formatter: apply editorconig into various files
|
@ -28,7 +28,7 @@ The following is a list of *general* style recommendations that will make review
|
|||
* Looking at the project's commit history will help with keeping prefixes consistent overtime, *there is no strictly enforced list*.
|
||||
|
||||
* Try to keep messages brief and informative
|
||||
|
||||
|
||||
* Remove unnecessary commits and squash commits together when appropriate.
|
||||
* If you are not familiar with rebasing with git, check out the following resources:
|
||||
* CLI - https://thoughtbot.com/blog/git-interactive-rebase-squash-amend-rewriting-history
|
||||
|
|
|
@ -23,7 +23,7 @@ sudo cp /usr/local/bin/patchelf /tmp/squashfs-root/usr/bin/patchelf
|
|||
cd "$GITHUB_WORKSPACE"
|
||||
ninja -C build install
|
||||
cp ./pcsx2/gui/Resources/AppIcon64.png ./squashfs-root/PCSX2.png
|
||||
cp ./linux_various/PCSX2.desktop.in ./squashfs-root/PCSX2.desktop
|
||||
cp ./linux_various/PCSX2.desktop.in ./squashfs-root/PCSX2.desktop
|
||||
sed -i -e 's|Categories=@PCSX2_MENU_CATEGORIES@|Categories=Game;Emulator;|g' ./squashfs-root/PCSX2.desktop
|
||||
sed -i -e 's|__GL_THREADED_OPTIMIZATIONS=1|__GL_THREADED_OPTIMIZATIONS=0|g' ./squashfs-root/PCSX2.desktop
|
||||
curl -sSfL "https://github.com/AppImage/AppImageKit/releases/download/continuous/runtime-$APPARCH" -o ./squashfs-root/runtime
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
# best to completely avoid them at this file. GS uses:
|
||||
# F5 - Deinterlace modes
|
||||
# PAGE_UP - FXAA antialiasing (HW and SW)
|
||||
# PAGE_DOWN - Cycles through dither modes (HW)
|
||||
# PAGE_DOWN - Cycles through dither modes (HW)
|
||||
# DELETE - Software Antialiasing (AA1)
|
||||
# HOME - FX shader
|
||||
# INSERT - Hardware mipmapping
|
||||
|
|
|
@ -2,57 +2,57 @@
|
|||
†---------------------†
|
||||
|
||||
Disassembly view:
|
||||
|
||||
†---------------------†
|
||||
|
||||
Ctrl + G Goto
|
||||
Ctrl + E Edit Breakpoint
|
||||
Ctrl + D Enable/disable breakpoint
|
||||
Ctrl + B Add breakpoint
|
||||
Left Go back one branch level/goto pc
|
||||
Right Follow branch/position memory view to accessed address
|
||||
Up Move cursor up one line
|
||||
Down Move cursor down one line
|
||||
Page Up Move visible area up one page
|
||||
Page Down Move visible area down one page
|
||||
F10 Step over
|
||||
F11 Step into
|
||||
Tab Toggle display symbols
|
||||
Left Click Select line/toggle breakpoint if line is already highlighted
|
||||
Right Click Open context menu
|
||||
|
||||
†---------------------†
|
||||
|
||||
|
||||
Ctrl + G Goto
|
||||
Ctrl + E Edit Breakpoint
|
||||
Ctrl + D Enable/disable breakpoint
|
||||
Ctrl + B Add breakpoint
|
||||
Left Go back one branch level/goto pc
|
||||
Right Follow branch/position memory view to accessed address
|
||||
Up Move cursor up one line
|
||||
Down Move cursor down one line
|
||||
Page Up Move visible area up one page
|
||||
Page Down Move visible area down one page
|
||||
F10 Step over
|
||||
F11 Step into
|
||||
Tab Toggle display symbols
|
||||
Left Click Select line/toggle breakpoint if line is already highlighted
|
||||
Right Click Open context menu
|
||||
|
||||
†---------------------†
|
||||
|
||||
Memory View:
|
||||
|
||||
†---------------------†
|
||||
|
||||
Ctrl + G Goto
|
||||
Ctrl + B Add breakpoint
|
||||
Left Move cursor back one byte/nibble
|
||||
Right Move cursor ahead one byte/nibble
|
||||
Up Move cursor up one line
|
||||
Down Move cursor down one line
|
||||
Page Up Move cursor up one page
|
||||
Page Down Move cursor down one page
|
||||
0-9,A-F Overwrite hex nibble
|
||||
Any Overwrite ansi byte
|
||||
Left Click Select byte/nibble
|
||||
Right Click Open context menu
|
||||
Ctrl+Wheel Zoom memory view
|
||||
Esc Return to previous goto address
|
||||
Ctrl+V Paste a hex string into memory
|
||||
|
||||
†---------------------†
|
||||
|
||||
|
||||
