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540 Commits
gs_wrchack
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v1.7.4400
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
|
7b8f9a54ec | ||
|
|
28980af858 | ||
|
|
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|
|
06db8eec48 | ||
|
|
9c720efe46 | ||
|
|
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|
|
f99414708d | ||
|
|
9549a6b16a | ||
|
|
3206094545 | ||
|
|
5cfae80701 | ||
|
|
b4d140c6bb | ||
|
|
c65eb3c3ee | ||
|
|
eec0984dbe |
5
.github/ISSUE_TEMPLATE/app_bug_report.yaml
vendored
5
.github/ISSUE_TEMPLATE/app_bug_report.yaml
vendored
@@ -20,11 +20,14 @@ body:
|
||||
|
||||
### Please Avoid Issues Pertaining to the Following:
|
||||
- We are **not** accepting bug reports for **PSX mode** at this time
|
||||
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use a [proper PSX emulator](https://emulation.gametechwiki.com/index.php/PlayStation_emulators)
|
||||
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use [Duckstation](https://github.com/stenzek/duckstation/releases/tag/latest)
|
||||
- We do **not** accept issues relating to **upscaling** at this time
|
||||
- We are aware of the various problems with upscaling. The issue spans many games and having hundreds of issues for the same fundamental issues isn't particularly helpful. There are several workarounds for graphical problems that come as a result of upscaling
|
||||
- Please try your game at native resolution before creating an issue
|
||||
- If your bug is the result of upscaling please use the forums or discord for assistance with various upscaling workarounds. Additionally, the unofficial PCSX2 [Wiki](https://wiki.pcsx2.net/Main_Page) often lists various fixes for upscaling issues
|
||||
- We do **not** accept issues relating to Widescreen/no-interlace patches at this time
|
||||
- Any issues pertaining to Widescreen/no-interlace patches please forward them to the [patches repository](https://github.com/PCSX2/pcsx2_patches).
|
||||
|
||||
- type: textarea
|
||||
id: desc
|
||||
attributes:
|
||||
|
||||
5
.github/ISSUE_TEMPLATE/emu_bug_report.yaml
vendored
5
.github/ISSUE_TEMPLATE/emu_bug_report.yaml
vendored
@@ -20,11 +20,14 @@ body:
|
||||
|
||||
### Please Avoid Issues Pertaining to the Following:
|
||||
- We are **not** accepting bug reports for **PSX mode** at this time
|
||||
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use a [proper PSX emulator](https://emulation.gametechwiki.com/index.php/PlayStation_emulators)
|
||||
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use [Duckstation](https://github.com/stenzek/duckstation/releases/tag/latest)
|
||||
- We do **not** accept issues relating to **upscaling** at this time
|
||||
- We are aware of the various problems with upscaling. The issue spans many games and having hundreds of issues for the same fundamental issues isn't particularly helpful. There are several workarounds for graphical problems that come as a result of upscaling
|
||||
- Please try your game at native resolution before creating an issue
|
||||
- If your bug is the result of upscaling please use the forums or discord for assistance with various upscaling workarounds. Additionally, the unofficial PCSX2 [Wiki](https://wiki.pcsx2.net/Main_Page) often lists various fixes for upscaling issues
|
||||
- We do **not** accept issues relating to Widescreen/no-interlace patches at this time
|
||||
- Any issues pertaining to Widescreen/no-interlace patches please forward them to the [patches repository](https://github.com/PCSX2/pcsx2_patches).
|
||||
|
||||
- type: textarea
|
||||
id: desc
|
||||
attributes:
|
||||
|
||||
@@ -19,7 +19,7 @@ jobs:
|
||||
mv ./game_controller_db.txt ${{github.workspace}}/bin/resources/game_controller_db.txt
|
||||
|
||||
- name: Create Pull Request
|
||||
uses: peter-evans/create-pull-request@v4
|
||||
uses: peter-evans/create-pull-request@v5
|
||||
with:
|
||||
title: "PAD: Update to latest controller database"
|
||||
commit-message: "PAD: Update to latest controller database."
|
||||
|
||||
6
.github/workflows/macos_build.yml
vendored
6
.github/workflows/macos_build.yml
vendored
@@ -144,12 +144,12 @@ jobs:
|
||||
APPNAME="PCSX2-$TAG"
|
||||
fi
|
||||
mv build/pcsx2*/PCSX2.app "$APPNAME.app"
|
||||
tar cvzf "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.gz" "$APPNAME.app"
|
||||
tar --options xz:compression-level=9 -cvJf "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.xz" "$APPNAME.app"
|
||||
mkdir ci-artifacts
|
||||
cp "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.gz" ci-artifacts/macOS-${{ inputs.gui }}.tar.gz
|
||||
cp "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.xz" ci-artifacts/macOS-${{ inputs.gui }}.tar.xz
|
||||
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
|
||||
path: "*.tar.gz"
|
||||
path: "*.tar.xz"
|
||||
|
||||
22
.github/workflows/release_pipeline.yml
vendored
22
.github/workflows/release_pipeline.yml
vendored
@@ -28,25 +28,7 @@ jobs:
|
||||
jobName: Qt
|
||||
configuration: CMake
|
||||
buildSystem: cmake
|
||||
secrets: inherit
|
||||
|
||||
build_qt_sse4:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
name: "Windows - SSE4"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt
|
||||
configuration: Release
|
||||
simd: "SSE4"
|
||||
secrets: inherit
|
||||
|
||||
build_qt_avx2:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
name: "Windows - AVX2"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt
|
||||
configuration: Release AVX2
|
||||
cmakeFlags: -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl
|
||||
secrets: inherit
|
||||
|
||||
# MacOS
|
||||
@@ -65,8 +47,6 @@ jobs:
|
||||
needs:
|
||||
- build_linux_qt
|
||||
- build_windows_qt
|
||||
- build_qt_sse4
|
||||
- build_qt_avx2
|
||||
- build_macos_qt
|
||||
name: "Upload Artifacts"
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
@@ -87,6 +87,7 @@ declare -a SYSLIBS=(
|
||||
"libvorbis.so.0"
|
||||
"libvorbisenc.so.2"
|
||||
"libxcb.so.1"
|
||||
"libxcb-cursor.so.0"
|
||||
"libxcb-render.so.0"
|
||||
"libxcb-shm.so.0"
|
||||
"libxkbcommon.so.0"
|
||||
@@ -206,6 +207,9 @@ mkdir "$OUTDIR/usr"
|
||||
echo "Copying binary and resources..."
|
||||
cp -a "$BUILDDIR/bin" "$OUTDIR/usr"
|
||||
|
||||
# Get rid of unit tests, we don't want them bloating the squashfs.
|
||||
rm -fv "$OUTDIR"/usr/bin/*_test
|
||||
|
||||
# Patch RPATH so the binary goes hunting for shared libraries in the AppDir instead of system.
|
||||
echo "Patching RPATH in ${BINARY}..."
|
||||
patchelf --set-rpath '$ORIGIN/../lib' "$OUTDIR/usr/bin/$BINARY"
|
||||
|
||||
@@ -4,23 +4,26 @@ set -e
|
||||
|
||||
INSTALLDIR="$HOME/deps"
|
||||
NPROCS="$(getconf _NPROCESSORS_ONLN)"
|
||||
SDL=SDL2-2.26.0
|
||||
QT=6.3.1
|
||||
SDL=SDL2-2.26.5
|
||||
QT=6.5.0
|
||||
LIBBACKTRACE=ad106d5fdd5d960bd33fae1c48a351af567fd075
|
||||
|
||||
mkdir -p deps-build
|
||||
cd deps-build
|
||||
|
||||
cat > SHASUMS <<EOF
|
||||
8000d7169febce93c84b6bdf376631f8179132fd69f7015d4dadb8b9c2bdb295 $SDL.tar.gz
|
||||
0a64421d9c2469c2c48490a032ab91d547017c9cc171f3f8070bc31888f24e03 qtbase-everywhere-src-$QT.tar.xz
|
||||
7b19f418e6f7b8e23344082dd04440aacf5da23c5a73980ba22ae4eba4f87df7 qtsvg-everywhere-src-$QT.tar.xz
|
||||
c412750f2aa3beb93fce5f30517c607f55daaeb7d0407af206a8adf917e126c1 qttools-everywhere-src-$QT.tar.xz
|
||||
d7bdd55e2908ded901dcc262157100af2a490bf04d31e32995f6d91d78dfdb97 qttranslations-everywhere-src-$QT.tar.xz
|
||||
6f14fea2d172a5b4170be3efcb0e58535f6605b61bcd823f6d5c9d165bb8c0f0 qtwayland-everywhere-src-$QT.tar.xz
|
||||
ad8fea3da1be64c83c45b1d363a6b4ba8fd60f5bde3b23ec73855709ec5eabf7 $SDL.tar.gz
|
||||
fd6f417fe9e3a071cf1424a5152d926a34c4a3c5070745470be6cf12a404ed79 $LIBBACKTRACE.zip
|
||||
fde1aa7b4fbe64ec1b4fc576a57f4688ad1453d2fab59cbadd948a10a6eaf5ef qtbase-everywhere-src-$QT.tar.xz
|
||||
64ca7e61f44d51e28bcbb4e0509299b53a9a7e38879e00a7fe91643196067a4f qtsvg-everywhere-src-$QT.tar.xz
|
||||
49c33d96b0a44988be954269b8ce3d1a495b439726e03a6be7c0d50a686369c4 qttools-everywhere-src-$QT.tar.xz
|
||||
fc85d0fd8393f518653ccada1014177a56df6e73f30f3b64eea0c2e4a0067a3d qttranslations-everywhere-src-$QT.tar.xz
|
||||
ccc57fa277fc5f1c1c2c4733eae80a60996b67a067233c47809e542aa31759a3 qtwayland-everywhere-src-$QT.tar.xz
|
||||
EOF
|
||||
|
||||
curl -L \
|
||||
-O "https://libsdl.org/release/$SDL.tar.gz" \
|
||||
-O "https://github.com/ianlancetaylor/libbacktrace/archive/$LIBBACKTRACE.zip" \
|
||||
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qtbase-everywhere-src-$QT.tar.xz" \
|
||||
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qtsvg-everywhere-src-$QT.tar.xz" \
|
||||
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qttools-everywhere-src-$QT.tar.xz" \
|
||||
@@ -37,6 +40,14 @@ make "-j$NPROCS"
|
||||
make install
|
||||
cd ..
|
||||
|
||||
echo "Building libbacktrace..."
|
||||
unzip "$LIBBACKTRACE.zip"
|
||||
cd "libbacktrace-$LIBBACKTRACE"
|
||||
./configure --prefix="$HOME/deps"
|
||||
make
|
||||
make install
|
||||
cd ..
|
||||
|
||||
# Couple notes:
|
||||
# -fontconfig is needed otherwise Qt Widgets render only boxes.
|
||||
# -qt-doubleconversion avoids a dependency on libdouble-conversion.
|
||||
@@ -65,19 +76,6 @@ cd ../../
|
||||
echo "Building Qt Wayland..."
|
||||
tar xf "qtwayland-everywhere-src-$QT.tar.xz"
|
||||
cd "qtwayland-everywhere-src-$QT"
|
||||
# qtwayland does not build without qml/qtdeclarative in 6.3.1. Work around it.
|
||||
patch -u src/compositor/CMakeLists.txt <<EOF
|
||||
--- src/compositor/CMakeLists.txt 2022-06-08 13:44:30.000000000 +1000
|
||||
+++ src/compositor/CMakeLists.txt 2022-07-17 20:05:25.461881785 +1000
|
||||
@@ -46,7 +46,6 @@
|
||||
global/qtwaylandcompositorglobal.h
|
||||
global/qtwaylandqmlinclude.h
|
||||
global/qwaylandcompositorextension.cpp global/qwaylandcompositorextension.h global/qwaylandcompositorextension_p.h
|
||||
- global/qwaylandquickextension.cpp global/qwaylandquickextension.h
|
||||
global/qwaylandutils_p.h
|
||||
hardware_integration/qwlclientbufferintegration.cpp hardware_integration/qwlclientbufferintegration_p.h
|
||||
wayland_wrapper/qwlbuffermanager.cpp wayland_wrapper/qwlbuffermanager_p.h
|
||||
EOF
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -G Ninja -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=Release ..
|
||||
@@ -103,6 +101,30 @@ patch -u src/linguist/CMakeLists.txt <<EOF
|
||||
add_subdirectory(linguist)
|
||||
endif()
|
||||
EOF
|
||||
|
||||
# Also force disable clang scanning, it gets very confused.
|
||||
patch -u configure.cmake <<EOF
|
||||
--- configure.cmake
|
||||
+++ configure.cmake
|
||||
@@ -14,12 +14,12 @@
|
||||
# Presumably because 6.0 ClangConfig.cmake files are not good enough?
|
||||
# In any case explicitly request a minimum version of 8.x for now, otherwise
|
||||
# building with CMake will fail at compilation time.
|
||||
-qt_find_package(WrapLibClang 8 PROVIDED_TARGETS WrapLibClang::WrapLibClang)
|
||||
+#qt_find_package(WrapLibClang 8 PROVIDED_TARGETS WrapLibClang::WrapLibClang)
|
||||
# special case end
|
||||
|
||||
-if(TARGET WrapLibClang::WrapLibClang)
|
||||
- set(TEST_libclang "ON" CACHE BOOL "Required libclang version found." FORCE)
|
||||
-endif()
|
||||
+#if(TARGET WrapLibClang::WrapLibClang)
|
||||
+# set(TEST_libclang "ON" CACHE BOOL "Required libclang version found." FORCE)
|
||||
+#endif()
|
||||
|
||||
|
||||
|
||||
EOF
|
||||
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -G Ninja -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=Release -DFEATURE_assistant=OFF -DFEATURE_clang=OFF -DFEATURE_designer=OFF -DFEATURE_kmap2qmap=OFF -DFEATURE_pixeltool=OFF -DFEATURE_pkg_config=OFF -DFEATURE_qev=OFF -DFEATURE_qtattributionsscanner=OFF -DFEATURE_qtdiag=OFF -DFEATURE_qtplugininfo=OFF ..
|
||||
|
||||
@@ -6,11 +6,11 @@ export MACOSX_DEPLOYMENT_TARGET=10.14
|
||||
|
||||
INSTALLDIR="$HOME/deps"
|
||||
NPROCS="$(getconf _NPROCESSORS_ONLN)"
|
||||
SDL=SDL2-2.26.0
|
||||
SDL=SDL2-2.26.5
|
||||
PNG=1.6.37
|
||||
JPG=9e
|
||||
SOUNDTOUCH=soundtouch-2.3.1
|
||||
QT=6.3.1
|
||||
QT=6.4.3
|
||||
|
||||
mkdir deps-build
|
||||
cd deps-build
|
||||
@@ -21,14 +21,14 @@ export CFLAGS="-I$INSTALLDIR/include -Os $CFLAGS"
|
||||
export CXXFLAGS="-I$INSTALLDIR/include -Os $CXXFLAGS"
|
||||
|
||||
cat > SHASUMS <<EOF
|
||||
8000d7169febce93c84b6bdf376631f8179132fd69f7015d4dadb8b9c2bdb295 $SDL.tar.gz
|
||||
ad8fea3da1be64c83c45b1d363a6b4ba8fd60f5bde3b23ec73855709ec5eabf7 $SDL.tar.gz
|
||||
505e70834d35383537b6491e7ae8641f1a4bed1876dbfe361201fc80868d88ca libpng-$PNG.tar.xz
|
||||
4077d6a6a75aeb01884f708919d25934c93305e49f7e3f36db9129320e6f4f3d jpegsrc.v$JPG.tar.gz
|
||||
6900996607258496ce126924a19fe9d598af9d892cf3f33d1e4daaa9b42ae0b1 $SOUNDTOUCH.tar.gz
|
||||
0a64421d9c2469c2c48490a032ab91d547017c9cc171f3f8070bc31888f24e03 qtbase-everywhere-src-$QT.tar.xz
|
||||
7b19f418e6f7b8e23344082dd04440aacf5da23c5a73980ba22ae4eba4f87df7 qtsvg-everywhere-src-$QT.tar.xz
|
||||
c412750f2aa3beb93fce5f30517c607f55daaeb7d0407af206a8adf917e126c1 qttools-everywhere-src-$QT.tar.xz
|
||||
d7bdd55e2908ded901dcc262157100af2a490bf04d31e32995f6d91d78dfdb97 qttranslations-everywhere-src-$QT.tar.xz
|
||||
5087c9e5b0165e7bc3c1a4ab176b35d0cd8f52636aea903fa377bdba00891a60 qtbase-everywhere-src-$QT.tar.xz
|
||||
88315f886cf81898705e487cedba6e6160724359d23c518c92c333c098879a4a qtsvg-everywhere-src-$QT.tar.xz
|
||||
867df829cd5cd3ae8efe62e825503123542764b13c96953511e567df70c5a091 qttools-everywhere-src-$QT.tar.xz
|
||||
79e56b7800d49649a8a8010818538c367a829e0b7a09d5f60bd3aecf5abe972c qttranslations-everywhere-src-$QT.tar.xz
|
||||
EOF
|
||||
|
||||
curl -L \
|
||||
|
||||
@@ -4,7 +4,7 @@ import shutil
|
||||
tag = os.environ['TAG'].split("refs/tags/")[1]
|
||||
scan_dir = os.environ['SCAN_DIR']
|
||||
output_dir = os.environ['OUT_DIR']
|
||||
accepted_exts = ["AppImage", "tar.gz", "7z"]
|
||||
accepted_exts = ["AppImage", "tar.xz", "7z"]
|
||||
|
||||
|
||||
for dir_name in os.listdir(scan_dir):
|
||||
|
||||
14
.github/workflows/windows_build_matrix.yml
vendored
14
.github/workflows/windows_build_matrix.yml
vendored
@@ -38,8 +38,8 @@ jobs:
|
||||
configuration: Release AVX2
|
||||
secrets: inherit
|
||||
|
||||
build_qt_sse4_cmake:
|
||||
name: "CMake SSE4"
|
||||
build_qt_cmake:
|
||||
name: "CMake"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt
|
||||
@@ -65,3 +65,13 @@ jobs:
|
||||
jobName: Qt Clang
|
||||
configuration: Release Clang AVX2
|
||||
secrets: inherit
|
||||
|
||||
build_qt_cmake_clang:
|
||||
name: "CMake"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt Clang
|
||||
configuration: CMake
|
||||
buildSystem: cmake
|
||||
cmakeFlags: -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl -DPCSX2_EXE_NAME=pcsx2-qt-clang
|
||||
secrets: inherit
|
||||
|
||||
6
.github/workflows/windows_build_qt.yml
vendored
6
.github/workflows/windows_build_qt.yml
vendored
@@ -25,6 +25,10 @@ on:
|
||||
required: false
|
||||
type: string
|
||||
default: msbuild
|
||||
cmakeFlags:
|
||||
required: false
|
||||
type: string
|
||||
default: ""
|
||||
qt_binary_url:
|
||||
required: false
|
||||
type: string
|
||||
@@ -92,7 +96,7 @@ jobs:
|
||||
shell: cmd
|
||||
run: |
|
||||
call "%ProgramFiles%\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvars64.bat"
|
||||
cmake . -B build "-DCMAKE_PREFIX_PATH=%cd%\${{ inputs.qt_dir }}" -DQT_BUILD=ON -DCMAKE_BUILD_TYPE=Release -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON -DDISABLE_ADVANCE_SIMD=ON -G Ninja
|
||||
cmake . -B build ${{ inputs.cmakeFlags }} "-DCMAKE_PREFIX_PATH=%cd%\${{ inputs.qt_dir }}" -DQT_BUILD=ON -DCMAKE_BUILD_TYPE=Release -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON -DDISABLE_ADVANCE_SIMD=ON -G Ninja
|
||||
|
||||
- name: Build PCSX2
|
||||
shell: cmd
|
||||
|
||||
2
3rdparty/libchdr/libchdr
vendored
2
3rdparty/libchdr/libchdr
vendored
Submodule 3rdparty/libchdr/libchdr updated: 5de1a59019...fec8ab9421
10
3rdparty/rainterface/CMakeLists.txt
vendored
Normal file
10
3rdparty/rainterface/CMakeLists.txt
vendored
Normal file
@@ -0,0 +1,10 @@
|
||||
add_library(rainterface
|
||||
RA_Consoles.h
|
||||
RA_Emulators.h
|
||||
RA_Interface.cpp
|
||||
RA_Interface.h
|
||||
)
|
||||
|
||||
target_include_directories(rainterface PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
target_include_directories(rainterface INTERFACE "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
|
||||
2
3rdparty/sdl2/CMakeLists.txt
vendored
2
3rdparty/sdl2/CMakeLists.txt
vendored
@@ -18,7 +18,7 @@ set(SDL_X11 OFF CACHE BOOL "")
|
||||
set(SDL_WAYLAND OFF CACHE BOOL "")
|
||||
set(SDL_RPI OFF CACHE BOOL "")
|
||||
set(SDL_COCOA ON CACHE BOOL "")
|
||||
set(SDL_DIRECTX OFF CACHE BOOL "")
|
||||
set(SDL_DIRECTX ON CACHE BOOL "")
|
||||
set(SDL_WASAPI OFF CACHE BOOL "")
|
||||
set(SDL_RENDER_D3D OFF CACHE BOOL "")
|
||||
set(SDL_RENDER_METAL OFF CACHE BOOL "")
|
||||
|
||||
2
3rdparty/sdl2/SDL
vendored
2
3rdparty/sdl2/SDL
vendored
Submodule 3rdparty/sdl2/SDL updated: 0bfeed061b...ac13ca9ab6
@@ -22,7 +22,7 @@ Installers and binaries for both stable and development builds are available fro
|
||||
|
||||
| Operating System | CPU | GPU | RAM |
|
||||
| ------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 20.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports SSE4.1 <br/> - [PassMark Single Thread Performance](https://www.cpubenchmark.net/singleThread.html) rating near or greater than 1800 <br/> - Two physical cores, with hyperthreading | - Direct3D10 support <br/> - OpenGL 3.x support <br/> - Vulkan 1.1 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 3000 (Geforce GTX 750 Radeon RX 560 Intel Arc A380) <br/> - 2 GB Video Memory | 4 GB |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 20.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports SSE4.1 <br/> - [PassMark Thread Performance](https://www.cpubenchmark.net/CPU_mega_page.html) rating near or greater than 1800<br/> - Two physical cores, with hyperthreading | - Direct3D10 support <br/> - OpenGL 3.x support <br/> - Vulkan 1.1 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 3000 (Geforce GTX 750, Radeon RX 560, Intel Arc A380) <br/> - 2 GB Video Memory | 4 GB |
|
||||
|
||||
_Note: Recommended Single Thread Performance is based on moderately complex games. Games that pushed the PS2 hardware to its limits will struggle on CPUs at this level. Some release titles and 2D games which underutilized the PS2 hardware may run on CPUs rated as low as 1200. A quick reference for CPU **intensive games**: [Wiki](https://wiki.pcsx2.net/Category:CPU_intensive_games), [Forum](https://forums.pcsx2.net/Thread-LIST-The-Most-CPU-Intensive-Games) and CPU **light** games: [Forum](https://forums.pcsx2.net/Thread-LIST-Games-that-don-t-need-a-strong-CPU-to-emulate)_
|
||||
|
||||
@@ -30,16 +30,16 @@ _Note: Recommended Single Thread Performance is based on moderately complex game
|
||||
|
||||
| Operating System | CPU | GPU | RAM |
|
||||
| ----------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 22.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports AVX2 <br/> - [PassMark Single Thread Performance](https://www.cpubenchmark.net/singleThread.html) rating near or greater than 2600 <br/> - Four physical cores, with or without hyperthreading | - Direct3D12 support <br/> - OpenGL 4.6 support <br/> - Vulkan 1.3 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 6000 (GeForce GTX 1650 Radeon RX 570) <br/> - 4 GB Video Memory | 8 GB |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 22.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports AVX2 <br/> - [PassMark Single Thread Performance](https://www.cpubenchmark.net/CPU_mega_page.html) rating near or greater than 2600<br/> - Four physical cores, with or without hyperthreading | - Direct3D12 support <br/> - OpenGL 4.6 support <br/> - Vulkan 1.3 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 6000 (GeForce GTX 1650, Radeon RX 570) <br/> - 4 GB Video Memory | 8 GB |
|
||||
|
||||
_Note: Recommended GPU is based on 3x Internal, ~1080p resolution requirements. Higher resolutions will require stronger cards; 6x Internal, ~4K resolution will require a [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 12000 (GeForce RTX 2060 Radeon RX 6600 Intel Arc A750). Just like CPU requirements, this is also highly game dependent. A quick reference for GPU **intensive games**: [Wiki](https://wiki.pcsx2.net/Category:GPU_intensive_games)_
|
||||
|
||||
### Technical Notes
|
||||
|
||||
- You need the [Visual C++ 2019 x64 Redistributables](https://support.microsoft.com/en-us/help/2977003/) to run PCSX2.
|
||||
- You need the [Visual C++ 2019 x64 Redistributables](https://support.microsoft.com/en-us/help/2977003/) to run PCSX2 on Windows.
|
||||
- Windows XP and Direct3D9 support was dropped after stable release 1.4.0.
|
||||
- Windows 7, Windows 8.0, and Windows 8.1 support was dropped after stable release 1.6.0.
|
||||
- 32-bit and wxwidgets support was dropped after stable release 1.6.0, with the wxwidgets code being removed completely on 25th December 2022.
|
||||
- 32-bit and wxWidgets support was dropped after stable release 1.6.0, with the wxWidgets code being removed completely on 25th December 2022.
|
||||
- Make sure to update your operating system and drivers to ensure you have the best experience possible. Having a newer GPU is also recommended so you have the latest supported drivers.
|
||||
- Because of copyright issues, and the complexity of trying to work around it, you need a BIOS dump extracted from a legitimately-owned PS2 console to use the emulator. For more information about the BIOS and how to get it from your console, visit [this page](pcsx2/Docs/PCSX2_FAQ.md#question-13-where-do-i-get-a-ps2-bios).
|
||||
- PCSX2 uses two CPU cores for emulation by default. A third core can be used via the MTVU speed hack, which is compatible with most games. This can be a significant speedup on CPUs with 3+ cores, but it may be a slowdown on GS-limited games (or on CPUs with fewer than 2 cores). Software renderers will then additionally use however many rendering threads it is set to and will need higher core counts to run efficiently.
|
||||
|
||||
189
bin/docs/PCSX2.1
189
bin/docs/PCSX2.1
@@ -1,189 +0,0 @@
|
||||
.\" Copyright 2002-2017 PCSX2 Dev Team
|
||||
.\"
|
||||
.\" This is free documentation; you can redistribute it and/or
|
||||
.\" modify it under the terms of the GNU General Public License as
|
||||
.\" published by the Free Software Foundation; either version 3 of
|
||||
.\" the License, or (at your option) any later version.
|
||||
.\"
|
||||
.\" The GNU General Public License's references to "object code"
|
||||
.\" and "executables" are to be interpreted as the output of any
|
||||
.\" document formatting or typesetting system, including
|
||||
.\" intermediate and printed output.
|
||||
.\"
|
||||
.\" This manual is distributed in the hope that it will be useful,
|
||||
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
.\" GNU General Public License for more details.
|
||||
.\"
|
||||
.\" You should have received a copy of the GNU General Public
|
||||
.\" License along with this manual; if not, see
|
||||
.\" http://www.gnu.org/licenses.
|
||||
.Dd January 10, 2017
|
||||
.Dt PCSX2 1
|
||||
.Os
|
||||
.Sh NAME
|
||||
.Nm PCSX2
|
||||
.Nd PlayStation(R)2 Console Emulator
|
||||
.Sh SYNOPSIS
|
||||
.Nm
|
||||
.Op Fl h
|
||||
.Op Fl \-cfg Ns = Ns Ar file
|
||||
.Op Fl \-cfgpath Ns = Ns Ar path
|
||||
.Op Fl \-console
|
||||
.Op Fl \-forcewiz
|
||||
.Op Fl \-portable
|
||||
.Op Fl \-profiling
|
||||
.Op Fl \-elf Ns = Ns Ar file
|
||||
.Op Fl \-irx Ns = Ns Ar file
|
||||
.Op Fl \-nogui
|
||||
.Op Fl \-noguiprompt
|
||||
.Op Fl \-nodisc
|
||||
.Op Fl \-usecd
|
||||
.Op Fl \-fullscreen
|
||||
.Op Fl \-windowed
|
||||
.Op Fl \-nohacks
|
||||
.Op Fl \-fullboot
|
||||
.Op Fl \-gamefixes Ns = Ns Ar string
|
||||
.Op Fl \-gs Ns = Ns Ar file
|
||||
.Op Fl \-pad Ns = Ns Ar file
|
||||
.Op Fl \-spu2 Ns = Ns Ar file
|
||||
.Op Fl \-cdvd Ns = Ns Ar file
|
||||
.Op Fl \-usb Ns = Ns Ar file
|
||||
.Op Fl \-fw Ns = Ns Ar file
|
||||
.Op Fl \-dev9 Ns = Ns Ar file
|
||||
.Op Ar iso
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
is an open-source PlayStation 2 (AKA PS2) emulator.
|
||||
Its purpose is to emulate the PS2 hardware, using a combination of MIPS CPU
|
||||
interpreters, recompilers and a virtual machine that manages hardware states and
|
||||
PS2 memory.
|
||||
This allows you to play PS2 games on your PC, with many additional features and
|
||||
benefits.
|
||||
.Sh GENERAL OPTIONS
|
||||
.Bl -tag -width Ds
|
||||
.It Fl h , Fl \-help
|
||||
Displays the list of available command line options.
|
||||
.It Fl \-cfg Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
instead of PCSX2_vm.ini as the configuration file.
|
||||
It does not affect plugins.
|
||||
.It Fl \-cfgpath Ns = Ns Ar path
|
||||
Specifies
|
||||
.Ar path
|
||||
as the configuration file path.
|
||||
It affects both
|
||||
.Nm
|
||||
and the plugins.
|
||||
.It Fl \-console
|
||||
Forces the program log to be visible.
|
||||
.It Fl \-forcewiz
|
||||
Forces the First-Time Wizard to run.
|
||||
.It Fl \-portable
|
||||
Runs
|
||||
.Nm
|
||||
in portable mode.
|
||||
.It Fl \-profiling
|
||||
Makes it easier to use profiling tools.
|
||||
.El
|
||||
.Sh AUTO-RUN OPTIONS
|
||||
.Bl -tag -width Ds
|
||||
.It Ar iso
|
||||
Loads and runs
|
||||
.Ar iso
|
||||
at startup using the
|
||||
.Nm
|
||||
internal ISO loader.
|
||||
.It Fl \-elf Ns = Ns Ar file
|
||||
Executes
|
||||
.Ar file
|
||||
as an ELF image.
|
||||
.It Fl \-irx Ns = Ns Ar file
|
||||
Executes
|
||||
.Ar file
|
||||
as an IRX image.
|
||||
.It Fl \-nogui
|
||||
Disables display of the GUI while running games.
|
||||
.Nm
|
||||
will terminate when the game window is closed.
|
||||
.It Fl \-noguiprompt
|
||||
Prompt before exiting when
|
||||
.Fl \-nogui
|
||||
is used.
|
||||
.It Fl \-nodisc
|
||||
Boots with an empty DVD tray.
|
||||
Use this to boot into the PS2 system menu.
|
||||
.It Fl \-usecd
|
||||
Boots using the configured CDVD plugin instead of booting
|
||||
.Ar iso .
|
||||
.It Fl \-fullscreen
|
||||
Runs the game in fullscreen mode.
|
||||
.It Fl \-windowed
|
||||
Runs the game in windowed mode.
|
||||
.El
|
||||
.Sh COMPATIBILITY OPTIONS
|
||||
.Bl -tag -width Ds
|
||||
.It Fl \-nohacks
|
||||
Disables all speedhacks.
|
||||
.It Fl \-fullboot
|
||||
Disables the fast boot feature.
|
||||
.It Fl \-gamefixes= Ns Ar string
|
||||
Enable specific gamefixes for this session.
|
||||
.Ar string
|
||||
is a comma-separated list of gamefixes.
|
||||
.Pp
|
||||
Valid gamefixes: VuAddSub, VuClipFlag, FpuCompare, FpuMul, FpuNegDiv, XGKick,
|
||||
IpuWait, EETiming, SkipMpeg, OPHFlag, DMABusy,VIFFIFO, VIF1Stall, GIFFIFO,
|
||||
FMVinSoftware, GoemonTlb, ScarfaceIbit.
|
||||
.El
|
||||
.Sh PLUGIN OVERRIDES
|
||||
.Bl -tag -width Ds
|
||||
.It Fl \-gs Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the GS plugin.
|
||||
.It Fl \-pad Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the PAD plugin.
|
||||
.It Fl \-spu2 Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the SPU2 plugin.
|
||||
.It Fl \-cdvd Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the CDVD plugin.
|
||||
.It Fl \-usb Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the USB plugin.
|
||||
.It Fl \-fw Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the FW plugin.
|
||||
.It Fl \-dev9 Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the DEV9 plugin.
|
||||
.El
|
||||
.Sh FILES
|
||||
.Bl -tag -width Ds
|
||||
.It $XDG_CONFIG_DIR/PCSX2 or $HOME/PCSX2
|
||||
User configuration and data directory.
|
||||
.El
|
||||
.Sh AUTHORS
|
||||
.An PCSX2 Dev Team and many other contributors
|
||||
.Sh BUGS
|
||||
Bugs can be reported by submitting an issue at the
|
||||
.Lk https://github.com/PCSX2/pcsx2/issues "PCSX2 GitHub issue tracker" .
|
||||
.Sh PCSX2 RELATED WEBSITES
|
||||
.Bl -bullet
|
||||
.It
|
||||
.Lk http://github.com/PCSX2/pcsx2 "PCSX2 git repository"
|
||||
.It
|
||||
.Lk http://pcsx2.net "PCSX2 website"
|
||||
.It
|
||||
.Lk http://forums.pcsx2.net "PCSX2 forums"
|
||||
.El
|
||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
@@ -66,12 +66,12 @@
|
||||
03000000c82d00000021000000000000,8BitDo SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000121000000000000,8BitDo SN30 Pro for Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000260000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000261000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00001130000000000000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001230000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001330000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000121000000000000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000a00500003232000000000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
@@ -105,6 +105,8 @@
|
||||
03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,start:b3,platform:Windows,
|
||||
03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000e4150000103f000000000000,Batarang,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000d6200000e557000000000000,Batarang PlayStation Controller,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:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows,
|
||||
@@ -184,13 +186,14 @@
|
||||
03000000ad1b000028f0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000ad1b00002ef0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000ad1b000038f0000000000000,Fightpad TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03005036852100000000000000000000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000f806000001a3000000000000,Firestorm,a:b9,b:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b10,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b12,x:b8,y:b4,platform:Windows,
|
||||
03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows,
|
||||
03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows,
|
||||
03000000b40400001024000000000000,Flydigi Apex,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000151900004000000000000000,Flydigi Vader 2,a:b11,b:b10,back:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,leftstick:b1,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b0,righttrigger:b4,rightx:a3,righty:a4,start:b2,x:b9,y:b8,platform:Windows,
|
||||
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
|
||||
03000000b40400001224000000000000,Flydigi Vader 2 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,paddle3:b17,paddle4:b18,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,misc1:b15,paddle1:b11,paddle2:b10,paddle3:b13,paddle4:b12,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows,
|
||||
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b14,paddle1:b4,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
|
||||
03000000b40400001224000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows,
|
||||
0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,
|
||||
03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -302,6 +305,7 @@
|
||||
03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows,
|
||||
03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows,
|
||||
03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows,
|
||||
03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows,
|
||||
03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows,
|
||||
03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000d81d00001000000000000000,iBuffalo BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
@@ -374,7 +378,7 @@
|
||||
030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
|
||||
030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -446,7 +450,7 @@
|
||||
03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000002201000000000000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000006f0e00008501000000000000,PDP Fightpad Pro,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b0,platform:Windows,
|
||||
030000006f0e00000901000000000000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00000901000000000000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows,
|
||||
03000000666600006706000000000000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows,
|
||||
03000000e30500009605000000000000,PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
@@ -543,8 +547,9 @@
|
||||
030000009b2800001e00000000000000,Raphnet Vectrex Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a1,lefty:a2,x:b2,y:b3,platform:Windows,
|
||||
030000009b2800002b00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,x:b0,y:b5,back:b2,guide:b10,start:b3,leftshoulder:b6,rightshoulder:b7,dpup:b12,dpleft:b14,dpdown:b13,dpright:b15,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:b8,righttrigger:b9,platform:Windows,
|
||||
030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000f8270000bf0b000000000000,Razer Kishi,a:b6,b:b7,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b18,leftshoulder:b12,leftstick:b19,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b13,rightstick:b20,righttrigger:b15,rightx:a2,righty:a5,start:b17,x:b9,y:b10,platform:Windows,
|
||||
03000000321500000204000000000000,Razer Panthera PS3 Controller,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:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000321500000104000000000000,Razer Panthera PS4,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000321500000010000000000000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -657,6 +662,8 @@
|
||||
03000000ba2200000701000000000000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows,
|
||||
03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows,
|
||||
03000000790000002601000000000000,TGZ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000591c00002400000000000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000591c00002600000000000000,THEGamepad,a:b2,b:b1,back:b6,leftx:a0,lefty:a1,start:b7,x:b3,y:b0,platform:Windows,
|
||||
030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f0400000ed0000000000000,ThrustMaster eSwap Pro Controller,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -812,6 +819,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
|
||||
03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000d62000002a79000000010000,BDA PS4 Fightpad,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -824,8 +833,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000791d00000103000009010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000006e0500000720000010020000,Elecom JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Mac OS X,
|
||||
030000006f0e00008401000003010000,Faceoff Premiere Wired Pro Controller for Nintendo Switch,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:b13,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle3:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000151900004000000001000000,Flydigi Vader 2,a:b14,b:b15,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Mac OS X,
|
||||
03000000b40400001124000001040000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000b40400001224000003030000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,
|
||||
03000000ac0500001a06000002020000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -850,6 +860,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f00003801000008010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Mac OS X,
|
||||
030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f0000aa00000072050000,Hori Real Arcade Pro,a:b2,b:b1,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:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000000d0f00000002000015010000,Hori Switch Split Pad Pro,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,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f00006e00000000010000,Horipad 4 PS3,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:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f00006600000000010000,Horipad 4 PS4,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f00006600000000000000,Horipad FPS Plus 4,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:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -888,6 +899,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,
|
||||
03000000790000000018000000010000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,
|
||||
030000005e0400002800000002010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Mac OS X,
|
||||
030000005e0400000300000006010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e0400000700000006010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e0400002700000001010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
@@ -904,7 +917,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000550900001472000025050000,NVIDIA Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X,
|
||||
030000004b120000014d000000010000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
030000006f0e00000901000002010000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006f0e00000901000002010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000666600006706000088020000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X,
|
||||
030000004c050000da0c000000010000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
@@ -947,6 +960,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000004c0500006802000002100000,Rii RK707,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b3,righttrigger:b9,rightx:a2,righty:a3,start:b1,x:b15,y:b12,platform:Mac OS X,
|
||||
03000000c6240000fefa000000000000,Rock Candy PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000006f0e00008701000005010000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000e804000000a000001b010000,Samsung EIGP20,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b11,leftx:a1,lefty:a3,rightshoulder:b12,rightx:a4,righty:a5,start:b16,x:b7,y:b9,platform:Mac OS X,
|
||||
03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Mac OS X,
|
||||
03000000a30c00002500000006020000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Mac OS X,
|
||||
03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X,
|
||||
@@ -969,6 +983,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000457500002211000000010000,SZMY Power PC Gamepad,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:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000790000001c18000003100000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000591c00002400000021000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000591c00002600000021000000,THEGamepad,a:b2,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Mac OS X,
|
||||
030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,
|
||||
030000004f0400000ed0000000020000,ThrustMaster eSwap Pro Controller,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,
|
||||
@@ -992,6 +1008,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e040000130b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000200b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000200b000013050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000200b000015050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -1067,6 +1084,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000760000011010000,8BitDo Ultimate Wireless,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001230000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001330000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
|
||||
@@ -1124,8 +1143,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006e0500000720000010010000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
|
||||
030000007d0400000640000010010000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
|
||||
03000000430b00000300000000010000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03005036852100000201000010010000,Final Fantasy XIV Online Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000b40400001224000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000007e0500003703000000000000,GameCube Adapter,a:b0,b:b1,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
|
||||
19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,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:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1176,6 +1197,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f00006a00000011010000,Hori Real Arcade Pro 4,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00006b00000011010000,Hori Real Arcade Pro 4,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:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00001600000000010000,Hori Real Arcade Pro EXSE,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000000d0f00008501000015010000,Hori Switch Split Pad Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000000d0f00006e00000011010000,Horipad 4 PS3,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:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00006600000011010000,Horipad 4 PS4,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:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f0000ee00000011010000,Horipad Mini 4,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:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1185,6 +1207,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
|
||||
05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux,
|
||||
03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux,
|
||||
03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Linux,
|
||||
03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000f00300008d03000011010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
|
||||
@@ -1249,28 +1272,31 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000790000000318000011010000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
|
||||
03000000790000000018000011010000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000b50700001203000010010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
|
||||
03000000b50700004f00000000010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
|
||||
03000000780000000600000010010000,Microntek Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000005e0400002800000000010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Linux,
|
||||
030000005e0400000e00000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000700000000010000,Microsoft SideWinder Gamepad,a:b0,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000300000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000700000000010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000e00000000010000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400002700000000010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008502000000010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008902000021010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008e02000001000000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.1,dpleft:h0.2,dpright:h0.8,dpup:h0.4,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000004010000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000056210000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000062230000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b00000b050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000d102000001010000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000d102000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000dd02000003020000,Microsoft Xbox One 2015,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000dd02000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000008040000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000e302000003020000,Microsoft Xbox One Elite,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000000b000008040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000050b000003090000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000005e040000ea02000008040000,Microsoft Xbox One S,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008902000021010000,Microsoft Xbox pad v2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e040000120b00000b050000,Microsoft Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
|
||||
050000004d4f435554452d3035335800,Mocute 053X,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
05000000e80400006e0400001b010000,Mocute 053X M59,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000004d4f435554452d3035305800,Mocute 054X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000d6200000e589000001000000,Moga 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
|
||||
05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
|
||||
@@ -1301,13 +1327,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000d620000011a7000011010000,Nintendo Switch PowerA Core Plus Controller,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:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000007e0500000920000000026803,Nintendo Switch Pro Controller,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Linux,
|
||||
030000007e0500000920000011810000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,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,misc1:b4,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,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,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500000920000001800000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
050000007e0500000720000001800000,Nintendo Switch Right Joy-Con,a:b1,b:b2,back:b9,leftshoulder:b4,leftstick:b10,leftx:a1~,lefty:a0,rightshoulder:b6,start:b8,x:b0,y:b3,platform:Linux,
|
||||
05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux,
|
||||
050000007e0500001920000001800000,NSO N64 Controller,+rightx:b10,+righty:b8,-rightx:b9,-righty:b7,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b3,lefttrigger:b2,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b4,righttrigger:b5,start:b6,platform:Linux,
|
||||
050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
|
||||
@@ -1330,9 +1357,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00008501000011010000,PDP Nintendo Switch Fightpad Pro,a:b2,b:b1,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:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006f0e00002801000011010000,PDP PS3 Rock Candy Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00000901000011010000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00000901000011010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000ad1b000004f9000000010000,PDP Xbox 360 Versus Fighting,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e0000a802000023020000,PDP Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e0000a702000023020000,PDP Xbox One Raven Black,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e0000d802000006640000,PDP Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000666600006706000000010000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux,
|
||||
030000004c050000da0c000011010000,PlayStation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000d9040000160f000000010000,PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1432,6 +1461,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,
|
||||
03000000a30600000b04000000010000,Saitek P990 Dual Analog,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
|
||||
03000000a306000020f6000011010000,Saitek PS2700 Rumble,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,
|
||||
05000000e804000000a000001b010000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux,
|
||||
03000000a30c00002500000011010000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Linux,
|
||||
03000000790000001100000011010000,Sega Saturn,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1525,14 +1555,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
0000000058626f782047616d65706100,Xbox Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
030000005e040000120b000009050000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000001030000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000007050000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000e302000002090000,Xbox One Elite,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000220b000013050000,Xbox One Elite 2 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
@@ -1540,16 +1568,20 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
060000005e040000ea0200000d050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000001050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000005050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000009050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b00000d050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b00000f050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000007050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000011050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000015050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
060000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b00000b050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000007050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000130b000007050000,Xbox Series X Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000011050000,Xbox Series X Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000013050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000450c00002043000010010000,XEOX SL6556 BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
05000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
in vec2 PSin_t;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
#elif (FXAA_GLSL_VK == 1)
|
||||
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
||||
|
||||
#ifndef PS_SCALE_FACTOR
|
||||
#define PS_SCALE_FACTOR 1
|
||||
#endif
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 p : POSITION;
|
||||
@@ -24,7 +20,6 @@ cbuffer cb0 : register(b0)
|
||||
int EMODA;
|
||||
int EMODC;
|
||||
int DOFFSET;
|
||||
int cb0_pad;
|
||||
};
|
||||
|
||||
static const float3x3 rgb2yuv =
|
||||
@@ -274,16 +269,25 @@ PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
|
||||
uint2 subblock = pos & uint2(7u, 1u);
|
||||
uint2 coord = block | subblock;
|
||||
|
||||
// Compensate for potentially differing page pitch.
