It was a series of very old bug.
1) After the passage to the WX system the CoInitialize was not anymore called on the GS thread causing the Filter enumeration on DirectShow to fail.
2) After the "MFC Free" commit of Gabest, if you selected the Uncompressed functionality a nullpointer exception trigger (as there is no filter for that)
3) Strangely there was no code path to connect the source with the mux when Uncompressed was selected (without an encoder in the middle). I added it.
Test it and report problem. I already know there is a problem with the closing of the sound recording, but that's a PCSX2 problem, not a GSDX one.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2657 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed a little problem with the last commit. (I was pointing out of the string instead of the end. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2656 96395faa-99c1-11dd-bbfe-3dabce05a288
Now the snapshots and gs dumps are correctly created in the snaps folder (or the one choose by the user). (GSDX was missing a check to understand if the directory passed by pcsx2 was or not slashed at the end. :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2655 96395faa-99c1-11dd-bbfe-3dabce05a288
Committed the first revision of the new GSDX Dump Viewer. At the moment it contains the PThreads dll inside the build process and output to the bin directory of the tools directory till I know for sure I can output the exe directly into pcsx2 bin directory. :P
Report here or on the issue tracker any bug you find. (in this application) :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2652 96395faa-99c1-11dd-bbfe-3dabce05a288
In ExecuteBlockJIT(), set the running time lower for a big speedup in Ratchet and Clank :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2650 96395faa-99c1-11dd-bbfe-3dabce05a288
- Scene menu and pause screen transitions in FFX, FFX-2 and Grandia3 get invalidated (fixed) again.
No idea why Gabest ever turned that fix off. Coded by Feal87.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2648 96395faa-99c1-11dd-bbfe-3dabce05a288
- Feal87 found and fixed a problem with shadows in Silent Hill Origins. Might help other games as well.
- Bit better fix for GoW's "wall of fog" problem. Patch originally from ZeroGravity.
Thanks guys :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2647 96395faa-99c1-11dd-bbfe-3dabce05a288
Rougher granularity than this probably doesn't break anything, this is the finest that should have observable effects.
Not running voices when they're in a special sentinel block may also help games... but not Fatal Frame 2. It resets the loop register constantly. I really have no idea what it's playing at and it's driving me crazy.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2637 96395faa-99c1-11dd-bbfe-3dabce05a288
- Pseudonym made the voice free-run system a bit faster. Also fixes some odd sound skips introduced with the first version of this fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2636 96395faa-99c1-11dd-bbfe-3dabce05a288
- Continue voice processing even if the voice is off, as per SPU2 specs.
This fixes Fatal Frame 2 (and likely 3 as well). A really long standing bug we had :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2635 96395faa-99c1-11dd-bbfe-3dabce05a288
Not interrupting on that seems to be bad for a couple games.
This commit should fix Persona3 again.
(The Eternal Poison problem is something else, will have to look at it more.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2629 96395faa-99c1-11dd-bbfe-3dabce05a288
Currently still using the fixed-cycle method... so should behave the same as before.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2628 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed the resource issue I had, so the new options are now also available in the old config dialog.
- Added some code that hides the hack options completely when they're disabled. By Bositman :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2619 96395faa-99c1-11dd-bbfe-3dabce05a288
This takes care of an IPU hang in Suikoden5! Oh, and God of War. :p
Thanks for this one, ksi3zyc!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2615 96395faa-99c1-11dd-bbfe-3dabce05a288
- Hide the hacks from users, unless "allowHacks" is written to the GSdx.ini first.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2609 96395faa-99c1-11dd-bbfe-3dabce05a288
- Found out that the blur detection filter was busted for some time now.
It worked by chance, due to the pixel crop hack.
Disabled that hack now and made PCSX2's GS frame handle that functionality instead.
This is a somewhat nicer method, although users of 4:3 and 16:9 aspect ratios might get flickering pixels on the borders again.
I'll see if I can think of something for those cases, should there be demand for it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2608 96395faa-99c1-11dd-bbfe-3dabce05a288