Ctrl + G Goto
|
||||
Ctrl + B Add breakpoint
|
||||
Left Move cursor back one byte/nibble
|
||||
Right Move cursor ahead one byte/nibble
|
||||
Up Move cursor up one line
|
||||
Down Move cursor down one line
|
||||
Page Up Move cursor up one page
|
||||
Page Down Move cursor down one page
|
||||
0-9,A-F Overwrite hex nibble
|
||||
Any Overwrite ansi byte
|
||||
Left Click Select byte/nibble
|
||||
Right Click Open context menu
|
||||
Ctrl+Wheel Zoom memory view
|
||||
Esc Return to previous goto address
|
||||
Ctrl+V Paste a hex string into memory
|
||||
|
||||
†---------------------†
|
||||
|
||||
Breakpoint List:
|
||||
|
||||
|
||||
†---------------------†
|
||||
|
||||
Up Select previous item
|
||||
Down Select next item
|
||||
Delete Remove selected breakpoint
|
||||
Return Edit selected breakpoint
|
||||
Space Toggle enable state of selected breakpoint
|
||||
Up Select previous item
|
||||
Down Select next item
|
||||
Delete Remove selected breakpoint
|
||||
Return Edit selected breakpoint
|
||||
Space Toggle enable state of selected breakpoint
|
||||
|
||||
†---------------------†
|
||||
†---------------------†
|
||||
|
|
|
@ -21,14 +21,14 @@ uniform uvec4 const1;
|
|||
uniform ivec2 srcOffset;
|
||||
|
||||
layout(binding=0) uniform sampler2D imgSrc;
|
||||
layout(binding=0, rgba8) uniform writeonly image2D imgDst;
|
||||
layout(binding=0, rgba8) uniform writeonly image2D imgDst;
|
||||
|
||||
#define A_GPU 1
|
||||
#define A_GLSL 1
|
||||
|
||||
#include "ffx_a.h"
|
||||
|
||||
AF3 CasLoad(ASU2 p)
|
||||
AF3 CasLoad(ASU2 p)
|
||||
{
|
||||
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
|
||||
}
|
||||
|
|
|
@ -49,7 +49,7 @@ void ps_main3()
|
|||
{
|
||||
// We take half the lines from the current frame and stores them in the MAD frame buffer.
|
||||
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
|
||||
// are interleaved (top field at even lines and bottom field at odd lines).
|
||||
// are interleaved (top field at even lines and bottom field at odd lines).
|
||||
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
|
||||
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
|
||||
// position of the destination texture to force the proper field alignment
|
||||
|
@ -154,7 +154,7 @@ void ps_main4()
|
|||
|
||||
|
||||
// selecting deinterlacing output
|
||||
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
{
|
||||
// output coordinate present on current field
|
||||
|
|
|
@ -955,7 +955,7 @@ void ps_main()
|
|||
|
||||
#if PS_ZCLAMP
|
||||
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -27,7 +27,7 @@ layout(push_constant) uniform const_buffer
|
|||
};
|
||||
|
||||
layout(set=0, binding=0) uniform texture2D imgSrc;
|
||||
layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst;
|
||||
layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst;
|
||||
layout(constant_id=0) const int sharpenOnly = 0;
|
||||
|
||||
#define A_GPU 1
|
||||
|
@ -35,7 +35,7 @@ layout(constant_id=0) const int sharpenOnly = 0;
|
|||
|
||||
#include "ffx_a.h"
|
||||
|
||||
AF3 CasLoad(ASU2 p)
|
||||
AF3 CasLoad(ASU2 p)
|
||||
{
|
||||
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
|
||||
}
|
||||
|
|
|
@ -52,7 +52,7 @@ void ps_depth_copy()
|
|||
void ps_filter_transparency()
|
||||
{
|
||||
vec4 c = sample_c(v_tex);
|
||||
|
||||
|
||||
c.a = dot(c.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
o_col0 = c;
|
||||
|
@ -339,7 +339,7 @@ void ps_yuv()
|
|||
void main()
|
||||
{
|
||||
o_col0 = vec4(0x7FFFFFFF);
|
||||
|
||||
|
||||
#ifdef ps_stencil_image_init_0
|
||||
if((127.5f / 255.0f) < sample_c(v_tex).a) // < 0x80 pass (== 0x80 should not pass)
|
||||
o_col0 = vec4(-1);
|
||||
|
@ -351,4 +351,4 @@ void main()
|
|||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -71,7 +71,7 @@ void ps_main3()
|
|||
{
|
||||
// We take half the lines from the current frame and stores them in the MAD frame buffer.