|
||||
uint SBW = uint(EMODA);
|
||||
uint DBW = uint(EMODC);
|
||||
uint2 block_xy = coord / uint2(64, 32);
|
||||
uint block_num = (block_xy.y * (DBW / 128)) + block_xy.x;
|
||||
uint2 block_offset = uint2((block_num % (SBW / 64)) * 64, (block_num / (SBW / 64)) * 32);
|
||||
coord = (coord % uint2(64, 32)) + block_offset;
|
||||
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
|
||||
if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
|
||||
coord = uint2(float2(coord) * PS_SCALE_FACTOR);
|
||||
float ScaleFactor = BGColor.x;
|
||||
if (floor(ScaleFactor) != ScaleFactor)
|
||||
coord = uint2(float2(coord) * ScaleFactor);
|
||||
else
|
||||
coord *= PS_SCALE_FACTOR;
|
||||
coord *= uint(ScaleFactor);
|
||||
|
||||
float4 pixel = Texture.Load(int3(int2(coord), 0));
|
||||
float2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
@@ -295,7 +299,7 @@ PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
|
||||
PS_OUTPUT ps_convert_clut_4(PS_INPUT input)
|
||||
{
|
||||
// Borrowing the YUV constant buffer.
|
||||
float2 scale = BGColor.xy;
|
||||
float scale = BGColor.x;
|
||||
uint2 offset = uint2(uint(EMODA), uint(EMODC)) + uint(DOFFSET);
|
||||
|
||||
// CLUT4 is easy, just two rows of 8x8.
|
||||
@@ -310,7 +314,7 @@ PS_OUTPUT ps_convert_clut_4(PS_INPUT input)
|
||||
|
||||
PS_OUTPUT ps_convert_clut_8(PS_INPUT input)
|
||||
{
|
||||
float2 scale = BGColor.xy;
|
||||
float scale = BGColor.x;
|
||||
uint2 offset = uint2(uint(EMODA), uint(EMODC));
|
||||
uint index = min(uint(input.p.x) + uint(DOFFSET), 255u);
|
||||
|
||||
|
||||
36
bin/resources/shaders/dx11/imgui.fx
Normal file
36
bin/resources/shaders/dx11/imgui.fx
Normal file
@@ -0,0 +1,36 @@
|
||||
cbuffer vertexBuffer : register(b0)
|
||||
{
|
||||
float4x4 ProjectionMatrix;
|
||||
};
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float2 pos : POSITION;
|
||||
float4 col : COLOR0;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR0;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
PS_INPUT vs_main(VS_INPUT input)
|
||||
{
|
||||
PS_INPUT output;
|
||||
output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
|
||||
output.col = input.col;
|
||||
output.uv = input.uv;
|
||||
return output;
|
||||
}
|
||||
|
||||
sampler sampler0 : register(s0);
|
||||
Texture2D texture0 : register(t0);
|
||||
|
||||
float4 ps_main(PS_INPUT input) : SV_Target
|
||||
{
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv);
|
||||
return out_col;
|
||||
}
|
||||
@@ -23,7 +23,7 @@ float4 ps_main0(PS_INPUT input) : SV_Target0
|
||||
const int vpos = int(input.p.y); // vertical position of destination texture
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
return Texture.Sample(Sampler, input.t);
|
||||
return Texture.SampleLevel(Sampler, input.t, 0);
|
||||
else
|
||||
discard;
|
||||
|
||||
@@ -34,7 +34,7 @@ float4 ps_main0(PS_INPUT input) : SV_Target0
|
||||
// Bob shader
|
||||
float4 ps_main1(PS_INPUT input) : SV_Target0
|
||||
{
|
||||
return Texture.Sample(Sampler, input.t);
|
||||
return Texture.SampleLevel(Sampler, input.t, 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -42,9 +42,9 @@ float4 ps_main1(PS_INPUT input) : SV_Target0
|
||||
float4 ps_main2(PS_INPUT input) : SV_Target0
|
||||
{
|
||||
float2 vstep = float2(0.0f, ZrH.y);
|
||||
float4 c0 = Texture.Sample(Sampler, input.t - vstep);
|
||||
float4 c1 = Texture.Sample(Sampler, input.t);
|
||||
float4 c2 = Texture.Sample(Sampler, input.t + vstep);
|
||||
float4 c0 = Texture.SampleLevel(Sampler, input.t - vstep, 0);
|
||||
float4 c1 = Texture.SampleLevel(Sampler, input.t, 0);
|
||||
float4 c2 = Texture.SampleLevel(Sampler, input.t + vstep, 0);
|
||||
|
||||
return (c0 + c1 * 2 + c2) / 4;
|
||||
}
|
||||
@@ -66,15 +66,11 @@ float4 ps_main3(PS_INPUT input) : SV_Target0
|
||||
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
||||
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
||||
const int vpos = int(input.p.y) + lofs; // vertical position of destination texture
|
||||
const float2 bofs = float2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
|
||||
const float2 vscale = float2(1.0f, 2.0f); // scaling factor from source to destination texture
|
||||
const float2 optr = input.t - bofs; // used to check if the current destination line is within the current bank
|
||||
const float2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
||||
|
||||
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
||||
// we leave the old line in the destination buffer
|
||||
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
|
||||
return Texture.Sample(Sampler, iptr);
|
||||
if ((vpos & 1) == field)
|
||||
return Texture.SampleLevel(Sampler, input.t, 0);
|
||||
else
|
||||
discard;
|
||||
|
||||
@@ -133,13 +129,13 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
|
||||
|
||||
// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
|
||||
|
||||
float4 hn = Texture.Sample(Sampler, p_t0 - lofs); // new high pixel
|
||||
float4 cn = Texture.Sample(Sampler, p_t1); // new center pixel
|
||||
float4 ln = Texture.Sample(Sampler, p_t0 + lofs); // new low pixel
|
||||
float4 hn = Texture.SampleLevel(Sampler, p_t0 - lofs, 0); // new high pixel
|
||||
float4 cn = Texture.SampleLevel(Sampler, p_t1, 0); // new center pixel
|
||||
float4 ln = Texture.SampleLevel(Sampler, p_t0 + lofs, 0); // new low pixel
|
||||
|
||||
float4 ho = Texture.Sample(Sampler, p_t2 - lofs); // old high pixel
|
||||
float4 co = Texture.Sample(Sampler, p_t3); // old center pixel
|
||||
float4 lo = Texture.Sample(Sampler, p_t2 + lofs); // old low pixel
|
||||
float4 ho = Texture.SampleLevel(Sampler, p_t2 - lofs, 0); // old high pixel
|
||||
float4 co = Texture.SampleLevel(Sampler, p_t3, 0); // old center pixel
|
||||
float4 lo = Texture.SampleLevel(Sampler, p_t2 + lofs, 0); // old low pixel
|
||||
|
||||
float3 mh = hn.rgb - ho.rgb; // high pixel motion
|
||||
float3 mc = cn.rgb - co.rgb; // center pixel motion
|
||||
@@ -164,7 +160,7 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
|
||||
if ((vpos & 1) == field)
|
||||
{
|
||||
// output coordinate present on current field
|
||||
return Texture.Sample(Sampler, p_t0);
|
||||
return Texture.SampleLevel(Sampler, p_t0, 0);
|
||||
}
|
||||
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
||||
{
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
||||
|
||||
#define FMT_32 0
|
||||
#define FMT_24 1
|
||||
#define FMT_16 2
|
||||
@@ -30,21 +28,23 @@
|
||||
#define PS_ATST 1
|
||||
#define PS_FOG 0
|
||||
#define PS_IIP 0
|
||||
#define PS_CLR_HW 0
|
||||
#define PS_BLEND_HW 0
|
||||
#define PS_A_MASKED 0
|
||||
#define PS_FBA 0
|
||||
#define PS_FBMASK 0
|
||||
#define PS_LTF 1
|
||||
#define PS_TCOFFSETHACK 0
|
||||
#define PS_POINT_SAMPLER 0
|
||||
#define PS_REGION_RECT 0
|
||||
#define PS_SHUFFLE 0
|
||||
#define PS_READ_BA 0
|
||||
#define PS_READ16_SRC 0
|
||||
#define PS_DFMT 0
|
||||
#define PS_DEPTH_FMT 0
|
||||
#define PS_PAL_FMT 0
|
||||
#define PS_CHANNEL_FETCH 0
|
||||
#define PS_TALES_OF_ABYSS_HLE 0
|
||||
#define PS_URBAN_CHAOS_HLE 0
|
||||
#define PS_SCALE_FACTOR 1.0
|
||||
#define PS_HDR 0
|
||||
#define PS_COLCLIP 0
|
||||
#define PS_BLEND_A 0
|
||||
@@ -52,6 +52,7 @@
|
||||
#define PS_BLEND_C 0
|
||||
#define PS_BLEND_D 0
|
||||
#define PS_BLEND_MIX 0
|
||||
#define PS_ROUND_INV 0
|
||||
#define PS_FIXED_ONE_A 0
|
||||
#define PS_PABE 0
|
||||
#define PS_DITHER 0
|
||||
@@ -69,6 +70,7 @@
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
@@ -109,6 +111,8 @@ struct PS_INPUT
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifdef PIXEL_SHADER
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
#if !PS_NO_COLOR
|
||||
@@ -132,21 +136,6 @@ Texture2D<float4> RtTexture : register(t2);
|
||||
Texture2D<float> PrimMinTexture : register(t3);
|
||||
SamplerState TextureSampler : register(s0);
|
||||
|
||||
#ifdef DX12
|
||||
cbuffer cb0 : register(b0)
|
||||
#else
|
||||
cbuffer cb0
|
||||
#endif
|
||||
{
|
||||
float2 VertexScale;
|
||||
float2 VertexOffset;
|
||||
float2 TextureScale;
|
||||
float2 TextureOffset;
|
||||
float2 PointSize;
|
||||
uint MaxDepth;
|
||||
uint pad_cb0;
|
||||
};
|
||||
|
||||
#ifdef DX12
|
||||
cbuffer cb1 : register(b1)
|
||||
#else
|
||||
@@ -167,12 +156,16 @@ cbuffer cb1
|
||||
float2 TC_OffsetHack;
|
||||
float2 STScale;
|
||||
float4x4 DitherMatrix;
|
||||
float ScaledScaleFactor;
|
||||
float RcpScaleFactor;
|
||||
};
|
||||
|
||||
float4 sample_c(float2 uv, float uv_w)
|
||||
{
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return RtTexture.Load(int3(int2(uv * WH.zw), 0));
|
||||
#elif PS_REGION_RECT == 1
|
||||
return Texture.Load(int3(int2(uv), 0));
|
||||
#else
|
||||
if (PS_POINT_SAMPLER)
|
||||
{
|
||||
@@ -236,7 +229,15 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
|
||||
if(PS_WMS == PS_WMT)
|
||||
{
|
||||
if(PS_WMS == 2)
|
||||
if(PS_REGION_RECT != 0 && PS_WMS == 0)
|
||||
{
|
||||
uv = frac(uv);
|
||||
}
|
||||
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
|
||||
{
|
||||
uv = saturate(uv);
|
||||
}
|
||||
else if(PS_WMS == 2)
|
||||
{
|
||||
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
}
|
||||
@@ -252,7 +253,15 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
}
|
||||
else
|
||||
{
|
||||
if(PS_WMS == 2)
|
||||
if(PS_REGION_RECT != 0 && PS_WMS == 0)
|
||||
{
|
||||
uv.xz = frac(uv.xz);
|
||||
}
|
||||
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
|
||||
{
|
||||
uv.xz = saturate(uv.xz);
|
||||
}
|
||||
else if(PS_WMS == 2)
|
||||
{
|
||||
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
}
|
||||
@@ -263,7 +272,15 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
#endif
|
||||
uv.xz = (float2)(((uint2)(uv.xz * tex_size.xx) & asuint(MinMax.xx)) | asuint(MinMax.zz)) / tex_size.xx;
|
||||
}
|
||||
if(PS_WMT == 2)
|
||||
if(PS_REGION_RECT != 0 && PS_WMT == 0)
|
||||
{
|
||||
uv.yw = frac(uv.yw);
|
||||
}
|
||||
else if(PS_REGION_RECT != 0 && PS_WMT == 1)
|
||||
{
|
||||
uv.yw = saturate(uv.yw);
|
||||
}
|
||||
else if(PS_WMT == 2)
|
||||
{
|
||||
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
}
|
||||
@@ -276,6 +293,12 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
}
|
||||
}
|
||||
|
||||
if(PS_REGION_RECT != 0)
|
||||
{
|
||||
// Normalized -> Integer Coordinates.
|
||||
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
|
||||
}
|
||||
|
||||
return uv;
|
||||
}
|
||||
|
||||
@@ -398,9 +421,13 @@ int2 clamp_wrap_uv_depth(int2 uv)
|
||||
|
||||
float4 sample_depth(float2 st, float2 pos)
|
||||
{
|
||||
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)PS_SCALE_FACTOR * (float2)(1.0f / 16.0f);
|
||||
int2 uv = (int2)uv_f;
|
||||
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)ScaledScaleFactor;
|
||||
|
||||
#if PS_REGION_RECT == 1
|
||||
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
|
||||
#endif
|
||||
|
||||
int2 uv = (int2)uv_f;
|
||||
float4 t = (float4)(0.0f);
|
||||
|
||||
if (PS_TALES_OF_ABYSS_HLE == 1)
|
||||
@@ -559,7 +586,7 @@ float4 sample_color(float2 st, float uv_w)
|
||||
float4x4 c;
|
||||
float2 dd;
|
||||
|
||||
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
{
|
||||
c[0] = sample_c(st, uv_w);
|
||||
}
|
||||
@@ -738,9 +765,13 @@ void ps_dither(inout float3 C, float2 pos_xy)
|
||||
if (PS_DITHER == 2)
|
||||
fpos = int2(pos_xy);
|
||||
else
|
||||
fpos = int2(pos_xy / (float)PS_SCALE_FACTOR);
|
||||
fpos = int2(pos_xy * RcpScaleFactor);
|
||||
|
||||
C += DitherMatrix[fpos.x & 3][fpos.y & 3];
|
||||
float value = DitherMatrix[fpos.x & 3][fpos.y & 3];
|
||||
if (PS_ROUND_INV)
|
||||
C -= value;
|
||||
else
|
||||
C += value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -750,6 +781,9 @@ void ps_color_clamp_wrap(inout float3 C)
|
||||
// so we need to limit the color depth on dithered items
|
||||
if (SW_BLEND || PS_DITHER || PS_FBMASK)
|
||||
{
|
||||
if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
|
||||
C += 7.0f; // Need to round up, not down since the shader will invert
|
||||
|
||||
// Standard Clamp
|
||||
if (PS_COLCLIP == 0 && PS_HDR == 0)
|
||||
C = clamp(C, (float3)0.0f, (float3)255.0f);
|
||||
@@ -762,8 +796,10 @@ void ps_color_clamp_wrap(inout float3 C)
|
||||
}
|
||||
}
|
||||
|
||||
void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
|
||||
{
|
||||
float As = As_rgba.a;
|
||||
|
||||
if (SW_BLEND)
|
||||
{
|
||||
// PABE
|
||||
@@ -787,9 +823,9 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
// We shouldn't clamp blend mix with clr1 as we want alpha higher
|
||||
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
||||
float C_clamped = C;
|
||||
if (PS_BLEND_MIX > 0 && PS_CLR_HW != 1)
|
||||
if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1)
|
||||
C_clamped = min(C_clamped, 1.0f);
|
||||
|
||||
if (PS_BLEND_A == PS_BLEND_B)
|
||||
@@ -808,21 +844,19 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
else
|
||||
Color.rgb = trunc(((A - B) * C) + D);
|
||||
|
||||
if (PS_CLR_HW == 1)
|
||||
if (PS_BLEND_HW == 1)
|
||||
{
|
||||
// Replace Af with As so we can do proper compensation for Alpha.
|
||||
if (PS_BLEND_C == 2)
|
||||
As = Af;
|
||||
// As or Af
|
||||
As_rgba.rgb = (float3)C;
|
||||
// Subtract 1 for alpha to compensate for the changed equation,
|
||||
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
||||
// we pick the lowest overflow from all colors because it's the safest,
|
||||
// we divide by 255 the color because we don't know Cd value,
|
||||
// changed alpha should only be done for hw blend.
|
||||
float min_color = min(min(Color.r, Color.g), Color.b);
|
||||
float alpha_compensate = max(1.0f, min_color / 255.0f);
|
||||
As -= alpha_compensate;
|
||||
float3 alpha_compensate = max((float3)1.0f, Color.rgb / (float3)255.0f);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
}
|
||||
else if (PS_CLR_HW == 2)
|
||||
else if (PS_BLEND_HW == 2)
|
||||
{
|
||||
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
||||
// The initial factor we chose is 1 (0.00392)
|
||||
@@ -832,16 +866,26 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
float color_compensate = 1.0f * (C + 1.0f);
|
||||
Color.rgb -= (float3)color_compensate;
|
||||
}
|
||||
else if (PS_BLEND_HW == 3)
|
||||
{
|
||||
// As, Ad or Af clamped.
|
||||
As_rgba.rgb = (float3)C_clamped;
|
||||
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
||||
// that is sent on second output to compensate.
|
||||
float3 overflow_check = (Color.rgb - (float3)255.0f) / 255.0f;
|
||||
float3 alpha_compensate = max((float3)0.0f, overflow_check);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PS_CLR_HW == 1 || PS_CLR_HW == 5)
|
||||
if (PS_BLEND_HW == 1)
|
||||
{
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
|
||||
Color.rgb = (float3)255.0f;
|
||||
}
|
||||
else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
|
||||
else if (PS_BLEND_HW == 2)
|
||||
{
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
@@ -850,12 +894,16 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
Color.rgb = max((float3)0.0f, (Alpha - (float3)1.0f));
|
||||
Color.rgb *= (float3)255.0f;
|
||||
}
|
||||
else if (PS_CLR_HW == 3)
|
||||
else if (PS_BLEND_HW == 3)
|
||||
{
|
||||
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
|
||||
|
||||
Color.rgb *= (255.0f / 128.0f);
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
||||
// When any color channel is higher than 128 then adjust the compensation automatically
|
||||
// to give us more accurate colors, otherwise they will be wrong.
|
||||
// The higher the value (>128) the lower the compensation will be.
|
||||
float max_color = max(max(Color.r, Color.g), Color.b);
|
||||
float color_compensate = 255.0f / max(128.0f, max_color);
|
||||
Color.rgb *= (float3)color_compensate;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -877,26 +925,37 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
{
|
||||
uint4 denorm_c = uint4(C);
|
||||
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
|
||||
|
||||
// Mask will take care of the correct destination
|
||||
if (PS_READ_BA)
|
||||
C.rb = C.bb;
|
||||
else
|
||||
C.rb = C.rr;
|
||||
|
||||
if (PS_READ_BA)
|
||||
|
||||
if (PS_READ16_SRC)
|
||||
{
|
||||
C.rb = (float2)float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5));
|
||||
if (denorm_c.a & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u));
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (denorm_c.g & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
// Mask will take care of the correct destination
|
||||
if (PS_READ_BA)
|
||||
C.rb = C.bb;
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
C.rb = C.rr;
|
||||
|
||||
if (PS_READ_BA)
|
||||
{
|
||||
if (denorm_c.a & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (denorm_c.g & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -908,15 +967,15 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
C.a = 128.0f;
|
||||
}
|
||||
|
||||
float alpha_blend;
|
||||
if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
float4 alpha_blend;
|
||||
if (SW_AD_TO_HW)
|
||||
{
|
||||
float4 RT = trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
|
||||
alpha_blend = RT.a / 128.0f;
|
||||
alpha_blend = (float4)(RT.a / 128.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha_blend = C.a / 128.0f;
|
||||
alpha_blend = (float4)(C.a / 128.0f);
|
||||
}
|
||||
|
||||
// Alpha correction
|
||||
@@ -966,12 +1025,12 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
#if !PS_NO_COLOR
|
||||
output.c0 = PS_HDR ? float4(C.rgb / 65535.0f, C.a / 255.0f) : C / 255.0f;
|
||||
#if !PS_NO_COLOR1
|
||||
output.c1 = (float4)(alpha_blend);
|
||||
output.c1 = alpha_blend;
|
||||
#endif
|
||||
|
||||
#if PS_NO_ABLEND
|
||||
// write alpha blend factor into col0
|
||||
output.c0.a = alpha_blend;
|
||||
output.c0.a = alpha_blend.a;
|
||||
#endif
|
||||
#if PS_ONLY_ALPHA
|
||||
// rgb isn't used
|
||||
@@ -988,10 +1047,29 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
return output;
|
||||
}
|
||||
|
||||
#endif // PIXEL_SHADER
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
#ifdef DX12
|
||||
cbuffer cb0 : register(b0)
|
||||
#else
|
||||
cbuffer cb0
|
||||
#endif
|
||||
{
|
||||
float2 VertexScale;
|
||||
float2 VertexOffset;
|
||||
float2 TextureScale;
|
||||
float2 TextureOffset;
|
||||
float2 PointSize;
|
||||
uint MaxDepth;
|
||||
uint BaseVertex; // Only used in DX11.
|
||||
};
|
||||
|
||||
VS_OUTPUT vs_main(VS_INPUT input)
|
||||
{
|
||||
// Clamp to max depth, gs doesn't wrap
|
||||
@@ -1044,156 +1122,101 @@ VS_OUTPUT vs_main(VS_INPUT input)
|
||||
return output;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Geometry Shader
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
#if VS_EXPAND != 0
|
||||
|
||||
#if GS_FORWARD_PRIMID
|
||||
#define PRIMID_IN , uint primid : SV_PrimitiveID
|
||||
#define VS2PS(x) vs2ps_impl(x, primid)
|
||||
PS_INPUT vs2ps_impl(VS_OUTPUT vs, uint primid)
|
||||
struct VS_RAW_INPUT
|
||||
{
|
||||
PS_INPUT o;
|
||||
o.p = vs.p;
|
||||
o.t = vs.t;
|
||||
o.ti = vs.ti;
|
||||
o.c = vs.c;
|
||||
o.primid = primid;
|
||||
return o;
|
||||
}
|
||||
float2 ST;
|
||||
uint RGBA;
|
||||
float Q;
|
||||
uint XY;
|
||||
uint Z;
|
||||
uint UV;
|
||||
uint FOG;
|
||||
};
|
||||
|
||||
StructuredBuffer<VS_RAW_INPUT> vertices : register(t0);
|
||||
|
||||
VS_INPUT load_vertex(uint index)
|
||||
{
|
||||
#ifdef DX12
|
||||
VS_RAW_INPUT raw = vertices.Load(index);
|
||||
#else
|
||||
#define PRIMID_IN
|
||||
#define VS2PS(x) vs2ps_impl(x)
|
||||
PS_INPUT vs2ps_impl(VS_OUTPUT vs)
|
||||
{
|
||||
PS_INPUT o;
|
||||
o.p = vs.p;
|
||||
o.t = vs.t;
|
||||
o.ti = vs.ti;
|
||||
o.c = vs.c;
|
||||
return o;
|
||||
}
|
||||
VS_RAW_INPUT raw = vertices.Load(BaseVertex + index);
|
||||
#endif
|
||||
|
||||
#if GS_PRIM == 0
|
||||
|
||||
[maxvertexcount(6)]
|
||||
void gs_main(point VS_OUTPUT input[1], inout TriangleStream<PS_INPUT> stream PRIMID_IN)
|
||||
{
|
||||
// Transform a point to a NxN sprite
|
||||
PS_INPUT Point = VS2PS(input[0]);
|
||||
|
||||
// Get new position
|
||||
float4 lt_p = input[0].p;
|
||||
float4 rb_p = input[0].p + float4(PointSize.x, PointSize.y, 0.0f, 0.0f);
|
||||
float4 lb_p = rb_p;
|
||||
float4 rt_p = rb_p;
|
||||
lb_p.x = lt_p.x;
|
||||
rt_p.y = lt_p.y;
|
||||
|
||||
// Triangle 1
|
||||
Point.p = lt_p;
|
||||
stream.Append(Point);
|
||||
|
||||
Point.p = lb_p;
|
||||
stream.Append(Point);
|
||||
|
||||
Point.p = rt_p;
|
||||
stream.Append(Point);
|
||||
|
||||
// Triangle 2
|
||||
Point.p = lb_p;
|
||||
stream.Append(Point);
|
||||
|
||||
Point.p = rt_p;
|
||||
stream.Append(Point);
|
||||
|
||||
Point.p = rb_p;
|
||||
stream.Append(Point);
|
||||
VS_INPUT vert;
|
||||
vert.st = raw.ST;
|
||||
vert.c = uint4(raw.RGBA & 0xFFu, (raw.RGBA >> 8) & 0xFFu, (raw.RGBA >> 16) & 0xFFu, raw.RGBA >> 24);
|
||||
vert.q = raw.Q;
|
||||
vert.p = uint2(raw.XY & 0xFFFFu, raw.XY >> 16);
|
||||
vert.z = raw.Z;
|
||||
vert.uv = uint2(raw.UV & 0xFFFFu, raw.UV >> 16);
|
||||
vert.f = float4(float(raw.FOG & 0xFFu), float((raw.FOG >> 8) & 0xFFu), float((raw.FOG >> 16) & 0xFFu), float(raw.FOG >> 24)) / 255.0f;
|
||||
return vert;
|
||||
}
|
||||
|
||||
#elif GS_PRIM == 1
|
||||
|
||||
[maxvertexcount(6)]
|
||||
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<PS_INPUT> stream PRIMID_IN)
|
||||
VS_OUTPUT vs_main_expand(uint vid : SV_VertexID)
|
||||
{
|
||||
// Transform a line to a thick line-sprite
|
||||
PS_INPUT left = VS2PS(input[0]);
|
||||
PS_INPUT right = VS2PS(input[1]);
|
||||
float2 lt_p = input[0].p.xy;
|
||||
float2 rt_p = input[1].p.xy;
|
||||
#if VS_EXPAND == 1 // Point
|
||||
|
||||
// Potentially there is faster math
|
||||
float2 line_vector = normalize(rt_p.xy - lt_p.xy);
|
||||
VS_OUTPUT vtx = vs_main(load_vertex(vid >> 2));
|
||||
|
||||
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
|
||||
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
|
||||
|
||||
return vtx;
|
||||
|
||||
#elif VS_EXPAND == 2 // Line
|
||||
|
||||
uint vid_base = vid >> 2;
|
||||
bool is_bottom = vid & 2;
|
||||
bool is_right = vid & 1;
|
||||
// All lines will be a pair of vertices next to each other
|
||||
// Since DirectX uses provoking vertex first, the bottom point will be the lower of the two
|
||||
uint vid_other = is_bottom ? vid_base + 1 : vid_base - 1;
|
||||
VS_OUTPUT vtx = vs_main(load_vertex(vid_base));
|
||||
VS_OUTPUT other = vs_main(load_vertex(vid_other));
|
||||
|
||||
float2 line_vector = normalize(vtx.p.xy - other.p.xy);
|
||||
float2 line_normal = float2(line_vector.y, -line_vector.x);
|
||||
float2 line_width = (line_normal * PointSize) / 2;
|
||||
// line_normal is inverted for bottom point
|
||||
float2 offset = (is_bottom ^ is_right) ? line_width : -line_width;
|
||||
vtx.p.xy += offset;
|
||||
|
||||
lt_p -= line_width;
|
||||
rt_p -= line_width;
|
||||
float2 lb_p = input[0].p.xy + line_width;
|
||||
float2 rb_p = input[1].p.xy + line_width;
|
||||
// Lines will be run as (0 1 2) (1 2 3)
|
||||
// This means that both triangles will have a point based off the top line point as their first point
|
||||
// So we don't have to do anything for !IIP
|
||||
|
||||
#if GS_IIP == 0
|
||||
left.c = right.c;
|
||||
#endif
|
||||
return vtx;
|
||||
|
||||
// Triangle 1
|
||||
left.p.xy = lt_p;
|
||||
stream.Append(left);
|
||||
#elif VS_EXPAND == 3 // Sprite
|
||||
|
||||
left.p.xy = lb_p;
|
||||
stream.Append(left);
|
||||
// Sprite points are always in pairs
|
||||
uint vid_base = vid >> 1;
|
||||
uint vid_lt = vid_base & ~1u;
|
||||
uint vid_rb = vid_base | 1u;
|
||||
|
||||
right.p.xy = rt_p;
|
||||
stream.Append(right);
|
||||
stream.RestartStrip();
|
||||
VS_OUTPUT lt = vs_main(load_vertex(vid_lt));
|
||||
VS_OUTPUT rb = vs_main(load_vertex(vid_rb));
|
||||
VS_OUTPUT vtx = rb;
|
||||
|
||||
// Triangle 2
|
||||
left.p.xy = lb_p;
|
||||
stream.Append(left);
|
||||
bool is_right = ((vid & 1u) != 0u);
|
||||
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
|
||||
vtx.t.x = is_right ? lt.t.x : vtx.t.x;
|
||||
vtx.ti.xz = is_right ? lt.ti.xz : vtx.ti.xz;
|
||||
|
||||
right.p.xy = rt_p;
|
||||
stream.Append(right);
|
||||
bool is_bottom = ((vid & 2u) != 0u);
|
||||
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
|
||||
vtx.t.y = is_bottom ? lt.t.y : vtx.t.y;
|
||||
vtx.ti.yw = is_bottom ? lt.ti.yw : vtx.ti.yw;
|
||||
|
||||
right.p.xy = rb_p;
|
||||
stream.Append(right);
|
||||
stream.RestartStrip();
|
||||
}
|
||||
|
||||
#elif GS_PRIM == 3
|
||||
|
||||
[maxvertexcount(4)]
|
||||
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<PS_INPUT> stream PRIMID_IN)
|
||||
{
|
||||
PS_INPUT lt = VS2PS(input[0]);
|
||||
PS_INPUT rb = VS2PS(input[1]);
|
||||
|
||||
// flat depth
|
||||
lt.p.z = rb.p.z;
|
||||
// flat fog and texture perspective
|
||||
lt.t.zw = rb.t.zw;
|
||||
|
||||
// flat color
|
||||
lt.c = rb.c;
|
||||
|
||||
// Swap texture and position coordinate
|
||||
PS_INPUT lb = rb;
|
||||
lb.p.x = lt.p.x;
|
||||
lb.t.x = lt.t.x;
|
||||
lb.ti.x = lt.ti.x;
|
||||
lb.ti.z = lt.ti.z;
|
||||
|
||||
PS_INPUT rt = rb;
|
||||
rt.p.y = lt.p.y;
|
||||
rt.t.y = lt.t.y;
|
||||
rt.ti.y = lt.ti.y;
|
||||
rt.ti.w = lt.ti.w;
|
||||
|
||||
stream.Append(lt);
|
||||
stream.Append(lb);
|
||||
stream.Append(rt);
|
||||
stream.Append(rb);
|
||||
}
|
||||
return vtx;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // VS_EXPAND
|
||||
|
||||
#endif // VERTEX_SHADER
|
||||
|
||||
@@ -1,101 +0,0 @@
|
||||
//#version 420 // Keep it for editor detection
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Common Interface Definition
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
#if !pGL_ES
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[1];
|
||||
#endif
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifdef GEOMETRY_SHADER
|
||||
|
||||
#if !pGL_ES
|
||||
in gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[1];
|
||||
#endif
|
||||
} gl_in[];
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[1];
|
||||
#endif
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Constant Buffer Definition
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Performance note, some drivers (nouveau) will validate all Constant Buffers
|
||||
// even if only one was updated.
|
||||
|
||||
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
|
||||
layout(std140, binding = 1) uniform cb20
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
|
||||
vec2 TextureScale;
|
||||
vec2 TextureOffset;
|
||||
|
||||
vec2 PointSize;
|
||||
uint MaxDepth;
|
||||
uint pad_cb20;
|
||||
};
|
||||
#endif
|
||||
|
||||
#if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER)
|
||||
layout(std140, binding = 0) uniform cb21
|
||||
{
|
||||
vec3 FogColor;
|
||||
float AREF;
|
||||
|
||||
vec4 WH;
|
||||
|
||||
vec2 TA;
|
||||
float MaxDepthPS;
|
||||
float Af;
|
||||
|
||||
uvec4 FbMask;
|
||||
|
||||
vec4 HalfTexel;
|
||||
|
||||
vec4 MinMax;
|
||||
vec4 STRange;
|
||||
|
||||
ivec4 ChannelShuffle;
|
||||
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
|
||||
mat4 DitherMatrix;
|
||||
};
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Default Sampler
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
#endif
|
||||
@@ -35,6 +35,8 @@ in vec4 PSin_p;
|
||||
in vec2 PSin_t;
|
||||
in vec4 PSin_c;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
// Give a different name so I remember there is a special case!
|
||||
#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
|
||||
layout(location = 0) out uint SV_Target1;
|
||||
@@ -234,6 +236,10 @@ void ps_convert_rgb5a1_float16_biln()
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba_8i
|
||||
uniform uint SBW;
|
||||
uniform uint DBW;
|
||||
uniform float ScaleFactor;
|
||||
|
||||
void ps_convert_rgba_8i()
|
||||
{
|
||||
// Convert a RGBA texture into a 8 bits packed texture
|
||||
@@ -252,16 +258,22 @@ void ps_convert_rgba_8i()
|
||||
uvec2 subblock = pos & uvec2(7u, 1u);
|
||||
uvec2 coord = block | subblock;
|
||||
|
||||
// Compensate for potentially differing page pitch.
