F9 now has the following functionality on Windows:
- If the renderer in the config is D3D11, switch between D3D11 and SW
- If the renderer in the config is OGL, switch between OGL and SW
- If the renderer in the config is SW, switch between SW and the renderer returned by GetBestRenderer()
* Moved ps1 init. Added Sample Rate change for SPU that gets set but not applied
* SPU: misc fixes on SPU ps1 mode init
* Init the soundbuffer to apply sample rate. Actually set the correct sample rate for the ps1 though it still won't apply
Co-authored-by: Gauvain 'GovanifY' Roussel-Tarbouriech <gauvain@govanify.com>
Co-authored-by: kenshen112 <obarrtimothy@gmail.com>
Shares a single filename between the two capture functions so that the .avi and .wav will match.
Default wavdump filename changed to "audio_recording.wav"
- Dropdown menu for 3 options: Off (No Effect/ Been always like this), Scaled (Strongest effect/obvious), Unscaled (Weakest effect/less obvious).
- Change default from Scaled to Unscaled.
* Revamp the spu2-x wx dialog box to be more consistant with the wx GSdx dialog.
* Revised advanced sync text for brevity, changed it back to a label, and renamed the dialog box.
* LightningTerror thinks Spu2 looks better in uppercase.
* Change around the time stretching labels again.
Large framebuffer should only be used in cases of stuttery FMVs (cutscenes). 4/8 bits is best used where GPU is much stronger than CPU.
Fix DPI scaling for OSD color sliders (FPS + other stats).
DS4 is finicky sometimes with Directinput enabled and is best used with Xinput + Steam (Steam is recommended for all controllers).
Alternative for DS4 is Ryochan7/DS4Windows (not main DS4Windows).
Added missing CRC for Jak II PAL Preview and Review builds. Due to the protection, the CRCs are identical.
Added mention of Jak 3 Review build in comments. Same CRC as two other builds, due to its protection.
Added a missing Jak X Demo CRC.
* cmake: Remove zzogl from cmake.
* cmake/build: Remove GLSL_API and EGL_API flags.
Only used in zzogl.
* linux various: Remove zzogl.
* sln: Remove zzogl from old plugins solution.
* zzogl: Remove source files.
* debian: Exclude zzogl from copyright.
* linux various: Remove glsl2h.pl
Used only in zzogl?
* linux various: Remove zzogl code from validate_glsl.sh
* debian: Remove zzogl mentions in create built tarball.
* gitignore: Remove zzogl paths.
* git: Ignore uncaught linux build artifacts
* onepad-legacy: Return legitimate key event on `PADkeyEvent` call
Onepad-legacy was the plugin that was building and being used on my linux environment. I'm not sure if t hat's expected and normal 'onepad' has yet to take over.
* onepad: Return legitimate key event on `PADkeyEvent` call
* recording: Remove unnecessary `PadKeyDispatch(ev)` wrapping func
* recording: Cleanup key event handling when GSFrame CoreThread is paused
* recording: Refactor recording status check to be more explicit
* recording: Define additional key bindings for capitalized varient
Despite the advice of the docstrings in these files, on linux this seems to be required for the bindings to consistently fire.
* onepad: Declare `AnalyzeKeyEvent` not static
* recording: Ensure file extension is appended to recording file on linux
* recording: Correct typo in comment
* recording: Better wording around linux keybinding handling
* Remove unneeded `extern`
* Improve secondary dialogs in Onepad. I'll do gtk stuff in this branch, too, I promise...
* More fiddling with onepad's secondary dialogs.
* Rework config.inl to use wx, getting the rest of the null plugins.
* Remove some unnecessary includes, and convert SysMessage to wx in onepad.
* Add in tellowkrinkle's Mac OS fixes.
Updates the d3d device and swapchain creation to more modern methods.
- Use CreateDXGIFactory2 to create the factory and store in member
- Use CreateSwapChainForHwnd
- Add messages for failures to the console
- Some general formatting improvements
Convert sprites on the cpu instead of the gpu when applicable. Port from
Opengl.
Lines: GPU conversion.
Triangles: CPU conversion.
Disable Geometry shader when conversion is done on the cpu.
v1 It won't allow users to try to input a value that isn't supported
osd (size, timeout, max), tc offsets (x, y), rendering threads.
v2 Use const if applicable for variables throughout
GSSettingsDlg.cpp. Will cleanup some warnings.
DMC3, Onimusha 3 rely on this behavior.
They do fullscreen rectangle with scissor, then shift by 8 pixels, not done with recursion.
So we check if it's a TS effect by checking the scissor value.
Credits to Kojin for figuring out the issue.
Hack is obsolete/replaced with accurate date/date_one option/code.
There's pretty much no usecase for it remaining other than using it as
an alternative to skipdraw which removes/breaks transparency effects.
In GSRendererHW, reuse the method CanUseSwSpriteRender for OI_JakGames.
As in current master, 16x16 "flat" sprite draws are performed via CPU: those are palette rendering better emulated with the SwSpriteRender.
Jak games do also many 64x64 "flat" draws, but mostly for render to texture effects that are already correctly emulated in the TC, so those draws are not done via CPU (as on the contrary happens for DBZ BT games).
Improve texture cache Source objects invalidation logic taking into account overlapping with current draw.
Fixes eyes rendering for the Major in Jak 1.
Use SwSpriteRender to render sprites, which:
- fixes kaioken effect,
- fixes character outlines when upscaling,
- reduces frametime by up to 3ms with big upscaling factors.