|
||||
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
|
||||
// are interleaved (top field at even lines and bottom field at odd lines).
|
||||
// are interleaved (top field at even lines and bottom field at odd lines).
|
||||
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
|
||||
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
|
||||
// position of the destination texture to force the proper field alignment
|
||||
|
|
|
@ -99,7 +99,7 @@ void ps_filter_complex() // triangular
|
|||
{
|
||||
const float PI = 3.14159265359f;
|
||||
vec2 texdim = vec2(textureSize(samp0, 0));
|
||||
|
||||
|
||||
o_col0 = (0.9 - 0.4 * cos(2 * PI * v_tex.y * texdim.y)) * sample_c(vec2(v_tex.x, (floor(v_tex.y * texdim.y) + 0.5) / texdim.y));
|
||||
}
|
||||
#endif
|
||||
|
@ -360,4 +360,4 @@ void ps_filter_lottes()
|
|||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -97,7 +97,7 @@ layout(location = 0) in VSOutput
|
|||
vec4 c;
|
||||
#else
|
||||
flat vec4 c;
|
||||
#endif
|
||||
#endif
|
||||
} gsIn[];
|
||||
|
||||
layout(location = 0) out GSOutput
|
||||
|
|
|
@ -290,7 +290,7 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
|
|||
#define lumaNW luma4B.w
|
||||
#define lumaN luma4B.z
|
||||
#define lumaW luma4B.x
|
||||
|
||||
|
||||
#else
|
||||
float4 rgbyM = FxaaTexTop(tex, posM);
|
||||
rgbyM.w = AvgLuminance(rgbyM.xyz);
|
||||
|
@ -736,7 +736,7 @@ float4 BiLinearPass(float4 color, float2 texcoord)
|
|||
|
||||
#if BICUBIC_FILTERING == 1
|
||||
float4 BicubicFilter(SamplerState texSample, float2 texcoord)
|
||||
{
|
||||
{
|
||||
float texelSizeX = pixelSize.x;
|
||||
float texelSizeY = pixelSize.y;
|
||||
|
||||
|
@ -789,7 +789,7 @@ float4 GaussianPass(float4 color, float2 texcoord)
|
|||
pixelSize.x /= 2.0;
|
||||
pixelSize.y /= 2.0;
|
||||
}
|
||||
|
||||
|
||||
float2 dx = float2(pixelSize.x * GaussianSpread, 0.0);
|
||||
float2 dy = float2(0.0, pixelSize.y * GaussianSpread);
|
||||
|
||||
|
@ -1067,7 +1067,7 @@ float4 TexSharpenPass(float4 color, float2 texcoord)
|
|||
float4 VibrancePass(float4 color, float2 texcoord)
|
||||
{
|
||||
float vib = Vibrance;
|
||||
|
||||
|
||||
#if GLSL == 1
|
||||
float3 luma = float3(AvgLuminance(color.rgb));
|
||||
#else
|
||||
|
@ -1304,7 +1304,7 @@ float3 TmCurve(float3 color)
|
|||
float4 TonemapPass(float4 color, float2 texcoord)
|
||||
{
|
||||
float3 tonemap = color.rgb;
|
||||
|
||||
|
||||
float blackLevel = length(tonemap);
|
||||
tonemap = ScaleLuminance(tonemap);
|
||||
|
||||
|
@ -1647,7 +1647,7 @@ float3 CelColor(in float3 RGB)
|
|||
}
|
||||
|
||||
float4 CelPass(float4 color, float2 uv0)
|
||||
{
|
||||
{
|
||||
float3 yuv;
|
||||
float3 sum = color.rgb;
|
||||
|
||||
|
@ -1681,11 +1681,11 @@ float4 CelPass(float4 color, float2 uv0)
|
|||
|
||||
lum[i] = AvgLuminance(col[i].xyz);
|
||||
yuv = RGBtoYUV(col[i]);
|
||||
|
||||
|
||||
#if UseYuvLuma == 1
|
||||
yuv.r = round(yuv.r * thresholds.r) / thresholds.r;
|
||||
#endif
|
||||
|
||||
|
||||
yuv = YUVtoRGB(yuv);
|
||||
sum += yuv;
|
||||
}
|
||||
|
@ -1974,7 +1974,7 @@ float4 TemperaturePass(float4 color, float2 texcoord)
|
|||