|
||||
uvec2 block_xy = coord / uvec2(64u, 32u);
|
||||
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
|
||||
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 32u);
|
||||
coord = (coord % uvec2(64u, 32u)) + block_offset;
|
||||
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
|
||||
if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
|
||||
coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
|
||||
if (floor(ScaleFactor) != ScaleFactor)
|
||||
coord = uvec2(vec2(coord) * ScaleFactor);
|
||||
else
|
||||
coord *= uvec2(PS_SCALE_FACTOR);
|
||||
coord *= uvec2(ScaleFactor);
|
||||
|
||||
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
|
||||
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
@@ -316,7 +328,7 @@ void ps_hdr_resolve()
|
||||
|
||||
#ifdef ps_convert_clut_4
|
||||
uniform uvec3 offset;
|
||||
uniform vec2 scale;
|
||||
uniform float scale;
|
||||
|
||||
void ps_convert_clut_4()
|
||||
{
|
||||
@@ -324,14 +336,14 @@ void ps_convert_clut_4()
|
||||
uint index = uint(gl_FragCoord.x) + offset.z;
|
||||
uvec2 pos = uvec2(index % 8u, index / 8u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * scale));
|
||||
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * vec2(scale)));
|
||||
SV_Target0 = texelFetch(TextureSampler, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_clut_8
|
||||
uniform uvec3 offset;
|
||||
uniform vec2 scale;
|
||||
uniform float scale;
|
||||
|
||||
void ps_convert_clut_8()
|
||||
{
|
||||
@@ -344,7 +356,7 @@ void ps_convert_clut_8()
|
||||
pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
|
||||
pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * scale));
|
||||
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * vec2(scale)));
|
||||
SV_Target0 = texelFetch(TextureSampler, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
35
bin/resources/shaders/opengl/imgui.glsl
Normal file
35
bin/resources/shaders/opengl/imgui.glsl
Normal file
@@ -0,0 +1,35 @@
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout(location = 0) in vec2 Position;
|
||||
layout(location = 1) in vec2 UV;
|
||||
layout(location = 2) in vec4 Color;
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void vs_main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
layout(binding = 0) uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
layout(location = 0) out vec4 Out_Color;
|
||||
|
||||
void ps_main()
|
||||
{
|
||||
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -8,6 +8,8 @@ in vec4 PSin_c;
|
||||
|
||||
uniform vec4 ZrH;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
|
||||
@@ -19,7 +21,7 @@ void ps_main0()
|
||||
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
SV_Target0 = texture(TextureSampler, PSin_t);
|
||||
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -28,7 +30,7 @@ void ps_main0()
|
||||
// Bob shader
|
||||
void ps_main1()
|
||||
{
|
||||
SV_Target0 = texture(TextureSampler, PSin_t);
|
||||
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -36,9 +38,9 @@ void ps_main1()
|
||||
void ps_main2()
|
||||
{
|
||||
vec2 vstep = vec2(0.0f, ZrH.y);
|
||||
vec4 c0 = texture(TextureSampler, PSin_t - vstep);
|
||||
vec4 c1 = texture(TextureSampler, PSin_t);
|
||||
vec4 c2 = texture(TextureSampler, PSin_t + vstep);
|
||||
vec4 c0 = textureLod(TextureSampler, PSin_t - vstep, 0);
|
||||
vec4 c1 = textureLod(TextureSampler, PSin_t, 0);
|
||||
vec4 c2 = textureLod(TextureSampler, PSin_t + vstep, 0);
|
||||
|
||||
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
|
||||
}
|
||||
@@ -60,15 +62,11 @@ void ps_main3()
|
||||
int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
||||
int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
||||
int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
|
||||
vec2 bofs = vec2(0.0f, 0.5f * float(bank)); // vertical offset of the current bank relative to source texture size
|
||||
vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
|
||||
vec2 optr = PSin_t - bofs; // used to check if the current destination line is within the current bank
|
||||
vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
||||
|
||||
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
||||
// we leave the old line in the destination buffer
|
||||
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
|
||||
SV_Target0 = texture(TextureSampler, iptr);
|
||||
if ((vpos & 1) == field)
|
||||
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -126,13 +124,13 @@ void ps_main4()
|
||||
// calculating motion, only relevant for missing lines where the "center line" is pointed
|
||||
// by p_t1
|
||||
|
||||
vec4 hn = texture(TextureSampler, p_t0 - lofs); // new high pixel
|
||||
vec4 cn = texture(TextureSampler, p_t1); // new center pixel
|
||||
vec4 ln = texture(TextureSampler, p_t0 + lofs); // new low pixel
|
||||
vec4 hn = textureLod(TextureSampler, p_t0 - lofs, 0); // new high pixel
|
||||
vec4 cn = textureLod(TextureSampler, p_t1, 0); // new center pixel
|
||||
vec4 ln = textureLod(TextureSampler, p_t0 + lofs, 0); // new low pixel
|
||||
|
||||
vec4 ho = texture(TextureSampler, p_t2 - lofs); // old high pixel
|
||||
vec4 co = texture(TextureSampler, p_t3); // old center pixel
|
||||
vec4 lo = texture(TextureSampler, p_t2 + lofs); // old low pixel
|
||||
vec4 ho = textureLod(TextureSampler, p_t2 - lofs, 0); // old high pixel
|
||||
vec4 co = textureLod(TextureSampler, p_t3, 0); // old center pixel
|
||||
vec4 lo = textureLod(TextureSampler, p_t2 + lofs, 0); // old low pixel
|
||||
|
||||
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
|
||||
vec3 mc = cn.rgb - co.rgb; // center pixel motion
|
||||
@@ -158,7 +156,7 @@ void ps_main4()
|
||||
if ((vpos & 1) == field)
|
||||
{
|
||||
// output coordinate present on current field
|
||||
SV_Target0 = texture(TextureSampler, p_t0);
|
||||
SV_Target0 = textureLod(TextureSampler, p_t0, 0);
|
||||
}
|
||||
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
||||
{
|
||||
|
||||
@@ -8,6 +8,8 @@ in vec4 PSin_c;
|
||||
|
||||
uniform vec4 BGColor;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
void ps_main0()
|
||||
|
||||
@@ -46,6 +46,8 @@ in vec4 PSin_p;
|
||||
in vec2 PSin_t;
|
||||
in vec4 PSin_c;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
vec4 sample_c()
|
||||
|
||||
@@ -17,6 +17,8 @@ in vec4 PSin_p;
|
||||
in vec2 PSin_t;
|
||||
in vec4 PSin_c;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
|
||||
|
||||
@@ -1,15 +1,9 @@
|
||||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
// Require for bit operation
|
||||
//#extension GL_ARB_gpu_shader5 : enable
|
||||
|
||||
#define FMT_32 0
|
||||
#define FMT_24 1
|
||||
#define FMT_16 2
|
||||
|
||||
// APITRACE_DEBUG enables forced pixel output to easily detect
|
||||
// the fragment computed by primitive
|
||||
#define APITRACE_DEBUG 0
|
||||
// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
|
||||
// to detect bad sampling due to upscaling
|
||||
//#define TEX_COORD_DEBUG
|
||||
@@ -21,16 +15,41 @@
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
|
||||
#define PS_PRIMID_INIT (PS_DATE == 1 || PS_DATE == 2)
|
||||
#define NEEDS_RT_EARLY (PS_TEX_IS_FB == 1 || PS_DATE >= 5)
|
||||
#define NEEDS_RT (NEEDS_RT_EARLY || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)))
|
||||
#define NEEDS_TEX (PS_TFX != 4)
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
layout(std140, binding = 0) uniform cb21
|
||||
{
|
||||
vec3 FogColor;
|
||||
float AREF;
|
||||
|
||||
vec4 WH;
|
||||
|
||||
vec2 TA;
|
||||
float MaxDepthPS;
|
||||
float Af;
|
||||
|
||||
uvec4 FbMask;
|
||||
|
||||
vec4 HalfTexel;
|
||||
|
||||
vec4 MinMax;
|
||||
vec4 STRange;
|
||||
|
||||
ivec4 ChannelShuffle;
|
||||
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
|
||||
mat4 DitherMatrix;
|
||||
|
||||
float ScaledScaleFactor;
|
||||
float RcpScaleFactor;
|
||||
};
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
in SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
@@ -70,7 +89,10 @@ in SHADER
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
layout(binding = 1) uniform sampler2D PaletteSampler;
|
||||
#endif
|
||||
|
||||
#if !HAS_FRAMEBUFFER_FETCH && NEEDS_RT
|
||||
layout(binding = 2) uniform sampler2D RtSampler; // note 2 already use by the image below
|
||||
@@ -94,10 +116,14 @@ vec4 fetch_rt()
|
||||
#endif
|
||||
}
|
||||
|
||||
#if NEEDS_TEX
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
{
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return fetch_rt();
|
||||
#elif PS_REGION_RECT
|
||||
return texelFetch(TextureSampler, ivec2(uv), 0);
|
||||
#else
|
||||
|
||||
#if PS_POINT_SAMPLER
|
||||
@@ -163,7 +189,11 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
|
||||
#if PS_WMS == PS_WMT
|
||||
|
||||
#if PS_WMS == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMS == 0
|
||||
uv_out = fract(uv);
|
||||
#elif PS_REGION_RECT == 1 && PS_WMS == 1
|
||||
uv_out = clamp(uv, vec4(0.0f), vec4(1.0f));
|
||||
#elif PS_WMS == 2
|
||||
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
#elif PS_WMS == 3
|
||||
#if PS_FST == 0
|
||||
@@ -176,7 +206,13 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
|
||||
#else // PS_WMS != PS_WMT
|
||||
|
||||
#if PS_WMS == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMS == 0
|
||||
uv.xz = fract(uv.xz);
|
||||
|
||||
#elif PS_REGION_RECT == 1 && PS_WMS == 1
|
||||
uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
|
||||
|
||||
#elif PS_WMS == 2
|
||||
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
|
||||
#elif PS_WMS == 3
|
||||
@@ -187,7 +223,13 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
|
||||
#endif
|
||||
|
||||
#if PS_WMT == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMT == 0
|
||||
uv_out.yw = fract(uv.yw);
|
||||
|
||||
#elif PS_REGION_RECT == 1 && PS_WMT == 1
|
||||
uv_out.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
|
||||
|
||||
#elif PS_WMT == 2
|
||||
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
|
||||
#elif PS_WMT == 3
|
||||
@@ -197,6 +239,11 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
uv_out.yw = vec2((uvec2(uv.yw * tex_size.yy) & floatBitsToUint(MinMax.yy)) | floatBitsToUint(MinMax.ww)) / tex_size.yy;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if PS_REGION_RECT == 1
|
||||
// Normalized -> Integer Coordinates.
|
||||
uv_out = clamp(uv_out * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
|
||||
#endif
|
||||
|
||||
return uv_out;
|
||||
@@ -328,10 +375,15 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
||||
|
||||
vec4 sample_depth(vec2 st)
|
||||
{
|
||||
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(float(PS_SCALE_FACTOR)) * vec2(1.0f/16.0f);
|
||||
ivec2 uv = ivec2(uv_f);
|
||||
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
|
||||
|
||||
#if PS_REGION_RECT == 1
|
||||
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
|
||||
#endif
|
||||
|
||||
ivec2 uv = ivec2(uv_f);
|
||||
vec4 t = vec4(0.0f);
|
||||
|
||||
#if PS_TALES_OF_ABYSS_HLE == 1
|
||||
// Warning: UV can't be used in channel effect
|
||||
int depth = fetch_raw_depth();
|
||||
@@ -473,7 +525,7 @@ vec4 sample_color(vec2 st)
|
||||
vec2 dd;
|
||||
|
||||
// FIXME I'm not sure this condition is useful (I think code will be optimized)
|
||||
#if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
#if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
// No software LTF and pure 32 bits RGBA texure without special texture wrapping
|
||||
c[0] = sample_c(st);
|
||||
#ifdef TEX_COORD_DEBUG
|
||||
@@ -542,6 +594,8 @@ vec4 sample_color(vec2 st)
|
||||
return trunc(t * 255.0f + 0.05f);
|
||||
}
|
||||
|
||||
#endif // NEEDS_TEX
|
||||
|
||||
vec4 tfx(vec4 T, vec4 C)
|
||||
{
|
||||
vec4 C_out;
|
||||
@@ -609,7 +663,9 @@ vec4 ps_color()
|
||||
vec2 st_int = PSin.t_int.zw;
|
||||
#endif
|
||||
|
||||
#if PS_CHANNEL_FETCH == 1
|
||||
#if !NEEDS_TEX
|
||||
vec4 T = vec4(0.0);
|
||||
#elif PS_CHANNEL_FETCH == 1
|
||||
vec4 T = fetch_red();
|
||||
#elif PS_CHANNEL_FETCH == 2
|
||||
vec4 T = fetch_green();
|
||||
@@ -652,9 +708,14 @@ void ps_dither(inout vec3 C)
|
||||
#if PS_DITHER == 2
|
||||
ivec2 fpos = ivec2(gl_FragCoord.xy);
|
||||
#else
|
||||
ivec2 fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
|
||||
ivec2 fpos = ivec2(gl_FragCoord.xy * RcpScaleFactor);
|
||||
#endif
|
||||
float value = DitherMatrix[fpos.y&3][fpos.x&3];
|
||||
#if PS_ROUND_INV
|
||||
C -= value;
|
||||
#else
|
||||
C += value;
|
||||
#endif
|
||||
C += DitherMatrix[fpos.y&3][fpos.x&3];
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -664,6 +725,10 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
// so we need to limit the color depth on dithered items
|
||||
#if SW_BLEND || PS_DITHER || PS_FBMASK
|
||||
|
||||
#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
|
||||
C += 7.0f; // Need to round up, not down since the shader will invert
|
||||
#endif
|
||||
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
// Standard Clamp
|
||||
@@ -686,8 +751,10 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
#endif
|
||||
}
|
||||
|
||||
void ps_blend(inout vec4 Color, inout float As)
|
||||
void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
||||
{
|
||||
float As = As_rgba.a;
|
||||
|
||||
#if SW_BLEND
|
||||
|
||||
// PABE
|
||||
@@ -742,9 +809,9 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
#endif
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
// We shouldn't clamp blend mix with clr1 as we want alpha higher
|
||||
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
||||
float C_clamped = C;
|
||||
#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
|
||||
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1
|
||||
C_clamped = min(C_clamped, 1.0f);
|
||||
#endif
|
||||
|
||||
@@ -765,20 +832,17 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
Color.rgb = trunc((A - B) * C + D);
|
||||
#endif
|
||||
|
||||
#if PS_CLR_HW == 1
|
||||
// Replace Af with As so we can do proper compensation for Alpha.
|
||||
#if PS_BLEND_C == 2
|
||||
As = Af;
|
||||
#endif
|
||||
#if PS_BLEND_HW == 1
|
||||
// As or Af
|
||||
As_rgba.rgb = vec3(C);
|
||||
// Subtract 1 for alpha to compensate for the changed equation,
|
||||
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
||||
// we pick the lowest overflow from all colors because it's the safest,
|
||||
// we divide by 255 the color because we don't know Cd value,
|
||||
// changed alpha should only be done for hw blend.
|
||||
float min_color = min(min(Color.r, Color.g), Color.b);
|
||||
float alpha_compensate = max(1.0f, min_color / 255.0f);
|
||||
As -= alpha_compensate;
|
||||
#elif PS_CLR_HW == 2
|
||||
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
#elif PS_BLEND_HW == 2
|
||||
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
||||
// The initial factor we chose is 1 (0.00392)
|
||||
// as that is the minimum color Cd can be,
|
||||
@@ -786,13 +850,21 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
// blended value it can be.
|
||||
float color_compensate = 1.0f * (C + 1.0f);
|
||||
Color.rgb -= vec3(color_compensate);
|
||||
#elif PS_BLEND_HW == 3
|
||||
// As, Ad or Af clamped.
|
||||
As_rgba.rgb = vec3(C_clamped);
|
||||
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
||||
// that is sent on second output to compensate.
|
||||
vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f;
|
||||
vec3 alpha_compensate = max(vec3(0.0f), overflow_check);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
#endif
|
||||
|
||||
#else
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
#if PS_CLR_HW == 1 || PS_CLR_HW == 5
|
||||
#if PS_BLEND_HW == 1
|
||||
Color.rgb = vec3(255.0f);
|
||||
#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
|
||||
#elif PS_BLEND_HW == 2
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
#if PS_BLEND_C == 2
|
||||
@@ -803,11 +875,15 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
|
||||
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
||||
Color.rgb *= vec3(255.0f);
|
||||
#elif PS_CLR_HW == 3
|
||||
#elif PS_BLEND_HW == 3
|
||||
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
|
||||
|
||||
Color.rgb *= (255.0f / 128.0f);
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
||||
// When any color channel is higher than 128 then adjust the compensation automatically
|
||||
// to give us more accurate colors, otherwise they will be wrong.
|
||||
// The higher the value (>128) the lower the compensation will be.
|
||||
float max_color = max(max(Color.r, Color.g), Color.b);
|
||||
float color_compensate = 255.0f / max(128.0f, max_color);
|
||||
Color.rgb *= vec3(color_compensate);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -855,23 +931,17 @@ void ps_main()
|
||||
#endif
|
||||
|
||||
vec4 C = ps_color();
|
||||
#if (APITRACE_DEBUG & 1) == 1
|
||||
C.r = 255.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 2) == 2
|
||||
C.g = 255.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 4) == 4
|
||||
C.b = 255.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 8) == 8
|
||||
C.a = 128.0f;
|
||||
#endif
|
||||
|
||||
#if PS_SHUFFLE
|
||||
uvec4 denorm_c = uvec4(C);
|
||||
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
|
||||
|
||||
#if PS_READ16_SRC
|
||||
C.rb = vec2(float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5)));
|
||||
if (bool(denorm_c.a & 0x80u))
|
||||
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u)));
|
||||
#else
|
||||
// Write RB part. Mask will take care of the correct destination
|
||||
#if PS_READ_BA
|
||||
C.rb = C.bb;
|
||||
@@ -907,9 +977,10 @@ void ps_main()
|
||||
// float sel = step(128.0f, c.g);
|
||||
// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
|
||||
// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
|
||||
#endif
|
||||
#endif // PS_READ_BA
|
||||
|
||||
#endif
|
||||
#endif // READ16_SRC
|
||||
#endif // PS_SHUFFLE
|
||||
|
||||
// Must be done before alpha correction
|
||||
|
||||
@@ -920,9 +991,9 @@ void ps_main()
|
||||
|
||||
#if SW_AD_TO_HW
|
||||
vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
|
||||
float alpha_blend = RT.a / 128.0f;
|
||||
vec4 alpha_blend = vec4(RT.a / 128.0f);
|
||||
#else
|
||||
float alpha_blend = C.a / 128.0f;
|
||||
vec4 alpha_blend = vec4(C.a / 128.0f);
|
||||
#endif
|
||||
|
||||
// Correct the ALPHA value based on the output format
|
||||
@@ -962,12 +1033,12 @@ void ps_main()
|
||||
SV_Target0 = C / 255.0f;
|
||||
#endif
|
||||
#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
|
||||
SV_Target1 = vec4(alpha_blend);
|
||||
SV_Target1 = alpha_blend;
|
||||
#endif
|
||||
|
||||
#if PS_NO_ABLEND
|
||||
// write alpha blend factor into col0
|
||||
SV_Target0.a = alpha_blend;
|
||||
SV_Target0.a = alpha_blend.a;
|
||||
#endif
|
||||
#if PS_ONLY_ALPHA
|
||||
// rgb isn't used
|
||||
@@ -979,5 +1050,3 @@ void ps_main()
|
||||
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,17 +1,20 @@
|
||||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
layout(location = 0) in vec2 i_st;
|
||||
layout(location = 2) in vec4 i_c;
|
||||
layout(location = 3) in float i_q;
|
||||
layout(location = 4) in uvec2 i_p;
|
||||
layout(location = 5) in uint i_z;
|
||||
layout(location = 6) in uvec2 i_uv;
|
||||
layout(location = 7) in vec4 i_f;
|
||||
layout(std140, binding = 1) uniform cb20
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
|
||||
vec2 TextureScale;
|
||||
vec2 TextureOffset;
|
||||
|
||||
vec2 PointSize;
|
||||
uint MaxDepth;
|
||||
uint pad_cb20;
|
||||
};
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
out SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
@@ -25,6 +28,16 @@ out SHADER
|
||||
|
||||
const float exp_min32 = exp2(-32.0f);
|
||||
|
||||
#if VS_EXPAND == 0
|
||||
|
||||
layout(location = 0) in vec2 i_st;
|
||||
layout(location = 2) in vec4 i_c;
|
||||
layout(location = 3) in float i_q;
|
||||
layout(location = 4) in uvec2 i_p;
|
||||
layout(location = 5) in uint i_z;
|
||||
layout(location = 6) in uvec2 i_uv;
|
||||
layout(location = 7) in vec4 i_f;
|
||||
|
||||
void texture_coord()
|
||||
{
|
||||
vec2 uv = vec2(i_uv) - TextureOffset;
|
||||
@@ -36,12 +49,12 @@ void texture_coord()
|
||||
|
||||
// Integer coordinate => normalized
|
||||
VSout.t_int.xy = uv * TextureScale;
|
||||
#if VS_INT_FST == 1
|
||||
// Some games uses float coordinate for post-processing effect
|
||||
VSout.t_int.zw = st / TextureScale;
|
||||
#else
|
||||
#if VS_FST
|
||||
// Integer coordinate => integral
|
||||
VSout.t_int.zw = uv;
|
||||
#else
|
||||
// Some games uses float coordinate for post-processing effect
|
||||
VSout.t_int.zw = st / TextureScale;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -77,173 +90,150 @@ void vs_main()
|
||||
VSout.t_float.z = i_f.x; // pack for with texture
|
||||
|
||||
#if VS_POINT_SIZE
|
||||
gl_PointSize = float(VS_POINT_SIZE_VALUE);
|
||||
gl_PointSize = PointSize.x;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
#else // VS_EXPAND
|
||||
|
||||
#ifdef GEOMETRY_SHADER
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
in SHADER
|
||||
struct RawVertex
|
||||
{
|
||||
vec4 t_float;
|
||||
vec4 t_int;
|
||||
#if GS_IIP != 0
|
||||
vec4 c;
|
||||
#else
|
||||
flat vec4 c;
|
||||
#endif
|
||||
} GSin[];
|
||||
vec2 ST;
|
||||
uint RGBA;
|
||||
float Q;
|
||||
uint XY;
|
||||
uint Z;
|
||||
uint UV;
|
||||
uint FOG;
|
||||
};
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
out SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
vec4 t_int;
|
||||
#if GS_IIP != 0
|
||||
vec4 c;
|
||||
#else
|
||||
flat vec4 c;
|
||||
#endif
|
||||
} GSout;
|
||||
layout(std140, binding = 2) readonly buffer VertexBuffer {
|
||||
RawVertex vertex_buffer[];
|
||||
};
|
||||
|
||||
struct vertex
|
||||
struct ProcessedVertex
|
||||
{
|
||||
vec4 p;
|
||||
vec4 t_float;
|
||||
vec4 t_int;
|
||||
vec4 c;
|
||||
};
|
||||
|
||||
void out_vertex(in vec4 position, in vertex v)
|
||||
ProcessedVertex load_vertex(uint index)
|
||||
{
|
||||
GSout.t_float = v.t_float;
|
||||
GSout.t_int = v.t_int;
|
||||
// Flat output
|
||||
#if GS_POINT == 1
|
||||
GSout.c = GSin[0].c;
|
||||
#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
|
||||
RawVertex rvtx = vertex_buffer[index + gl_BaseVertexARB];
|
||||
#else
|
||||
GSout.c = GSin[1].c;
|
||||
RawVertex rvtx = vertex_buffer[index];
|
||||
#endif
|
||||
gl_Position = position;
|
||||
gl_PrimitiveID = gl_PrimitiveIDIn;
|
||||
EmitVertex();
|
||||
|
||||
vec2 i_st = rvtx.ST;
|
||||
vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
|
||||
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8)));
|
||||
float i_q = rvtx.Q;
|
||||
uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
|
||||
uint i_z = rvtx.Z;
|
||||
uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
|
||||
vec4 i_f = unpackUnorm4x8(rvtx.FOG);
|
||||
|
||||
ProcessedVertex vtx;
|
||||
|
||||
uint z = min(i_z, MaxDepth);
|
||||
vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
|
||||
vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset;
|
||||
vtx.p.w = 1.0f;
|
||||
|
||||
#if HAS_CLIP_CONTROL
|
||||
vtx.p.z = float(z) * exp_min32;
|
||||
#else
|
||||
vtx.p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
|
||||
#endif
|
||||
|
||||
vec2 uv = vec2(i_uv) - TextureOffset;
|
||||
vec2 st = i_st - TextureOffset;
|
||||
|
||||
vtx.t_float.xy = st;
|
||||
vtx.t_float.w = i_q;
|
||||
|
||||
vtx.t_int.xy = uv * TextureScale;
|
||||
#if VS_FST
|
||||
vtx.t_int.zw = uv;
|
||||
#else
|
||||
vtx.t_int.zw = st / TextureScale;
|
||||
#endif
|
||||
|
||||
vtx.c = i_c;
|
||||
vtx.t_float.z = i_f.x;
|
||||
|
||||
return vtx;
|
||||
}
|
||||
|
||||
#if GS_POINT == 1
|
||||
layout(points) in;
|
||||
void main()
|
||||
{
|
||||
ProcessedVertex vtx;
|
||||
|
||||
#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
|
||||
uint vid = uint(gl_VertexID - gl_BaseVertexARB);
|
||||
#else
|
||||
layout(lines) in;
|
||||
uint vid = uint(gl_VertexID);
|
||||
#endif
|
||||
layout(triangle_strip, max_vertices = 4) out;
|
||||
|
||||
#if GS_POINT == 1
|
||||
#if VS_EXPAND == 1 // Point
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
// Transform a point to a NxN sprite
|
||||
vertex point = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
|
||||
vtx = load_vertex(vid >> 2);
|
||||
|
||||
// Get new position
|
||||
vec4 lt_p = gl_in[0].gl_Position;
|
||||
vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f);
|
||||
vec4 lb_p = rb_p;
|
||||
vec4 rt_p = rb_p;
|
||||
lb_p.x = lt_p.x;
|
||||
rt_p.y = lt_p.y;
|
||||
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
|
||||
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
|
||||
|
||||
out_vertex(lt_p, point);
|
||||
#elif VS_EXPAND == 2 // Line
|
||||
|
||||
out_vertex(lb_p, point);
|
||||
uint vid_base = vid >> 2;
|
||||
bool is_bottom = (vid & 2u) != 0u;
|
||||
bool is_right = (vid & 1u) != 0u;
|
||||
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
|
||||
vtx = load_vertex(vid_base);
|
||||
ProcessedVertex other = load_vertex(vid_other);
|
||||
|
||||
out_vertex(rt_p, point);
|
||||
|
||||
out_vertex(rb_p, point);
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#elif GS_LINE == 1
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
// Transform a line to a thick line-sprite
|
||||
vertex left = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
|
||||
vertex right = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c);
|
||||
vec4 lt_p = gl_in[0].gl_Position;
|
||||
vec4 rt_p = gl_in[1].gl_Position;
|
||||
|
||||
// Potentially there is faster math
|
||||
vec2 line_vector = normalize(rt_p.xy - lt_p.xy);
|
||||
vec2 line_vector = normalize(vtx.p.xy - other.p.xy);
|
||||
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
|
||||
vec2 line_width = (line_normal * PointSize) / 2.0f;
|
||||
vec2 line_width = (line_normal * PointSize) / 2;
|
||||
// line_normal is inverted for bottom point
|
||||
vec2 offset = ((uint(is_bottom) ^ uint(is_right)) != 0u) ? line_width : -line_width;
|
||||
vtx.p.xy += offset;
|
||||
|
||||
lt_p.xy -= line_width;
|
||||
rt_p.xy -= line_width;
|
||||
vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0f, 0.0f);
|
||||
vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0f, 0.0f);
|
||||
// Lines will be run as (0 1 2) (1 2 3)
|
||||
// This means that both triangles will have a point based off the top line point as their first point
|
||||
// So we don't have to do anything for !IIP
|
||||
|
||||
out_vertex(lt_p, left);
|
||||
#elif VS_EXPAND == 3 // Sprite
|
||||
|
||||
out_vertex(lb_p, left);
|
||||
// Sprite points are always in pairs
|
||||
uint vid_base = vid >> 1;
|
||||
uint vid_lt = vid_base & ~1u;
|
||||
uint vid_rb = vid_base | 1u;
|
||||
|
||||
out_vertex(rt_p, right);
|
||||
ProcessedVertex lt = load_vertex(vid_lt);
|
||||
ProcessedVertex rb = load_vertex(vid_rb);
|
||||
vtx = rb;
|
||||
|
||||
out_vertex(rb_p, right);
|
||||
bool is_right = ((vid & 1u) != 0u);
|
||||
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
|
||||
vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x;
|
||||
vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz;
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
// left top => GSin[0];
|
||||
// right bottom => GSin[1];
|
||||
vertex rb = vertex(GSin[1].t_float, GSin[1].t_int, GSin[1].c);
|
||||
vertex lt = vertex(GSin[0].t_float, GSin[0].t_int, GSin[0].c);
|
||||
|
||||
vec4 rb_p = gl_in[1].gl_Position;
|
||||
vec4 lb_p = rb_p;
|
||||
vec4 rt_p = rb_p;
|
||||
vec4 lt_p = gl_in[0].gl_Position;
|
||||
|
||||
// flat depth
|
||||
lt_p.z = rb_p.z;
|
||||
// flat fog and texture perspective
|
||||
lt.t_float.zw = rb.t_float.zw;
|
||||
// flat color
|
||||
lt.c = rb.c;
|
||||
|
||||
// Swap texture and position coordinate
|
||||
vertex lb = rb;
|
||||
lb.t_float.x = lt.t_float.x;
|
||||
lb.t_int.x = lt.t_int.x;
|
||||
lb.t_int.z = lt.t_int.z;
|
||||
lb_p.x = lt_p.x;
|
||||
|
||||
vertex rt = rb;
|
||||
rt_p.y = lt_p.y;
|
||||
rt.t_float.y = lt.t_float.y;
|
||||
rt.t_int.y = lt.t_int.y;
|
||||
rt.t_int.w = lt.t_int.w;
|
||||
|
||||
out_vertex(lt_p, lt);
|
||||
|
||||
out_vertex(lb_p, lb);
|
||||
|
||||
out_vertex(rt_p, rt);
|
||||
|
||||
out_vertex(rb_p, rb);
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
bool is_bottom = ((vid & 2u) != 0u);
|
||||
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
|
||||
vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y;
|
||||
vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
gl_Position = vtx.p;
|
||||
VSout.t_float = vtx.t_float;
|
||||
VSout.t_int = vtx.t_int;
|
||||
VSout.c = vtx.c;
|
||||
}
|
||||
|
||||
#endif // VS_EXPAND
|
||||
|
||||
#endif // VERTEX_SHADER
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifndef PS_SCALE_FACTOR
|
||||
#define PS_SCALE_FACTOR 1.0
|
||||
#endif
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout(location = 0) in vec4 a_pos;
|
||||
@@ -23,7 +19,17 @@ layout(location = 0) in vec2 v_tex;
|
||||
|
||||
#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
|
||||
layout(location = 0) out uint o_col0;
|
||||
#else
|
||||
#elif !defined(ps_datm1) && \
|
||||
!defined(ps_datm0) && \
|
||||
!defined(ps_convert_rgba8_float32) && \
|
||||
!defined(ps_convert_rgba8_float24) && \
|
||||
!defined(ps_convert_rgba8_float16) && \
|
||||
!defined(ps_convert_rgb5a1_float16) && \
|
||||
!defined(ps_convert_rgba8_float32_biln) && \
|
||||
!defined(ps_convert_rgba8_float24_biln) && \
|
||||
!defined(ps_convert_rgba8_float16_biln) && \
|
||||
!defined(ps_convert_rgb5a1_float16_biln) && \
|
||||
!defined(ps_depth_copy)
|
||||
layout(location = 0) out vec4 o_col0;
|
||||
#endif
|
||||
|
||||
@@ -69,8 +75,6 @@ void ps_convert_rgba8_16bits()
|
||||
#ifdef ps_datm1
|
||||
void ps_datm1()
|
||||
{
|
||||
o_col0 = vec4(0, 0, 0, 0);
|
||||
|
||||
if(sample_c(v_tex).a < (127.5f / 255.0f)) // >= 0x80 pass
|
||||
discard;
|
||||
|
||||
@@ -80,8 +84,6 @@ void ps_datm1()
|
||||
#ifdef ps_datm0
|
||||
void ps_datm0()
|
||||
{
|
||||
o_col0 = vec4(0, 0, 0, 0);
|
||||
|
||||
if((127.5f / 255.0f) < sample_c(v_tex).a) // < 0x80 pass (== 0x80 should not pass)
|
||||
discard;
|
||||
}
|
||||
@@ -238,6 +240,15 @@ void ps_convert_rgb5a1_float16_biln()
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba_8i
|
||||
layout(push_constant) uniform cb10
|
||||
{
|
||||
uint SBW;
|
||||
uint DBW;
|
||||
uvec2 cb_pad1;
|
||||
float ScaleFactor;
|
||||
vec3 cb_pad2;
|
||||
};
|
||||
|
||||
void ps_convert_rgba_8i()
|
||||
{
|
||||
// Convert a RGBA texture into a 8 bits packed texture
|
||||
@@ -249,37 +260,45 @@ void ps_convert_rgba_8i()
|
||||
// 1: 8 R | 8 B
|
||||
// 2: 8 G | 8 A
|
||||
// 3: 8 G | 8 A
|
||||
uvec2 pos = uvec2(gl_FragCoord.xy);
|
||||
uvec2 pos = uvec2(gl_FragCoord.xy);
|
||||
|
||||
// Collapse separate R G B A areas into their base pixel
|
||||
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
|
||||
uvec2 subblock = pos & uvec2(7u, 1u);
|
||||
uvec2 coord = block | subblock;
|
||||
// Collapse separate R G B A areas into their base pixel
|
||||
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
|
||||
uvec2 subblock = pos & uvec2(7u, 1u);
|
||||
uvec2 coord = block | subblock;
|
||||
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
// Compensate for potentially differing page pitch.
|
||||
uvec2 block_xy = coord / uvec2(64u, 32u);
|
||||
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
|
||||
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 32u);
|
||||
coord = (coord % uvec2(64u, 32u)) + block_offset;
|
||||
|
||||
if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
|
||||
coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
|
||||
else
|
||||
coord *= uvec2(PS_SCALE_FACTOR);
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
|
||||
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
|
||||
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
|
||||
o_col0 = vec4(sel1); // Divide by something here?
|
||||
if (floor(ScaleFactor) != ScaleFactor)
|
||||
coord = uvec2(vec2(coord) * ScaleFactor);
|
||||
else
|
||||
coord *= uvec2(ScaleFactor);
|
||||
|
||||
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
|
||||
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
|
||||
o_col0 = vec4(sel1); // Divide by something here?
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_clut_4
|
||||
layout(push_constant) uniform cb10
|
||||
{
|
||||
vec2 scale;
|
||||
uvec2 offset;
|
||||
uint doffset;
|
||||
uint cb_pad1;
|
||||
float scale;
|
||||
vec3 cb_pad2;
|
||||
};
|
||||
|
||||
void ps_convert_clut_4()
|
||||
@@ -288,7 +307,7 @@ void ps_convert_clut_4()
|
||||
uint index = uint(gl_FragCoord.x) + doffset;
|
||||
uvec2 pos = uvec2(index % 8u, index / 8u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset + pos) * scale));
|
||||
ivec2 final = ivec2(floor(vec2(offset + pos) * vec2(scale)));
|
||||
o_col0 = texelFetch(samp0, final, 0);
|
||||
}
|
||||
#endif
|
||||
@@ -296,9 +315,11 @@ void ps_convert_clut_4()
|
||||
#ifdef ps_convert_clut_8
|
||||
layout(push_constant) uniform cb10
|
||||
{
|
||||
vec2 scale;
|
||||
uvec2 offset;
|
||||
uint doffset;
|
||||
uint cb_pad1;
|
||||
float scale;
|
||||
vec3 cb_pad2;
|
||||
};
|
||||
|
||||
void ps_convert_clut_8()
|
||||
@@ -312,7 +333,7 @@ void ps_convert_clut_8()
|
||||
pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
|
||||
pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset + pos) * scale));
|
||||
ivec2 final = ivec2(floor(vec2(offset + pos) * vec2(scale)));
|
||||
o_col0 = texelFetch(samp0, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
39
bin/resources/shaders/vulkan/imgui.glsl
Normal file
39
bin/resources/shaders/vulkan/imgui.glsl
Normal file
@@ -0,0 +1,39 @@
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout(location = 0) in vec2 Position;
|
||||
layout(location = 1) in vec2 UV;
|
||||
layout(location = 2) in vec4 Color;
|
||||
|
||||
layout(push_constant) uniform PushConstants
|
||||
{
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 Frag_UV;
|
||||
layout(location = 1) out vec4 Frag_Color;
|
||||
|
||||
void vs_main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
layout(binding = 0) uniform sampler2D Texture;
|
||||
|
||||
layout(location = 0) in vec2 Frag_UV;
|
||||
layout(location = 1) in vec4 Frag_Color;
|
||||
|
||||
layout(location = 0) out vec4 Out_Color;
|
||||
|
||||
void ps_main()
|
||||
{
|
||||
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -35,7 +35,7 @@ void ps_main0()
|
||||
const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
o_col0 = texture(samp0, v_tex);
|
||||
o_col0 = textureLod(samp0, v_tex, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -46,7 +46,7 @@ void ps_main0()
|
||||
#ifdef ps_main1
|
||||
void ps_main1()
|
||||
{
|
||||
o_col0 = texture(samp0, v_tex);
|
||||
o_col0 = textureLod(samp0, v_tex, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -56,9 +56,9 @@ void ps_main1()
|
||||
void ps_main2()
|
||||
{
|
||||
vec2 vstep = vec2(0.0f, ZrH.y);
|
||||
vec4 c0 = texture(samp0, v_tex - vstep);
|
||||
vec4 c1 = texture(samp0, v_tex);
|
||||
vec4 c2 = texture(samp0, v_tex + vstep);
|
||||
vec4 c0 = textureLod(samp0, v_tex - vstep, 0);
|
||||
vec4 c1 = textureLod(samp0, v_tex, 0);
|
||||
vec4 c2 = textureLod(samp0, v_tex + vstep, 0);
|
||||
|
||||
o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
|
||||
}
|
||||
@@ -82,15 +82,11 @@ void ps_main3()
|
||||
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
||||
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
||||
const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
|
||||
const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
|
||||
const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
|
||||
const vec2 optr = v_tex - bofs; // used to check if the current destination line is within the current bank
|
||||
const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
||||
|
||||
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
||||
// we leave the old line in the destination buffer
|
||||
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
|
||||
o_col0 = texture(samp0, iptr);
|
||||
if ((vpos & 1) == field)
|
||||
o_col0 = textureLod(samp0, v_tex, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -150,13 +146,13 @@ void ps_main4()
|
||||
|
||||
// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
|
||||
|
||||
vec4 hn = texture(samp0, p_t0 - lofs); // new high pixel
|
||||
vec4 cn = texture(samp0, p_t1); // new center pixel
|
||||
vec4 ln = texture(samp0, p_t0 + lofs); // new low pixel
|
||||
vec4 hn = textureLod(samp0, p_t0 - lofs, 0); // new high pixel
|
||||
vec4 cn = textureLod(samp0, p_t1, 0); // new center pixel
|
||||
vec4 ln = textureLod(samp0, p_t0 + lofs, 0); // new low pixel
|
||||
|
||||
vec4 ho = texture(samp0, p_t2 - lofs); // old high pixel
|
||||
vec4 co = texture(samp0, p_t3); // old center pixel
|
||||
vec4 lo = texture(samp0, p_t2 + lofs); // old low pixel
|
||||
vec4 ho = textureLod(samp0, p_t2 - lofs, 0); // old high pixel
|
||||
vec4 co = textureLod(samp0, p_t3, 0); // old center pixel
|
||||
vec4 lo = textureLod(samp0, p_t2 + lofs, 0); // old low pixel
|
||||
|
||||
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
|
||||
vec3 mc = cn.rgb - co.rgb; // center pixel motion
|
||||
@@ -181,7 +177,7 @@ void ps_main4()
|
||||
if ((vpos & 1) == field) // output coordinate present on current field
|
||||
{
|
||||
// output coordinate present on current field
|
||||
o_col0 = texture(samp0, p_t0);
|
||||
o_col0 = textureLod(samp0, p_t0, 0);
|
||||
}
|
||||
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
||||
{
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -46,7 +46,10 @@ endif()
|
||||
#-------------------------------------------------------------------------------
|
||||
option(USE_ASAN "Enable address sanitizer")
|
||||
|
||||
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
|
||||
if(MSVC AND CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
set(USE_CLANG_CL TRUE)
|
||||
message(STATUS "Building with Clang-CL.")
|
||||
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
|
||||
set(USE_CLANG TRUE)
|
||||
message(STATUS "Building with Clang/LLVM.")
