Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testalpha.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
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Culture="1033"
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OutputFile=".\Debug/testalpha.exe"
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GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testalpha.pdb"
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ObjectFile=".\Release/"
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WarningLevel="3"
SuppressStartupBanner="true"
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<Tool
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OutputFile=".\Release/testalpha.exe"
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Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
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Name="VCAppVerifierTool"
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Name="VCWebDeploymentTool"
/>
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Name="VCPostBuildEventTool"
/>
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<Files>
<File
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</VisualStudioProject>

View File

@@ -1,213 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
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Name="testalpha"
ProjectGUID="{7814D54B-65D3-4677-AD77-E0B980B4FA2D}"
RootNamespace="testalpha"
TargetFrameworkVersion="131072"
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OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
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ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
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Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
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<Tool
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PreprocessorDefinitions="_DEBUG"
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TargetEnvironment="1"
TypeLibraryName=".\Debug/testalpha.tlb"
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<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
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AssemblerListingLocation=".\Debug/"
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ProgramDataBaseFileName=".\Debug/"
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Name="VCManagedResourceCompilerTool"
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PreprocessorDefinitions="_DEBUG"
Culture="1033"
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Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
OutputFile=".\Debug/testalpha.exe"
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GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testalpha.pdb"
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Name="VCAppVerifierTool"
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Name="VCXMLDataGeneratorTool"
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InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
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CompileAs="0"
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PreprocessorDefinitions="NDEBUG"
Culture="1033"
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OutputFile=".\Release/testalpha.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testalpha.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
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<Tool
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Name="VCXDCMakeTool"
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<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
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Description="Copy SDL and data files"
CommandLine="copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll&#x0D;&#x0A;copy $(SolutionDir)\..\test\icon.bmp $(ProjectDir)\icon.bmp&#x0D;&#x0A;"
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<References>
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<Files>
<File
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>
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<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,146 +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">
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<PropertyGroup Label="Globals">
<ProjectName>testalpha</ProjectName>
<RootNamespace>testalpha</RootNamespace>
<ProjectGuid>{7814D54B-65D3-4677-AD77-E0B980B4FA2D}</ProjectGuid>
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<ConfigurationType>Application</ConfigurationType>
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<Command>copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll
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<AdditionalOptions>/MACHINE:I386 %(AdditionalOptions)</AdditionalOptions>
<OutputFile>.\Release/testalpha.exe</OutputFile>
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<SubSystem>Windows</SubSystem>
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<Message>Copy SDL and data files</Message>
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<ImportGroup Label="ExtensionTargets">
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</Project>

View File

@@ -1,226 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
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Name="testatomic"
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<Tool
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<Tool
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<Tool
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<Tool
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PreprocessorDefinitions="_DEBUG"
Culture="1033"
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<Tool
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<Tool
Name="VCManifestTool"
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<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
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<Tool
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<Tool
Name="VCWebDeploymentTool"
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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AdditionalOptions="/MACHINE:I386"
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LinkIncremental="1"
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ProgramDatabaseFile=".\Release/testatomic.pdb"
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<Tool
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<Tool
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<Tool
Name="VCAppVerifierTool"
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<Tool
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<References>
</References>
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<File
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<File
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</File>
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<FileConfiguration
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<Tool
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<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,213 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
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Version="9.00"
Name="testatomic"
ProjectGUID="{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
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<Platform
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OutputDirectory=".\Debug"
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View File

@@ -1,217 +0,0 @@
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View File

@@ -1,213 +0,0 @@
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CommandLine="copy $(SolutionDir)\SDL\$(ConfigurationName)\SDL.dll $(TargetDir)\SDL.dll"
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</VisualStudioProject>

View File

@@ -1,144 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
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View File

@@ -1,217 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
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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

@@ -1,226 +0,0 @@
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View File

@@ -1,213 +0,0 @@
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View File

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<PrecompiledHeaderOutputFile>.\Release/testgesture.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>
<OutputFile>.\Release/testgesture.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<ProgramDatabaseFile>.\Release/testgesture.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\Sdl\Debug\SDL.lib" />
<Library Include="..\..\SDLmain\Debug\SDLmain.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgesture.c">
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug/testgesture.pch</PrecompiledHeaderOutputFile>
</ClCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,219 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Name="testgl"
ProjectGUID="{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testgl.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="_DEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testgl.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
OutputFile=".\Debug/testgl.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testgl.pdb"
SubSystem="2"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(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/testgl.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="NDEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testgl.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/testgl.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testgl.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="..\..\Sdl\Debug\SDL.lib"
>
</File>
<File
RelativePath="..\..\SDLmain\Debug\SDLmain.lib"
>
</File>
<File
RelativePath="..\..\..\test\testgl.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,215 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testgl"
ProjectGUID="{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}"
RootNamespace="testgl"
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/testgl.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="_DEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testgl.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/testgl.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testgl.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/testgl.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="NDEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testgl.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/testgl.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testgl.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\testgl.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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