float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord)
|
||||
{
|
||||
float4 intensity;
|
||||
|
||||
|
||||
#if GLSL == 1
|
||||
fragcoord = gl_FragCoord;
|
||||
#endif
|
||||
|
@ -2210,7 +2210,7 @@ float3 Tri(float2 pos)
|
|||
|
||||
float2 Warp(float2 pos)
|
||||
{
|
||||
pos = pos * 2.0-1.0;
|
||||
pos = pos * 2.0-1.0;
|
||||
pos *= float2(1.0 + (pos.y*pos.y) * (HorizontalWarp), 1.0 + (pos.x*pos.x) * (VerticalWarp));
|
||||
return pos * 0.5 + 0.5;
|
||||
}
|
||||
|
@ -2233,7 +2233,7 @@ float3 Mask(float2 pos)
|
|||
mask *= lines;
|
||||
|
||||
return mask;
|
||||
|
||||
|
||||
#elif MaskingType == 2
|
||||
// Aperture-grille.
|
||||
pos.x = frac(pos.x/3.0);
|
||||
|
@ -2244,7 +2244,7 @@ float3 Mask(float2 pos)
|
|||
else mask.b = MaskAmountLight;
|
||||
|
||||
return mask;
|
||||
|
||||
|
||||
#elif MaskingType == 3
|
||||
// Stretched VGA style shadow mask (same as prior shaders).
|
||||
pos.x += pos.y*3.0;
|
||||
|
@ -2256,7 +2256,7 @@ float3 Mask(float2 pos)
|
|||
else mask.b = MaskAmountLight;
|
||||
|
||||
return mask;
|
||||
|
||||
|
||||
#else
|
||||
// VGA style shadow mask.
|
||||
pos.xy = floor(pos.xy*float2(1.0, 0.5));
|
||||
|
@ -2352,11 +2352,11 @@ float4 DebandPass(float4 color, float2 texcoord)
|
|||
for(int i=0; i < int(DebandSampleCount); i++)
|
||||
{
|
||||
float4 cn = float4(sample_tex(TextureSampler, texcoord + on[i]).rgb, 1.0);
|
||||
|
||||
|
||||
#if (DEBAND_SKIP_THRESHOLD_TEST == 0)
|
||||
if(is_within_threshold(col0, cn.rgb))
|
||||
#endif
|
||||
|
||||
|
||||
accu += cn;
|
||||
}
|
||||
|
||||
|
@ -2502,7 +2502,7 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
|
|||
#if SCANLINES == 1
|
||||
color = ScanlinesPass(color, texcoord, position);
|
||||
#endif
|
||||
|
||||
|
||||
#if SP_DITHERING == 1
|
||||
color = DitherPass(color, texcoord);
|
||||
#endif
|
||||
|
|
|
@ -43,7 +43,7 @@
|
|||
#define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
|
||||
#define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
|
||||
#define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
|
||||
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
|
||||
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
|
||||
#define COLOR_TEMPERATURE 0 //# White Point Temperature. Changes the temperature of the image from D65 white point reference.
|
||||
|
||||
//#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
|
||||
|
@ -108,7 +108,7 @@
|
|||
#define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
|
||||
#define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
|
||||
#define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
|
||||
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
|
||||
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
|
||||
|
||||
//##[TEXTURE SHARPEN]
|
||||
#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
:: The git.exe program is part of the msysgit installation.
|
||||
::
|
||||
:: MsysGit can be downloaded from http://msysgit.github.io/
|
||||
::
|
||||
::
|
||||
:: Usage: preBuild.cmd ProjectSrcDir VspropsDir
|
||||
::
|
||||
:: ProjectSrcDir - $(ProjectDir)\.. - Top-level Directory of project source code.