|
||||
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Intel")
|
||||
@@ -122,6 +125,8 @@ if(${PCSX2_TARGET_ARCHITECTURES} MATCHES "x86_64")
|
||||
#set(ARCH_FLAG "-march=native -fabi-version=6")
|
||||
set(ARCH_FLAG "-march=native")
|
||||
endif()
|
||||
elseif(NOT DEFINED ARCH_FLAG AND USE_CLANG_CL)
|
||||
set(ARCH_FLAG "-msse4.1")
|
||||
endif()
|
||||
list(APPEND PCSX2_DEFS _ARCH_64=1 _M_X86=1)
|
||||
set(_ARCH_64 1)
|
||||
@@ -143,9 +148,9 @@ option(USE_PGO_OPTIMIZE "Enable PGO optimization (use profile)")
|
||||
|
||||
# Note1: Builtin strcmp/memcmp was proved to be slower on Mesa than stdlib version.
|
||||
# Note2: float operation SSE is impacted by the PCSX2 SSE configuration. In particular, flush to zero denormal.
|
||||
if(MSVC)
|
||||
if(MSVC AND NOT USE_CLANG_CL)
|
||||
add_compile_options("$<$<COMPILE_LANGUAGE:CXX>:/Zc:externConstexpr>")
|
||||
else()
|
||||
elseif(NOT MSVC)
|
||||
add_compile_options(-pipe -fvisibility=hidden -pthread -fno-builtin-strcmp -fno-builtin-memcmp -mfpmath=sse)
|
||||
|
||||
# -fno-operator-names should only be for C++ files, not C files.
|
||||
@@ -164,6 +169,12 @@ if(WIN32)
|
||||
list(APPEND PCSX2_DEFS TIXML_USE_STL _SCL_SECURE_NO_WARNINGS _UNICODE UNICODE)
|
||||
endif()
|
||||
|
||||
# Enable debug information in release builds for Linux.
|
||||
# Makes the backtrace actually meaningful.
|
||||
if(UNIX AND NOT APPLE)
|
||||
add_compile_options($<$<CONFIG:Release>:-g1>)
|
||||
endif()
|
||||
|
||||
if(MSVC)
|
||||
# Enable PDB generation in release builds
|
||||
add_compile_options(
|
||||
|
||||
31
cmake/FindLibbacktrace.cmake
Normal file
31
cmake/FindLibbacktrace.cmake
Normal file
@@ -0,0 +1,31 @@
|
||||
# - Try to find libbacktrace
|
||||
# Once done this will define
|
||||
# LIBBACKTRACE_FOUND - System has libbacktrace
|
||||
# LIBBACKTRACE_INCLUDE_DIRS - The libbacktrace include directories
|
||||
# LIBBACKTRACE_LIBRARIES - The libraries needed to use libbacktrace
|
||||
|
||||
FIND_PATH(
|
||||
LIBBACKTRACE_INCLUDE_DIR backtrace.h
|
||||
HINTS /usr/include /usr/local/include
|
||||
${LIBBACKTRACE_PATH_INCLUDES}
|
||||
)
|
||||
|
||||
FIND_LIBRARY(
|
||||
LIBBACKTRACE_LIBRARY
|
||||
NAMES backtrace
|
||||
PATHS ${ADDITIONAL_LIBRARY_PATHS} ${LIBBACKTRACE_PATH_LIB}
|
||||
)
|
||||
|
||||
include(FindPackageHandleStandardArgs)
|
||||
find_package_handle_standard_args(Libbacktrace DEFAULT_MSG
|
||||
LIBBACKTRACE_LIBRARY LIBBACKTRACE_INCLUDE_DIR)
|
||||
|
||||
if(LIBBACKTRACE_FOUND)
|
||||
add_library(libbacktrace::libbacktrace UNKNOWN IMPORTED)
|
||||
set_target_properties(libbacktrace::libbacktrace PROPERTIES
|
||||
IMPORTED_LOCATION ${LIBBACKTRACE_LIBRARY}
|
||||
INTERFACE_INCLUDE_DIRECTORIES ${LIBBACKTRACE_INCLUDE_DIR}
|
||||
)
|
||||
endif()
|
||||
|
||||
mark_as_advanced(LIBBACKTRACE_INCLUDE_DIR LIBBACKTRACE_LIBRARY)
|
||||
@@ -10,8 +10,9 @@ function(detectOperatingSystem)
|
||||
if(WIN32)
|
||||
set(Windows TRUE PARENT_SCOPE)
|
||||
elseif(UNIX AND APPLE)
|
||||
# No easy way to filter out iOS.
|
||||
message(WARNING "OS X/iOS isn't supported, the build will most likely fail")
|
||||
if(IOS)
|
||||
message(WARNING "iOS isn't supported, the build will most likely fail")
|
||||
endif()
|
||||
set(MacOSX TRUE PARENT_SCOPE)
|
||||
elseif(UNIX)
|
||||
if(CMAKE_SYSTEM_NAME MATCHES "Linux")
|
||||
|
||||
@@ -86,6 +86,8 @@ else()
|
||||
if(WAYLAND_API)
|
||||
find_package(Wayland REQUIRED)
|
||||
endif()
|
||||
|
||||
find_package(Libbacktrace)
|
||||
endif()
|
||||
endif(WIN32)
|
||||
|
||||
@@ -152,6 +154,9 @@ if(QT_BUILD)
|
||||
# rcheevos backend for RetroAchievements.
|
||||
if(USE_ACHIEVEMENTS)
|
||||
add_subdirectory(3rdparty/rcheevos EXCLUDE_FROM_ALL)
|
||||
if(WIN32)
|
||||
add_subdirectory(3rdparty/rainterface EXCLUDE_FROM_ALL)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Discord-RPC library for rich presence.
|
||||
|
||||
@@ -288,6 +288,11 @@ if(NOT WIN32 AND (QT_BUILD OR NOGUI_BUILD))
|
||||
target_link_libraries(common PRIVATE CURL::libcurl)
|
||||
endif()
|
||||
|
||||
if(UNIX AND NOT APPLE AND TARGET libbacktrace::libbacktrace)
|
||||
target_compile_definitions(common PRIVATE "HAS_LIBBACKTRACE=1")
|
||||
target_link_libraries(common PRIVATE libbacktrace::libbacktrace)
|
||||
endif()
|
||||
|
||||
target_link_libraries(common PRIVATE
|
||||
${LIBC_LIBRARIES}
|
||||
PNG::PNG
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2022 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2023 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
@@ -215,6 +215,199 @@ void CrashHandler::Uninstall()
|
||||
}
|
||||
}
|
||||
|
||||
#elif defined(HAS_LIBBACKTRACE)
|
||||
|
||||
#include "FileSystem.h"
|
||||
|
||||
#include <backtrace.h>
|
||||
#include <signal.h>
|
||||
#include <sys/mman.h>
|
||||
#include <unistd.h>
|
||||
#include <cstdarg>
|
||||
#include <cstdio>
|
||||
#include <mutex>
|
||||
|
||||
namespace CrashHandler
|
||||
{
|
||||
struct BacktraceBuffer
|
||||
{
|
||||
char* buffer;
|
||||
size_t used;
|
||||
size_t size;
|
||||
};
|
||||
|
||||
static const char* GetSignalName(int signal_no);
|
||||
static void AllocateBuffer(BacktraceBuffer* buf);
|
||||
static void FreeBuffer(BacktraceBuffer* buf);
|
||||
static void AppendToBuffer(BacktraceBuffer* buf, const char* format, ...);
|
||||
static int BacktraceFullCallback(void* data, uintptr_t pc, const char* filename, int lineno, const char* function);
|
||||
static void CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx);
|
||||
static void CrashSignalHandler(int signal, siginfo_t* siginfo, void* ctx);
|
||||
|
||||
static std::recursive_mutex s_crash_mutex;
|
||||
static bool s_in_signal_handler = false;
|
||||
|
||||
static backtrace_state* s_backtrace_state = nullptr;
|
||||
static struct sigaction s_old_sigbus_action;
|
||||
static struct sigaction s_old_sigsegv_action;
|
||||
}
|
||||
|
||||
const char* CrashHandler::GetSignalName(int signal_no)
|
||||
{
|
||||
switch (signal_no)
|
||||
{
|
||||
// Don't need to list all of them, there's only a couple we register.
|
||||
// clang-format off
|
||||
case SIGSEGV: return "SIGSEGV";
|
||||
case SIGBUS: return "SIGBUS";
|
||||
default: return "UNKNOWN";
|
||||
// clang-format on
|
||||
}
|
||||
}
|
||||
|
||||
void CrashHandler::AllocateBuffer(BacktraceBuffer* buf)
|
||||
{
|
||||
buf->used = 0;
|
||||
buf->size = __pagesize;
|
||||
buf->buffer = static_cast<char*>(mmap(nullptr, buf->size, PROT_READ | PROT_WRITE, MAP_ANONYMOUS | MAP_PRIVATE, -1, 0));
|
||||
if (buf->buffer == static_cast<char*>(MAP_FAILED))
|
||||
{
|
||||
buf->buffer = nullptr;
|
||||
buf->size = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void CrashHandler::FreeBuffer(BacktraceBuffer* buf)
|
||||
{
|
||||
if (buf->buffer)
|
||||
munmap(buf->buffer, buf->size);
|
||||
}
|
||||
|
||||
void CrashHandler::AppendToBuffer(BacktraceBuffer* buf, const char* format, ...)
|
||||
{
|
||||
std::va_list ap;
|
||||
va_start(ap, format);
|
||||
|
||||
// Hope this doesn't allocate memory... it *can*, but hopefully unlikely since
|
||||
// it won't be the first call, and we're providing the buffer.
|
||||
if (buf->size > 0 && buf->used < (buf->size - 1))
|
||||
{
|
||||
const int written = std::vsnprintf(buf->buffer + buf->used, buf->size - buf->used, format, ap);
|
||||
if (written > 0)
|
||||
buf->used += static_cast<size_t>(written);
|
||||
}
|
||||
|
||||
va_end(ap);
|
||||
}
|
||||
|
||||
int CrashHandler::BacktraceFullCallback(void* data, uintptr_t pc, const char* filename, int lineno, const char* function)
|
||||
{
|
||||
BacktraceBuffer* buf = static_cast<BacktraceBuffer*>(data);
|
||||
AppendToBuffer(buf, " %016p", pc);
|
||||
if (function)
|
||||
AppendToBuffer(buf, " %s", function);
|
||||
if (filename)
|
||||
AppendToBuffer(buf, " [%s:%d]", filename, lineno);
|
||||
|
||||
AppendToBuffer(buf, "\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CrashHandler::CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
|
||||
{
|
||||
const struct sigaction& sa = (signal == SIGBUS) ? s_old_sigbus_action : s_old_sigsegv_action;
|
||||
if (sa.sa_flags & SA_SIGINFO)
|
||||
{
|
||||
sa.sa_sigaction(signal, siginfo, ctx);
|
||||
}
|
||||
else if (sa.sa_handler == SIG_DFL)
|
||||
{
|
||||
// Re-raising the signal would just queue it, and since we'd restore the handler back to us,
|
||||
// we'd end up right back here again. So just abort, because that's probably what it'd do anyway.
|
||||
abort();
|
||||
}
|
||||
else if (sa.sa_handler != SIG_IGN)
|
||||
{
|
||||
sa.sa_handler(signal);
|
||||
}
|
||||
}
|
||||
|
||||
void CrashHandler::CrashSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
|
||||
{
|
||||
std::unique_lock lock(s_crash_mutex);
|
||||
|
||||
// If we crash somewhere in libbacktrace, don't bother trying again.
|
||||
if (!s_in_signal_handler)
|
||||
{
|
||||
s_in_signal_handler = true;
|
||||
|
||||
#if defined(__APPLE__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext->__ss.__rip);
|
||||
#elif defined(__FreeBSD__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.mc_rip);
|
||||
#elif defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.gregs[REG_RIP]);
|
||||
#else
|
||||
void* const exception_pc = nullptr;
|
||||
#endif
|
||||
|
||||
BacktraceBuffer buf;
|
||||
AllocateBuffer(&buf);
|
||||
AppendToBuffer(&buf, "*************** Unhandled %s at %p ***************\n", GetSignalName(signal), exception_pc);
|
||||
|
||||
const int rc = backtrace_full(s_backtrace_state, 0, BacktraceFullCallback, nullptr, &buf);
|
||||
if (rc != 0)
|
||||
AppendToBuffer(&buf, " backtrace_full() failed: %d\n");
|
||||
|
||||
AppendToBuffer(&buf, "*******************************************************************\n");
|
||||
|
||||
if (buf.used > 0)
|
||||
write(STDERR_FILENO, buf.buffer, buf.used);
|
||||
|
||||
FreeBuffer(&buf);
|
||||
|
||||
s_in_signal_handler = false;
|
||||
}
|
||||
|
||||
// Chances are we're not going to have anything else to call, but just in case.
|
||||
lock.unlock();
|
||||
CallExistingSignalHandler(signal, siginfo, ctx);
|
||||
}
|
||||
|
||||
bool CrashHandler::Install()
|
||||
{
|
||||
const std::string progpath = FileSystem::GetProgramPath();
|
||||
s_backtrace_state = backtrace_create_state(progpath.empty() ? nullptr : progpath.c_str(), 0, nullptr, nullptr);
|
||||
if (!s_backtrace_state)
|
||||
return false;
|
||||
|
||||
struct sigaction sa;
|
||||
|
||||
sigemptyset(&sa.sa_mask);
|
||||
sa.sa_flags = SA_SIGINFO | SA_NODEFER;
|
||||
sa.sa_sigaction = CrashSignalHandler;
|
||||
if (sigaction(SIGBUS, &sa, &s_old_sigbus_action) != 0)
|
||||
return false;
|
||||
if (sigaction(SIGSEGV, &sa, &s_old_sigsegv_action) != 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CrashHandler::SetWriteDirectory(const std::string_view& dump_directory)
|
||||
{
|
||||
}
|
||||
|
||||
void CrashHandler::WriteDumpForCaller()
|
||||
{
|
||||
}
|
||||
|
||||
void CrashHandler::Uninstall()
|
||||
{
|
||||
// We can't really unchain the signal handlers... so, YOLO.
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
|
||||
bool CrashHandler::Install()
|
||||
|
||||
@@ -41,10 +41,7 @@ D3D11::ShaderCache::ShaderCache() = default;
|
||||
|
||||
D3D11::ShaderCache::~ShaderCache()
|
||||
{
|
||||
if (m_index_file)
|
||||
std::fclose(m_index_file);
|
||||
if (m_blob_file)
|
||||
std::fclose(m_blob_file);
|
||||
Close();
|
||||
}
|
||||
|
||||
bool D3D11::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
|
||||
@@ -82,6 +79,20 @@ bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feat
|
||||
return true;
|
||||
}
|
||||
|
||||
void D3D11::ShaderCache::Close()
|
||||
{
|
||||
if (m_index_file)
|
||||
{
|
||||
std::fclose(m_index_file);
|
||||
m_index_file = nullptr;
|
||||
}
|
||||
if (m_blob_file)
|
||||
{
|
||||
std::fclose(m_blob_file);
|
||||
m_blob_file = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool D3D11::ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
|
||||
{
|
||||
if (FileSystem::FileExists(index_filename.c_str()))
|
||||
@@ -326,16 +337,6 @@ bool D3D11::ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device,
|
||||
return true;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCache::GetGeometryShader(ID3D11Device* device,
|
||||
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob = GetShaderBlob(ShaderCompiler::Type::Geometry, shader_code, macros, entry_point);
|
||||
if (!blob)
|
||||
return {};
|
||||
|
||||
return D3D11::ShaderCompiler::CreateGeometryShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCache::GetPixelShader(ID3D11Device* device,
|
||||
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
|
||||
@@ -38,6 +38,7 @@ namespace D3D11
|
||||
bool UsingDebugShaders() const { return m_debug; }
|
||||
|
||||
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
|
||||
void Close();
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
@@ -50,9 +51,6 @@ namespace D3D11
|
||||
const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size,
|
||||
const std::string_view& shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> GetGeometryShader(ID3D11Device* device, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> GetPixelShader(ID3D11Device* device, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
|
||||
@@ -103,7 +101,6 @@ namespace D3D11
|
||||
|
||||
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
|
||||
void Close();
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros, const char* entry_point);
|
||||
|
||||
@@ -31,21 +31,21 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "gs_4_0", "ps_4_0", "cs_4_0"}};
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_4_0", "ps_4_0", "cs_4_0"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "gs_4_1", "ps_4_1", "cs_4_1"}};
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_4_1", "ps_4_1", "cs_4_1"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "gs_5_0", "ps_5_0", "cs_5_0"}};
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_5_0", "ps_5_0", "cs_5_0"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
@@ -53,7 +53,7 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D
|
||||
case D3D_FEATURE_LEVEL_11_1:
|
||||
default:
|
||||
{
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "gs_5_1", "ps_5_1", "cs_5_1"}};
|
||||
static constexpr std::array<const char*, 4> targets = {{"vs_5_1", "ps_5_1", "cs_5_1"}};
|
||||
target = targets[static_cast<int>(type)];
|
||||
}
|
||||
break;
|
||||
@@ -79,7 +79,7 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D
|
||||
{
|
||||
Console.WriteLn("Failed to compile '%s':\n%s", target, error_string.c_str());
|
||||
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("pcsx2_bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream::out | std::ofstream::binary);
|
||||
if (ofs.is_open())
|
||||
{
|
||||
@@ -108,16 +108,6 @@ wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CompileAndCreate
|
||||
return CreateVertexShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CompileAndCreateGeometryShader(ID3D11Device* device, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3DBlob> blob = CompileShader(Type::Geometry, device->GetFeatureLevel(), debug, code, macros, entry_point);
|
||||
if (!blob)
|
||||
return {};
|
||||
|
||||
return CreateGeometryShader(device, blob.get());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CompileAndCreatePixelShader(ID3D11Device* device, bool debug,
|
||||
const std::string_view& code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */)
|
||||
{
|
||||
@@ -157,25 +147,6 @@ wil::com_ptr_nothrow<ID3D11VertexShader> D3D11::ShaderCompiler::CreateVertexShad
|
||||
const_cast<ID3DBlob*>(blob)->GetBufferSize());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> shader;
|
||||
const HRESULT hr = device->CreateGeometryShader(bytecode, bytecode_length, nullptr, shader.put());
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create geometry shader: 0x%08X", hr);
|
||||
return {};
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> D3D11::ShaderCompiler::CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob)
|
||||
{
|
||||
return CreateGeometryShader(device, const_cast<ID3DBlob*>(blob)->GetBufferPointer(),
|
||||
const_cast<ID3DBlob*>(blob)->GetBufferSize());
|
||||
}
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> D3D11::ShaderCompiler::CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length)
|
||||
{
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> shader;
|
||||
|
||||
@@ -27,7 +27,6 @@ namespace D3D11::ShaderCompiler
|
||||
enum class Type
|
||||
{
|
||||
Vertex,
|
||||
Geometry,
|
||||
Pixel,
|
||||
Compute
|
||||
};
|
||||
@@ -37,8 +36,6 @@ namespace D3D11::ShaderCompiler
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> CompileAndCreateVertexShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> CompileAndCreateGeometryShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> CompileAndCreatePixelShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> CompileAndCreateComputeShader(ID3D11Device* device, bool debug, const std::string_view& code,
|
||||
@@ -46,8 +43,6 @@ namespace D3D11::ShaderCompiler
|
||||
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11GeometryShader> CreateGeometryShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const ID3DBlob* blob);
|
||||
wil::com_ptr_nothrow<ID3D11ComputeShader> CreateComputeShader(ID3D11Device* device, const void* bytecode, size_t bytecode_length);
|
||||
|
||||
@@ -125,15 +125,18 @@ bool Context::SupportsTextureFormat(DXGI_FORMAT format)
|
||||
(support.Support1 & required) == required;
|
||||
}
|
||||
|
||||
bool Context::Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
|
||||
bool Context::Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
|
||||
{
|
||||
pxAssertRel(!g_d3d12_context, "No context exists");
|
||||
|
||||
if (!LoadD3D12Library())
|
||||
{
|
||||
Console.Error("Failed to load D3D12 library");
|
||||
return false;
|
||||
}
|
||||
|
||||
g_d3d12_context.reset(new Context());
|
||||
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter_index, enable_debug_layer) ||
|
||||
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter, enable_debug_layer) ||
|
||||
!g_d3d12_context->CreateCommandQueue() || !g_d3d12_context->CreateAllocator() ||
|
||||
!g_d3d12_context->CreateFence() || !g_d3d12_context->CreateDescriptorHeaps() ||
|
||||
!g_d3d12_context->CreateCommandLists() || !g_d3d12_context->CreateTimestampQuery() ||
|
||||
@@ -166,31 +169,9 @@ u32 Context::GetAdapterVendorID() const
|
||||
return desc.VendorId;
|
||||
}
|
||||
|
||||
bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
|
||||
bool Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
|
||||
{
|
||||
ComPtr<IDXGIAdapter> adapter;
|
||||
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Adapter %u not found, using default", adapter_index);
|
||||
adapter = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
DXGI_ADAPTER_DESC adapter_desc;
|
||||
if (SUCCEEDED(adapter->GetDesc(&adapter_desc)))
|
||||
{
|
||||
char adapter_name_buffer[128];
|
||||
const int name_length = WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description,
|
||||
static_cast<int>(std::wcslen(adapter_desc.Description)),
|
||||
adapter_name_buffer, std::size(adapter_name_buffer), 0, nullptr);
|
||||
if (name_length >= 0)
|
||||
{
|
||||
adapter_name_buffer[name_length] = 0;
|
||||
Console.WriteLn("D3D Adapter: %s", adapter_name_buffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
HRESULT hr;
|
||||
|
||||
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
|
||||
if (enable_debug_layer)
|
||||
@@ -208,18 +189,17 @@ bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool e
|
||||
}
|
||||
|
||||
// Create the actual device.
|
||||
hr = s_d3d12_create_device(adapter.get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
|
||||
hr = s_d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create D3D12 device: %08X", hr);
|
||||
return false;
|
||||
}
|
||||
|
||||
// get adapter
|
||||
ComPtr<IDXGIFactory4> dxgi_factory4;
|
||||
if (SUCCEEDED(dxgi_factory->QueryInterface<IDXGIFactory4>(dxgi_factory4.put())))
|
||||
{
|
||||
const LUID luid(m_device->GetAdapterLuid());
|
||||
if (FAILED(dxgi_factory4->EnumAdapterByLuid(luid, IID_PPV_ARGS(m_adapter.put()))))
|
||||
Console.Error("Failed to get lookup adapter by device LUID");
|
||||
}
|
||||
const LUID luid(m_device->GetAdapterLuid());
|
||||
if (FAILED(dxgi_factory->EnumAdapterByLuid(luid, IID_PPV_ARGS(m_adapter.put()))))
|
||||
Console.Error("Failed to get lookup adapter by device LUID");
|
||||
|
||||
if (enable_debug_layer)
|
||||
{
|
||||
@@ -445,7 +425,7 @@ ID3D12GraphicsCommandList4* Context::GetInitCommandList()
|
||||
return res.command_lists[0].get();
|
||||
}
|
||||
|
||||
void Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
bool Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
{
|
||||
CommandListResources& res = m_command_lists[m_current_command_list];
|
||||
HRESULT hr;
|
||||
@@ -463,12 +443,21 @@ void Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
if (res.init_command_list_used)
|
||||
{
|
||||
hr = res.command_lists[0]->Close();
|
||||
pxAssertRel(SUCCEEDED(hr), "Close init command list");
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Closing init command list failed with HRESULT %08X", hr);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Close and queue command list.
|
||||
hr = res.command_lists[1]->Close();
|
||||
pxAssertRel(SUCCEEDED(hr), "Close command list");
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Closing main command list failed with HRESULT %08X", hr);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (res.init_command_list_used)
|
||||
{
|
||||
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].get(), res.command_lists[1].get()};
|
||||
@@ -487,6 +476,8 @@ void Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
MoveToNextCommandList();
|
||||
if (wait_for_completion != WaitType::None)
|
||||
WaitForFence(res.ready_fence_value, wait_for_completion == WaitType::Spin);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Context::InvalidateSamplerGroups()
|
||||
@@ -674,3 +665,57 @@ void Context::SetEnableGPUTiming(bool enabled)
|
||||
{
|
||||
m_gpu_timing_enabled = enabled;
|
||||
}
|
||||
|
||||
bool Context::AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer,
|
||||
D3D12MA::Allocation** gpu_allocation, const std::function<void(void*)>& fill_callback)
|
||||
{
|
||||
// Try to place the fixed index buffer in GPU local memory.
|
||||
// Use the staging buffer to copy into it.
|
||||
const D3D12_RESOURCE_DESC rd = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1,
|
||||
DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
|
||||
D3D12_RESOURCE_FLAG_NONE};
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC cpu_ad = {
|
||||
D3D12MA::ALLOCATION_FLAG_NONE,
|
||||
D3D12_HEAP_TYPE_UPLOAD};
|
||||
|
||||
ComPtr<ID3D12Resource> cpu_buffer;
|
||||
ComPtr<D3D12MA::Allocation> cpu_allocation;
|
||||
HRESULT hr = m_allocator->CreateResource(&cpu_ad, &rd, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
|
||||
cpu_allocation.put(), IID_PPV_ARGS(cpu_buffer.put()));
|
||||
pxAssertMsg(SUCCEEDED(hr), "Allocate CPU buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
static constexpr const D3D12_RANGE read_range = {};
|
||||
const D3D12_RANGE write_range = {0, size};
|
||||
void* mapped;
|
||||
hr = cpu_buffer->Map(0, &read_range, &mapped);
|
||||
pxAssertMsg(SUCCEEDED(hr), "Map CPU buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
fill_callback(mapped);
|
||||
cpu_buffer->Unmap(0, &write_range);
|
||||
|
||||
const D3D12MA::ALLOCATION_DESC gpu_ad = {
|
||||
D3D12MA::ALLOCATION_FLAG_COMMITTED,
|
||||
D3D12_HEAP_TYPE_DEFAULT};
|
||||
|
||||
hr = m_allocator->CreateResource(&gpu_ad, &rd, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
|
||||
gpu_allocation, IID_PPV_ARGS(gpu_buffer));
|
||||
pxAssertMsg(SUCCEEDED(hr), "Allocate GPU buffer");
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
|
||||
GetInitCommandList()->CopyBufferRegion(*gpu_buffer, 0, cpu_buffer.get(), 0, size);
|
||||
|
||||
D3D12_RESOURCE_BARRIER rb = {D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE};
|
||||
rb.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
rb.Transition.pResource = *gpu_buffer;
|
||||
rb.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
rb.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
||||
GetInitCommandList()->ResourceBarrier(1, &rb);
|
||||
|
||||
DeferResourceDestruction(cpu_allocation.get(), cpu_buffer.get());
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
#include <array>
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_5.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <wil/com.h>
|
||||
@@ -60,7 +61,7 @@ namespace D3D12
|
||||
~Context();
|
||||
|
||||
/// Creates new device and context.
|
||||
static bool Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
|
||||
static bool Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
|
||||
|
||||
/// Destroys active context.
|
||||
static void Destroy();
|
||||
@@ -130,7 +131,7 @@ namespace D3D12
|
||||
};
|
||||
|
||||
/// Executes the current command list.
|
||||
void ExecuteCommandList(WaitType wait_for_completion);
|
||||
bool ExecuteCommandList(WaitType wait_for_completion);
|
||||
|
||||
/// Waits for a specific fence.
|
||||
void WaitForFence(u64 fence, bool spin);
|
||||
@@ -151,6 +152,10 @@ namespace D3D12
|
||||
float GetAndResetAccumulatedGPUTime();
|
||||
void SetEnableGPUTiming(bool enabled);
|
||||
|
||||
// Allocates a temporary CPU staging buffer, fires the callback with it to populate, then copies to a GPU buffer.
|
||||
bool AllocatePreinitializedGPUBuffer(u32 size, ID3D12Resource** gpu_buffer, D3D12MA::Allocation** gpu_allocation,
|
||||
const std::function<void(void*)>& fill_callback);
|
||||
|
||||
private:
|
||||
struct CommandListResources
|
||||
{
|
||||
@@ -167,7 +172,7 @@ namespace D3D12
|
||||
|
||||
Context();
|
||||
|
||||
bool CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
|
||||
bool CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
|
||||
bool CreateCommandQueue();
|
||||
bool CreateAllocator();
|
||||
bool CreateFence();
|
||||
|
||||
@@ -45,14 +45,7 @@ ShaderCache::ShaderCache() = default;
|
||||
|
||||
ShaderCache::~ShaderCache()
|
||||
{
|
||||
if (m_pipeline_index_file)
|
||||
std::fclose(m_pipeline_index_file);
|
||||
if (m_pipeline_blob_file)
|
||||
std::fclose(m_pipeline_blob_file);
|
||||
if (m_shader_index_file)
|
||||
std::fclose(m_shader_index_file);
|
||||
if (m_shader_blob_file)
|
||||
std::fclose(m_shader_blob_file);
|
||||
Close();
|
||||
}
|
||||
|
||||
bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
|
||||
@@ -109,6 +102,32 @@ bool ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_lev
|
||||
return result;
|
||||
}
|
||||
|
||||
void ShaderCache::Close()
|
||||
{
|
||||
if (m_pipeline_index_file)
|
||||
{
|
||||
std::fclose(m_pipeline_index_file);
|
||||
m_pipeline_index_file = nullptr;
|
||||
}
|
||||
if (m_pipeline_blob_file)
|
||||
{
|
||||
std::fclose(m_pipeline_blob_file);
|
||||
m_pipeline_blob_file = nullptr;
|
||||
}
|
||||
if (m_shader_index_file)
|
||||
{
|
||||
std::fclose(m_shader_index_file);
|
||||
m_shader_index_file = nullptr;
|
||||
}
|
||||
if (m_shader_blob_file)
|
||||
{
|
||||
std::fclose(m_shader_blob_file);
|
||||
m_shader_blob_file = nullptr;
|
||||
}
|
||||
|
||||
m_base_path = {};
|
||||
}
|
||||
|
||||
void ShaderCache::InvalidatePipelineCache()
|
||||
{
|
||||
m_pipeline_index.clear();
|
||||
@@ -502,9 +521,6 @@ ShaderCache::ComPtr<ID3DBlob> ShaderCache::CompileAndAddShaderBlob(const CacheIn
|
||||
case EntryType::VertexShader:
|
||||
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Vertex, m_feature_level, m_debug, shader_code, macros, entry_point);
|
||||
break;
|
||||
case EntryType::GeometryShader:
|
||||
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Geometry, m_feature_level, m_debug, shader_code, macros, entry_point);
|
||||
break;
|
||||
case EntryType::PixelShader:
|
||||
blob = D3D11::ShaderCompiler::CompileShader(D3D11::ShaderCompiler::Type::Pixel, m_feature_level, m_debug, shader_code, macros, entry_point);
|
||||
break;
|
||||
|
||||
@@ -37,7 +37,6 @@ namespace D3D12
|
||||
enum class EntryType
|
||||
{
|
||||
VertexShader,
|
||||
GeometryShader,
|
||||
PixelShader,
|
||||
ComputeShader,
|
||||
GraphicsPipeline,
|
||||
@@ -52,17 +51,13 @@ namespace D3D12
|
||||
__fi bool UsingDebugShaders() const { return m_debug; }
|
||||
|
||||
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
|
||||
void Close();
|
||||
|
||||
__fi ComPtr<ID3DBlob> GetVertexShader(std::string_view shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
|
||||
{
|
||||
return GetShaderBlob(EntryType::VertexShader, shader_code, macros, entry_point);
|
||||
}
|
||||
__fi ComPtr<ID3DBlob> GetGeometryShader(std::string_view shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
|
||||
{
|
||||
return GetShaderBlob(EntryType::GeometryShader, shader_code, macros, entry_point);
|
||||
}
|
||||
__fi ComPtr<ID3DBlob> GetPixelShader(std::string_view shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
|
||||
{
|
||||
@@ -129,7 +124,6 @@ namespace D3D12
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
|
||||
std::FILE*& blob_file, CacheIndex& index);
|
||||
void InvalidatePipelineCache();
|
||||
void Close();
|
||||
|
||||
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
|
||||
const D3D_SHADER_MACRO* macros, const char* entry_point);
|
||||
|
||||
@@ -56,17 +56,6 @@ namespace GL
|
||||
#endif
|
||||
}
|
||||
|
||||
static void DisableBrokenExtensions(const char* gl_vendor, const char* gl_renderer)
|
||||
{
|
||||
if (std::strstr(gl_vendor, "ARM"))
|
||||
{
|
||||
// GL_{EXT,OES}_copy_image seem to be implemented on the CPU in the Mali drivers...
|
||||
Console.Warning("Mali driver detected, disabling GL_{EXT,OES}_copy_image");
|
||||
GLAD_GL_EXT_copy_image = 0;
|
||||
GLAD_GL_OES_copy_image = 0;
|
||||
}
|
||||
}
|
||||
|
||||
Context::Context(const WindowInfo& wi)
|
||||
: m_wi(wi)
|
||||
{
|
||||
@@ -119,7 +108,7 @@ namespace GL
|
||||
if (!context)
|
||||
return nullptr;
|
||||
|
||||
Console.WriteLn("Created a %s context", context->IsGLES() ? "OpenGL ES" : "OpenGL");
|
||||
Console.WriteLn("Created an %s context", context->IsGLES() ? "OpenGL ES" : "OpenGL");
|
||||
|
||||
// NOTE: Not thread-safe. But this is okay, since we're not going to be creating more than one context at a time.
