(note: Patch.cpp/Patch.h is still the odd child out in this commit, as it's destiny is to become a plugin)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1804 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fixed a deadlock in thread cancellation.
* Muted some folder warnings when running pcsx2 for the first time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1778 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixe the dsp (winamp plugin) crashes. Thanks to Gigaherz for this one, too :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1739 96395faa-99c1-11dd-bbfe-3dabce05a288
5.1 support is back!
Currently for XAudio2 only, and it's not doing much (Simple copy of the stereo source to the other speakers).
Gigaherz is already working on a nice, semi - prologic II upmixer though ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1738 96395faa-99c1-11dd-bbfe-3dabce05a288
* synched with trunk to pick up all new cdvdiso fixes.
* configuration wizard now starts if pcsx2.ini is missing/deleted.
* changed GetWindowChild (MSW specific?) to FindWindow.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1696 96395faa-99c1-11dd-bbfe-3dabce05a288
Initial pixel offsetting support via gsdx.ini.
Use pixoff_x = somevalue and pixoff_y = somevalue.
This can be used as a workaround for the various upscaling errors :)
Try these values for Takes of the Abyss for example:
pixoff_x=-8
pixoff_y=-8
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1650 96395faa-99c1-11dd-bbfe-3dabce05a288
Re-enabled capturing via F12 key. It was missing the callback entirely.
The videos I capture here turn out all blueish though. No idea why :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1635 96395faa-99c1-11dd-bbfe-3dabce05a288
DirectInput devices corresponding XInput devices should be listed as "[Detached]" when XInput is enabled. No idea if this works, as it requires an XBox 360 controller to fully test.
FF Axes now sorted, rather than being displayed in the order MS returns them.
Small motor DirectInput binding now correctly displays "Square" effect type in list when first created.
Attempt to more accurately model "soft" vs "hard" presses. Don't have a game where this matters, so no idea if it works.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1607 96395faa-99c1-11dd-bbfe-3dabce05a288
- Trippled the number of cached textures, many games constantly recreated them
- Don't clear some shaders at each drawcall (in dx10) , which is a nice speedup (but could potentially be bad, please check..)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1584 96395faa-99c1-11dd-bbfe-3dabce05a288
- Automatic texture filtering should be ok now, occasionally point filtering was used. Tested it on the ps2 and figured with no mip levels LoD and minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference rasterizer and found a fatal flaw with it. It returns the four samples for bilinear sampling (in a funny order, which isn't documented of course, x = bl, y = br, z = tr, w = tl), but there is no way to guess which four were selected exactly. Due to some hidden rounding error it might grab different texels than I would when calculating the position of the upper-left texel, of which the fractional part is be used for the interpolation. When the texel positions do not match it leaves annoying discontinuity errors. Oh well...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1571 96395faa-99c1-11dd-bbfe-3dabce05a288
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288