|
||||
|
|
|
@ -5,10 +5,10 @@ Decriptions of Provided .vsprops Sheets
|
|||
* plugin_svnroot - Provides a set of semi-standard user macros for plugins that
|
||||
conform to an expected folder layout. Each user macro can be optionally overridden
|
||||
by the plugin using its own property sheet, if needed.
|
||||
|
||||
|
||||
See the contents of plugin_svnroot for explanations of the User Macros used by all
|
||||
other properties sheets lested below.
|
||||
|
||||
|
||||
|
||||
* 3rdPartyDeps - Adds the /deps folder to the linker search path. Does not add
|
||||
any actual dependencies. You must add those manually.
|
||||
|
@ -20,11 +20,10 @@ Decriptions of Provided .vsprops Sheets
|
|||
struct alignment, and other settings required for Pcsx2 and its libs to link in
|
||||
a workable fashion. Adds standard preprocessor defines for:
|
||||
__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE
|
||||
|
||||
|
||||
* IncrementalLinking - Enables incremental linking, for use in devel/debug modes only.
|
||||
Incremental linking force-disables Whole Program Optimization, but builds the result
|
||||
.exe/.dll much quicker usually.
|
||||
|
||||
* GlobalLinking - Enables full support for Whole Program Optimization, and force-
|
||||
disables any conflicting incremental link settings.
|
||||
|
|
@ -51,7 +51,7 @@ then
|
|||
return 1 # warning exit will kill current terminal
|
||||
fi
|
||||
|
||||
# Allow to ship .so library with the build to avoid version issue
|
||||
# Allow to ship .so library with the build to avoid version issue
|
||||
MY_LD_LIBRARY_PATH=${MY_LD_LIBRARY_PATH:+$MY_LD_LIBRARY_PATH:}$DIR/3rdPartyLibs
|
||||
|
||||
# openSUSE don't follow FHS !!!!
|
||||
|
|
|
@ -75,7 +75,7 @@ sub check_c_format {
|
|||
if ($line =~ /^#:\s*(.*)/) {
|
||||
my $old_index = $index;
|
||||
$index = $1; # help for debug
|
||||
|
||||
|
||||
if (scalar(@c_symbol) > 0 and not $is_empty) {
|
||||
print "$old_index\n";
|
||||
print "Error: translation miss some c format\n";
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
# You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
# If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
# This basic script convert an jpeg/png image to a .h include file
|
||||
# This basic script convert an jpeg/png image to a .h include file
|
||||
# compatible with PCSX2 gui
|
||||
|
||||
use File::Basename;
|
||||
|
|
|
@ -59,7 +59,7 @@ def check_regression_test(baselinedir, testdir, name):
|
|||
continue
|
||||
|
||||
framenum = int(matches[1])
|
||||
|
||||
|
||||
path1 = os.path.join(dir1, imagename)
|
||||
path2 = os.path.join(dir2, imagename)
|
||||
if not os.path.isfile(path2):
|
||||
|
@ -92,7 +92,7 @@ def check_regression_test(baselinedir, testdir, name):
|
|||
|
||||
def check_regression_tests(baselinedir, testdir):
|
||||
gamedirs = glob.glob(baselinedir + "/*", recursive=False)
|
||||
|
||||
|
||||
success = 0
|
||||
failure = 0