|
||||
static Context* context_being_created;
|
||||
@@ -154,8 +143,6 @@ namespace GL
|
||||
DevCon.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version);
|
||||
DevCon.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version);
|
||||
|
||||
DisableBrokenExtensions(gl_vendor, gl_renderer);
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
|
||||
@@ -77,7 +77,7 @@ namespace GL
|
||||
{
|
||||
Console.Error("Shader failed to compile:\n%s", info_log.c_str());
|
||||
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("pcsx2_bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream::out | std::ofstream::binary);
|
||||
if (ofs.is_open())
|
||||
{
|
||||
@@ -100,43 +100,27 @@ namespace GL
|
||||
s_last_program_id = 0;
|
||||
}
|
||||
|
||||
bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader)
|
||||
bool Program::Compile(const std::string_view vertex_shader, const std::string_view fragment_shader)
|
||||
{
|
||||
GLuint vertex_shader_id = 0;
|
||||
if (!vertex_shader.empty())
|
||||
{
|
||||
vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
|
||||
if (vertex_shader_id == 0)
|
||||
m_vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
|
||||
if (m_vertex_shader_id == 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint geometry_shader_id = 0;
|
||||
if (!geometry_shader.empty())
|
||||
{
|
||||
geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
|
||||
if (geometry_shader_id == 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint fragment_shader_id = 0;
|
||||
if (!fragment_shader.empty())
|
||||
{
|
||||
fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
|
||||
if (fragment_shader_id == 0)
|
||||
{
|
||||
glDeleteShader(vertex_shader_id);
|
||||
m_fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
|
||||
if (m_fragment_shader_id == 0)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
m_program_id = glCreateProgram();
|
||||
if (vertex_shader_id != 0)
|
||||
glAttachShader(m_program_id, vertex_shader_id);
|
||||
if (geometry_shader_id != 0)
|
||||
glAttachShader(m_program_id, geometry_shader_id);
|
||||
if (fragment_shader_id != 0)
|
||||
glAttachShader(m_program_id, fragment_shader_id);
|
||||
if (m_vertex_shader_id != 0)
|
||||
glAttachShader(m_program_id, m_vertex_shader_id);
|
||||
if (m_fragment_shader_id != 0)
|
||||
glAttachShader(m_program_id, m_fragment_shader_id);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -485,151 +469,28 @@ namespace GL
|
||||
glUniform4fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform1ui(const char* name, u32 x) const
|
||||
void Program::UniformMatrix2fv(int index, const float* v)
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform1ui(location, x);
|
||||
glUniformMatrix2fv(location, 1, GL_FALSE, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2ui(const char* name, u32 x, u32 y) const
|
||||
void Program::UniformMatrix3fv(int index, const float* v)
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform2ui(location, x, y);
|
||||
glUniformMatrix3fv(location, 1, GL_FALSE, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
|
||||
void Program::UniformMatrix4fv(int index, const float* v)
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform3ui(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4ui(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform1i(const char* name, s32 x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1i(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2i(const char* name, s32 x, s32 y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2i(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3i(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4i(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform1f(const char* name, float x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1f(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2f(const char* name, float x, float y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2f(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3f(const char* name, float x, float y, float z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3f(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4f(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform2uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4fv(location, 1, v);
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, v);
|
||||
}
|
||||
|
||||
void Program::BindUniformBlock(const char* name, u32 index)
|
||||
|
||||
@@ -34,8 +34,7 @@ namespace GL
|
||||
|
||||
bool IsValid() const { return m_program_id != 0; }
|
||||
|
||||
bool Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader);
|
||||
bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
|
||||
|
||||
bool CompileCompute(const std::string_view glsl);
|
||||
|
||||
@@ -79,27 +78,9 @@ namespace GL
|
||||
void Uniform3fv(int index, const float* v) const;
|
||||
void Uniform4fv(int index, const float* v) const;
|
||||
|
||||
void Uniform1ui(const char* name, u32 x) const;
|
||||
void Uniform2ui(const char* name, u32 x, u32 y) const;
|
||||
void Uniform3ui(const char* name, u32 x, u32 y, u32 z) const;
|
||||
void Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const;
|
||||
void Uniform1i(const char* name, s32 x) const;
|
||||
void Uniform2i(const char* name, s32 x, s32 y) const;
|
||||
void Uniform3i(const char* name, s32 x, s32 y, s32 z) const;
|
||||
void Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const;
|
||||
void Uniform1f(const char* name, float x) const;
|
||||
void Uniform2f(const char* name, float x, float y) const;
|
||||
void Uniform3f(const char* name, float x, float y, float z) const;
|
||||
void Uniform4f(const char* name, float x, float y, float z, float w) const;
|
||||
void Uniform2uiv(const char* name, const u32* v) const;
|
||||
void Uniform3uiv(const char* name, const u32* v) const;
|
||||
void Uniform4uiv(const char* name, const u32* v) const;
|
||||
void Uniform2iv(const char* name, const s32* v) const;
|
||||
void Uniform3iv(const char* name, const s32* v) const;
|
||||
void Uniform4iv(const char* name, const s32* v) const;
|
||||
void Uniform2fv(const char* name, const float* v) const;
|
||||
void Uniform3fv(const char* name, const float* v) const;
|
||||
void Uniform4fv(const char* name, const float* v) const;
|
||||
void UniformMatrix2fv(int index, const float* v);
|
||||
void UniformMatrix3fv(int index, const float* v);
|
||||
void UniformMatrix4fv(int index, const float* v);
|
||||
|
||||
void BindUniformBlock(const char* name, u32 index);
|
||||
|
||||
|
||||
@@ -28,9 +28,6 @@ namespace GL
|
||||
u64 vertex_source_hash_low;
|
||||
u64 vertex_source_hash_high;
|
||||
u32 vertex_source_length;
|
||||
u64 geometry_source_hash_low;
|
||||
u64 geometry_source_hash_high;
|
||||
u32 geometry_source_length;
|
||||
u64 fragment_source_hash_low;
|
||||
u64 fragment_source_hash_high;
|
||||
u32 fragment_source_length;
|
||||
@@ -51,9 +48,7 @@ namespace GL
|
||||
{
|
||||
return (
|
||||
vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high &&
|
||||
vertex_source_length == key.vertex_source_length && geometry_source_hash_low == key.geometry_source_hash_low &&
|
||||
geometry_source_hash_high == key.geometry_source_hash_high &&
|
||||
geometry_source_length == key.geometry_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
|
||||
vertex_source_length == key.vertex_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
|
||||
fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length);
|
||||
}
|
||||
|
||||
@@ -61,9 +56,7 @@ namespace GL
|
||||
{
|
||||
return (
|
||||
vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high ||
|
||||
vertex_source_length != key.vertex_source_length || geometry_source_hash_low != key.geometry_source_hash_low ||
|
||||
geometry_source_hash_high != key.geometry_source_hash_high ||
|
||||
geometry_source_length != key.geometry_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
|
||||
vertex_source_length != key.vertex_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
|
||||
fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length);
|
||||
}
|
||||
|
||||
@@ -204,7 +197,6 @@ namespace GL
|
||||
|
||||
const CacheIndexKey key{
|
||||
entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length,
|
||||
entry.geometry_source_hash_low, entry.geometry_source_hash_high, entry.geometry_source_length,
|
||||
entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length};
|
||||
const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
|
||||
m_index.emplace(key, data);
|
||||
@@ -218,9 +210,17 @@ namespace GL
|
||||
{
|
||||
m_index.clear();
|
||||
if (m_index_file)
|
||||
{
|
||||
std::fclose(m_index_file);
|
||||
m_index_file = nullptr;
|
||||
}
|
||||
if (m_blob_file)
|
||||
{
|
||||
std::fclose(m_blob_file);
|
||||
m_blob_file = nullptr;
|
||||
}
|
||||
|
||||
m_base_path = {};
|
||||
}
|
||||
|
||||
bool ShaderCache::Recreate()
|
||||
@@ -234,7 +234,6 @@ namespace GL
|
||||
}
|
||||
|
||||
ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
|
||||
const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader)
|
||||
{
|
||||
union ShaderHash
|
||||
@@ -248,7 +247,6 @@ namespace GL
|
||||
};
|
||||
|
||||
ShaderHash vertex_hash = {};
|
||||
ShaderHash geometry_hash = {};
|
||||
ShaderHash fragment_hash = {};
|
||||
|
||||
MD5Digest digest;
|
||||
@@ -258,13 +256,6 @@ namespace GL
|
||||
digest.Final(vertex_hash.bytes);
|
||||
}
|
||||
|
||||
if (!geometry_shader.empty())
|
||||
{
|
||||
digest.Reset();
|
||||
digest.Update(geometry_shader.data(), static_cast<u32>(geometry_shader.length()));
|
||||
digest.Final(geometry_hash.bytes);
|
||||
}
|
||||
|
||||
if (!fragment_shader.empty())
|
||||
{
|
||||
digest.Reset();
|
||||
@@ -273,7 +264,6 @@ namespace GL
|
||||
}
|
||||
|
||||
return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()),
|
||||
geometry_hash.low, geometry_hash.high, static_cast<u32>(geometry_shader.length()),
|
||||
fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
|
||||
}
|
||||
|
||||
@@ -288,7 +278,6 @@ namespace GL
|
||||
}
|
||||
|
||||
std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
|
||||
const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback)
|
||||
{
|
||||
if (!m_program_binary_supported || !m_blob_file)
|
||||
@@ -297,7 +286,7 @@ namespace GL
|
||||
Common::Timer timer;
|
||||
#endif
|
||||
|
||||
std::optional<Program> res = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
|
||||
std::optional<Program> res = CompileProgram(vertex_shader, fragment_shader, callback, false);
|
||||
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
Console.WriteLn("Time to compile shader without caching: %.2fms", timer.GetTimeMilliseconds());
|
||||
@@ -305,10 +294,10 @@ namespace GL
|
||||
return res;
|
||||
}
|
||||
|
||||
const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader);
|
||||
const auto key = GetCacheKey(vertex_shader, fragment_shader);
|
||||
auto iter = m_index.find(key);
|
||||
if (iter == m_index.end())
|
||||
return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
|
||||
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
|
||||
|
||||
std::vector<u8> data(iter->second.blob_size);
|
||||
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
|
||||
@@ -335,16 +324,15 @@ namespace GL
|
||||
Console.Warning(
|
||||
"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
|
||||
if (!Recreate())
|
||||
return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
|
||||
return CompileProgram(vertex_shader, fragment_shader, callback, false);
|
||||
else
|
||||
return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
|
||||
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
|
||||
}
|
||||
|
||||
bool ShaderCache::GetProgram(Program* out_program, const std::string_view vertex_shader,
|
||||
const std::string_view geometry_shader, const std::string_view fragment_shader,
|
||||
const PreLinkCallback& callback /* = */)
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback /* = */)
|
||||
{
|
||||
auto prog = GetProgram(vertex_shader, geometry_shader, fragment_shader, callback);
|
||||
auto prog = GetProgram(vertex_shader, fragment_shader, callback);
|
||||
if (!prog)
|
||||
return false;
|
||||
|
||||
@@ -366,9 +354,6 @@ namespace GL
|
||||
entry.vertex_source_hash_low = key.vertex_source_hash_low;
|
||||
entry.vertex_source_hash_high = key.vertex_source_hash_high;
|
||||
entry.vertex_source_length = key.vertex_source_length;
|
||||
entry.geometry_source_hash_low = key.geometry_source_hash_low;
|
||||
entry.geometry_source_hash_high = key.geometry_source_hash_high;
|
||||
entry.geometry_source_length = key.geometry_source_length;
|
||||
entry.fragment_source_hash_low = key.fragment_source_hash_low;
|
||||
entry.fragment_source_hash_high = key.fragment_source_hash_high;
|
||||
entry.fragment_source_length = key.fragment_source_length;
|
||||
@@ -389,12 +374,10 @@ namespace GL
|
||||
}
|
||||
|
||||
std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
|
||||
const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader,
|
||||
const PreLinkCallback& callback, bool set_retrievable)
|
||||
const std::string_view& fragment_shader, const PreLinkCallback& callback, bool set_retrievable)
|
||||
{
|
||||
Program prog;
|
||||
if (!prog.Compile(vertex_shader, geometry_shader, fragment_shader))
|
||||
if (!prog.Compile(vertex_shader, fragment_shader))
|
||||
return std::nullopt;
|
||||
|
||||
if (callback)
|
||||
@@ -429,16 +412,14 @@ namespace GL
|
||||
}
|
||||
|
||||
std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
|
||||
const std::string_view& vertex_shader,
|
||||
const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader,
|
||||
const std::string_view& vertex_shader, const std::string_view& fragment_shader,
|
||||
const PreLinkCallback& callback)
|
||||
{
|
||||
#ifdef PCSX2_DEVBUILD
|
||||
Common::Timer timer;
|
||||
#endif
|
||||
|
||||
std::optional<Program> prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true);
|
||||
std::optional<Program> prog = CompileProgram(vertex_shader, fragment_shader, callback, true);
|
||||
if (!prog)
|
||||
return std::nullopt;
|
||||
|
||||
@@ -483,7 +464,7 @@ namespace GL
|
||||
return res;
|
||||
}
|
||||
|
||||
const auto key = GetCacheKey(glsl, std::string_view(), std::string_view());
|
||||
const auto key = GetCacheKey(glsl, std::string_view());
|
||||
auto iter = m_index.find(key);
|
||||
if (iter == m_index.end())
|
||||
return CompileAndAddComputeProgram(key, glsl, callback);
|
||||
|
||||
@@ -36,11 +36,10 @@ namespace GL
|
||||
~ShaderCache();
|
||||
|
||||
bool Open(bool is_gles, std::string_view base_path, u32 version);
|
||||
void Close();
|
||||
|
||||
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
bool GetProgram(Program* out_program, const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
bool GetProgram(Program* out_program, const std::string_view vertex_shader, const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
|
||||
std::optional<Program> GetComputeProgram(const std::string_view glsl, const PreLinkCallback& callback = {});
|
||||
bool GetComputeProgram(Program* out_program, const std::string_view glsl, const PreLinkCallback& callback = {});
|
||||
@@ -53,9 +52,6 @@ namespace GL
|
||||
u64 vertex_source_hash_low;
|
||||
u64 vertex_source_hash_high;
|
||||
u32 vertex_source_length;
|
||||
u64 geometry_source_hash_low;
|
||||
u64 geometry_source_hash_high;
|
||||
u32 geometry_source_length;
|
||||
u64 fragment_source_hash_low;
|
||||
u64 fragment_source_hash_high;
|
||||
u32 fragment_source_length;
|
||||
@@ -71,7 +67,6 @@ namespace GL
|
||||
std::size_t h = 0;
|
||||
HashCombine(h,
|
||||
e.vertex_source_hash_low, e.vertex_source_hash_high, e.vertex_source_length,
|
||||
e.geometry_source_hash_low, e.geometry_source_hash_high, e.geometry_source_length,
|
||||
e.fragment_source_hash_low, e.fragment_source_hash_high, e.fragment_source_length);
|
||||
return h;
|
||||
}
|
||||
@@ -86,24 +81,21 @@ namespace GL
|
||||
|
||||
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
|
||||
|
||||
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader);
|
||||
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& fragment_shader);
|
||||
|
||||
std::string GetIndexFileName() const;
|
||||
std::string GetBlobFileName() const;
|
||||
|
||||
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
|
||||
void Close();
|
||||
bool Recreate();
|
||||
|
||||
bool WriteToBlobFile(const CacheIndexKey& key, const std::vector<u8>& prog_data, u32 prog_format);
|
||||
|
||||
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
|
||||
std::optional<Program> CompileProgram(const std::string_view& vertex_shader,
|
||||
const std::string_view& fragment_shader, const PreLinkCallback& callback,
|
||||
bool set_retrievable);
|
||||
std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
|
||||
const std::string_view& geometry_shader,
|
||||
const std::string_view& fragment_shader, const PreLinkCallback& callback);
|
||||
|
||||
std::optional<Program> CompileComputeProgram(const std::string_view& glsl, const PreLinkCallback& callback, bool set_retrievable);
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
|
||||
#include "StreamBuffer.h"
|
||||
#include "common/Align.h"
|
||||
#include "common/AlignedMalloc.h"
|
||||
#include "common/Assertions.h"
|
||||
#include <array>
|
||||
#include <cstring>
|
||||
@@ -49,11 +50,14 @@ namespace GL
|
||||
class BufferSubDataStreamBuffer final : public StreamBuffer
|
||||
{
|
||||
public:
|
||||
~BufferSubDataStreamBuffer() override = default;
|
||||
~BufferSubDataStreamBuffer() override
|
||||
{
|
||||
_aligned_free(m_cpu_buffer);
|
||||
}
|
||||
|
||||
MappingResult Map(u32 alignment, u32 min_size) override
|
||||
{
|
||||
return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, 0, m_size / alignment};
|
||||
return MappingResult{static_cast<void*>(m_cpu_buffer), 0, 0, m_size / alignment};
|
||||
}
|
||||
|
||||
void Unmap(u32 used_size) override
|
||||
@@ -62,7 +66,7 @@ namespace GL
|
||||
return;
|
||||
|
||||
glBindBuffer(m_target, m_buffer_id);
|
||||
glBufferSubData(m_target, 0, used_size, m_cpu_buffer.data());
|
||||
glBufferSubData(m_target, 0, used_size, m_cpu_buffer);
|
||||
}
|
||||
|
||||
u32 GetChunkSize() const override
|
||||
@@ -93,22 +97,27 @@ namespace GL
|
||||
private:
|
||||
BufferSubDataStreamBuffer(GLenum target, GLuint buffer_id, u32 size)
|
||||
: StreamBuffer(target, buffer_id, size)
|
||||
, m_cpu_buffer(size)
|
||||
{
|
||||
m_cpu_buffer = static_cast<u8*>(_aligned_malloc(size, 32));
|
||||
if (!m_cpu_buffer)
|
||||
pxFailRel("Failed to allocate CPU storage for GL buffer");
|
||||
}
|
||||
|
||||
std::vector<u8> m_cpu_buffer;
|
||||
u8* m_cpu_buffer;
|
||||
};
|
||||
|
||||
// Uses BufferData() to orphan the buffer after every update. Used on Mali where BufferSubData forces a sync.
|
||||
class BufferDataStreamBuffer final : public StreamBuffer
|
||||
{
|
||||
public:
|
||||
~BufferDataStreamBuffer() override = default;
|
||||
~BufferDataStreamBuffer() override
|
||||
{
|
||||
_aligned_free(m_cpu_buffer);
|
||||
}
|
||||
|
||||
MappingResult Map(u32 alignment, u32 min_size) override
|
||||
{
|
||||
return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, 0, m_size / alignment};
|
||||
return MappingResult{static_cast<void*>(m_cpu_buffer), 0, 0, m_size / alignment};
|
||||
}
|
||||
|
||||
void Unmap(u32 used_size) override
|
||||
@@ -117,7 +126,7 @@ namespace GL
|
||||
return;
|
||||
|
||||
glBindBuffer(m_target, m_buffer_id);
|
||||
glBufferData(m_target, used_size, m_cpu_buffer.data(), GL_STREAM_DRAW);
|
||||
glBufferData(m_target, used_size, m_cpu_buffer, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
u32 GetChunkSize() const override
|
||||
@@ -148,11 +157,13 @@ namespace GL
|
||||
private:
|
||||
BufferDataStreamBuffer(GLenum target, GLuint buffer_id, u32 size)
|
||||
: StreamBuffer(target, buffer_id, size)
|
||||
, m_cpu_buffer(size)
|
||||
{
|
||||
m_cpu_buffer = static_cast<u8*>(_aligned_malloc(size, 32));
|
||||
if (!m_cpu_buffer)
|
||||
pxFailRel("Failed to allocate CPU storage for GL buffer");
|
||||
}
|
||||
|
||||
std::vector<u8> m_cpu_buffer;
|
||||
u8* m_cpu_buffer;
|
||||
};
|
||||
|
||||
// Base class for implementations which require syncing.
|
||||
|
||||
@@ -89,6 +89,7 @@ static void SysPageFaultSignalFilter(int signal, siginfo_t* siginfo, void* ctx)
|
||||
// Prevent recursive exception filtering.
|
||||
if (s_in_exception_handler)
|
||||
{
|
||||
lock.unlock();
|
||||
CallExistingSignalHandler(signal, siginfo, ctx);
|
||||
return;
|
||||
}
|
||||
@@ -100,6 +101,8 @@ static void SysPageFaultSignalFilter(int signal, siginfo_t* siginfo, void* ctx)
|
||||
|
||||
#if defined(__APPLE__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext->__ss.__rip);
|
||||
#elif defined(__FreeBSD__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.mc_rip);
|
||||
#elif defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.gregs[REG_RIP]);
|
||||
#else
|
||||
@@ -119,6 +122,7 @@ static void SysPageFaultSignalFilter(int signal, siginfo_t* siginfo, void* ctx)
|
||||
return;
|
||||
|
||||
// Call old signal handler, which will likely dump core.
|
||||
lock.unlock();
|
||||
CallExistingSignalHandler(signal, siginfo, ctx);
|
||||
}
|
||||
|
||||
@@ -133,6 +137,10 @@ bool HostSys::InstallPageFaultHandler(PageFaultHandler handler)
|
||||
sigemptyset(&sa.sa_mask);
|
||||
sa.sa_flags = SA_SIGINFO;
|
||||
sa.sa_sigaction = SysPageFaultSignalFilter;
|
||||
#ifdef __linux__
|
||||
// Don't block the signal from executing recursively, we want to fire the original handler.
|
||||
sa.sa_flags |= SA_NODEFER;
|
||||
#endif
|
||||
#ifdef __APPLE__
|
||||
// MacOS uses SIGBUS for memory permission violations
|
||||
if (sigaction(SIGBUS, &sa, &s_old_sigbus_action) != 0)
|
||||
|
||||
@@ -97,114 +97,3 @@ public:
|
||||
|
||||
virtual SafeArray<T>* Clone() const;
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// SafeList - Simple growable container without all the mess or hassle of std containers.
|
||||
//
|
||||
// This container is intended for reasonably simple class types only. Things which this
|
||||
// container does not handle with desired robustness:
|
||||
//
|
||||
// * Classes with non-trivial constructors (such that construction creates much overhead)
|
||||
// * Classes with copy constructors (copying is done using performance memcpy)
|
||||
// * Classes with destructors (they're not called, sorry!)
|
||||
//
|
||||
template <typename T>
|
||||
class SafeList
|
||||
{
|
||||
DeclareNoncopyableObject(SafeList);
|
||||
|
||||
public:
|
||||
static const int DefaultChunkSize = 0x80 * sizeof(T);
|
||||
|
||||
public:
|
||||
std::string Name; // user-assigned block name
|
||||
int ChunkSize; // assigned DefaultChunkSize on init, reconfigurable at any time.
|
||||
|
||||
protected:
|
||||
T* m_ptr;
|
||||
int m_allocsize; // size of the allocation of memory
|
||||
uint m_length; // length of the array (active items, not buffer allocation)
|
||||
|
||||
protected:
|
||||
virtual T* _virtual_realloc(int newsize);
|
||||
void _MakeRoomFor_threshold(int newsize);
|
||||
|
||||
T* _getPtr(uint i) const;
|
||||
|
||||
public:
|
||||
virtual ~SafeList();
|
||||
explicit SafeList(const char* name = "Unnamed");
|
||||
explicit SafeList(int initialSize, const char* name = "Unnamed");
|
||||
virtual SafeList<T>* Clone() const;
|
||||
|
||||
void Remove(int index);
|
||||
void MakeRoomFor(int blockSize);
|
||||
|
||||
T& New();
|
||||
int Add(const T& src);
|
||||
T& AddNew(const T& src);
|
||||
|
||||
// Returns the size of the list, as according to the array type. This includes
|
||||
// mapped items only. The actual size of the allocation may differ.
|
||||
int GetLength() const { return m_length; }
|
||||
|
||||
// Returns the size of the list, in bytes. This includes mapped items only.
|
||||
// The actual size of the allocation may differ.
|
||||
int GetSizeInBytes() const { return m_length * sizeof(T); }
|
||||
|
||||
void MatchLengthToAllocatedSize()
|
||||
{
|
||||
m_length = m_allocsize;
|
||||
}
|
||||
|
||||
void GrowBy(int items)
|
||||
{
|
||||
MakeRoomFor(m_length + ChunkSize + items + 1);
|
||||
}
|
||||
|
||||
// Sets the item length to zero. Does not free memory allocations.
|
||||
void Clear()
|
||||
{
|
||||
m_length = 0;
|
||||
}
|
||||
|
||||
// Gets an element of this memory allocation much as if it were an array.
|
||||
// DevBuilds : Generates assertion if the index is invalid.
|
||||
T& operator[](int idx) { return *_getPtr((uint)idx); }
|
||||
const T& operator[](int idx) const { return *_getPtr((uint)idx); }
|
||||
|
||||
T* GetPtr() { return m_ptr; }
|
||||
const T* GetPtr() const { return m_ptr; }
|
||||
|
||||
T& GetLast() { return m_ptr[m_length - 1]; }
|
||||
const T& GetLast() const { return m_ptr[m_length - 1]; }
|
||||
};
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// SafeAlignedArray<T>
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Handy little class for allocating a resizable memory block, complete with
|
||||
// exception-based error handling and automatic cleanup.
|
||||
// This one supports aligned data allocations too!
|
||||
|
||||
template <typename T, uint Alignment>
|
||||
class SafeAlignedArray : public SafeArray<T>
|
||||
{
|
||||
typedef SafeArray<T> _parent;
|
||||
|
||||
protected:
|
||||
T* _virtual_realloc(int newsize);
|
||||
|
||||
public:
|
||||
using _parent::operator[];
|
||||
|
||||
virtual ~SafeAlignedArray();
|
||||
|
||||
explicit SafeAlignedArray(std::string name = "Unnamed")
|
||||
: SafeArray<T>::SafeArray(name)
|
||||
{
|
||||
}
|
||||
|
||||
explicit SafeAlignedArray(int initialSize, std::string name = "Unnamed");
|
||||
virtual SafeAlignedArray<T, Alignment>* Clone() const;
|
||||
};
|
||||
|
||||
@@ -15,13 +15,9 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common/AlignedMalloc.h"
|
||||
#include "common/Assertions.h"
|
||||
#include "common/Exceptions.h"
|
||||
#include "common/SafeArray.h"
|
||||
|
||||
#include "fmt/core.h"
|
||||
|
||||
// Internal constructor for use by derived classes. This allows a derived class to
|
||||
// use its own memory allocation (with an aligned memory, for example).
|
||||
// Throws:
|
||||
@@ -123,165 +119,3 @@ SafeArray<T>* SafeArray<T>::Clone() const
|
||||
memcpy(retval->GetPtr(), m_ptr, sizeof(T) * m_size);
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// SafeAlignedArray<T> (implementations)
|
||||
// --------------------------------------------------------------------------------------
|
||||
|
||||
template <typename T, uint Alignment>
|
||||
T* SafeAlignedArray<T, Alignment>::_virtual_realloc(int newsize)
|
||||
{
|
||||
return (T*)((this->m_ptr == NULL) ?
|
||||
_aligned_malloc(newsize * sizeof(T), Alignment) :
|
||||
pcsx2_aligned_realloc(this->m_ptr, newsize * sizeof(T), Alignment, this->m_size * sizeof(T)));
|
||||
}
|
||||
|
||||
// Appends "(align: xx)" to the name of the allocation in devel builds.
|
||||
// Maybe useful,maybe not... no harm in attaching it. :D
|
||||
|
||||
template <typename T, uint Alignment>
|
||||
SafeAlignedArray<T, Alignment>::~SafeAlignedArray()
|
||||
{
|
||||
safe_aligned_free(this->m_ptr);
|
||||
// mptr is set to null, so the parent class's destructor won't re-free it.
|
||||
}
|
||||
|
||||
template <typename T, uint Alignment>
|
||||
SafeAlignedArray<T, Alignment>::SafeAlignedArray(int initialSize, std::string name)
|
||||
: SafeArray<T>::SafeArray(
|
||||
std::move(name),
|
||||
(T*)_aligned_malloc(initialSize * sizeof(T), Alignment),
|
||||
initialSize)
|
||||
{
|
||||
}
|
||||
|
||||
template <typename T, uint Alignment>
|
||||
SafeAlignedArray<T, Alignment>* SafeAlignedArray<T, Alignment>::Clone() const
|
||||
{
|
||||
SafeAlignedArray<T, Alignment>* retval = new SafeAlignedArray<T, Alignment>(this->m_size);
|
||||
memcpy(retval->GetPtr(), this->m_ptr, sizeof(T) * this->m_size);
|
||||
return retval;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// SafeList<T> (implementations)
|
||||
// --------------------------------------------------------------------------------------
|
||||
|
||||
template <typename T>
|
||||
T* SafeList<T>::_virtual_realloc(int newsize)
|
||||
{
|
||||
return (T*)realloc(m_ptr, newsize * sizeof(T));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
SafeList<T>::~SafeList()
|
||||
{
|
||||
safe_free(m_ptr);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
SafeList<T>::SafeList(const char* name)
|
||||
: Name(name)
|
||||
{
|
||||
ChunkSize = DefaultChunkSize;
|
||||
m_ptr = NULL;
|
||||
m_allocsize = 0;
|
||||
m_length = 0;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
SafeList<T>::SafeList(int initialSize, const char* name)
|
||||
: Name(name)
|
||||
{
|
||||
ChunkSize = DefaultChunkSize;
|
||||
m_allocsize = initialSize;
|
||||
m_length = 0;
|
||||
m_ptr = (T*)malloc(initialSize * sizeof(T));
|
||||
|
||||
if (m_ptr == NULL)
|
||||
pxFailRel("SafeList exact alloc failed");
|
||||
|
||||
for (int i = 0; i < m_allocsize; ++i)
|
||||
{
|
||||
new (&m_ptr[i]) T();
|
||||
}
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
T* SafeList<T>::_getPtr(uint i) const
|
||||
{
|
||||
pxAssumeDev(i < m_length, "Index in bounds");
|
||||
return &m_ptr[i];
|
||||
}
|
||||
|
||||
// Ensures that the allocation is large enough to fit data of the
|
||||
// amount requested. The memory allocation is not resized smaller.
|
||||
template <typename T>
|
||||
void SafeList<T>::MakeRoomFor(int blockSize)
|
||||
{
|
||||
if (blockSize > m_allocsize)
|
||||
{
|
||||
const int newalloc = blockSize + ChunkSize;
|
||||
m_ptr = _virtual_realloc(newalloc);
|
||||
if (m_ptr == NULL)
|
||||
pxFailRel("SafeList MakeRoomFor failed");
|
||||
|
||||
for (; m_allocsize < newalloc; ++m_allocsize)
|
||||
{
|
||||
new (&m_ptr[m_allocsize]) T();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Appends an item to the end of the list and returns a handle to it.
|
||||
template <typename T>
|
||||
T& SafeList<T>::New()
|
||||
{
|
||||
_MakeRoomFor_threshold(m_length + 1);
|
||||
return m_ptr[m_length++];
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
int SafeList<T>::Add(const T& src)
|
||||
{
|
||||
_MakeRoomFor_threshold(m_length + 1);
|
||||
m_ptr[m_length] = src;
|
||||
return m_length++;
|
||||
}
|
||||
|
||||
// Same as Add, but returns the handle of the new object instead of it's array index.
|
||||
template <typename T>
|
||||
T& SafeList<T>::AddNew(const T& src)
|
||||
{
|
||||
_MakeRoomFor_threshold(m_length + 1);
|
||||
m_ptr[m_length] = src;
|
||||
return m_ptr[m_length];
|
||||
}
|
||||
|
||||
// Performs a standard array-copy removal of the given item. All items past the
|
||||
// given item are copied over.
|
||||
// DevBuilds : Generates assertion if the index is invalid.
|
||||
template <typename T>
|
||||
void SafeList<T>::Remove(int index)
|
||||
{
|
||||
pxAssert(index < m_length);
|
||||
|
||||
int copylen = m_length - index;
|
||||
if (copylen > 0)
|
||||
memcpy(&m_ptr[index], &m_ptr[index + 1], copylen);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
SafeList<T>* SafeList<T>::Clone() const
|
||||
{
|
||||
SafeList<T>* retval = new SafeList<T>(m_length);
|
||||
memcpy(retval->m_ptr, m_ptr, sizeof(T) * m_length);
|
||||
return retval;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void SafeList<T>::_MakeRoomFor_threshold(int newsize)
|
||||
{
|
||||
MakeRoomFor(newsize + ChunkSize);
|
||||
}
|
||||
|
||||
@@ -698,11 +698,6 @@ namespace Vulkan
|
||||
{
|
||||
pxAssert(m_num_writes < MAX_WRITES && (m_num_image_infos + num_views) < MAX_IMAGE_INFOS);
|
||||
|
||||
#if 1
|
||||
// NOTE: This is deliberately split up - updating multiple descriptors in one write is broken on Adreno.
|
||||
for (u32 i = 0; i < num_views; i++)
|
||||
AddCombinedImageSamplerDescriptorWrite(set, binding + i, views[i], samplers[i], layout);
|
||||
#else
|
||||
VkWriteDescriptorSet& dw = m_writes[m_num_writes++];
|
||||
dw.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
dw.dstSet = set;
|
||||
@@ -718,7 +713,6 @@ namespace Vulkan
|
||||
ii.sampler = samplers[i];
|
||||
ii.imageLayout = layout;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void DescriptorSetUpdateBuilder::AddBufferDescriptorWrite(
|
||||
|
||||
@@ -197,9 +197,9 @@ namespace Vulkan
|
||||
{
|
||||
u32 gpu_count = 0;
|
||||
VkResult res = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
|
||||
if (res != VK_SUCCESS || gpu_count == 0)
|
||||
if ((res != VK_SUCCESS && res != VK_INCOMPLETE) || gpu_count == 0)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices failed: ");
|
||||
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices (1) failed: ");
|
||||
return {};
|
||||
}
|
||||
|
||||
@@ -207,12 +207,20 @@ namespace Vulkan
|
||||
gpus.resize(gpu_count);
|
||||
|
||||
res = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.data());
|
||||
if (res != VK_SUCCESS)
|
||||
if (res == VK_INCOMPLETE)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices failed: ");
|
||||
Console.Warning("First vkEnumeratePhysicalDevices() call returned %zu devices, but second returned %u", gpus.size(), gpu_count);
|
||||
}
|
||||
else if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkEnumeratePhysicalDevices (2) failed: ");
|
||||
return {};
|
||||
}
|
||||
|
||||
// Maybe we lost a GPU?
|
||||
if (gpu_count < gpus.size())
|
||||
gpus.resize(gpu_count);
|
||||
|
||||
return gpus;
|
||||
}
|
||||
|
||||
@@ -460,12 +468,15 @@ namespace Vulkan
|
||||
SupportsExtension(VK_EXT_CALIBRATED_TIMESTAMPS_EXTENSION_NAME, false);
|
||||
m_optional_extensions.vk_ext_line_rasterization =
|
||||
SupportsExtension(VK_EXT_LINE_RASTERIZATION_EXTENSION_NAME, false);
|
||||
m_optional_extensions.vk_ext_rasterization_order_attachment_access =
|
||||
SupportsExtension(VK_EXT_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_EXTENSION_NAME, false) ||
|
||||
SupportsExtension(VK_ARM_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_EXTENSION_NAME, false);
|
||||
m_optional_extensions.vk_khr_driver_properties =
|
||||
SupportsExtension(VK_KHR_DRIVER_PROPERTIES_EXTENSION_NAME, false);
|
||||
m_optional_extensions.vk_arm_rasterization_order_attachment_access =
|
||||
SupportsExtension(VK_ARM_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_EXTENSION_NAME, false);
|
||||
m_optional_extensions.vk_khr_fragment_shader_barycentric =
|
||||
SupportsExtension(VK_KHR_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME, false);
|
||||
m_optional_extensions.vk_khr_shader_draw_parameters =
|
||||
SupportsExtension(VK_KHR_SHADER_DRAW_PARAMETERS_EXTENSION_NAME, false);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -480,7 +491,6 @@ namespace Vulkan
|
||||
|
||||
// Enable the features we use.
|
||||
m_device_features.dualSrcBlend = available_features.dualSrcBlend;
|
||||
m_device_features.geometryShader = available_features.geometryShader;
|
||||
m_device_features.largePoints = available_features.largePoints;
|
||||
m_device_features.wideLines = available_features.wideLines;
|
||||
m_device_features.fragmentStoresAndAtomics = available_features.fragmentStoresAndAtomics;
|
||||
@@ -654,8 +664,8 @@ namespace Vulkan
|
||||
// provoking vertex
|
||||
VkPhysicalDeviceProvokingVertexFeaturesEXT provoking_vertex_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT};
|
||||
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesARM rasterization_order_access_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_ARM};
|
||||
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesEXT rasterization_order_access_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_EXT};
|
||||
VkPhysicalDeviceLineRasterizationFeaturesEXT line_rasterization_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_FEATURES_EXT};
|
||||
|
||||
@@ -669,7 +679,7 @@ namespace Vulkan
|
||||
line_rasterization_feature.bresenhamLines = VK_TRUE;
|
||||
Util::AddPointerToChain(&device_info, &line_rasterization_feature);
|
||||
}
|
||||
if (m_optional_extensions.vk_arm_rasterization_order_attachment_access)
|
||||
if (m_optional_extensions.vk_ext_rasterization_order_attachment_access)
|
||||
{
|
||||
rasterization_order_access_feature.rasterizationOrderColorAttachmentAccess = VK_TRUE;
|
||||
Util::AddPointerToChain(&device_info, &rasterization_order_access_feature);
|
||||
@@ -735,15 +745,15 @@ namespace Vulkan
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT};
|
||||
VkPhysicalDeviceLineRasterizationFeaturesEXT line_rasterization_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_FEATURES_EXT};
|
||||
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesARM rasterization_order_access_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_ARM};
|
||||
VkPhysicalDeviceRasterizationOrderAttachmentAccessFeaturesEXT rasterization_order_access_feature = {
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_FEATURES_EXT};
|
||||
|
||||
// add in optional feature structs
|
||||
if (m_optional_extensions.vk_ext_provoking_vertex)
|
||||
Util::AddPointerToChain(&features2, &provoking_vertex_features);
|
||||
if (m_optional_extensions.vk_ext_line_rasterization)
|
||||
Util::AddPointerToChain(&features2, &line_rasterization_feature);
|
||||
if (m_optional_extensions.vk_arm_rasterization_order_attachment_access)
|
||||
if (m_optional_extensions.vk_ext_rasterization_order_attachment_access)
|
||||
Util::AddPointerToChain(&features2, &rasterization_order_access_feature);
|
||||
|
||||
// query
|
||||
@@ -751,7 +761,7 @@ namespace Vulkan
|
||||
|
||||
// confirm we actually support it
|
||||
m_optional_extensions.vk_ext_provoking_vertex &= (provoking_vertex_features.provokingVertexLast == VK_TRUE);
|
||||
m_optional_extensions.vk_arm_rasterization_order_attachment_access &= (rasterization_order_access_feature.rasterizationOrderColorAttachmentAccess == VK_TRUE);
|
||||
m_optional_extensions.vk_ext_rasterization_order_attachment_access &= (rasterization_order_access_feature.rasterizationOrderColorAttachmentAccess == VK_TRUE);
|
||||
m_optional_extensions.vk_ext_line_rasterization &= (line_rasterization_feature.bresenhamLines == VK_TRUE);
|
||||
|
||||
VkPhysicalDeviceProperties2 properties2 = {VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2};
|
||||
@@ -807,8 +817,8 @@ namespace Vulkan
|
||||
m_optional_extensions.vk_ext_line_rasterization ? "supported" : "NOT supported");
|
||||
Console.WriteLn("VK_EXT_calibrated_timestamps is %s",
|
||||
m_optional_extensions.vk_ext_calibrated_timestamps ? "supported" : "NOT supported");
|
||||
Console.WriteLn("VK_ARM_rasterization_order_attachment_access is %s",
|
||||
m_optional_extensions.vk_arm_rasterization_order_attachment_access ? "supported" : "NOT supported");
|
||||
Console.WriteLn("VK_EXT_rasterization_order_attachment_access is %s",
|
||||
m_optional_extensions.vk_ext_rasterization_order_attachment_access ? "supported" : "NOT supported");
|
||||
}
|
||||
|
||||
bool Context::CreateAllocator()
|
||||
@@ -948,11 +958,9 @@ namespace Vulkan
|
||||
|
||||
bool Context::CreateGlobalDescriptorPool()
|
||||
{
|
||||
// TODO: A better way to choose the number of descriptors.
|
||||
VkDescriptorPoolSize pool_sizes[] = {
|
||||
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1024},
|
||||
{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1024},
|
||||
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
|
||||
static constexpr const VkDescriptorPoolSize pool_sizes[] = {
|
||||
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2},
|
||||
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2},
|
||||
};
|
||||
|
||||
VkDescriptorPoolCreateInfo pool_create_info = {VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO, nullptr,
|
||||
@@ -1122,9 +1130,13 @@ namespace Vulkan
|
||||
void Context::WaitForCommandBufferCompletion(u32 index)
|
||||
{
|
||||
// Wait for this command buffer to be completed.
|
||||
VkResult res = vkWaitForFences(m_device, 1, &m_frame_resources[index].fence, VK_TRUE, UINT64_MAX);
|
||||
const VkResult res = vkWaitForFences(m_device, 1, &m_frame_resources[index].fence, VK_TRUE, UINT64_MAX);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkWaitForFences failed: ");
|
||||
m_last_submit_failed.store(true, std::memory_order_release);
|
||||
return;
|
||||
}
|
||||
|
||||
// Clean up any resources for command buffers between the last known completed buffer and this
|
||||
// now-completed command buffer. If we use >2 buffers, this may be more than one buffer.
|
||||
@@ -1266,11 +1278,12 @@ namespace Vulkan
|
||||
submit_info.pSignalSemaphores = &m_spin_resources[index].semaphore;
|
||||
}
|
||||
|
||||
VkResult res = vkQueueSubmit(m_graphics_queue, 1, &submit_info, resources.fence);
|
||||
const VkResult res = vkQueueSubmit(m_graphics_queue, 1, &submit_info, resources.fence);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkQueueSubmit failed: ");
|
||||
pxFailRel("Failed to submit command buffer.");
|
||||
m_last_submit_failed.store(true, std::memory_order_release);
|
||||
return;
|
||||
}
|
||||
|
||||
if (spin_cycles != 0)
|
||||
@@ -1286,14 +1299,14 @@ namespace Vulkan
|
||||
|
||||
present_swap_chain->ReleaseCurrentImage();
|
||||
|
||||
VkResult res = vkQueuePresentKHR(m_present_queue, &present_info);
|
||||
const VkResult res = vkQueuePresentKHR(m_present_queue, &present_info);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
// VK_ERROR_OUT_OF_DATE_KHR is not fatal, just means we need to recreate our swap chain.
|
||||
if (res != VK_ERROR_OUT_OF_DATE_KHR && res != VK_SUBOPTIMAL_KHR)
|
||||
LOG_VULKAN_ERROR(res, "vkQueuePresentKHR failed: ");
|
||||
|
||||
m_last_present_failed.store(true);
|
||||
m_last_present_failed.store(true, std::memory_order_release);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1460,6 +1473,9 @@ namespace Vulkan
|
||||
|
||||
void Context::ExecuteCommandBuffer(WaitType wait_for_completion)
|
||||
{
|
||||
if (m_last_submit_failed.load(std::memory_order_acquire))
|
||||
return;
|
||||
|
||||
// If we're waiting for completion, don't bother waking the worker thread.
|
||||
const u32 current_frame = m_current_frame;
|
||||
SubmitCommandBuffer();
|
||||
@@ -1481,9 +1497,12 @@ namespace Vulkan
|
||||
|
||||
bool Context::CheckLastPresentFail()
|
||||
{
|
||||
bool res = m_last_present_failed;
|
||||
m_last_present_failed = false;
|
||||
return res;
|
||||
return m_last_present_failed.exchange(false, std::memory_order_acq_rel);
|
||||
}
|
||||
|
||||
bool Context::CheckLastSubmitFail()
|
||||
{
|
||||
return m_last_submit_failed.load(std::memory_order_acquire);
|
||||
}
|
||||
|
||||
void Context::DeferBufferDestruction(VkBuffer object)
|
||||
@@ -1596,7 +1615,7 @@ namespace Vulkan
|
||||
VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT,
|
||||
DebugMessengerCallback, nullptr};
|
||||
|
||||
VkResult res =
|
||||
const VkResult res =
|
||||
vkCreateDebugUtilsMessengerEXT(m_instance, &messenger_info, nullptr, &m_debug_messenger_callback);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
@@ -1647,7 +1666,7 @@ namespace Vulkan
|
||||
input_reference.layout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
input_reference_ptr = &input_reference;
|
||||
|
||||
if (!g_vulkan_context->GetOptionalExtensions().vk_arm_rasterization_order_attachment_access)
|
||||
if (!g_vulkan_context->GetOptionalExtensions().vk_ext_rasterization_order_attachment_access)
|
||||
{
|
||||
// don't need the framebuffer-local dependency when we have rasterization order attachment access
|
||||
subpass_dependency.srcSubpass = 0;
|
||||
@@ -1666,20 +1685,23 @@ namespace Vulkan
|
||||
}
|
||||
if (key.depth_format != VK_FORMAT_UNDEFINED)
|
||||
{
|
||||
const VkImageLayout layout = key.depth_sampling ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
attachments[num_attachments] = {0, static_cast<VkFormat>(key.depth_format), VK_SAMPLE_COUNT_1_BIT,
|
||||
static_cast<VkAttachmentLoadOp>(key.depth_load_op),
|
||||
static_cast<VkAttachmentStoreOp>(key.depth_store_op),
|
||||
static_cast<VkAttachmentLoadOp>(key.stencil_load_op),
|
||||
static_cast<VkAttachmentStoreOp>(key.stencil_store_op),
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
|
||||
layout, layout};
|
||||
depth_reference.attachment = num_attachments;
|
||||
depth_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
depth_reference.layout = layout;
|
||||
depth_reference_ptr = &depth_reference;
|
||||
num_attachments++;
|
||||
}
|
||||
|
||||
const VkSubpassDescriptionFlags subpass_flags =
|
||||
(key.color_feedback_loop && g_vulkan_context->GetOptionalExtensions().vk_arm_rasterization_order_attachment_access) ? VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_COLOR_ACCESS_BIT_ARM : 0;
|
||||
(key.color_feedback_loop && g_vulkan_context->GetOptionalExtensions().vk_ext_rasterization_order_attachment_access) ?
