Commit Graph

8822 Commits

Author SHA1 Message Date
Jonathan Li
639aafda12 ci: Remove Travis CI caching workaround
Travis CI now takes into account the environment variables when
generating the cache hash. So the workaround of appending random unique
stuff to "compiler" is now unnecessary.
2016-09-16 23:45:44 +01:00
Jonathan Li
4d5e051387 gsdx: Fix missing "\n" in rc file
It stops Visual Studio from asking to normalise the line endings
everytime the resource editor is used.
2016-09-16 23:42:54 +01:00
Jonathan Li
91b2e5bdbb Merge pull request #1564 from FlatOutPS2/master
GSdx: Add Windows UI options for HW hacks
2016-09-16 23:35:45 +01:00
Gregory Hainaut
7b9654f164 gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
Christian Kenny
07d54587bd Updated some entries in the GameIndex (#1487) 2016-09-16 22:31:20 +01:00
FlatOutPS2
55b0be36cd GSdx: Add cancel button to Hacks dialog
Add a cancel button to the Hacks dialog to make it easier for the user
to exit the window without making changes.
2016-09-16 23:22:13 +02:00
FlatOutPS2
5420fcaf3a GSdx: Add Windows UI options for HW hacks
Add UI options for Auto Flush and Unscale Point Line HW hacks.
2016-09-16 23:19:05 +02:00
Nobbs66
6589feaacd Link Unconditionally (#1566)
EE Interpreter: Link Unconditionally on Branch and Link instructions
-Link instructions used to store the return address if the branch was
taken, but the correct behaviour is to store the return address whether
or not the branch is taken.
2016-09-16 09:58:37 +01:00
Gregory Hainaut
3994141d40 gsdx sw: always enable the auto flush hack on the SW renderer
There are enough option. Will remove it if too slow.

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

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

Clang Tidy reports goes from 156 to 9.

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

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

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

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

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

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

Note: it requires at least accurate blending set on basic

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

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

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

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

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

Fix crash with BASARAX

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

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

The hack will disable alpha test that used to generate empty draw call.
2016-09-04 19:41:31 +02:00
Gregory Hainaut
bb50b3419e Merge pull request #1542 from PCSX2/gsdx-texture-transfer-motocross
gsdx: save the blit buffer register when a transfer is started
2016-09-04 16:55:08 +02:00
Akash
022e650dc6 SuperVU: Initialize class members
CID 146985 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)8.
uninit_member: Non-static class member vuxy is not initialized in this
constructor nor in any functions that it calls
2016-09-03 20:29:50 +05:30