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M7 7V3a1 1 0 0 1 1-1h13a1 1 0 0 1 1 1v13a1 1 0 0 1-1 1h-4v3.993c0 .556-.449 1.007-1.007 1.007H3.007A1.006 1.006 0 0 1 2 20.993l.003-12.986C2.003 7.451 2.452 7 3.01 7H7zm2 0h6.993C16.549 7 17 7.449 17 8.007V15h3V4H9v3zM4.003 9L4 20h11V9H4.003z" fill="#000000"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M7 7V3a1 1 0 0 1 1-1h13a1 1 0 0 1 1 1v13a1 1 0 0 1-1 1h-4v3.993c0 .556-.449 1.007-1.007 1.007H3.007A1.006 1.006 0 0 1 2 20.993l.003-12.986C2.003 7.451 2.452 7 3.01 7H7zm2 0h6.993C16.549 7 17 7.449 17 8.007V15h3V4H9v3zM4.003 9L4 20h11V9H4.003z" fill="#000000"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 395 B After Width: | Height: | Size: 396 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0H24V24H0z"/><path d="M21 4v2h-1l-5 7.5V22H9v-8.5L4 6H3V4h18zM6.404 6L11 12.894V20h2v-7.106L17.596 6H6.404z" fill="#000000"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0H24V24H0z"/><path d="M21 4v2h-1l-5 7.5V22H9v-8.5L4 6H3V4h18zM6.404 6L11 12.894V20h2v-7.106L17.596 6H6.404z" fill="#000000"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 238 B After Width: | Height: | Size: 239 B |
|
@ -6,4 +6,4 @@ Comment=White Icon Theme
|
|||
Size=64
|
||||
Type=Scalable
|
||||
MinSize=64
|
||||
MaxSize=1024
|
||||
MaxSize=1024
|
||||
|
|
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M16.05 12.05L21 17l-4.95 4.95-1.414-1.414 2.536-2.537L4 18v-2h13.172l-2.536-2.536 1.414-1.414zm-8.1-10l1.414 1.414L6.828 6 20 6v2H6.828l2.536 2.536L7.95 11.95 3 7l4.95-4.95z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M16.05 12.05L21 17l-4.95 4.95-1.414-1.414 2.536-2.537L4 18v-2h13.172l-2.536-2.536 1.414-1.414zm-8.1-10l1.414 1.414L6.828 6 20 6v2H6.828l2.536 2.536L7.95 11.95 3 7l4.95-4.95z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 326 B After Width: | Height: | Size: 327 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M7 7V3a1 1 0 0 1 1-1h13a1 1 0 0 1 1 1v13a1 1 0 0 1-1 1h-4v3.993c0 .556-.449 1.007-1.007 1.007H3.007A1.006 1.006 0 0 1 2 20.993l.003-12.986C2.003 7.451 2.452 7 3.01 7H7zm2 0h6.993C16.549 7 17 7.449 17 8.007V15h3V4H9v3zM4.003 9L4 20h11V9H4.003z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M7 7V3a1 1 0 0 1 1-1h13a1 1 0 0 1 1 1v13a1 1 0 0 1-1 1h-4v3.993c0 .556-.449 1.007-1.007 1.007H3.007A1.006 1.006 0 0 1 2 20.993l.003-12.986C2.003 7.451 2.452 7 3.01 7H7zm2 0h6.993C16.549 7 17 7.449 17 8.007V15h3V4H9v3zM4.003 9L4 20h11V9H4.003z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 395 B After Width: | Height: | Size: 396 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0H24V24H0z"/><path d="M21 4v2h-1l-5 7.5V22H9v-8.5L4 6H3V4h18zM6.404 6L11 12.894V20h2v-7.106L17.596 6H6.404z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0H24V24H0z"/><path d="M21 4v2h-1l-5 7.5V22H9v-8.5L4 6H3V4h18zM6.404 6L11 12.894V20h2v-7.106L17.596 6H6.404z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 238 B After Width: | Height: | Size: 239 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M13 9h8L11 24v-9H4l9-15v9zm-2 2V7.22L7.532 13H13v4.394L17.263 11H11z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M13 9h8L11 24v-9H4l9-15v9zm-2 2V7.22L7.532 13H13v4.394L17.263 11H11z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 221 B After Width: | Height: | Size: 222 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M12 22C6.477 22 2 17.523 2 12S6.477 2 12 2s10 4.477 10 10-4.477 10-10 10zm-2.29-2.333A17.9 17.9 0 0 1 8.027 13H4.062a8.008 8.008 0 0 0 5.648 6.667zM10.03 13c.151 2.439.848 4.73 1.97 6.752A15.905 15.905 0 0 0 13.97 13h-3.94zm9.908 0h-3.965a17.9 17.9 0 0 1-1.683 6.667A8.008 8.008 0 0 0 