|
||||
VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_COLOR_ACCESS_BIT_EXT :
|
||||
0;
|
||||
const VkSubpassDescription subpass = {subpass_flags, VK_PIPELINE_BIND_POINT_GRAPHICS, input_reference_ptr ? 1u : 0u,
|
||||
input_reference_ptr ? input_reference_ptr : nullptr, color_reference_ptr ? 1u : 0u,
|
||||
color_reference_ptr ? color_reference_ptr : nullptr, nullptr, depth_reference_ptr, 0, nullptr};
|
||||
@@ -1688,7 +1710,7 @@ namespace Vulkan
|
||||
subpass_dependency_ptr};
|
||||
|
||||
VkRenderPass pass;
|
||||
VkResult res = vkCreateRenderPass(m_device, &pass_info, nullptr, &pass);
|
||||
const VkResult res = vkCreateRenderPass(m_device, &pass_info, nullptr, &pass);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkCreateRenderPass failed: ");
|
||||
@@ -1729,7 +1751,7 @@ void main()
|
||||
{
|
||||
if (!m_spinning_supported)
|
||||
return true;
|
||||
auto spirv = ShaderCompiler::CompileComputeShader(SPIN_SHADER);
|
||||
auto spirv = ShaderCompiler::CompileComputeShader(SPIN_SHADER, false);
|
||||
if (!spirv.has_value())
|
||||
return false;
|
||||
|
||||
@@ -1894,9 +1916,14 @@ void main()
|
||||
SpinResources& resources = m_spin_resources[index];
|
||||
if (!resources.in_progress)
|
||||
return;
|
||||
VkResult res = vkWaitForFences(m_device, 1, &resources.fence, VK_TRUE, UINT64_MAX);
|
||||
|
||||
const VkResult res = vkWaitForFences(m_device, 1, &resources.fence, VK_TRUE, UINT64_MAX);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkWaitForFences failed: ");
|
||||
m_last_submit_failed.store(true, std::memory_order_release);
|
||||
return;
|
||||
}
|
||||
SpinCommandCompleted(index);
|
||||
}
|
||||
|
||||
@@ -1906,7 +1933,7 @@ void main()
|
||||
resources.in_progress = false;
|
||||
const u32 timestamp_base = (index + NUM_COMMAND_BUFFERS) * 2;
|
||||
std::array<u64, 2> timestamps;
|
||||
VkResult res = vkGetQueryPoolResults(m_device, m_timestamp_query_pool, timestamp_base, static_cast<u32>(timestamps.size()),
|
||||
const VkResult res = vkGetQueryPoolResults(m_device, m_timestamp_query_pool, timestamp_base, static_cast<u32>(timestamps.size()),
|
||||
sizeof(timestamps), timestamps.data(), sizeof(u64), VK_QUERY_RESULT_64_BIT);
|
||||
if (res == VK_SUCCESS)
|
||||
{
|
||||
@@ -2014,7 +2041,7 @@ void main()
|
||||
constexpr u64 MAX_MAX_DEVIATION = 100000; // 100µs
|
||||
for (int i = 0; i < 4; i++) // 4 tries to get under MAX_MAX_DEVIATION
|
||||
{
|
||||
VkResult res = vkGetCalibratedTimestampsEXT(m_device, std::size(infos), infos, timestamps, &maxDeviation);
|
||||
const VkResult res = vkGetCalibratedTimestampsEXT(m_device, std::size(infos), infos, timestamps, &maxDeviation);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vkGetCalibratedTimestampsEXT failed: ");
|
||||
@@ -2052,4 +2079,52 @@ void main()
|
||||
return static_cast<u64>(ts.tv_sec) * 1000000000 + ts.tv_nsec;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool Context::AllocatePreinitializedGPUBuffer(u32 size, VkBuffer* gpu_buffer, VmaAllocation* gpu_allocation,
|
||||
VkBufferUsageFlags gpu_usage, const std::function<void(void*)>& fill_callback)
|
||||
{
|
||||
// Try to place the fixed index buffer in GPU local memory.
|
||||
// Use the staging buffer to copy into it.
|
||||
|
||||
const VkBufferCreateInfo cpu_bci = {
|
||||
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
|
||||
nullptr,
|
||||
0, size,
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_SHARING_MODE_EXCLUSIVE};
|
||||
const VmaAllocationCreateInfo cpu_aci = {
|
||||
VMA_ALLOCATION_CREATE_MAPPED_BIT, VMA_MEMORY_USAGE_CPU_ONLY, 0, 0};
|
||||
VkBuffer cpu_buffer;
|
||||
VmaAllocation cpu_allocation;
|
||||
VmaAllocationInfo cpu_ai;
|
||||
VkResult res = vmaCreateBuffer(m_allocator, &cpu_bci, &cpu_aci, &cpu_buffer,
|
||||
&cpu_allocation, &cpu_ai);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vmaCreateBuffer() for CPU expand buffer failed: ");
|
||||
return false;
|
||||
}
|
||||
|
||||
const VkBufferCreateInfo gpu_bci = {
|
||||
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
|
||||
nullptr,
|
||||
0, size,
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_SHARING_MODE_EXCLUSIVE};
|
||||
const VmaAllocationCreateInfo gpu_aci = {
|
||||
0, VMA_MEMORY_USAGE_GPU_ONLY, 0, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT};
|
||||
VmaAllocationInfo ai;
|
||||
res = vmaCreateBuffer(m_allocator, &gpu_bci, &gpu_aci, gpu_buffer, gpu_allocation, &ai);
|
||||
if (res != VK_SUCCESS)
|
||||
{
|
||||
LOG_VULKAN_ERROR(res, "vmaCreateBuffer() for expand buffer failed: ");
|
||||
vmaDestroyBuffer(m_allocator, cpu_buffer, cpu_allocation);
|
||||
return false;
|
||||
}
|
||||
|
||||
const VkBufferCopy buf_copy = {0u, 0u, size};
|
||||
fill_callback(cpu_ai.pMappedData);
|
||||
vmaFlushAllocation(m_allocator, cpu_allocation, 0, size);
|
||||
vkCmdCopyBuffer(GetCurrentInitCommandBuffer(), cpu_buffer, *gpu_buffer, 1, &buf_copy);
|
||||
DeferBufferDestruction(cpu_buffer, cpu_allocation);
|
||||
return true;
|
||||
}
|
||||
} // namespace Vulkan
|
||||
|
||||
@@ -53,9 +53,10 @@ namespace Vulkan
|
||||
bool vk_ext_memory_budget : 1;
|
||||
bool vk_ext_calibrated_timestamps : 1;
|
||||
bool vk_ext_line_rasterization : 1;
|
||||
bool vk_ext_rasterization_order_attachment_access : 1;
|
||||
bool vk_khr_driver_properties : 1;
|
||||
bool vk_arm_rasterization_order_attachment_access : 1;
|
||||
bool vk_khr_fragment_shader_barycentric : 1;
|
||||
bool vk_khr_shader_draw_parameters : 1;
|
||||
};
|
||||
|
||||
~Context();
|
||||
@@ -139,7 +140,8 @@ namespace Vulkan
|
||||
VkAttachmentLoadOp depth_load_op = VK_ATTACHMENT_LOAD_OP_LOAD,
|
||||
VkAttachmentStoreOp depth_store_op = VK_ATTACHMENT_STORE_OP_STORE,
|
||||
VkAttachmentLoadOp stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
|
||||
VkAttachmentStoreOp stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE, bool color_feedback_loop = false)
|
||||
VkAttachmentStoreOp stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE,
|
||||
bool color_feedback_loop = false, bool depth_sampling = false)
|
||||
{
|
||||
RenderPassCacheKey key = {};
|
||||
key.color_format = color_format;
|
||||
@@ -151,6 +153,7 @@ namespace Vulkan
|
||||
key.stencil_load_op = stencil_load_op;
|
||||
key.stencil_store_op = stencil_store_op;
|
||||
key.color_feedback_loop = color_feedback_loop;
|
||||
key.depth_sampling = depth_sampling;
|
||||
|
||||
auto it = m_render_pass_cache.find(key.key);
|
||||
if (it != m_render_pass_cache.end())
|
||||
@@ -209,6 +212,7 @@ namespace Vulkan
|
||||
|
||||
// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
|
||||
bool CheckLastPresentFail();
|
||||
bool CheckLastSubmitFail();
|
||||
|
||||
// Schedule a vulkan resource for destruction later on. This will occur when the command buffer
|
||||
// is next re-used, and the GPU has finished working with the specified resource.
|
||||
@@ -235,6 +239,10 @@ namespace Vulkan
|
||||
void CountRenderPass() { m_command_buffer_render_passes++; }
|
||||
void NotifyOfReadback();
|
||||
|
||||
// Allocates a temporary CPU staging buffer, fires the callback with it to populate, then copies to a GPU buffer.
|
||||
bool AllocatePreinitializedGPUBuffer(u32 size, VkBuffer* gpu_buffer, VmaAllocation* gpu_allocation,
|
||||
VkBufferUsageFlags gpu_usage, const std::function<void(void*)>& fill_callback);
|
||||
|
||||
private:
|
||||
Context(VkInstance instance, VkPhysicalDevice physical_device);
|
||||
|
||||
@@ -251,6 +259,7 @@ namespace Vulkan
|
||||
u32 stencil_load_op : 2;
|
||||
u32 stencil_store_op : 1;
|
||||
u32 color_feedback_loop : 1;
|
||||
u32 depth_sampling : 1;
|
||||
};
|
||||
|
||||
u32 key;
|
||||
@@ -373,6 +382,7 @@ namespace Vulkan
|
||||
|
||||
StreamBuffer m_texture_upload_buffer;
|
||||
|
||||
std::atomic_bool m_last_submit_failed{false};
|
||||
std::atomic_bool m_last_present_failed{false};
|
||||
std::atomic_bool m_present_done{true};
|
||||
std::mutex m_present_mutex;
|
||||
|
||||
@@ -493,11 +493,6 @@ namespace Vulkan
|
||||
return GetShaderModule(ShaderCompiler::Type::Vertex, std::move(shader_code));
|
||||
}
|
||||
|
||||
VkShaderModule ShaderCache::GetGeometryShader(std::string_view shader_code)
|
||||
{
|
||||
return GetShaderModule(ShaderCompiler::Type::Geometry, std::move(shader_code));
|
||||
}
|
||||
|
||||
VkShaderModule ShaderCache::GetFragmentShader(std::string_view shader_code)
|
||||
{
|
||||
return GetShaderModule(ShaderCompiler::Type::Fragment, std::move(shader_code));
|
||||
|
||||
@@ -47,7 +47,6 @@ namespace Vulkan
|
||||
VkShaderModule GetShaderModule(ShaderCompiler::Type type, std::string_view shader_code);
|
||||
|
||||
VkShaderModule GetVertexShader(std::string_view shader_code);
|
||||
VkShaderModule GetGeometryShader(std::string_view shader_code);
|
||||
VkShaderModule GetFragmentShader(std::string_view shader_code);
|
||||
VkShaderModule GetComputeShader(std::string_view shader_code);
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace Vulkan::ShaderCompiler
|
||||
static bool glslang_initialized = false;
|
||||
|
||||
static std::optional<SPIRVCodeVector> CompileShaderToSPV(
|
||||
EShLanguage stage, const char* stage_filename, std::string_view source)
|
||||
EShLanguage stage, const char* stage_filename, std::string_view source, bool debug)
|
||||
{
|
||||
if (!InitializeGlslang())
|
||||
return std::nullopt;
|
||||
@@ -45,9 +45,9 @@ namespace Vulkan::ShaderCompiler
|
||||
std::unique_ptr<glslang::TShader> shader = std::make_unique<glslang::TShader>(stage);
|
||||
std::unique_ptr<glslang::TProgram> program;
|
||||
glslang::TShader::ForbidIncluder includer;
|
||||
EProfile profile = ECoreProfile;
|
||||
EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules);
|
||||
int default_version = 450;
|
||||
const EProfile profile = ECoreProfile;
|
||||
const EShMessages messages = static_cast<EShMessages>(EShMsgDefault | EShMsgSpvRules | EShMsgVulkanRules | (debug ? EShMsgDebugInfo : 0));
|
||||
const int default_version = 450;
|
||||
|
||||
std::string full_source_code;
|
||||
const char* pass_source_code = source.data();
|
||||
@@ -55,7 +55,7 @@ namespace Vulkan::ShaderCompiler
|
||||
shader->setStringsWithLengths(&pass_source_code, &pass_source_code_length, 1);
|
||||
|
||||
auto DumpBadShader = [&](const char* msg) {
|
||||
std::string filename = StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++);
|
||||
std::string filename = StringUtil::StdStringFromFormat("pcsx2_bad_shader_%u.txt", s_next_bad_shader_id++);
|
||||
Console.Error("CompileShaderToSPV: %s, writing to %s", msg, filename.c_str());
|
||||
|
||||
std::ofstream ofs(filename.c_str(), std::ofstream::out | std::ofstream::binary);
|
||||
@@ -104,7 +104,9 @@ namespace Vulkan::ShaderCompiler
|
||||
|
||||
SPIRVCodeVector out_code;
|
||||
spv::SpvBuildLogger logger;
|
||||
glslang::GlslangToSpv(*intermediate, out_code, &logger);
|
||||
glslang::SpvOptions options;
|
||||
options.generateDebugInfo = debug;
|
||||
glslang::GlslangToSpv(*intermediate, out_code, &logger, &options);
|
||||
|
||||
// Write out messages
|
||||
if (std::strlen(shader->getInfoLog()) > 0)
|
||||
@@ -147,24 +149,19 @@ namespace Vulkan::ShaderCompiler
|
||||
glslang_initialized = false;
|
||||
}
|
||||
|
||||
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code)
|
||||
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code, bool debug)
|
||||
{
|
||||
return CompileShaderToSPV(EShLangVertex, "vs", source_code);
|
||||
return CompileShaderToSPV(EShLangVertex, "vs", source_code, debug);
|
||||
}
|
||||
|
||||
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code)
|
||||
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code, bool debug)
|
||||
{
|
||||
return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
|
||||
return CompileShaderToSPV(EShLangFragment, "ps", source_code, debug);
|
||||
}
|
||||
|
||||
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code)
|
||||
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code, bool debug)
|
||||
{
|
||||
return CompileShaderToSPV(EShLangFragment, "ps", source_code);
|
||||
}
|
||||
|
||||
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code)
|
||||
{
|
||||
return CompileShaderToSPV(EShLangCompute, "cs", source_code);
|
||||
return CompileShaderToSPV(EShLangCompute, "cs", source_code, debug);
|
||||
}
|
||||
|
||||
std::optional<ShaderCompiler::SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug)
|
||||
@@ -172,16 +169,13 @@ namespace Vulkan::ShaderCompiler
|
||||
switch (type)
|
||||
{
|
||||
case Type::Vertex:
|
||||
return CompileShaderToSPV(EShLangVertex, "vs", source_code);
|
||||
|
||||
case Type::Geometry:
|
||||
return CompileShaderToSPV(EShLangGeometry, "gs", source_code);
|
||||
return CompileShaderToSPV(EShLangVertex, "vs", source_code, debug);
|
||||
|
||||
case Type::Fragment:
|
||||
return CompileShaderToSPV(EShLangFragment, "ps", source_code);
|
||||
return CompileShaderToSPV(EShLangFragment, "ps", source_code, debug);
|
||||
|
||||
case Type::Compute:
|
||||
return CompileShaderToSPV(EShLangCompute, "cs", source_code);
|
||||
return CompileShaderToSPV(EShLangCompute, "cs", source_code, debug);
|
||||
|
||||
default:
|
||||
return std::nullopt;
|
||||
|
||||
@@ -26,7 +26,6 @@ namespace Vulkan::ShaderCompiler
|
||||
enum class Type
|
||||
{
|
||||
Vertex,
|
||||
Geometry,
|
||||
Fragment,
|
||||
Compute
|
||||
};
|
||||
@@ -38,16 +37,13 @@ namespace Vulkan::ShaderCompiler
|
||||
using SPIRVCodeVector = std::vector<SPIRVCodeType>;
|
||||
|
||||
// Compile a vertex shader to SPIR-V.
|
||||
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code);
|
||||
|
||||
// Compile a geometry shader to SPIR-V.
|
||||
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code);
|
||||
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code, bool debug);
|
||||
|
||||
// Compile a fragment shader to SPIR-V.
|
||||
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code);
|
||||
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code, bool debug);
|
||||
|
||||
// Compile a compute shader to SPIR-V.
|
||||
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);
|
||||
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code, bool debug);
|
||||
|
||||
std::optional<SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug);
|
||||
} // namespace Vulkan::ShaderCompiler
|
||||
|
||||
@@ -545,9 +545,7 @@ namespace Vulkan
|
||||
// Determine the dimensions of the swap chain. Values of -1 indicate the size we specify here
|
||||
// determines window size?
|
||||
VkExtent2D size = surface_capabilities.currentExtent;
|
||||
#ifndef ANDROID
|
||||
if (size.width == UINT32_MAX)
|
||||
#endif
|
||||
{
|
||||
size.width = m_window_info.surface_width;
|
||||
size.height = m_window_info.surface_height;
|
||||
@@ -562,6 +560,14 @@ namespace Vulkan
|
||||
if (!(surface_capabilities.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR))
|
||||
transform = surface_capabilities.currentTransform;
|
||||
|
||||
VkCompositeAlphaFlagBitsKHR alpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
|
||||
if (!(surface_capabilities.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR))
|
||||
{
|
||||
// If we only support pre-multiplied/post-multiplied... :/
|
||||
if (surface_capabilities.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR)
|
||||
alpha = VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR;
|
||||
}
|
||||
|
||||
// Select swap chain flags, we only need a colour attachment
|
||||
VkImageUsageFlags image_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
if (!(surface_capabilities.supportedUsageFlags & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT))
|
||||
@@ -577,7 +583,7 @@ namespace Vulkan
|
||||
// Now we can actually create the swap chain
|
||||
VkSwapchainCreateInfoKHR swap_chain_info = {VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR, nullptr, 0, m_surface,
|
||||
image_count, m_surface_format.format, m_surface_format.colorSpace, size, 1u, image_usage,
|
||||
VK_SHARING_MODE_EXCLUSIVE, 0, nullptr, transform, VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR, m_present_mode,
|
||||
VK_SHARING_MODE_EXCLUSIVE, 0, nullptr, transform, alpha, m_present_mode,
|
||||
VK_TRUE, old_swap_chain};
|
||||
std::array<uint32_t, 2> indices = {{
|
||||
g_vulkan_context->GetGraphicsQueueFamilyIndex(),
|
||||
|
||||
@@ -291,9 +291,12 @@ namespace Vulkan
|
||||
|
||||
case VK_IMAGE_LAYOUT_GENERAL:
|
||||
// General is used for feedback loops.
|
||||
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
|
||||
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
|
||||
srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
barrier.srcAccessMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
|
||||
(VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT) :
|
||||
(VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT);
|
||||
srcStageMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
|
||||
(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) :
|
||||
(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -341,9 +344,12 @@ namespace Vulkan
|
||||
|
||||
case VK_IMAGE_LAYOUT_GENERAL:
|
||||
// General is used for feedback loops.
|
||||
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
|
||||
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
|
||||
dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
barrier.dstAccessMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
|
||||
(VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT) :
|
||||
(VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT);
|
||||
dstStageMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
|
||||
(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) :
|
||||
(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
#include "pcsx2/GS.h"
|
||||
#include "pcsx2/GS/GS.h"
|
||||
#include "pcsx2/GSDumpReplayer.h"
|
||||
#include "pcsx2/HostDisplay.h"
|
||||
#include "pcsx2/Host.h"
|
||||
#include "pcsx2/HostSettings.h"
|
||||
#include "pcsx2/INISettingsInterface.h"
|
||||
#include "pcsx2/PAD/Host/PAD.h"
|
||||
@@ -60,7 +60,9 @@
|
||||
|
||||
namespace GSRunner
|
||||
{
|
||||
static void InitializeConsole();
|
||||
static bool InitializeConfig();
|
||||
static bool ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& params);
|
||||
|
||||
static bool CreatePlatformWindow();
|
||||
static void DestroyPlatformWindow();
|
||||
@@ -77,6 +79,7 @@ alignas(16) static SysMtgsThread s_mtgs_thread;
|
||||
static std::string s_output_prefix;
|
||||
static s32 s_loop_count = 1;
|
||||
static std::optional<bool> s_use_window;
|
||||
static bool s_no_console = false;
|
||||
|
||||
// Owned by the GS thread.
|
||||
static u32 s_dump_frame_number = 0;
|
||||
@@ -112,7 +115,7 @@ bool GSRunner::InitializeConfig()
|
||||
si.SetBoolValue("EmuCore", "EnablePerGameSettings", false);
|
||||
|
||||
// force logging
|
||||
si.SetBoolValue("Logging", "EnableSystemConsole", true);
|
||||
si.SetBoolValue("Logging", "EnableSystemConsole", !s_no_console);
|
||||
si.SetBoolValue("Logging", "EnableTimestamps", true);
|
||||
si.SetBoolValue("Logging", "EnableVerbose", true);
|
||||
|
||||
@@ -251,38 +254,24 @@ void Host::SetRelativeMouseMode(bool enabled)
|
||||
{
|
||||
}
|
||||
|
||||
bool Host::AcquireHostDisplay(RenderAPI api, bool clear_state_on_fail)
|
||||
std::optional<WindowInfo> Host::AcquireRenderWindow()
|
||||
{
|
||||
const std::optional<WindowInfo> wi(GSRunner::GetPlatformWindowInfo());
|
||||
if (!wi.has_value())
|
||||
return false;
|
||||
|
||||
g_host_display = HostDisplay::CreateForAPI(api);
|
||||
if (!g_host_display)
|
||||
return false;
|
||||
|
||||
if (!g_host_display->CreateDevice(wi.value(), Host::GetEffectiveVSyncMode()) ||
|
||||
!g_host_display->MakeCurrent() || !g_host_display->SetupDevice() || !ImGuiManager::Initialize())
|
||||
{
|
||||
ReleaseHostDisplay(clear_state_on_fail);
|
||||
return false;
|
||||
}
|
||||
|
||||
Console.WriteLn(Color_StrongGreen, "%s Graphics Driver Info:", HostDisplay::RenderAPIToString(g_host_display->GetRenderAPI()));
|
||||
Console.Indent().WriteLn(g_host_display->GetDriverInfo());
|
||||
|
||||
return g_host_display.get();
|
||||
return GSRunner::GetPlatformWindowInfo();
|
||||
}
|
||||
|
||||
void Host::ReleaseHostDisplay(bool clear_state)
|
||||
std::optional<WindowInfo> Host::UpdateRenderWindow(bool recreate_window)
|
||||
{
|
||||
ImGuiManager::Shutdown(clear_state);
|
||||
g_host_display.reset();
|
||||
// We shouldn't ever recreate with the runner, so this is okay..
|
||||
return GSRunner::GetPlatformWindowInfo();
|
||||
}
|
||||
|
||||
bool Host::BeginPresentFrame(bool frame_skip)
|
||||
void Host::ReleaseRenderWindow()
|
||||
{
|
||||
if (s_loop_number == 0)
|
||||
}
|
||||
|
||||
void Host::BeginPresentFrame()
|
||||
{
|
||||
if (s_loop_number == 0 && !s_output_prefix.empty())
|
||||
{
|
||||
// when we wrap around, don't race other files
|
||||
GSJoinSnapshotThreads();
|
||||
@@ -291,30 +280,6 @@ bool Host::BeginPresentFrame(bool frame_skip)
|
||||
std::string dump_path(fmt::format("{}_frame{}.png", s_output_prefix, s_dump_frame_number));
|
||||
GSQueueSnapshot(dump_path);
|
||||
}
|
||||
if (g_host_display->BeginPresent(frame_skip))
|
||||
return true;
|
||||
|
||||
// don't render imgui
|
||||
ImGuiManager::NewFrame();
|
||||
return false;
|
||||
}
|
||||
|
||||
void Host::EndPresentFrame()
|
||||
{
|
||||
if (GSDumpReplayer::IsReplayingDump())
|
||||
GSDumpReplayer::RenderUI();
|
||||
|
||||
ImGuiManager::RenderOSD();
|
||||
g_host_display->EndPresent();
|
||||
ImGuiManager::NewFrame();
|
||||
}
|
||||
|
||||
void Host::ResizeHostDisplay(u32 new_window_width, u32 new_window_height, float new_window_scale)
|
||||
{
|
||||
}
|
||||
|
||||
void Host::UpdateHostDisplay()
|
||||
{
|
||||
}
|
||||
|
||||
void Host::RequestResizeHostDisplay(s32 width, s32 height)
|
||||
@@ -450,7 +415,15 @@ static void PrintCommandLineHelp(const char* progname)
|
||||
std::fprintf(stderr, "\n");
|
||||
}
|
||||
|
||||
static bool ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& params)
|
||||
void GSRunner::InitializeConsole()
|
||||
{
|
||||
const char* var = std::getenv("PCSX2_NOCONSOLE");
|
||||
s_no_console = (var && StringUtil::FromChars<bool>(var).value_or(false));
|
||||
if (!s_no_console)
|
||||
CommonHost::InitializeEarlyConsole();
|
||||
}
|
||||
|
||||
bool GSRunner::ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& params)
|
||||
{
|
||||
bool no_more_args = false;
|
||||
for (int i = 1; i < argc; i++)
|
||||
@@ -553,6 +526,19 @@ static bool ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& param
|
||||
|
||||
continue;
|
||||
}
|
||||
else if (CHECK_ARG_PARAM("-upscale"))
|
||||
{
|
||||
const float upscale = StringUtil::FromChars<float>(argv[++i]).value_or(0.0f);
|
||||
if (upscale < 0.5f)
|
||||
{
|
||||
Console.WriteLn("Invalid upscale multiplier");
|
||||
return false;
|
||||
}
|
||||
|
||||
Console.WriteLn(fmt::format("Setting upscale multiplier to {}", upscale));
|
||||
s_settings_interface.SetFloatValue("EmuCore/GS", "upscale_multiplier", upscale);
|
||||
continue;
|
||||
}
|
||||
else if (CHECK_ARG_PARAM("-logfile"))
|
||||
{
|
||||
const char* logfile = argv[++i];
|
||||
@@ -570,7 +556,7 @@ static bool ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& param
|
||||
else if (CHECK_ARG("-noshadercache"))
|
||||
{
|
||||
Console.WriteLn("Disabling shader cache");
|
||||
s_settings_interface.SetBoolValue("EmuCore/GS", "disable_shader_cache", false);
|
||||
s_settings_interface.SetBoolValue("EmuCore/GS", "disable_shader_cache", true);
|
||||
continue;
|
||||
}
|
||||
else if (CHECK_ARG("-window"))
|
||||
@@ -634,7 +620,7 @@ static bool ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& param
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
CommonHost::InitializeEarlyConsole();
|
||||
GSRunner::InitializeConsole();
|
||||
|
||||
if (!GSRunner::InitializeConfig())
|
||||
{
|
||||
@@ -643,7 +629,7 @@ int main(int argc, char* argv[])
|
||||
}
|
||||
|
||||
VMBootParameters params;
|
||||
if (!ParseCommandLineArgs(argc, argv, params))
|
||||
if (!GSRunner::ParseCommandLineArgs(argc, argv, params))
|
||||
return EXIT_FAILURE;
|
||||
|
||||
PerformanceMetrics::SetCPUThread(Threading::ThreadHandle::GetForCallingThread());
|
||||
@@ -653,7 +639,7 @@ int main(int argc, char* argv[])
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
if (s_use_window.value_or(false) && !GSRunner::CreatePlatformWindow())
|
||||
if (s_use_window.value_or(true) && !GSRunner::CreatePlatformWindow())
|
||||
{
|
||||
Console.Error("Failed to create window.");
|
||||
return EXIT_FAILURE;
|
||||
|
||||
@@ -7,20 +7,19 @@ import multiprocessing
|
||||
from pathlib import Path
|
||||
from functools import partial
|
||||
|
||||
def is_gs_path(path):
|
||||
ppath = Path(path)
|
||||
for extension in [[".gs"], [".gs", ".xz"], [".gs", ".zst"]]:
|
||||
if ppath.suffixes == extension:
|
||||
return True
|
||||
def get_gs_name(path):
|
||||
lpath = path.lower()
|
||||
|
||||
return False
|
||||
for extension in [".gs", ".gs.xz", ".gs.zst"]:
|
||||
if lpath.endswith(extension):
|
||||
return os.path.basename(path)[:-len(extension)]
|
||||
|
||||
return None
|
||||
|
||||
|
||||
def run_regression_test(runner, dumpdir, renderer, parallel, renderhacks, gspath):
|
||||
def run_regression_test(runner, dumpdir, renderer, upscale, renderhacks, parallel, gspath):
|
||||
args = [runner]
|
||||
gsname = Path(gspath).name
|
||||
while gsname.rfind('.') >= 0:
|
||||
gsname = gsname[:gsname.rfind('.')]
|
||||
gsname = get_gs_name(gspath)
|
||||
|
||||
real_dumpdir = os.path.join(dumpdir, gsname).strip()
|
||||
if not os.path.exists(real_dumpdir):
|
||||
@@ -28,6 +27,9 @@ def run_regression_test(runner, dumpdir, renderer, parallel, renderhacks, gspath
|
||||
|
||||
if renderer is not None:
|
||||
args.extend(["-renderer", renderer])
|
||||
|
||||
if upscale != 1.0:
|
||||
args.extend(["-upscale", str(upscale)])
|
||||
|
||||
if renderhacks is not None:
|
||||
args.extend(["-renderhacks", renderhacks])
|
||||
@@ -43,16 +45,23 @@ def run_regression_test(runner, dumpdir, renderer, parallel, renderhacks, gspath
|
||||
if parallel > 1:
|
||||
args.append("-noshadercache")
|
||||
|
||||
# run surfaceless, we don't want tons of windows popping up
|
||||
args.append("-surfaceless");
|
||||
|
||||
# disable output console entirely
|
||||
environ = os.environ.copy()
|
||||
environ["PCSX2_NOCONSOLE"] = "1"
|
||||
|
||||
args.append("--")
|
||||
args.append(gspath)
|
||||
|
||||
print("Running '%s'" % (" ".join(args)))
|
||||
subprocess.run(args)
|
||||
#print("Running '%s'" % (" ".join(args)))
|
||||
subprocess.run(args, env=environ, stdin=subprocess.DEVNULL, stderr=subprocess.DEVNULL, stdout=subprocess.DEVNULL)
|
||||
|
||||
|
||||
def run_regression_tests(runner, gsdir, dumpdir, renderer, renderhacks, parallel=1):
|
||||
def run_regression_tests(runner, gsdir, dumpdir, renderer, upscale, renderhacks, parallel=1):
|
||||
paths = glob.glob(gsdir + "/*.*", recursive=True)
|
||||
gamepaths = list(filter(is_gs_path, paths))
|
||||
gamepaths = list(filter(lambda x: get_gs_name(x) is not None, paths))
|
||||
|
||||
if not os.path.isdir(dumpdir):
|
||||
os.mkdir(dumpdir)
|
||||
@@ -61,12 +70,15 @@ def run_regression_tests(runner, gsdir, dumpdir, renderer, renderhacks, parallel
|
||||
|
||||
if parallel <= 1:
|
||||
for game in gamepaths:
|
||||
run_regression_test(runner, dumpdir, renderer, parallel, renderhacks, game)
|
||||
run_regression_test(runner, dumpdir, renderer, upscale, renderhacks, parallel, game)
|
||||
else:
|
||||
print("Processing %u games on %u processors" % (len(gamepaths), parallel))
|
||||
func = partial(run_regression_test, runner, dumpdir, renderer, parallel, renderhacks)
|
||||
func = partial(run_regression_test, runner, dumpdir, renderer, upscale, renderhacks, parallel)
|
||||
pool = multiprocessing.Pool(parallel)
|
||||
pool.map(func, gamepaths)
|
||||
completed = 0
|
||||
for _ in pool.imap_unordered(func, gamepaths, chunksize=1):
|
||||
completed += 1
|
||||
print("Processed %u of %u GS dumps (%u%%)" % (completed, len(gamepaths), (completed * 100) // len(gamepaths)))
|
||||
pool.close()
|
||||
|
||||
|
||||
@@ -79,12 +91,13 @@ if __name__ == "__main__":
|
||||
parser.add_argument("-gsdir", action="store", required=True, help="Directory containing GS dumps")
|
||||
parser.add_argument("-dumpdir", action="store", required=True, help="Base directory to dump frames to")
|
||||
parser.add_argument("-renderer", action="store", required=False, help="Renderer to use")
|
||||
parser.add_argument("-upscale", action="store", type=float, default=1, help="Upscaling multiplier to use")
|
||||
parser.add_argument("-renderhacks", action="store", required=False, help="Enable HW Rendering hacks")
|
||||
parser.add_argument("-parallel", action="store", type=int, default=1, help="Number of proceeses to run")
|
||||
parser.add_argument("-renderhacks", action="store", required=False, help="Enable HW Renering hacks")
|
||||
|
||||
args = parser.parse_args()
|
||||
|
||||
if not run_regression_tests(args.runner, os.path.realpath(args.gsdir), os.path.realpath(args.dumpdir), args.renderer, args.renderhacks, args.parallel):
|
||||
if not run_regression_tests(args.runner, os.path.realpath(args.gsdir), os.path.realpath(args.dumpdir), args.renderer, args.upscale, args.renderhacks, args.parallel):
|
||||
sys.exit(1)
|
||||
else:
|
||||
sys.exit(0)
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
<item>
|
||||
<widget class="QLabel" name="scmversion">
|
||||
<property name="text">
|
||||
<string>SCM Version</string>
|
||||
<string extracomment="SCM= Source Code Management">SCM Version</string>
|
||||
</property>
|
||||
<property name="alignment">
|
||||
<set>Qt::AlignCenter</set>
|
||||
@@ -128,7 +128,7 @@
|
||||
<item>
|
||||
<widget class="QLabel" name="links">
|
||||
<property name="text">
|
||||
<string>TextLabel</string>
|
||||
<string notr="true">TextLabel</string>
|
||||
</property>
|
||||
<property name="alignment">
|
||||
<set>Qt::AlignCenter</set>
|
||||
|
||||
@@ -385,7 +385,7 @@ void AutoUpdaterDialog::getChangesComplete(QNetworkReply* reply)
|
||||
if (update_will_break_save_states)
|
||||
{
|
||||
changes_html.prepend(tr("<h2>Save State Warning</h2><p>Installing this update will make your save states "
|
||||
"<b>incompatible</b>. Please ensure you have saved your games to memory card "
|
||||
"<b>incompatible</b>. Please ensure you have saved your games to a Memory Card "
|
||||
"before installing this update or you will lose progress.</p>"));
|
||||
}
|
||||
|
||||
@@ -495,6 +495,16 @@ void AutoUpdaterDialog::checkIfUpdateNeeded()
|
||||
|
||||
Console.WriteLn(Color_StrongRed, "Update needed.");
|
||||
|
||||
// Don't show the dialog if a game started while the update info was downloading. Some people have
|
||||
// really slow connections, apparently. If we're a manual triggered update check, then display
|
||||
// regardless. This will fall through and signal main to delete us.
|
||||
if (!m_display_messages &&
|
||||
(QtHost::IsVMValid() || (g_emu_thread->isRunningFullscreenUI() && g_emu_thread->isFullscreen())))
|
||||
{
|
||||
Console.WriteLn(Color_StrongRed, "Not showing update dialog due to active VM.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_ui.currentVersion->setText(tr("Current Version: %1 (%2)").arg(getCurrentVersion()).arg(getCurrentVersionDate()));
|
||||
m_ui.newVersion->setText(tr("New Version: %1 (%2)").arg(m_latest_version).arg(m_latest_version_timestamp.toString()));
|
||||
m_ui.updateNotes->setText(tr("Loading..."));
|
||||
@@ -585,6 +595,11 @@ bool AutoUpdaterDialog::doUpdate(const QString& zip_path, const QString& updater
|
||||
return true;
|
||||
}
|
||||
|
||||
void AutoUpdaterDialog::cleanupAfterUpdate()
|
||||
{
|
||||
// Nothing to do on Windows for now, the updater stub cleans everything up.
|
||||
}
|
||||
|
||||
#elif defined(__linux__)
|
||||
|
||||
bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDialog&)
|
||||
@@ -653,6 +668,7 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
|
||||
// Execute new appimage.
|
||||
QProcess* new_process = new QProcess();
|
||||
new_process->setProgram(qappimage_path);
|
||||
new_process->setArguments(QStringList{QStringLiteral("-updatecleanup")});
|
||||
if (!new_process->startDetached())
|
||||
{
|
||||
reportError("Failed to execute new AppImage.");
|
||||
@@ -663,6 +679,23 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
|
||||
return true;
|
||||
}
|
||||
|
||||
void AutoUpdaterDialog::cleanupAfterUpdate()
|
||||
{
|
||||
// Remove old/backup AppImage.
|
||||
const char* appimage_path = std::getenv("APPIMAGE");
|
||||
if (!appimage_path)
|
||||
return;
|
||||
|
||||
const QString qappimage_path(QString::fromUtf8(appimage_path));
|
||||
const QString backup_appimage_path(qappimage_path + QStringLiteral(".backup"));
|
||||
if (!QFile::exists(backup_appimage_path))
|
||||
return;
|
||||
|
||||
Console.WriteLn(Color_StrongOrange, QStringLiteral("Removing backup AppImage %1").arg(backup_appimage_path).toStdString());
|
||||
if (!QFile::remove(backup_appimage_path))
|
||||
Console.Error(QStringLiteral("Failed to remove backup AppImage %1").arg(backup_appimage_path).toStdString());
|
||||
}
|
||||
|
||||
#elif defined(__APPLE__)
|
||||
|
||||
static QString UpdateVersionNumberInName(QString name, QStringView new_version)
|
||||
@@ -779,6 +812,10 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
|
||||
return true;
|
||||
}
|
||||
|
||||
void AutoUpdaterDialog::cleanupAfterUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDialog& progress)
|
||||
@@ -786,4 +823,8 @@ bool AutoUpdaterDialog::processUpdate(const QByteArray& update_data, QProgressDi
|
||||
return false;
|
||||
}
|
||||
|
||||
void AutoUpdaterDialog::cleanupAfterUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -37,6 +37,7 @@ public:
|
||||
static std::string getDefaultTag();
|
||||
static QString getCurrentVersion();
|
||||
static QString getCurrentVersionDate();
|
||||
static void cleanupAfterUpdate();
|
||||
|
||||
Q_SIGNALS:
|
||||
void updateCheckCompleted();
|
||||
|
||||
@@ -58,6 +58,7 @@ target_sources(pcsx2-qt PRIVATE
|
||||
Settings/ControllerGlobalSettingsWidget.ui
|
||||
Settings/ControllerMacroEditWidget.ui
|
||||
Settings/ControllerMacroWidget.ui
|
||||
Settings/ControllerMouseSettingsDialog.ui
|
||||
Settings/ControllerSettingsDialog.cpp
|
||||
Settings/ControllerSettingsDialog.h
|
||||
Settings/ControllerSettingsDialog.ui
|
||||
|
||||
@@ -418,6 +418,7 @@ void CpuWidget::onFuncListContextMenu(QPoint pos)
|
||||
else
|
||||
m_funclistContextMenu->clear();
|
||||
|
||||
//: "Demangling" is the opposite of "Name mangling", which is a process where a compiler takes function names and combines them with other characteristics of the function (e.g. what types of data it accepts) to ensure they stay unique even when multiple functions exist with the same name (but different inputs / const-ness). See here: https://en.wikipedia.org/wiki/Name_mangling#C++
|
||||
QAction* demangleAction = new QAction(tr("Demangle Symbols"), m_ui.listFunctions);
|
||||
demangleAction->setCheckable(true);
|
||||
demangleAction->setChecked(m_demangleFunctions);
|
||||
@@ -664,9 +665,11 @@ void CpuWidget::onSearchButtonClicked()
|
||||
|
||||
const QString searchValue = m_ui.txtSearchValue->text();
|
||||
|
||||
unsigned long long value;
|
||||
|
||||
if (searchType < 4)
|
||||
{
|
||||
searchValue.toLong(&ok, searchHex ? 16 : 10);
|
||||
value = searchValue.toULongLong(&ok, searchHex ? 16 : 10);
|
||||
}
|
||||
else if (searchType != 6)
|
||||
{
|
||||
@@ -679,6 +682,29 @@ void CpuWidget::onSearchButtonClicked()
|
||||
return;
|
||||
}
|
||||
|
||||
switch (searchType)
|
||||
{
|
||||
case 6:
|
||||
case 5:
|
||||
case 4:
|
||||
break;
|
||||
case 3:
|
||||
if (value <= std::numeric_limits<unsigned long long>::max())
|
||||
break;
|
||||
case 2:
|
||||
if (value <= std::numeric_limits<unsigned long>::max())
|
||||
break;
|
||||
case 1:
|
||||
if (value <= std::numeric_limits<unsigned short>::max())
|
||||
break;
|
||||
case 0:
|
||||
if (value <= std::numeric_limits<unsigned char>::max())
|
||||
break;
|
||||
default:
|
||||
QMessageBox::critical(this, tr("Debugger"), tr("Value is larger than type"));
|
||||
return;
|
||||
}
|
||||
|
||||
QFutureWatcher<std::vector<u32>>* workerWatcher = new QFutureWatcher<std::vector<u32>>;
|
||||
|
||||
connect(workerWatcher, &QFutureWatcher<std::vector<u32>>::finished, [this, workerWatcher] {
|
||||
|
||||
@@ -159,7 +159,7 @@
|
||||
<item row="4" column="1" colspan="3">
|
||||
<widget class="QLineEdit" name="txtSearchStart">
|
||||
<property name="text">
|
||||
<string>0x00</string>
|
||||
<string notr="true">0x00</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -183,7 +183,7 @@
|
||||
<item row="5" column="1" colspan="3">
|
||||
<widget class="QLineEdit" name="txtSearchEnd">
|
||||
<property name="text">
|
||||
<string>0x2000000</string>
|
||||
<string notr="true">0x2000000</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
|
||||
@@ -79,6 +79,7 @@ QVariant BreakpointModel::data(const QModelIndex& index, int role) const
|
||||
QString type("");
|
||||
type += (mc->cond & MEMCHECK_READ) ? tr("Read") : "";
|
||||
type += ((mc->cond & MEMCHECK_BOTH) == MEMCHECK_BOTH) ? ", " : " ";
|
||||
//: (C) = changes, as in "look for changes".
|
||||
type += (mc->cond & MEMCHECK_WRITE) ? (mc->cond & MEMCHECK_WRITE_ONCHANGE) ? tr("Write(C)") : tr("Write") : "";
|
||||
return type;
|
||||
}
|
||||
@@ -169,18 +170,25 @@ QVariant BreakpointModel::headerData(int section, Qt::Orientation orientation, i
|
||||
switch (section)
|
||||
{
|
||||
case BreakpointColumns::TYPE:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("TYPE");
|
||||
case BreakpointColumns::OFFSET:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("OFFSET");
|
||||
case BreakpointColumns::SIZE_LABEL:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("SIZE / LABEL");
|
||||
case BreakpointColumns::OPCODE:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("INSTRUCTION");
|
||||
case BreakpointColumns::CONDITION:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("CONDITION");
|
||||
case BreakpointColumns::HITS:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("HITS");
|
||||
case BreakpointColumns::ENABLED:
|
||||
//: Warning: limited space available. Abbreviate if needed.
|
||||
return tr("ENABLED");
|
||||
default:
|
||||
return QVariant();
|
||||
|
||||
@@ -87,16 +87,22 @@ QVariant StackModel::headerData(int section, Qt::Orientation orientation, int ro
|
||||
switch (section)
|
||||
{
|
||||
case StackColumns::ENTRY:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("ENTRY");
|
||||
case StackColumns::ENTRY_LABEL:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("LABEL");
|
||||
case StackColumns::PC:
|
||||
//: Warning: short space limit. Abbreviate if needed. PC = Program Counter (location where the CPU is executing).
|
||||
return tr("PC");
|
||||
case StackColumns::PC_OPCODE:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("INSTRUCTION");
|
||||
case StackColumns::SP:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("STACK POINTER");
|
||||
case StackColumns::SIZE:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("SIZE");
|
||||
default:
|
||||
return QVariant();
|
||||
|
||||
@@ -110,16 +110,22 @@ QVariant ThreadModel::headerData(int section, Qt::Orientation orientation, int r
|
||||
switch (section)
|
||||
{
|
||||
case ThreadColumns::ID:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("ID");
|
||||
case ThreadColumns::PC:
|
||||
//: Warning: short space limit. Abbreviate if needed. PC = Program Counter (location where the CPU is executing).
|
||||
return tr("PC");
|
||||
case ThreadColumns::ENTRY:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("ENTRY");
|
||||
case ThreadColumns::PRIORITY:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("PRIORITY");
|
||||
case ThreadColumns::STATE:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("STATE");
|
||||
case ThreadColumns::WAIT_TYPE:
|
||||
//: Warning: short space limit. Abbreviate if needed.
|
||||
return tr("WAIT TYPE");
|
||||
default:
|
||||
return QVariant();
|
||||
|
||||
@@ -49,24 +49,42 @@ public:
|
||||
|
||||
private:
|
||||
const std::map<ThreadStatus, QString> ThreadStateStrings{
|
||||
//ADDING I18N comments here because the context string added by QtLinguist does not mention that these are thread states.