19.938 13zM4.062 11h3.965A17.9 17.9 0 0 1 9.71 4.333 8.008 8.008 0 0 0 4.062 11zm5.969 0h3.938A15.905 15.905 0 0 0 12 4.248 15.905 15.905 0 0 0 10.03 11zm4.259-6.667A17.9 17.9 0 0 1 15.973 11h3.965a8.008 8.008 0 0 0-5.648-6.667z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M12 22C6.477 22 2 17.523 2 12S6.477 2 12 2s10 4.477 10 10-4.477 10-10 10zm-2.29-2.333A17.9 17.9 0 0 1 8.027 13H4.062a8.008 8.008 0 0 0 5.648 6.667zM10.03 13c.151 2.439.848 4.73 1.97 6.752A15.905 15.905 0 0 0 13.97 13h-3.94zm9.908 0h-3.965a17.9 17.9 0 0 1-1.683 6.667A8.008 8.008 0 0 0 19.938 13zM4.062 11h3.965A17.9 17.9 0 0 1 9.71 4.333 8.008 8.008 0 0 0 4.062 11zm5.969 0h3.938A15.905 15.905 0 0 0 12 4.248 15.905 15.905 0 0 0 10.03 11zm4.259-6.667A17.9 17.9 0 0 1 15.973 11h3.965a8.008 8.008 0 0 0-5.648-6.667z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 666 B After Width: | Height: | Size: 667 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M20 5H4v14l9.292-9.294a1 1 0 0 1 1.414 0L20 15.01V5zM2 3.993A1 1 0 0 1 2.992 3h18.016c.548 0 .992.445.992.993v16.014a1 1 0 0 1-.992.993H2.992A.993.993 0 0 1 2 20.007V3.993zM8 11a2 2 0 1 1 0-4 2 2 0 0 1 0 4z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M20 5H4v14l9.292-9.294a1 1 0 0 1 1.414 0L20 15.01V5zM2 3.993A1 1 0 0 1 2.992 3h18.016c.548 0 .992.445.992.993v16.014a1 1 0 0 1-.992.993H2.992A.993.993 0 0 1 2 20.007V3.993zM8 11a2 2 0 1 1 0-4 2 2 0 0 1 0 4z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 359 B After Width: | Height: | Size: 360 B |
|
@ -1 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M10.9 2.1l9.899 1.415 1.414 9.9-9.192 9.192a1 1 0 0 1-1.414 0l-9.9-9.9a1 1 0 0 1 0-1.414L10.9 2.1zm.707 2.122L3.828 12l8.486 8.485 7.778-7.778-1.06-7.425-7.425-1.06zm2.12 6.364a2 2 0 1 1 2.83-2.829 2 2 0 0 1-2.83 2.829z" fill="#ffffff"/></svg>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path fill="none" d="M0 0h24v24H0z"/><path d="M10.9 2.1l9.899 1.415 1.414 9.9-9.192 9.192a1 1 0 0 1-1.414 0l-9.9-9.9a1 1 0 0 1 0-1.414L10.9 2.1zm.707 2.122L3.828 12l8.486 8.485 7.778-7.778-1.06-7.425-7.425-1.06zm2.12 6.364a2 2 0 1 1 2.83-2.829 2 2 0 0 1-2.83 2.829z" fill="#ffffff"/></svg>
|
||||
|
|
Before Width: | Height: | Size: 372 B After Width: | Height: | Size: 373 B |
|
@ -1 +1 @@
|
|||
*.pdf
|
||||
*.pdf
|
||||
|
|
|
@ -141,7 +141,7 @@ The clamp modes are also numerically based.
|
|||
### GS Hardware General Fixes
|
||||
|
||||
* conservativeFramebuffer
|
||||
[`0` or `1`]
|
||||
[`0` or `1`]
|
||||
{Off or On}
|
||||
Default: On (`1`)
|
||||
* texturePreloading
|
||||
|
|
|
@ -17,4 +17,3 @@
|
|||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
|
@ -198,4 +198,4 @@ For Linux users, PCSX2 will automatically detect and bind controls to any recogn
|
|||
* [The original guide, outdated](https://forums.pcsx2.net/Thread-How-pnach-files-work).
|
||||
|
||||
### PCSX2 with Netplay Support
|
||||
* [The latest Netplay fork of PCSX2](https://forums.pcsx2.net/Thread-PCSX2-Online-Plus).
|
||||
* [The latest Netplay fork of PCSX2](https://forums.pcsx2.net/Thread-PCSX2-Online-Plus).
|
||||
|
|
|
@ -22,4 +22,4 @@ We thank everybody for their contributions to the project, but we would like to
|
|||
|
||||
- noigeaR
|
||||
- xTVaser
|
||||
- And 1 anonymous donator!
|
||||
- And 1 anonymous donator!