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_BAD, tr("BAD")},
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_RUN, tr("RUN")},
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_READY, tr("READY")},
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_WAIT, tr("WAIT")},
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_SUSPEND, tr("SUSPEND")},
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_WAIT_SUSPEND, tr("WAIT SUSPEND")},
|
||||
//: Refers to a Thread State in the Debugger.
|
||||
{ThreadStatus::THS_DORMANT, tr("DORMANT")},
|
||||
};
|
||||
|
||||
const std::map<WaitState, QString> ThreadWaitStrings{
|
||||
//ADDING I18N comments here because the context string added by QtLinguist does not mention that these are thread wait states.
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::NONE, tr("NONE")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::WAKEUP_REQ, tr("WAKEUP REQUEST")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::SEMA, tr("SEMAPHORE")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::SLEEP, tr("SLEEP")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::DELAY, tr("DELAY")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::EVENTFLAG, tr("EVENTFLAG")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::MBOX, tr("MBOX")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::VPOOL, tr("VPOOL")},
|
||||
//: Refers to a Thread Wait State in the Debugger.
|
||||
{WaitState::FIXPOOL, tr("FIXPOOL")},
|
||||
};
|
||||
|
||||
|
||||
@@ -342,6 +342,7 @@ bool RegisterWidget::contextFetchNewValue(u64& out, u64 currentValue, bool segme
|
||||
else
|
||||
existingValue = existingValue.arg(bit_cast<float>((u32)currentValue));
|
||||
|
||||
//: Changing the value in a CPU register (e.g. "Change t0")
|
||||
QString input = QInputDialog::getText(this, tr("Change %1").arg(m_cpu->getRegisterName(categoryIndex, m_selectedRow)), "",
|
||||
QLineEdit::Normal, existingValue, &ok);
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<item>
|
||||
@@ -40,7 +40,7 @@
|
||||
<item>
|
||||
<widget class="QLabel" name="supportedFormats">
|
||||
<property name="text">
|
||||
<string>TextLabel</string>
|
||||
<string notr="true">TextLabel</string>
|
||||
</property>
|
||||
<property name="alignment">
|
||||
<set>Qt::AlignCenter</set>
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<property name="spacing">
|
||||
|
||||
@@ -32,9 +32,9 @@
|
||||
#include "pcsx2/CDVD/CDVDdiscReader.h"
|
||||
#include "pcsx2/Frontend/GameList.h"
|
||||
#include "pcsx2/Frontend/LogSink.h"
|
||||
#include "pcsx2/GS.h"
|
||||
#include "pcsx2/GS/GS.h"
|
||||
#include "pcsx2/GSDumpReplayer.h"
|
||||
#include "pcsx2/HostDisplay.h"
|
||||
#include "pcsx2/HostSettings.h"
|
||||
#include "pcsx2/PerformanceMetrics.h"
|
||||
#include "pcsx2/Recording/InputRecording.h"
|
||||
@@ -254,13 +254,17 @@ void MainWindow::setupAdditionalUi()
|
||||
m_status_vps_widget->setFixedSize(125, 16);
|
||||
m_status_vps_widget->hide();
|
||||
|
||||
m_settings_toolbar_menu = new QMenu(m_ui.toolBar);
|
||||
m_settings_toolbar_menu->addAction(m_ui.actionSettings);
|
||||
m_settings_toolbar_menu->addAction(m_ui.actionViewGameProperties);
|
||||
|
||||
for (u32 scale = 0; scale <= 10; scale++)
|
||||
{
|
||||
QAction* action = m_ui.menuWindowSize->addAction((scale == 0) ? tr("Internal Resolution") : tr("%1x Scale").arg(scale));
|
||||
connect(action, &QAction::triggered, [scale]() { g_emu_thread->requestDisplaySize(static_cast<float>(scale)); });
|
||||
}
|
||||
|
||||
updateEmulationActions(false, false);
|
||||
updateEmulationActions(false, false, false);
|
||||
updateDisplayRelatedActions(false, false, false);
|
||||
|
||||
#ifdef ENABLE_RAINTEGRATION
|
||||
@@ -316,6 +320,7 @@ void MainWindow::connectSignals()
|
||||
connect(m_ui.menuLoadState, &QMenu::aboutToShow, this, &MainWindow::onLoadStateMenuAboutToShow);
|
||||
connect(m_ui.menuSaveState, &QMenu::aboutToShow, this, &MainWindow::onSaveStateMenuAboutToShow);
|
||||
connect(m_ui.actionSettings, &QAction::triggered, [this]() { doSettings(); });
|
||||
connect(m_ui.actionSettings2, &QAction::triggered, this, &MainWindow::onSettingsTriggeredFromToolbar);
|
||||
connect(m_ui.actionInterfaceSettings, &QAction::triggered, [this]() { doSettings("Interface"); });
|
||||
connect(m_ui.actionGameListSettings, &QAction::triggered, [this]() { doSettings("Game List"); });
|
||||
connect(m_ui.actionEmulationSettings, &QAction::triggered, [this]() { doSettings("Emulation"); });
|
||||
@@ -410,8 +415,8 @@ void MainWindow::connectVMThreadSignals(EmuThread* thread)
|
||||
connect(m_ui.actionStartFullscreenUI, &QAction::triggered, thread, &EmuThread::startFullscreenUI);
|
||||
connect(m_ui.actionStartFullscreenUI2, &QAction::triggered, thread, &EmuThread::startFullscreenUI);
|
||||
connect(thread, &EmuThread::messageConfirmed, this, &MainWindow::confirmMessage, Qt::BlockingQueuedConnection);
|
||||
connect(thread, &EmuThread::onCreateDisplayRequested, this, &MainWindow::createDisplay, Qt::BlockingQueuedConnection);
|
||||
connect(thread, &EmuThread::onUpdateDisplayRequested, this, &MainWindow::updateDisplay, Qt::BlockingQueuedConnection);
|
||||
connect(thread, &EmuThread::onCreateDisplayRequested, this, &MainWindow::createDisplayWindow, Qt::BlockingQueuedConnection);
|
||||
connect(thread, &EmuThread::onUpdateDisplayRequested, this, &MainWindow::updateDisplayWindow, Qt::BlockingQueuedConnection);
|
||||
connect(thread, &EmuThread::onDestroyDisplayRequested, this, &MainWindow::destroyDisplay, Qt::BlockingQueuedConnection);
|
||||
connect(thread, &EmuThread::onResizeDisplayRequested, this, &MainWindow::displayResizeRequested);
|
||||
connect(thread, &EmuThread::onRelativeMouseModeRequested, this, &MainWindow::relativeMouseModeRequested);
|
||||
@@ -667,6 +672,43 @@ void MainWindow::setStyleFromSettings()
|
||||
|
||||
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
|
||||
}
|
||||
else if (theme == "PizzaBrown")
|
||||
{
|
||||
// Custom palette by KamFretoZ, a Pizza Tower Reference!
|
||||
// With a mixtures of Light Brown, Peachy/Creamy White, Latte-like Color.
|
||||
// Thanks to Jordan for the idea :P
|
||||
// Alternative light theme.
|
||||
qApp->setStyle(QStyleFactory::create("Fusion"));
|
||||
|
||||
const QColor gray(128, 128, 128);
|
||||
const QColor extr(248, 192, 88);
|
||||
const QColor main(233, 187, 147);
|
||||
const QColor comp(248, 230, 213);
|
||||
const QColor highlight(188, 100, 60);
|
||||
|
||||
QPalette standardPalette;
|
||||
standardPalette.setColor(QPalette::Window, main);
|
||||
standardPalette.setColor(QPalette::WindowText, Qt::black);
|
||||
standardPalette.setColor(QPalette::Base, comp);
|
||||
standardPalette.setColor(QPalette::AlternateBase, extr);
|
||||
standardPalette.setColor(QPalette::ToolTipBase, comp);
|
||||
standardPalette.setColor(QPalette::ToolTipText, Qt::black);
|
||||
standardPalette.setColor(QPalette::Text, Qt::black);
|
||||
standardPalette.setColor(QPalette::Button, extr);
|
||||
standardPalette.setColor(QPalette::ButtonText, Qt::black);
|
||||
standardPalette.setColor(QPalette::Link, Qt::black);
|
||||
standardPalette.setColor(QPalette::Highlight, highlight);
|
||||
standardPalette.setColor(QPalette::HighlightedText, Qt::white);
|
||||
standardPalette.setColor(QPalette::Active, QPalette::Button, extr);
|
||||
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray.darker());
|
||||
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray.darker());
|
||||
standardPalette.setColor(QPalette::Disabled, QPalette::Text, Qt::gray);
|
||||
standardPalette.setColor(QPalette::Disabled, QPalette::Light, gray.lighter());
|
||||
|
||||
qApp->setPalette(standardPalette);
|
||||
|
||||
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #cc3f18; border: 1px solid white; }");
|
||||
}
|
||||
else if (theme == "PCSX2Blue")
|
||||
{
|
||||
// Custom palette by RedDevilus, White as main color and Blue as complimentary.
|
||||
@@ -737,6 +779,42 @@ void MainWindow::setStyleFromSettings()
|
||||
|
||||
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
|
||||
}
|
||||
else if (theme == "CobaltSky")
|
||||
{
|
||||
// Custom palette by KamFretoZ, A soothing deep royal blue
|
||||
// that are meant to be easy on the eyes as the main color.
|
||||
// Alternative dark theme.
|
||||
qApp->setStyle(QStyleFactory::create("Fusion"));
|
||||
|
||||
const QColor gray(192, 192, 192);
|
||||
const QColor royalBlue(29, 41, 81);
|
||||
const QColor darkishBlue(17, 30, 108);
|
||||
const QColor highlight(36, 93, 218);
|
||||
|
||||
QPalette darkPalette;
|
||||
darkPalette.setColor(QPalette::Window, royalBlue);
|
||||
darkPalette.setColor(QPalette::WindowText, Qt::white);
|
||||
darkPalette.setColor(QPalette::Base, royalBlue.lighter());
|
||||
darkPalette.setColor(QPalette::AlternateBase, darkishBlue);
|
||||
darkPalette.setColor(QPalette::ToolTipBase, darkishBlue);
|
||||
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
|
||||
darkPalette.setColor(QPalette::Text, Qt::white);
|
||||
darkPalette.setColor(QPalette::Button, darkishBlue);
|
||||
darkPalette.setColor(QPalette::ButtonText, Qt::white);
|
||||
darkPalette.setColor(QPalette::Link, Qt::white);
|
||||
darkPalette.setColor(QPalette::Highlight, highlight);
|
||||
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
|
||||
|
||||
darkPalette.setColor(QPalette::Active, QPalette::Button, darkishBlue);
|
||||
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
|
||||
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
|
||||
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
|
||||
darkPalette.setColor(QPalette::Disabled, QPalette::Light, gray);
|
||||
|
||||
qApp->setPalette(darkPalette);
|
||||
|
||||
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
|
||||
}
|
||||
else if (theme == "VioletAngelPurple")
|
||||
{
|
||||
// Custom palette by RedDevilus, Blue as main color and Purple as complimentary.
|
||||
@@ -978,32 +1056,45 @@ void MainWindow::onToolsVideoCaptureToggled(bool checked)
|
||||
g_emu_thread->beginCapture(path);
|
||||
}
|
||||
|
||||
void MainWindow::onSettingsTriggeredFromToolbar()
|
||||
{
|
||||
if (s_vm_valid)
|
||||
{
|
||||
m_settings_toolbar_menu->exec(QCursor::pos());
|
||||
}
|
||||
else
|
||||
{
|
||||
doSettings();
|
||||
}
|
||||
}
|
||||
|
||||
void MainWindow::saveStateToConfig()
|
||||
{
|
||||
if (!isVisible())
|
||||
return;
|
||||
|
||||
bool changed = false;
|
||||
|
||||
const QByteArray geometry(saveGeometry());
|
||||
const QByteArray geometry_b64(geometry.toBase64());
|
||||
const std::string old_geometry_b64(Host::GetBaseStringSettingValue("UI", "MainWindowGeometry"));
|
||||
if (old_geometry_b64 != geometry_b64.constData())
|
||||
{
|
||||
const QByteArray geometry = saveGeometry();
|
||||
const QByteArray geometry_b64 = geometry.toBase64();
|
||||
const std::string old_geometry_b64 = Host::GetBaseStringSettingValue("UI", "MainWindowGeometry");
|
||||
if (old_geometry_b64 != geometry_b64.constData())
|
||||
{
|
||||
Host::SetBaseStringSettingValue("UI", "MainWindowGeometry", geometry_b64.constData());
|
||||
Host::CommitBaseSettingChanges();
|
||||
}
|
||||
Host::SetBaseStringSettingValue("UI", "MainWindowGeometry", geometry_b64.constData());
|
||||
changed = true;
|
||||
}
|
||||
|
||||
const QByteArray state(saveState());
|
||||
const QByteArray state_b64(state.toBase64());
|
||||
const std::string old_state_b64(Host::GetBaseStringSettingValue("UI", "MainWindowState"));
|
||||
if (old_state_b64 != state_b64.constData())
|
||||
{
|
||||
const QByteArray state = saveState();
|
||||
const QByteArray state_b64 = state.toBase64();
|
||||
const std::string old_state_b64 = Host::GetBaseStringSettingValue("UI", "MainWindowState");
|
||||
if (old_state_b64 != state_b64.constData())
|
||||
{
|
||||
Host::SetBaseStringSettingValue("UI", "MainWindowState", state_b64.constData());
|
||||
Host::CommitBaseSettingChanges();
|
||||
}
|
||||
Host::SetBaseStringSettingValue("UI", "MainWindowState", state_b64.constData());
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (changed)
|
||||
Host::CommitBaseSettingChanges();
|
||||
}
|
||||
|
||||
void MainWindow::restoreStateFromConfig()
|
||||
@@ -1032,13 +1123,13 @@ void MainWindow::restoreStateFromConfig()
|
||||
}
|
||||
}
|
||||
|
||||
void MainWindow::updateEmulationActions(bool starting, bool running)
|
||||
void MainWindow::updateEmulationActions(bool starting, bool running, bool stopping)
|
||||
{
|
||||
const bool starting_or_running = starting || running;
|
||||
|
||||
m_ui.actionStartFile->setDisabled(starting_or_running);
|
||||
m_ui.actionStartDisc->setDisabled(starting_or_running);
|
||||
m_ui.actionStartBios->setDisabled(starting_or_running);
|
||||
m_ui.actionStartFile->setDisabled(starting_or_running || stopping);
|
||||
m_ui.actionStartDisc->setDisabled(starting_or_running || stopping);
|
||||
m_ui.actionStartBios->setDisabled(starting_or_running || stopping);
|
||||
|
||||
m_ui.actionPowerOff->setEnabled(running);
|
||||
m_ui.actionPowerOffWithoutSaving->setEnabled(running);
|
||||
@@ -1055,22 +1146,28 @@ void MainWindow::updateEmulationActions(bool starting, bool running)
|
||||
|
||||
m_ui.actionToolsVideoCapture->setEnabled(running);
|
||||
if (!running && m_ui.actionToolsVideoCapture->isChecked())
|
||||
{
|
||||
QSignalBlocker sb(m_ui.actionToolsVideoCapture);
|
||||
m_ui.actionToolsVideoCapture->setChecked(false);
|
||||
}
|
||||
|
||||
m_game_list_widget->setDisabled(starting && !running);
|
||||
|
||||
if (!starting && !running)
|
||||
{
|
||||
QSignalBlocker sb(m_ui.actionPause);
|
||||
m_ui.actionPause->setChecked(false);
|
||||
}
|
||||
|
||||
// scanning needs to be disabled while running
|
||||
m_ui.actionScanForNewGames->setDisabled(starting_or_running);
|
||||
m_ui.actionRescanAllGames->setDisabled(starting_or_running);
|
||||
m_ui.actionScanForNewGames->setDisabled(starting_or_running || stopping);
|
||||
m_ui.actionRescanAllGames->setDisabled(starting_or_running || stopping);
|
||||
}
|
||||
|
||||
void MainWindow::updateDisplayRelatedActions(bool has_surface, bool render_to_main, bool fullscreen)
|
||||
{
|
||||
// rendering to main, or switched to gamelist/grid
|
||||
m_ui.actionViewSystemDisplay->setEnabled((has_surface && render_to_main) || (!has_surface && g_host_display));
|
||||
m_ui.actionViewSystemDisplay->setEnabled((has_surface && render_to_main) || (!has_surface && GetMTGS().IsOpen()));
|
||||
m_ui.menuWindowSize->setEnabled(has_surface && !fullscreen);
|
||||
m_ui.actionFullscreen->setEnabled(has_surface);
|
||||
|
||||
@@ -1182,10 +1279,10 @@ bool MainWindow::isShowingGameList() const
|
||||
|
||||
bool MainWindow::isRenderingFullscreen() const
|
||||
{
|
||||
if (!g_host_display || !m_display_widget)
|
||||
if (!GetMTGS().IsOpen() || !m_display_widget)
|
||||
return false;
|
||||
|
||||
return getDisplayContainer()->isFullScreen() || g_host_display->IsFullscreen();
|
||||
return getDisplayContainer()->isFullScreen();
|
||||
}
|
||||
|
||||
bool MainWindow::isRenderingToMain() const
|
||||
@@ -1318,6 +1415,14 @@ bool MainWindow::requestShutdown(bool allow_confirm, bool allow_save_to_state, b
|
||||
if (!isRenderingToMain() && isHidden() && !QtHost::InBatchMode() && !g_emu_thread->isRunningFullscreenUI())
|
||||
updateWindowState(true);
|
||||
|
||||
// Clear the VM valid state early. That way we can't do anything in the UI if we take a while to shut down.
|
||||
if (s_vm_valid)
|
||||
{
|
||||
s_vm_valid = false;
|
||||
updateEmulationActions(false, false, true);
|
||||
updateDisplayRelatedActions(false, false, false);
|
||||
}
|
||||
|
||||
// Now we can actually shut down the VM.
|
||||
g_emu_thread->shutdownVM(save_state);
|
||||
return true;
|
||||
@@ -1325,13 +1430,16 @@ bool MainWindow::requestShutdown(bool allow_confirm, bool allow_save_to_state, b
|
||||
|
||||
void MainWindow::requestExit(bool allow_confirm)
|
||||
{
|
||||
// requestShutdown() clears this flag.
|
||||
const bool vm_was_valid = QtHost::IsVMValid();
|
||||
|
||||
// this is block, because otherwise closeEvent() will also prompt
|
||||
if (!requestShutdown(allow_confirm, true, EmuConfig.SaveStateOnShutdown))
|
||||
return;
|
||||
|
||||
// VM stopped signal won't have fired yet, so queue an exit if we still have one.
|
||||
// Otherwise, immediately exit, because there's no VM to exit us later.
|
||||
if (QtHost::IsVMValid())
|
||||
if (vm_was_valid)
|
||||
m_is_closing = true;
|
||||
else
|
||||
QGuiApplication::quit();
|
||||
@@ -1431,6 +1539,7 @@ void MainWindow::onGameListEntryContextMenuRequested(const QPoint& point)
|
||||
});
|
||||
}
|
||||
|
||||
//: Refers to the directory where a game is contained.
|
||||
action = menu.addAction(tr("Open Containing Directory..."));
|
||||
connect(action, &QAction::triggered, [this, entry]() {
|
||||
const QFileInfo fi(QString::fromStdString(entry->path));
|
||||
@@ -1863,7 +1972,7 @@ void MainWindow::onInputRecOpenViewer()
|
||||
void MainWindow::onVMStarting()
|
||||
{
|
||||
s_vm_valid = true;
|
||||
updateEmulationActions(true, false);
|
||||
updateEmulationActions(true, false, false);
|
||||
updateWindowTitle();
|
||||
|
||||
// prevent loading state until we're fully initialized
|
||||
@@ -1874,7 +1983,7 @@ void MainWindow::onVMStarted()
|
||||
{
|
||||
s_vm_valid = true;
|
||||
m_was_disc_change_request = false;
|
||||
updateEmulationActions(true, true);
|
||||
updateEmulationActions(true, true, false);
|
||||
updateWindowTitle();
|
||||
updateStatusBarWidgetVisibility();
|
||||
updateInputRecordingActions(true);
|
||||
@@ -1923,7 +2032,7 @@ void MainWindow::onVMStopped()
|
||||
s_vm_valid = false;
|
||||
s_vm_paused = false;
|
||||
m_last_fps_status = QString();
|
||||
updateEmulationActions(false, false);
|
||||
updateEmulationActions(false, false, false);
|
||||
updateWindowTitle();
|
||||
updateWindowState();
|
||||
updateStatusBarWidgetVisibility();
|
||||
@@ -1979,6 +2088,7 @@ void MainWindow::closeEvent(QCloseEvent* event)
|
||||
// If there's no VM, we can just exit as normal.
|
||||
if (!s_vm_valid)
|
||||
{
|
||||
saveStateToConfig();
|
||||
QMainWindow::closeEvent(event);
|
||||
return;
|
||||
}
|
||||
@@ -1992,7 +2102,6 @@ void MainWindow::closeEvent(QCloseEvent* event)
|
||||
return;
|
||||
|
||||
// Application will be exited in VM stopped handler.
|
||||
saveStateToConfig();
|
||||
m_is_closing = true;
|
||||
}
|
||||
|
||||
@@ -2004,7 +2113,7 @@ static QString getFilenameFromMimeData(const QMimeData* md)
|
||||
// only one url accepted
|
||||
const QList<QUrl> urls(md->urls());
|
||||
if (urls.size() == 1)
|
||||
filename = urls.front().toLocalFile();
|
||||
filename = QDir::toNativeSeparators(urls.front().toLocalFile());
|
||||
}
|
||||
|
||||
return filename;
|
||||
@@ -2091,17 +2200,12 @@ bool MainWindow::nativeEvent(const QByteArray& eventType, void* message, qintptr
|
||||
|
||||
#endif
|
||||
|
||||
DisplayWidget* MainWindow::createDisplay(bool fullscreen, bool render_to_main)
|
||||
std::optional<WindowInfo> MainWindow::createDisplayWindow(bool fullscreen, bool render_to_main)
|
||||
{
|
||||
DevCon.WriteLn("createDisplay(%u, %u)", static_cast<u32>(fullscreen), static_cast<u32>(render_to_main));
|
||||
DevCon.WriteLn(
|
||||
"createDisplayWindow() fullscreen=%s render_to_main=%s", fullscreen ? "true" : "false", render_to_main ? "true" : "false");
|
||||
|
||||
if (!g_host_display)
|
||||
return nullptr;
|
||||
|
||||
const std::string fullscreen_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
|
||||
const bool is_exclusive_fullscreen = (fullscreen && !fullscreen_mode.empty() && g_host_display->SupportsFullscreen());
|
||||
|
||||
createDisplayWidget(fullscreen, render_to_main, is_exclusive_fullscreen);
|
||||
createDisplayWidget(fullscreen, render_to_main);
|
||||
|
||||
// we need the surface visible.. this might be able to be replaced with something else
|
||||
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
|
||||
@@ -2111,23 +2215,12 @@ DisplayWidget* MainWindow::createDisplay(bool fullscreen, bool render_to_main)
|
||||
{
|
||||
QMessageBox::critical(this, tr("Error"), tr("Failed to get window info from widget"));
|
||||
destroyDisplayWidget(true);
|
||||
return nullptr;
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
g_emu_thread->connectDisplaySignals(m_display_widget);
|
||||
|
||||
if (!g_host_display->CreateDevice(wi.value(), Host::GetEffectiveVSyncMode()))
|
||||
{
|
||||
QMessageBox::critical(this, tr("Error"), tr("Failed to create host display device context."));
|
||||
destroyDisplayWidget(true);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
m_display_created = true;
|
||||
|
||||
if (is_exclusive_fullscreen)
|
||||
setDisplayFullscreen(fullscreen_mode);
|
||||
|
||||
updateWindowTitle();
|
||||
updateWindowState();
|
||||
|
||||
@@ -2137,34 +2230,29 @@ DisplayWidget* MainWindow::createDisplay(bool fullscreen, bool render_to_main)
|
||||
updateDisplayWidgetCursor();
|
||||
m_display_widget->setFocus();
|
||||
|
||||
g_host_display->DoneCurrent();
|
||||
return m_display_widget;
|
||||
return wi;
|
||||
}
|
||||
|
||||
DisplayWidget* MainWindow::updateDisplay(bool fullscreen, bool render_to_main, bool surfaceless)
|
||||
std::optional<WindowInfo> MainWindow::updateDisplayWindow(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless)
|
||||
{
|
||||
DevCon.WriteLn("updateDisplay() fullscreen=%s render_to_main=%s surfaceless=%s", fullscreen ? "true" : "false",
|
||||
render_to_main ? "true" : "false", surfaceless ? "true" : "false");
|
||||
DevCon.WriteLn("updateDisplayWindow() recreate=%s fullscreen=%s render_to_main=%s surfaceless=%s", recreate_window ? "true" : "false",
|
||||
fullscreen ? "true" : "false", render_to_main ? "true" : "false", surfaceless ? "true" : "false");
|
||||
|
||||
QWidget* container = m_display_container ? static_cast<QWidget*>(m_display_container) : static_cast<QWidget*>(m_display_widget);
|
||||
const bool is_fullscreen = isRenderingFullscreen();
|
||||
const bool is_rendering_to_main = isRenderingToMain();
|
||||
const std::string fullscreen_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
|
||||
const bool is_exclusive_fullscreen = (fullscreen && !fullscreen_mode.empty() && g_host_display->SupportsFullscreen());
|
||||
const bool changing_surfaceless = (!m_display_widget != surfaceless);
|
||||
if (fullscreen == is_fullscreen && is_rendering_to_main == render_to_main && !changing_surfaceless)
|
||||
return m_display_widget;
|
||||
if (!recreate_window && fullscreen == is_fullscreen && is_rendering_to_main == render_to_main && !changing_surfaceless)
|
||||
return m_display_widget->getWindowInfo();
|
||||
|
||||
// Skip recreating the surface if we're just transitioning between fullscreen and windowed with render-to-main off.
|
||||
// .. except on Wayland, where everything tends to break if you don't recreate.
|
||||
const bool has_container = (m_display_container != nullptr);
|
||||
const bool needs_container = DisplayContainer::isNeeded(fullscreen, render_to_main);
|
||||
if (!is_rendering_to_main && !render_to_main && !is_exclusive_fullscreen && has_container == needs_container && !needs_container &&
|
||||
if (!recreate_window && !is_rendering_to_main && !render_to_main && has_container == needs_container && !needs_container &&
|
||||
!changing_surfaceless)
|
||||
{
|
||||
DevCon.WriteLn("Toggling to %s without recreating surface", (fullscreen ? "fullscreen" : "windowed"));
|
||||
if (g_host_display->IsFullscreen())
|
||||
g_host_display->SetFullscreen(false, 0, 0, 0.0f);
|
||||
|
||||
// since we don't destroy the display widget, we need to save it here
|
||||
if (!is_fullscreen && !is_rendering_to_main)
|
||||
@@ -2185,45 +2273,37 @@ DisplayWidget* MainWindow::updateDisplay(bool fullscreen, bool render_to_main, b
|
||||
updateWindowState();
|
||||
|
||||
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
|
||||
return m_display_widget;
|
||||
return m_display_widget->getWindowInfo();
|
||||
}
|
||||
|
||||
g_host_display->DestroySurface();
|
||||
|
||||
destroyDisplayWidget(surfaceless);
|
||||
|
||||
// if we're going to surfaceless, we're done here
|
||||
if (surfaceless)
|
||||
return nullptr;
|
||||
return WindowInfo();
|
||||
|
||||
createDisplayWidget(fullscreen, render_to_main, is_exclusive_fullscreen);
|
||||
createDisplayWidget(fullscreen, render_to_main);
|
||||
|
||||
std::optional<WindowInfo> wi = m_display_widget->getWindowInfo();
|
||||
if (!wi.has_value())
|
||||
{
|
||||
QMessageBox::critical(this, tr("Error"), tr("Failed to get new window info from widget"));
|
||||
destroyDisplayWidget(true);
|
||||
return nullptr;
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
g_emu_thread->connectDisplaySignals(m_display_widget);
|
||||
|
||||
if (!g_host_display->ChangeWindow(wi.value()))
|
||||
pxFailRel("Failed to recreate surface on new widget.");
|
||||
|
||||
if (is_exclusive_fullscreen)
|
||||
setDisplayFullscreen(fullscreen_mode);
|
||||
|
||||
updateWindowTitle();
|
||||
updateWindowState();
|
||||
|
||||
updateDisplayWidgetCursor();
|
||||
m_display_widget->setFocus();
|
||||
|
||||
return m_display_widget;
|
||||
return wi;
|
||||
}
|
||||
|
||||
void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main, bool is_exclusive_fullscreen)
|
||||
void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main)
|
||||
{
|
||||
// If we're rendering to main and were hidden (e.g. coming back from fullscreen),
|
||||
// make sure we're visible before trying to add ourselves. Otherwise Wayland breaks.
|
||||
@@ -2265,10 +2345,7 @@ void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main, bool
|
||||
restoreDisplayWindowGeometryFromConfig();
|
||||
}
|
||||
|
||||
if (!is_exclusive_fullscreen)
|
||||
container->showFullScreen();
|
||||
else
|
||||
container->showNormal();
|
||||
container->showFullScreen();
|
||||
}
|
||||
else if (!render_to_main)
|
||||
{
|
||||
@@ -2449,23 +2526,6 @@ void MainWindow::restoreDisplayWindowGeometryFromConfig()
|
||||
}
|
||||
}
|
||||
|
||||
void MainWindow::setDisplayFullscreen(const std::string& fullscreen_mode)
|
||||
{
|
||||
u32 width, height;
|
||||
float refresh_rate;
|
||||
if (HostDisplay::ParseFullscreenMode(fullscreen_mode, &width, &height, &refresh_rate))
|
||||
{
|
||||
if (g_host_display->SetFullscreen(true, width, height, refresh_rate))
|
||||
{
|
||||
Host::AddOSDMessage("Acquired exclusive fullscreen.", Host::OSD_INFO_DURATION);
|
||||
}
|
||||
else
|
||||
{
|
||||
Host::AddOSDMessage("Failed to acquire exclusive fullscreen.", Host::OSD_WARNING_DURATION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SettingsDialog* MainWindow::getSettingsDialog()
|
||||
{
|
||||
if (!m_settings_dialog)
|
||||
@@ -2846,6 +2906,9 @@ void MainWindow::doStartFile(std::optional<CDVD_SourceType> source, const QStrin
|
||||
// we might still be saving a resume state...
|
||||
VMManager::WaitForSaveStateFlush();
|
||||
|
||||
// GetSaveStateFileName() might temporarily mount the ISO to get the serial.
|
||||
cancelGameListRefresh();
|
||||
|
||||
const std::optional<bool> resume(
|
||||
promptForResumeState(QString::fromStdString(VMManager::GetSaveStateFileName(params->filename.c_str(), -1))));
|
||||
if (!resume.has_value())
|
||||
@@ -2858,11 +2921,23 @@ void MainWindow::doStartFile(std::optional<CDVD_SourceType> source, const QStrin
|
||||
|
||||
void MainWindow::doDiscChange(CDVD_SourceType source, const QString& path)
|
||||
{
|
||||
const bool is_gs_dump = VMManager::IsGSDumpFileName(path.toStdString());
|
||||
if (is_gs_dump != GSDumpReplayer::IsReplayingDump())
|
||||
{
|
||||
QMessageBox::critical(this, tr("Error"), tr("Cannot switch from game to GS dump or vice versa."));
|
||||
return;
|
||||
}
|
||||
else if (is_gs_dump)
|
||||
{
|
||||
Host::RunOnCPUThread([path = path.toStdString()]() { GSDumpReplayer::ChangeDump(path.c_str()); });
|
||||
return;
|
||||
}
|
||||
|
||||
bool reset_system = false;
|
||||
if (!m_was_disc_change_request)
|
||||
{
|
||||
QMessageBox message(QMessageBox::Question, tr("Confirm Disc Change"),
|
||||
tr("Do you want to swap discs or boot the new image (via system reset)?"));
|
||||
tr("Do you want to swap discs or boot the new image (via system reset)?"), QMessageBox::NoButton, this);
|
||||
message.addButton(tr("Swap Disc"), QMessageBox::ActionRole);
|
||||
QPushButton* reset_button = message.addButton(tr("Reset"), QMessageBox::ActionRole);
|
||||
QPushButton* cancel_button = message.addButton(QMessageBox::Cancel);
|
||||
@@ -2926,8 +3001,16 @@ MainWindow::VMLock::~VMLock()
|
||||
{
|
||||
if (m_was_fullscreen)
|
||||
g_emu_thread->setSurfaceless(false);
|
||||
|
||||
if (!m_was_paused)
|
||||
g_emu_thread->setVMPaused(false);
|
||||
|
||||
if (m_was_fullscreen)
|
||||
{
|
||||
// Wait until we get the display widget back, so we're not the last window left and closing.