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
pcsx2 log->debugger tty mapping
|
||||
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÑÍÍÑÍÍÍÄÄÄÂÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
|
||||
Bios ³EE³ 0 ³IOP³ Bios ³
|
||||
CPU & MMI & COP0 & FPU ³EE³ 1 ³IOP³ IOP cpu ³
|
||||
VU0 & VUMicro ³EE³ 2 ³IOP³ HW ³
|
||||
VIF ³EE³ 3 ³IOP³ GTE ³
|
||||
GIF ³EE³ 4 ³IOP³ GPU ³
|
||||
DMA ³EE³ 5 ³IOP³ DMA ³
|
||||
HW & Unknown Memory ³EE³ 6 ³IOP³ Unknown Memory ³
|
||||
ELF & Scratch pad ³EE³ 7 ³IOP³ PAD ³
|
||||
IPU ³EE³ 8 ³IOP³ CDR ³
|
||||
SIF & RPC services ³EE³ 9 ³IOP³ ³
|
||||
³ ³ ³ ³ ³
|
||||
SysMessage ³EE³Kernel³IOP³ SysMessage ³
|
||||
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÁÄÄÄÄÄÄÁÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||||
Bios <EFBFBD>EE<EFBFBD> 0 <20>IOP<4F> Bios <20>
|
||||
CPU & MMI & COP0 & FPU <EFBFBD>EE<EFBFBD> 1 <20>IOP<4F> IOP cpu <20>
|
||||
VU0 & VUMicro <EFBFBD>EE<EFBFBD> 2 <20>IOP<4F> HW <20>
|
||||
VIF <EFBFBD>EE<EFBFBD> 3 <20>IOP<4F> GTE <20>
|
||||
GIF <EFBFBD>EE<EFBFBD> 4 <20>IOP<4F> GPU <20>
|
||||
DMA <EFBFBD>EE<EFBFBD> 5 <20>IOP<4F> DMA <20>
|
||||
HW & Unknown Memory <EFBFBD>EE<EFBFBD> 6 <20>IOP<4F> Unknown Memory <20>
|
||||
ELF & Scratch pad <EFBFBD>EE<EFBFBD> 7 <20>IOP<4F> PAD <20>
|
||||
IPU <EFBFBD>EE<EFBFBD> 8 <20>IOP<4F> CDR <20>
|
||||
SIF & RPC services <EFBFBD>EE<EFBFBD> 9 <20>IOP<4F> <20>
|
||||
<EFBFBD> <20> <20> <20> <20>
|
||||
SysMessage <EFBFBD>EE<EFBFBD>Kernel<EFBFBD>IOP<EFBFBD> SysMessage <20>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
PRODG: 230,130, 120,121,122,110-119,11F,210-219,21F,410
|
||||
CW: 230,130,150,120,121, 210-219,21F,110-119,11F
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
ILOADP_MODULE_INFO{
|
||||
u16 flags ÄÄÄÄ¿ <ÄÄÄ¿
|
||||
u16 version <ÄÄÄÙ ÄÄÄÄÙ
|
||||
u16 flags <EFBFBD><EFBFBD><EFBFBD>Ŀ <<3C><>Ŀ
|
||||
u16 version <<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
|
||||
u32 addr
|
||||
u32 sz_text
|
||||
u32 sz_data
|
||||
|
|
|
@ -880,4 +880,4 @@ Hanimar: <a href="http://www.oocities.com/siliconvalley/station/8269/sma02/sma02
|
|||
</div>
|
||||
|
||||
|
||||
</body></html>
|
||||
</body></html>
|
||||
|
|
|
@ -39,7 +39,7 @@
|
|||
<string>${CMAKE_OSX_DEPLOYMENT_TARGET}</string>
|
||||
<key>NSHighResolutionCapable</key>
|
||||
<true/>
|
||||
<key>LSApplicationCategoryType</key>
|
||||
<key>LSApplicationCategoryType</key>
|
||||
<string>public.app-category.games</string>
|
||||
</dict>
|
||||
</plist>
|
||||
|
|
|
@ -70,4 +70,4 @@ endmacro()
|
|||
|
||||
add_subdirectory(x86emitter)
|
||||
add_subdirectory(GS)
|
||||
add_subdirectory(common)
|
||||
add_subdirectory(common)
|
||||
|
|
|
@ -25,18 +25,18 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_AUS
|
|||
// TEXTINCLUDE
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE
|
||||
1 TEXTINCLUDE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE
|
||||
2 TEXTINCLUDE
|
||||
BEGIN
|
||||
"#include ""winres.h""\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE
|
||||
3 TEXTINCLUDE
|
||||
BEGIN
|
||||
"\r\n"
|
||||
"\0"
|
||||
|
|