|
||||
while (QtHost::IsVMValid() && !g_main_window->m_display_widget)
|
||||
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void MainWindow::VMLock::cancelResume()
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
|
||||
#include <QtWidgets/QLabel>
|
||||
#include <QtWidgets/QMainWindow>
|
||||
#include <QtWidgets/QMenu>
|
||||
#include <functional>
|
||||
#include <optional>
|
||||
|
||||
@@ -127,8 +128,8 @@ public Q_SLOTS:
|
||||
private Q_SLOTS:
|
||||
void onUpdateCheckComplete();
|
||||
|
||||
DisplayWidget* createDisplay(bool fullscreen, bool render_to_main);
|
||||
DisplayWidget* updateDisplay(bool fullscreen, bool render_to_main, bool surfaceless);
|
||||
std::optional<WindowInfo> createDisplayWindow(bool fullscreen, bool render_to_main);
|
||||
std::optional<WindowInfo> updateDisplayWindow(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless);
|
||||
void displayResizeRequested(qint32 width, qint32 height);
|
||||
void relativeMouseModeRequested(bool enabled);
|
||||
void destroyDisplay();
|
||||
@@ -170,6 +171,7 @@ private Q_SLOTS:
|
||||
void onBlockDumpActionToggled(bool checked);
|
||||
void onShowAdvancedSettingsToggled(bool checked);
|
||||
void onToolsVideoCaptureToggled(bool checked);
|
||||
void onSettingsTriggeredFromToolbar();
|
||||
|
||||
// Input Recording
|
||||
void onInputRecNewActionTriggered();
|
||||
@@ -211,7 +213,7 @@ private:
|
||||
void saveStateToConfig();
|
||||
void restoreStateFromConfig();
|
||||
|
||||
void updateEmulationActions(bool starting, bool running);
|
||||
void updateEmulationActions(bool starting, bool running, bool stopping);
|
||||
void updateDisplayRelatedActions(bool has_surface, bool render_to_main, bool fullscreen);
|
||||
void updateStatusBarWidgetVisibility();
|
||||
void updateWindowTitle();
|
||||
@@ -231,10 +233,9 @@ private:
|
||||
QWidget* getDisplayContainer() const;
|
||||
void saveDisplayWindowGeometryToConfig();
|
||||
void restoreDisplayWindowGeometryFromConfig();
|
||||
void createDisplayWidget(bool fullscreen, bool render_to_main, bool is_exclusive_fullscreen);
|
||||
void createDisplayWidget(bool fullscreen, bool render_to_main);
|
||||
void destroyDisplayWidget(bool show_game_list);
|
||||
void updateDisplayWidgetCursor();
|
||||
void setDisplayFullscreen(const std::string& fullscreen_mode);
|
||||
|
||||
SettingsDialog* getSettingsDialog();
|
||||
void doSettings(const char* category = nullptr);
|
||||
@@ -283,6 +284,8 @@ private:
|
||||
QLabel* m_status_vps_widget = nullptr;
|
||||
QLabel* m_status_resolution_widget = nullptr;
|
||||
|
||||
QMenu* m_settings_toolbar_menu = nullptr;
|
||||
|
||||
QString m_current_disc_path;
|
||||
QString m_current_elf_override;
|
||||
QString m_current_game_serial;
|
||||
|
||||
@@ -79,13 +79,15 @@
|
||||
<addaction name="menuLoadState"/>
|
||||
<addaction name="menuSaveState"/>
|
||||
<addaction name="separator"/>
|
||||
<addaction name="actionSettings"/>
|
||||
<addaction name="actionSettings"/> <!-- Please consult with macOS users before removing -->
|
||||
<addaction name="actionExit"/>
|
||||
</widget>
|
||||
<widget class="QMenu" name="menuSettings">
|
||||
<property name="title">
|
||||
<string>S&ettings</string>
|
||||
</property>
|
||||
<addaction name="actionViewGameProperties"/>
|
||||
<addaction name="separator"/>
|
||||
<addaction name="actionInterfaceSettings"/>
|
||||
<addaction name="actionGameListSettings"/>
|
||||
<addaction name="actionBIOSSettings"/>
|
||||
@@ -156,7 +158,6 @@
|
||||
<addaction name="actionViewGameList"/>
|
||||
<addaction name="actionViewGameGrid"/>
|
||||
<addaction name="actionViewSystemDisplay"/>
|
||||
<addaction name="actionViewGameProperties"/>
|
||||
<addaction name="separator"/>
|
||||
<addaction name="actionFullscreen"/>
|
||||
<addaction name="menuWindowSize"/>
|
||||
@@ -245,7 +246,7 @@
|
||||
<addaction name="separator"/>
|
||||
<addaction name="actionFullscreen"/>
|
||||
<addaction name="separator"/>
|
||||
<addaction name="actionSettings"/>
|
||||
<addaction name="actionSettings2"/>
|
||||
<addaction name="actionControllerSettings"/>
|
||||
</widget>
|
||||
<widget class="QStatusBar" name="statusBar"/>
|
||||
@@ -522,7 +523,19 @@
|
||||
<normaloff>.</normaloff>.</iconset>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>&Settings...</string>
|
||||
<string>&Settings</string>
|
||||
</property>
|
||||
<property name="menuRole">
|
||||
<enum>QAction::PreferencesRole</enum>
|
||||
</property>
|
||||
</action>
|
||||
<action name="actionSettings2">
|
||||
<property name="icon">
|
||||
<iconset theme="settings-3-line">
|
||||
<normaloff>.</normaloff>.</iconset>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>&Settings</string>
|
||||
</property>
|
||||
<property name="menuRole">
|
||||
<enum>QAction::PreferencesRole</enum>
|
||||
@@ -651,7 +664,7 @@
|
||||
<normaloff>.</normaloff>.</iconset>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>System &Display</string>
|
||||
<string extracomment="This grayed-out at first option will become available while there is a game emulated and the game list is displayed over the actual emulation, to let users display the system emulation once more.">System &Display</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="actionViewGameProperties">
|
||||
@@ -774,7 +787,7 @@
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>New</string>
|
||||
<string extracomment="This section refers to the Input Recording submenu.">New</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="actionInputRecPlay">
|
||||
@@ -782,7 +795,7 @@
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Play</string>
|
||||
<string extracomment="This section refers to the Input Recording submenu.">Play</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="actionInputRecStop">
|
||||
@@ -790,7 +803,7 @@
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Stop</string>
|
||||
<string extracomment="This section refers to the Input Recording submenu.">Stop</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="actionInputRecOpenSettings">
|
||||
@@ -798,7 +811,7 @@
|
||||
<bool>false</bool>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Settings</string>
|
||||
<string extracomment="This section refers to the Input Recording submenu.">Settings</string>
|
||||
</property>
|
||||
</action>
|
||||
<action name="actionRecording_Console_Logs">
|
||||
|
||||
@@ -41,7 +41,6 @@
|
||||
#include "pcsx2/GS.h"
|
||||
#include "pcsx2/GS/GS.h"
|
||||
#include "pcsx2/GSDumpReplayer.h"
|
||||
#include "pcsx2/HostDisplay.h"
|
||||
#include "pcsx2/HostSettings.h"
|
||||
#include "pcsx2/INISettingsInterface.h"
|
||||
#include "pcsx2/PAD/Host/PAD.h"
|
||||
@@ -56,6 +55,7 @@
|
||||
|
||||
#include "fmt/core.h"
|
||||
|
||||
#include "AutoUpdaterDialog.h"
|
||||
#include "DisplayWidget.h"
|
||||
#include "GameList/GameListWidget.h"
|
||||
#include "MainWindow.h"
|
||||
@@ -190,9 +190,11 @@ void EmuThread::startFullscreenUI(bool fullscreen)
|
||||
return;
|
||||
}
|
||||
|
||||
if (VMManager::HasValidVM())
|
||||
if (VMManager::HasValidVM() || GetMTGS().IsOpen())
|
||||
return;
|
||||
|
||||
// this should just set the flag so it gets automatically started
|
||||
ImGuiManager::InitializeFullscreenUI();
|
||||
m_run_fullscreen_ui = true;
|
||||
if (fullscreen)
|
||||
m_is_fullscreen = true;
|
||||
@@ -215,13 +217,13 @@ void EmuThread::stopFullscreenUI()
|
||||
QMetaObject::invokeMethod(this, &EmuThread::stopFullscreenUI, Qt::QueuedConnection);
|
||||
|
||||
// wait until the host display is gone
|
||||
while (g_host_display)
|
||||
while (GetMTGS().IsOpen())
|
||||
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (!g_host_display)
|
||||
if (!GetMTGS().IsOpen())
|
||||
return;
|
||||
|
||||
pxAssertRel(!VMManager::HasValidVM(), "VM is not valid at FSUI shutdown time");
|
||||
@@ -510,7 +512,7 @@ void EmuThread::setFullscreen(bool fullscreen)
|
||||
GetMTGS().WaitGS();
|
||||
|
||||
// If we're using exclusive fullscreen, the refresh rate may have changed.
|
||||
UpdateVSyncRate();
|
||||
UpdateVSyncRate(true);
|
||||
}
|
||||
|
||||
void EmuThread::setSurfaceless(bool surfaceless)
|
||||
@@ -589,7 +591,7 @@ void EmuThread::checkForSettingChanges(const Pcsx2Config& old_config)
|
||||
{
|
||||
QMetaObject::invokeMethod(g_main_window, &MainWindow::checkForSettingChanges, Qt::QueuedConnection);
|
||||
|
||||
if (g_host_display)
|
||||
if (GetMTGS().IsOpen())
|
||||
{
|
||||
const bool render_to_main = shouldRenderToMain();
|
||||
if (!m_is_fullscreen && m_is_rendering_to_main != render_to_main)
|
||||
@@ -786,7 +788,7 @@ void EmuThread::connectDisplaySignals(DisplayWidget* widget)
|
||||
|
||||
void EmuThread::onDisplayWindowResized(int width, int height, float scale)
|
||||
{
|
||||
if (!g_host_display)
|
||||
if (!GetMTGS().IsOpen())
|
||||
return;
|
||||
|
||||
GetMTGS().ResizeDisplayWindow(width, height, scale);
|
||||
@@ -795,17 +797,22 @@ void EmuThread::onDisplayWindowResized(int width, int height, float scale)
|
||||
void EmuThread::onApplicationStateChanged(Qt::ApplicationState state)
|
||||
{
|
||||
// NOTE: This is executed on the emu thread, not UI thread.
|
||||
if (!m_pause_on_focus_loss || !VMManager::HasValidVM())
|
||||
if (!VMManager::HasValidVM())
|
||||
return;
|
||||
|
||||
const bool focus_loss = (state != Qt::ApplicationActive);
|
||||
if (focus_loss)
|
||||
{
|
||||
if (!m_was_paused_by_focus_loss && VMManager::GetState() == VMState::Running)
|
||||
if (m_pause_on_focus_loss && !m_was_paused_by_focus_loss && VMManager::GetState() == VMState::Running)
|
||||
{
|
||||
m_was_paused_by_focus_loss = true;
|
||||
VMManager::SetPaused(true);
|
||||
}
|
||||
|
||||
// Clear the state of all keyboard binds.
|
||||
// That way, if we had a key held down, and lost focus, the bind won't be stuck enabled because we never
|
||||
// got the key release message, because it happened in another window which "stole" the event.
|
||||
InputManager::ClearBindStateFromSource(InputManager::MakeHostKeyboardKey(0));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -886,115 +893,41 @@ void EmuThread::endCapture()
|
||||
GetMTGS().RunOnGSThread(&GSEndCapture);
|
||||
}
|
||||
|
||||
void EmuThread::updateDisplay()
|
||||
std::optional<WindowInfo> EmuThread::acquireRenderWindow()
|
||||
{
|
||||
pxAssertRel(!isOnEmuThread(), "Not on emu thread");
|
||||
|
||||
// finished with the display for now
|
||||
g_host_display->DoneCurrent();
|
||||
|
||||
// but we should get it back after this call
|
||||
onUpdateDisplayRequested(m_is_fullscreen, !m_is_fullscreen && m_is_rendering_to_main, m_is_surfaceless);
|
||||
if (!g_host_display->MakeCurrent())
|
||||
{
|
||||
pxFailRel("Failed to recreate context after updating");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
bool EmuThread::acquireHostDisplay(RenderAPI api, bool clear_state_on_fail)
|
||||
{
|
||||
pxAssertRel(!g_host_display, "Host display does not exist on create");
|
||||
m_is_rendering_to_main = shouldRenderToMain();
|
||||
m_is_surfaceless = false;
|
||||
|
||||
g_host_display = HostDisplay::CreateForAPI(api);
|
||||
if (!g_host_display)
|
||||
return false;
|
||||
|
||||
DisplayWidget* widget = emit onCreateDisplayRequested(m_is_fullscreen, m_is_rendering_to_main);
|
||||
if (!widget)
|
||||
{
|
||||
g_host_display.reset();
|
||||
return false;
|
||||
}
|
||||
|
||||
connectDisplaySignals(widget);
|
||||
|
||||
if (!g_host_display->MakeCurrent())
|
||||
{
|
||||
Console.Error("Failed to make render context current");
|
||||
releaseHostDisplay(clear_state_on_fail);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!g_host_display->SetupDevice() || !ImGuiManager::Initialize())
|
||||
{
|
||||
Console.Error("Failed to initialize device/imgui");
|
||||
releaseHostDisplay(clear_state_on_fail);
|
||||
return false;
|
||||
}
|
||||
|
||||
Console.WriteLn(Color_StrongGreen, "%s Graphics Driver Info:", HostDisplay::RenderAPIToString(g_host_display->GetRenderAPI()));
|
||||
Console.Indent().WriteLn(g_host_display->GetDriverInfo());
|
||||
|
||||
if (m_run_fullscreen_ui && !ImGuiManager::InitializeFullscreenUI())
|
||||
{
|
||||
Console.Error("Failed to initialize fullscreen UI");
|
||||
releaseHostDisplay(clear_state_on_fail);
|
||||
m_run_fullscreen_ui = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
return emit onCreateDisplayRequested(m_is_fullscreen, m_is_rendering_to_main);
|
||||
}
|
||||
|
||||
void EmuThread::releaseHostDisplay(bool clear_state)
|
||||
std::optional<WindowInfo> EmuThread::updateRenderWindow(bool recreate_window)
|
||||
{
|
||||
ImGuiManager::Shutdown(clear_state);
|
||||
return emit onUpdateDisplayRequested(recreate_window, m_is_fullscreen, !m_is_fullscreen && m_is_rendering_to_main, m_is_surfaceless);
|
||||
}
|
||||
|
||||
g_host_display.reset();
|
||||
void EmuThread::releaseRenderWindow()
|
||||
{
|
||||
emit onDestroyDisplayRequested();
|
||||
}
|
||||
|
||||
bool Host::AcquireHostDisplay(RenderAPI api, bool clear_state_on_fail)
|
||||
std::optional<WindowInfo> Host::AcquireRenderWindow()
|
||||
{
|
||||
return g_emu_thread->acquireHostDisplay(api, clear_state_on_fail);
|
||||
return g_emu_thread->acquireRenderWindow();
|
||||
}
|
||||
|
||||
void Host::ReleaseHostDisplay(bool clear_state)
|
||||
std::optional<WindowInfo> Host::UpdateRenderWindow(bool recreate_window)
|
||||
{
|
||||
g_emu_thread->releaseHostDisplay(clear_state);
|
||||
return g_emu_thread->updateRenderWindow(recreate_window);
|
||||
}
|
||||
|
||||
bool Host::BeginPresentFrame(bool frame_skip)
|
||||
void Host::ReleaseRenderWindow()
|
||||
{
|
||||
if (!g_host_display->BeginPresent(frame_skip))
|
||||
{
|
||||
// if we're skipping a frame, we need to reset imgui's state, since
|
||||
// we won't be calling EndPresentFrame().
|
||||
ImGuiManager::NewFrame();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
return g_emu_thread->releaseRenderWindow();
|
||||
}
|
||||
|
||||
void Host::EndPresentFrame()
|
||||
void Host::BeginPresentFrame()
|
||||
{
|
||||
if (GSDumpReplayer::IsReplayingDump())
|
||||
GSDumpReplayer::RenderUI();
|
||||
|
||||
FullscreenUI::Render();
|
||||
ImGuiManager::RenderOSD();
|
||||
g_host_display->EndPresent();
|
||||
ImGuiManager::NewFrame();
|
||||
}
|
||||
|
||||
void Host::ResizeHostDisplay(u32 new_window_width, u32 new_window_height, float new_window_scale)
|
||||
{
|
||||
g_host_display->ResizeWindow(new_window_width, new_window_height, new_window_scale);
|
||||
ImGuiManager::WindowResized();
|
||||
}
|
||||
|
||||
void Host::RequestResizeHostDisplay(s32 width, s32 height)
|
||||
@@ -1002,12 +935,6 @@ void Host::RequestResizeHostDisplay(s32 width, s32 height)
|
||||
g_emu_thread->onResizeDisplayRequested(width, height);
|
||||
}
|
||||
|
||||
void Host::UpdateHostDisplay()
|
||||
{
|
||||
g_emu_thread->updateDisplay();
|
||||
ImGuiManager::WindowResized();
|
||||
}
|
||||
|
||||
void Host::OnVMStarting()
|
||||
{
|
||||
CommonHost::OnVMStarting();
|
||||
@@ -1750,6 +1677,13 @@ bool QtHost::ParseCommandLineOptions(const QStringList& args, std::shared_ptr<VM
|
||||
s_boot_and_debug = true;
|
||||
continue;
|
||||
}
|
||||
else if (CHECK_ARG(QStringLiteral("-updatecleanup")))
|
||||
{
|
||||
if (AutoUpdaterDialog::isSupported())
|
||||
AutoUpdaterDialog::cleanupAfterUpdate();
|
||||
|
||||
continue;
|
||||
}
|
||||
#ifdef ENABLE_RAINTEGRATION
|
||||
else if (CHECK_ARG(QStringLiteral("-raintegration")))
|
||||
{
|
||||
|
||||
@@ -21,7 +21,6 @@
|
||||
#include <optional>
|
||||
|
||||
#include "pcsx2/Host.h"
|
||||
#include "pcsx2/HostDisplay.h"
|
||||
#include "pcsx2/HostSettings.h"
|
||||
#include "pcsx2/Frontend/InputManager.h"
|
||||
#include "pcsx2/VMManager.h"
|
||||
@@ -70,10 +69,10 @@ public:
|
||||
bool shouldRenderToMain() const;
|
||||
|
||||
/// Called back from the GS thread when the display state changes (e.g. fullscreen, render to main).
|
||||
bool acquireHostDisplay(RenderAPI api, bool clear_state_on_fail);
|
||||
std::optional<WindowInfo> acquireRenderWindow();
|
||||
std::optional<WindowInfo> updateRenderWindow(bool recreate_window);
|
||||
void connectDisplaySignals(DisplayWidget* widget);
|
||||
void releaseHostDisplay(bool clear_state);
|
||||
void updateDisplay();
|
||||
void releaseRenderWindow();
|
||||
|
||||
void startBackgroundControllerPollTimer();
|
||||
void stopBackgroundControllerPollTimer();
|
||||
@@ -118,8 +117,8 @@ public Q_SLOTS:
|
||||
Q_SIGNALS:
|
||||
bool messageConfirmed(const QString& title, const QString& message);
|
||||
|
||||
DisplayWidget* onCreateDisplayRequested(bool fullscreen, bool render_to_main);
|
||||
DisplayWidget* onUpdateDisplayRequested(bool fullscreen, bool render_to_main, bool surfaceless);
|
||||
std::optional<WindowInfo> onCreateDisplayRequested(bool fullscreen, bool render_to_main);
|
||||
std::optional<WindowInfo> onUpdateDisplayRequested(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless);
|
||||
void onResizeDisplayRequested(qint32 width, qint32 height);
|
||||
void onDestroyDisplayRequested();
|
||||
void onRelativeMouseModeRequested(bool enabled);
|
||||
|
||||
@@ -124,7 +124,9 @@ namespace SettingWidgetBinder
|
||||
static void setBoolValue(QComboBox* widget, bool value) { widget->setCurrentIndex(value ? 1 : 0); }
|
||||
static void makeNullableBool(QComboBox* widget, bool globalValue)
|
||||
{
|
||||
//: THIS STRING IS SHARED ACROSS MULTIPLE OPTIONS. Be wary about gender/number. Also, ignore Crowdin's warning regarding [Enabled]: the text must be translated.
|
||||
widget->insertItem(0, globalValue ? qApp->translate("SettingsDialog", "Use Global Setting [Enabled]") :
|
||||
//: THIS STRING IS SHARED ACROSS MULTIPLE OPTIONS. Be wary about gender/number. Also, ignore Crowdin's warning regarding [Disabled]: the text must be translated.
|
||||
qApp->translate("SettingsDialog", "Use Global Setting [Disabled]"));
|
||||
}
|
||||
|
||||
@@ -1045,6 +1047,7 @@ namespace SettingWidgetBinder
|
||||
{
|
||||
QObject::connect(browse_button, &QAbstractButton::clicked, browse_button, [widget, key]() {
|
||||
const QString path(QDir::toNativeSeparators(QFileDialog::getExistingDirectory(QtUtils::GetRootWidget(widget),
|
||||
//It seems that the latter half should show the types of folders that can be selected within Settings -> Folders, but right now it's broken. It would be best for localization purposes to duplicate this into multiple lines, each per type of folder.
|
||||
qApp->translate("SettingWidgetBinder", "Select folder for %1").arg(QString::fromStdString(key)))));
|
||||
if (path.isEmpty())
|
||||
return;
|
||||
|
||||
@@ -56,8 +56,8 @@ AchievementSettingsWidget::AchievementSettingsWidget(SettingsDialog* dialog, QWi
|
||||
dialog->registerWidgetHelp(m_ui.unofficialTestMode, tr("Test Unofficial Achievements"), tr("Unchecked"),
|
||||
tr("When enabled, PCSX2 will list achievements from unofficial sets. Please note that these achievements are "
|
||||
"not tracked by RetroAchievements, so they unlock every time."));
|
||||
dialog->registerWidgetHelp(m_ui.richPresence, tr("Enable Rich Presence"), tr("Unchecked"),
|
||||
tr("When enabled, rich presence information will be collected and sent to the server where supported."));
|
||||
dialog->registerWidgetHelp(m_ui.richPresence, tr("Enable RA's Rich Presence"), tr("Unchecked"),
|
||||
tr("When enabled, rich presence information will be collected and sent to the RetroAchievements servers where supported."));
|
||||
dialog->registerWidgetHelp(m_ui.challengeMode, tr("Enable Hardcore Mode"), tr("Unchecked"),
|
||||
tr("\"Challenge\" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions."));
|
||||
dialog->registerWidgetHelp(m_ui.leaderboards, tr("Enable Leaderboards"), tr("Checked"),
|
||||
@@ -149,6 +149,7 @@ void AchievementSettingsWidget::updateLoginState()
|
||||
const u64 login_unix_timestamp =
|
||||
StringUtil::FromChars<u64>(Host::GetBaseStringSettingValue("Achievements", "LoginTimestamp", "0")).value_or(0);
|
||||
const QDateTime login_timestamp(QDateTime::fromSecsSinceEpoch(static_cast<qint64>(login_unix_timestamp)));
|
||||
//: Variable %1 is an username, variable %2 is a timestamp.
|
||||
m_ui.loginStatus->setText(tr("Username: %1\nLogin token generated on %2.")
|
||||
.arg(QString::fromStdString(username))
|
||||
.arg(login_timestamp.toString(Qt::TextDate)));
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout">
|
||||
<property name="leftMargin">
|
||||
@@ -49,7 +49,7 @@
|
||||
<item row="0" column="1">
|
||||
<widget class="QCheckBox" name="richPresence">
|
||||
<property name="text">
|
||||
<string>Enable Rich Presence</string>
|
||||
<string extracomment="This "Rich Presence" is not Discord's, but rather RetroAchivements own system.">Enable RA's Rich Presence</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
|
||||
@@ -72,42 +72,48 @@ AdvancedSettingsWidget::AdvancedSettingsWidget(SettingsDialog* dialog, QWidget*
|
||||
dialog->registerWidgetHelp(m_ui.eeClampMode, tr("Clamping Mode"), tr("Normal (Default)"), tr(""));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.eeRecompiler, tr("Enable Recompiler"), tr("Checked"),
|
||||
tr("Performs just - in - time binary translation of 64 - bit MIPS - IV machine code to x86."));
|
||||
tr("Performs just-in-time binary translation of 64-bit MIPS-IV machine code to x86."));
|
||||
|
||||
//: Wait loop: When the game makes the CPU do nothing (loop/spin) while it waits for something to happen (usually an interrupt).
|
||||
dialog->registerWidgetHelp(m_ui.eeWaitLoopDetection, tr("Wait Loop Detection"), tr("Checked"),
|
||||
tr("Moderate speedup for some games, with no known side effects."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.eeCache, tr("Enable Cache (Slow)"), tr("Unchecked"), tr("Interpreter only, provided for diagnostic."));
|
||||
|
||||
//: INTC = Name of a PS2 register, leave as-is. "spin" = to make a cpu (or gpu) actively do nothing while you wait for something. Like spinning in a circle, you're moving but not actually going anywhere.
|
||||
dialog->registerWidgetHelp(m_ui.eeINTCSpinDetection, tr("INTC Spin Detection"), tr("Checked"),
|
||||
tr("Huge speedup for some games, with almost no compatibility side effects."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.eeFastmem, tr("Enable Fast Memory Access"), tr("Checked"),
|
||||
//: "Backpatching" = To edit previously generated code to change what it does (in this case, we generate direct memory accesses, then backpatch them to jump to a fancier handler function when we realize they need the fancier handler function)
|
||||
tr("Uses backpatching to avoid register flushing on every memory access."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.pauseOnTLBMiss, tr("Pause On TLB Miss"), tr("Unchecked"),
|
||||
tr("Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note the the VM will pause after the "
|
||||
tr("Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note that the VM will pause after the "
|
||||
"end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid "
|
||||
"access occurred."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.vu0RoundingMode, tr("Rounding Mode"), tr("Chop / Zero (Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.vu1RoundingMode, tr("Rounding Mode"), tr("Chop / Zero (Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.vu0RoundingMode, tr("VU0 Rounding Mode"), tr("Chop / Zero (Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.vu1RoundingMode, tr("VU1 Rounding Mode"), tr("Chop / Zero (Default)"), tr(""));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.vu0ClampMode, tr("Clamping Mode"), tr("Normal (Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.vu1ClampMode, tr("Clamping Mode"), tr("Normal (Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.vu0ClampMode, tr("VU0 Clamping Mode"), tr("Normal (Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.vu1ClampMode, tr("VU1 Clamping Mode"), tr("Normal (Default)"), tr(""));
|
||||
|
||||
//: VU0 = Vector Unit 0. One of the PS2's processors.
|
||||
dialog->registerWidgetHelp(m_ui.vu0Recompiler, tr("Enable VU0 Recompiler (Micro Mode)"), tr("Checked"), tr("Enables VU0 Recompiler."));
|
||||
|
||||
//: VU1 = Vector Unit 1. One of the PS2's processors.
|
||||
dialog->registerWidgetHelp(m_ui.vu1Recompiler, tr("Enable VU1 Recompiler"), tr("Checked"), tr("Enables VU1 Recompiler."));
|
||||
|
||||
dialog->registerWidgetHelp(
|
||||
//: mVU = PCSX2's recompiler for VU (Vector Unit) code (full name: microVU)
|
||||
m_ui.vuFlagHack, tr("mVU Flag Hack"), tr("Checked"), tr("Good speedup and high compatibility, may cause graphical errors."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.iopRecompiler, tr("Enable Recompiler"), tr("Checked"),
|
||||
tr("Performs just-in-time binary translation of 32-bit MIPS-I machine code to x86."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.gameFixes, tr("Enable Game Fixes"), tr("Checked"),
|
||||
tr("Automatically loads and applies gamefixes to known problematic games on game start."));
|
||||
tr("Automatically loads and applies fixes to known problematic games on game start."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.patches, tr("Enable Compatibility Patches"), tr("Checked"),
|
||||
tr("Automatically loads and applies compatibility patches to known problematic games."));
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout_2">
|
||||
<property name="leftMargin">
|
||||
@@ -63,13 +63,13 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox">
|
||||
<property name="title">
|
||||
<string>EmotionEngine (MIPS-IV)</string>
|
||||
<string extracomment="Emotion Engine = Commercial name of one of PS2's processors. Leave as-is unless there's an official name (like for Japanese).">EmotionEngine (MIPS-IV)</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_7">
|
||||
<item row="0" column="0">
|
||||
<widget class="QLabel" name="label_11">
|
||||
<property name="text">
|
||||
<string>Rounding Mode:</string>
|
||||
<string extracomment="Rounding refers here to the mathematical term.">Rounding Mode:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -100,7 +100,7 @@
|
||||
<item row="1" column="0">
|
||||
<widget class="QLabel" name="label_12">
|
||||
<property name="text">
|
||||
<string>Clamping Mode:</string>
|
||||
<string extracomment="Clamping: Forcing out of bounds things in bounds by changing them to the closest possible value. In this case, this refers to clamping large PS2 floating point values (which map to infinity or NaN in PCs' IEEE754 floats) to non-infinite ones.">Clamping Mode:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -108,7 +108,7 @@
|
||||
<widget class="QComboBox" name="eeClampMode">
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>None</string>
|
||||
<string comment="ClampMode">None</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
@@ -118,7 +118,7 @@
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>Extra + Preserve Sign</string>
|
||||
<string extracomment="Sign: refers here to the mathematical meaning (plus/minus).">Extra + Preserve Sign</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
@@ -180,7 +180,7 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_2">
|
||||
<property name="title">
|
||||
<string>Vector Units (VU)</string>
|
||||
<string extracomment="Vector Unit/VU: refers to two of PS2's processors. Do not translate the full text or do so as a comment. Leave the acronym as-is.">Vector Units (VU)</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_3">
|
||||
<item row="2" column="0">
|
||||
@@ -383,7 +383,7 @@
|
||||
<item row="1" column="1">
|
||||
<widget class="QDoubleSpinBox" name="palFrameRate">
|
||||
<property name="suffix">
|
||||
<string> hz</string>
|
||||
<string extracomment="hz=Hertz, as in the measuring unit. Shown after the corresponding number. Those languages who'd need to remove the space or do something in between should do so."> hz</string>
|
||||
</property>
|
||||
<property name="singleStep">
|
||||
<double>0.010000000000000</double>
|
||||
|
||||
@@ -40,8 +40,10 @@ static constexpr s32 DEFAULT_SOUNDTOUCH_SEEK_WINDOW = 20;
|
||||
static constexpr s32 DEFAULT_SOUNDTOUCH_OVERLAP = 10;
|
||||
|
||||
static const char* s_output_module_entries[] = {QT_TRANSLATE_NOOP("AudioSettingsWidget", "No Sound (Emulate SPU2 only)"),
|
||||
//: Cubeb is an audio engine name. Leave as-is.
|
||||
QT_TRANSLATE_NOOP("AudioSettingsWidget", "Cubeb (Cross-platform)"),
|
||||
#ifdef _WIN32
|
||||
//: XAudio2 is an audio engine name. Leave as-is.
|
||||
QT_TRANSLATE_NOOP("AudioSettingsWidget", "XAudio2"),
|
||||
#endif
|
||||
nullptr};
|
||||
@@ -70,6 +72,7 @@ AudioSettingsWidget::AudioSettingsWidget(SettingsDialog* dialog, QWidget* parent
|
||||
SettingWidgetBinder::BindWidgetToEnumSetting(
|
||||
sif, m_ui.outputModule, "SPU2/Output", "OutputModule", s_output_module_entries, s_output_module_values, DEFAULT_OUTPUT_MODULE);
|
||||
SettingWidgetBinder::BindSliderToIntSetting(
|
||||
//: Measuring unit that will appear after the number selected in its option. Adapt the space depending on your language's rules.
|
||||
sif, m_ui.targetLatency, m_ui.targetLatencyLabel, tr(" ms"), "SPU2/Output", "Latency", DEFAULT_TARGET_LATENCY);
|
||||
SettingWidgetBinder::BindSliderToIntSetting(
|
||||
sif, m_ui.outputLatency, m_ui.outputLatencyLabel, tr(" ms"), "SPU2/Output", "OutputLatency", DEFAULT_OUTPUT_LATENCY);
|
||||
@@ -109,13 +112,20 @@ AudioSettingsWidget::AudioSettingsWidget(SettingsDialog* dialog, QWidget* parent
|
||||
updateLatencyLabels();
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.syncMode, tr("Synchronization"), tr("TimeStretch (Recommended)"),
|
||||
tr("When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast forward/slowdown audio."));
|
||||
tr("When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast-forward/slowdown audio."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.expansionMode, tr("Expansion"), tr("Stereo (None, Default)"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.expansionMode, tr("Expansion"), tr("Stereo (None, Default)"),
|
||||
tr("Determines how the stereo output from the emulated system is upmixed into a greater number of the output speakers."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.outputModule, tr("Output Module"), tr("Cubeb (Cross-platform)"), tr(""));
|
||||
//: Cubeb is an audio engine name. Leave as-is.
|
||||
dialog->registerWidgetHelp(m_ui.outputModule, tr("Output Module"), tr("Cubeb (Cross-platform)"),
|
||||
tr("Selects the library to be used for audio output."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.backend, tr("Output Backend"), tr("Default"), tr(""));
|
||||
dialog->registerWidgetHelp(m_ui.backend, tr("Output Backend"), tr("Default"),
|
||||
tr("When the sound output module supports multiple audio backends, determines the API to be used for audio output to the system."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.outputDevice, tr("Output Device"), tr("Default"),
|
||||
tr("Determines which audio device to output the sound to."));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.targetLatency, tr("Target Latency"), tr("60 ms"),
|
||||
tr("Determines the buffer size which the time stretcher will try to keep filled. It effectively selects the average latency, as "
|
||||
@@ -126,7 +136,8 @@ AudioSettingsWidget::AudioSettingsWidget(SettingsDialog* dialog, QWidget* parent
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.sequenceLength, tr("Sequence Length"), tr("30 ms"), tr(""));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.seekWindowSize, tr("Seekwindow Size"), tr("20 ms"), tr(""));
|
||||
//: Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search.
|
||||
dialog->registerWidgetHelp(m_ui.seekWindowSize, tr("Seek Window Size"), tr("20 ms"), tr(""));
|
||||
|
||||
dialog->registerWidgetHelp(m_ui.overlap, tr("Overlap"), tr("10 ms"), tr(""));
|
||||
|
||||
@@ -298,6 +309,7 @@ void AudioSettingsWidget::volumeContextMenuRequested(const QPoint& pt)
|
||||
|
||||
void AudioSettingsWidget::updateVolumeLabel()
|
||||
{
|
||||
//: Variable value that indicates a percentage. Preserve the %1 variable, adapt the latter % (and/or any possible spaces) to your language's ruleset.
|
||||
m_ui.volumeLabel->setText(tr("%1%").arg(m_ui.volume->value()));
|
||||
}
|
||||
|
||||
@@ -316,6 +328,7 @@ void AudioSettingsWidget::updateLatencyLabels()
|
||||
{
|
||||
const bool minimal_output = m_dialog->getEffectiveBoolValue("SPU2/Output", "OutputLatencyMinimal", false);
|
||||
|
||||
//: Preserve the %1 variable, adapt the latter ms (and/or any possible spaces in between) to your language's ruleset.
|
||||
m_ui.outputLatencyLabel->setText(minimal_output ? tr("N/A") : tr("%1 ms").arg(m_ui.outputLatency->value()));
|
||||
|
||||
const u32 output_latency_ms =
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_2">
|
||||
<property name="leftMargin">
|
||||
@@ -176,7 +176,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Reset Defaults</string>
|
||||
<string>Restore Defaults</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -337,7 +337,7 @@
|
||||
<item row="3" column="0">
|
||||
<widget class="QLabel" name="label_3b">
|
||||
<property name="text">
|
||||
<string>ProLogic Level:</string>
|
||||
<string extracomment="ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language.">ProLogic Level:</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -350,12 +350,12 @@
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>ProLogic Decoding (basic)</string>
|
||||
<string extracomment="ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language.">ProLogic Decoding (basic)</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>ProLogic II Decoding (gigaherz)</string>
|
||||
<string extracomment="ProLogic II is a Dolby brand. Leave the name as-is unless there is an official translation for your language. gigaherz is the nickname of one of PCSX2's developers. Leave as-is.">ProLogic II Decoding (gigaherz)</string>
|
||||
</property>
|
||||
</item>
|
||||
</widget>
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout_2">
|
||||
<property name="leftMargin">
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QVBoxLayout" name="verticalLayout" stretch="0,1">
|
||||
<property name="leftMargin">
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>Form</string>
|
||||
<string notr="true">Form</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_35">
|
||||
<property name="leftMargin">
|
||||
@@ -43,7 +43,7 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox">
|
||||
<property name="title">
|
||||
<string>D-Pad</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">D-Pad</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_5">
|
||||
<item row="3" column="1" colspan="2">
|
||||
@@ -79,7 +79,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -119,7 +119,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -159,7 +159,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -199,7 +199,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -212,7 +212,7 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_6">
|
||||
<property name="title">
|
||||
<string>Left Analog</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Left Analog</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_6">
|
||||
<item row="3" column="1" colspan="2">
|
||||
@@ -248,7 +248,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -288,7 +288,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -328,7 +328,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -368,7 +368,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -411,7 +411,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -438,7 +438,7 @@
|
||||
<item row="0" column="0">
|
||||
<widget class="QGroupBox" name="groupBox_21">
|
||||
<property name="title">
|
||||
<string>L2</string>
|
||||
<string extracomment="Leave this button name as-is.">L2</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_21">
|
||||
<property name="leftMargin">
|
||||
@@ -462,7 +462,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -472,7 +472,7 @@
|
||||
<item row="0" column="3">
|
||||
<widget class="QGroupBox" name="groupBox_23">
|
||||
<property name="title">
|
||||
<string>R2</string>
|
||||
<string extracomment="Leave this button name as-is.">R2</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_23">
|
||||
<property name="leftMargin">
|
||||
@@ -496,7 +496,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -506,7 +506,7 @@
|
||||
<item row="1" column="0">
|
||||
<widget class="QGroupBox" name="groupBox_22">
|
||||
<property name="title">
|
||||
<string>L1</string>
|
||||
<string extracomment="Leave this button name as-is.">L1</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_22">
|
||||
<property name="leftMargin">
|
||||
@@ -530,7 +530,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -540,7 +540,7 @@
|
||||
<item row="1" column="3">
|
||||
<widget class="QGroupBox" name="groupBox_24">
|
||||
<property name="title">
|
||||
<string>R1</string>
|
||||
<string extracomment="Leave this button name as-is.">R1</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_24">
|
||||
<property name="leftMargin">
|
||||
@@ -564,7 +564,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -574,7 +574,7 @@
|
||||
<item row="1" column="2">
|
||||
<widget class="QGroupBox" name="groupBox_26">
|
||||
<property name="title">
|
||||
<string>Start</string>
|
||||
<string extracomment="Leave this button name as-is or uppercase it entirely.">Start</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_26">
|
||||
<property name="leftMargin">
|
||||
@@ -598,7 +598,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -608,7 +608,7 @@
|
||||
<item row="1" column="1">
|
||||
<widget class="QGroupBox" name="groupBox_25">
|
||||
<property name="title">
|
||||
<string>Select</string>
|
||||
<string extracomment="Leave this button name as-is or uppercase it entirely.">Select</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_25">
|
||||
<property name="leftMargin">
|
||||
@@ -632,7 +632,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -646,13 +646,13 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_16">
|
||||
<property name="title">
|
||||
<string>Face Buttons</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Face Buttons</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_16">
|
||||
<item row="3" column="1" colspan="2">
|
||||
<widget class="QGroupBox" name="groupBox_17">
|
||||
<property name="title">
|
||||
<string>Cross</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Cross</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_17">
|
||||
<property name="leftMargin">
|
||||
@@ -682,7 +682,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -692,7 +692,7 @@
|
||||
<item row="2" column="0" colspan="2">
|
||||
<widget class="QGroupBox" name="groupBox_18">
|
||||
<property name="title">
|
||||
<string>Square</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Square</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_18">
|
||||
<property name="leftMargin">
|
||||
@@ -722,7 +722,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -732,7 +732,7 @@
|
||||
<item row="0" column="1" colspan="2">
|
||||
<widget class="QGroupBox" name="groupBox_19">
|
||||
<property name="title">
|
||||
<string>Triangle</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Triangle</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_19">
|
||||
<property name="leftMargin">
|
||||
@@ -762,7 +762,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -772,7 +772,7 @@
|
||||
<item row="2" column="2" colspan="2">
|
||||
<widget class="QGroupBox" name="groupBox_20">
|
||||
<property name="title">
|
||||
<string>Circle</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Circle</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_20">
|
||||
<property name="leftMargin">
|
||||
@@ -802,7 +802,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -815,7 +815,7 @@
|
||||
<item>
|
||||
<widget class="QGroupBox" name="groupBox_11">
|
||||
<property name="title">
|
||||
<string>Right Analog</string>
|
||||
<string extracomment="Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term.">Right Analog</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_11">
|
||||
<item row="2" column="0" colspan="2">
|
||||
@@ -851,7 +851,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -891,7 +891,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -931,7 +931,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -971,7 +971,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -1014,7 +1014,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -1109,7 +1109,7 @@
|
||||
<item row="0" column="0">
|
||||
<widget class="QGroupBox" name="groupBox_27">
|
||||
<property name="title">
|
||||
<string>L3</string>
|
||||
<string extracomment="Leave this button name as-is.">L3</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_28">
|
||||
<property name="leftMargin">
|
||||
@@ -1139,7 +1139,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -1149,7 +1149,7 @@
|
||||
<item row="0" column="3">
|
||||
<widget class="QGroupBox" name="groupBox_28">
|
||||
<property name="title">
|
||||
<string>R3</string>
|
||||
<string extracomment="Leave this button name as-is.">R3</string>
|
||||
</property>
|
||||
<layout class="QGridLayout" name="gridLayout_29">
|
||||
<property name="leftMargin">
|
||||
@@ -1179,7 +1179,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -1213,7 +1213,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
@@ -1235,7 +1235,7 @@
|
||||
</size>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>PushButton</string>
|
||||
<string notr="true">PushButton</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user