Previously, we only calculated the width of a single output circuit which lead to missing a single pixel from the other output circuit which in turn causes offset issues in Persona games, I have customized GetDisplayRect() to now also calculate the dimensions of the merged rectangle when both the output circuits are enabled through the PMODE register, so this hack is no longer needed. :)
TL;DR - The above commit of mine accurately handles the offset issues by calculating union of the rects, removing this stupid hack. (not insulting any other developers, this stupid hack was mine :)
Passes the merged output circuit as the base size for texture cache scaling code. Helps fixing scaling issues where games use both of the output circuits for rendering.
Future Note: Alter the behavior of IsEnabled() check always preferring the second output circuit for some weird reason. I plan on changing it to a better auto-output circuit selection mechanism but that could probably be done some time in the future.
* Upgrade the counter to signed 32 bits. 16 bits is too small to contains the 64K value.
* Read ThreadProc/m_count when the mutex is locked
* Use old value of the fetch instead to read back the new value
Use a reinterpret_cast instead of casting the function pointer address
to a void** and dereferencing it.
Also remove an unnecessary (void) and avoid including stdafx.h.
Don't adjust 'image' and just use an additional offset.
'success' was kinda unnecessary when true or false could just be
directly returned.
Move 'compression' clamping out to GSPng::Save instead.
And throw in a whole bunch of const for good measure.
JMMT uses a bigger display height on NTSC progressive scan mode, which is not really unusual hence adjust the saturation hack to only take effect on interlaced NTSC mode.
However, the whole double screen issue on FMV still exists. As a bit of information, this game has the second output disabled but seems to have some valid data inside of it, maybe the second output data is leaked into the first one? most likely a bug in the frambuffer data management rather than a CRTC issue (needs to be investigated)
Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.
In the previous code, the threads were created and destroyed in the base
class constructor and destructor, so the threads could potentially be
active while the object is in a partially constructed or destroyed state.
The thread however, relies on a virtual function to process the queue
items, and the vtable might not be in the desired state when the object
is partially constructed or destroyed.
This probably only matters during object destruction - no items are in
the queue during object construction so the virtual function won't be
called, but items may still be queued up when the destructor is called,
so the virtual function can be called. It wasn't an issue because all
uses of the thread explicitly waited for the queues to be empty before
invoking the destructor.
Adjust the constructor to take a std::function parameter, which the
thread will use instead to process queue items, and avoid inheriting
from the GSJobQueue class. This will also eliminate the need to
explicitly wait for all jobs to finish (unless there are other external
factors, of course), which would probably make future code safer.
The previous implementation of HPO adds an offset on vertex position. It
doesn't always work beside it moves the rendering window.
The new implementation will add a texture offset so that instead to sample
the middle of the GS texel, we will sample the middle of the real texture texel.
It must be manually enabled with
* UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect)
* UserHacks_HalfPixelOffset_New = 2 (no offset)
v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss)
Might break other games but few of them uses float coordinates to read
back the target
Doesn't fully work yet
* Unknown stack frame
* Outside any known module
Potential root cause:
* Nvidia driver
* VU code as ebp is required for emulation so likely no frame
* Use POD type to avoid SSE/AVX compilation dependency
* global object to reduce cache miss
* dynamically object so give a chance to allocate below 2GB (allow x64
optimization)
tex address is a3
vm address is a1
Could help to avoid REX prefix
Reduce prologue/epilogue register copy
Byte code size 41893 => 38912 (on my testcase)
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)
Local change: add BSD3 clause
It will requires a generic (register naming) linear interpolation to use it properly
Gather instruction requires an extra mask register therefore all registers name will be shuffled
Perf wise, initial haswell implementation seems to be microcode emulated.
Based on Gabest's work.
* Miss mipmap
Note: dithering info
It is a bit tricky as a2 on linux was rdx register which overlap with fzm (dh/dl)
It might require dedicated windows code
The main FindMinMax methods is perf critical so instead I created a separate function
to ensure the constness of the depth
Fix letter regression on Xenosaga3
* Explicitly cast w_pages and h_pages into uint32.
* Prevent signed/unsigned comparison by converting lod into unsigned integer, honestly how coud a mipmapping level be negative?
Previously the dedicated custom resolution scaling equation was ignored for the second SetScale() call, generalizing the equations will also fix the DMC scaling issue on custom resolution. Also remove unnecessary checks for null on scale factors. The possibility for having a null scale factor value only exists on custom resolution and it will only happen on cases where the output circuit isn't ready yet. So the ideal way would be to handle all the required conditions of output circuit on "m_renderer->CanUpscale()" itself.
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer
I think PixelAddressN functions are mostly call in the init.
CloseThread is called in the GSJobQueue destructor, so don't call it
again in the GSThread destructor.
Fixes#392, which was caused by a use after free.
Also prevents pthread_join() from being called twice for each thread
on non-Windows operating systems, which is undefined behaviour.
Code can be enabled with "wrap_gs_mem = 1". Code only allow a single shared memory but
I don't think we need more anyway.
Linux only, Kernel panic expected with the HW renderer.
Fix FMV on Silent Hill 3 with the SW renderer
Hardcode location of interface to the location 0. If I understand the
spec correctly (unlikely), variable in interface will get successive
location.
Goal is to reduce driver work. Instead to compute some location based on
name matching approach (and silly validation), the driver can now use
static allocation.
Tests on future Mesa 13 are welcome
Just clear the buffer. The generic solution will be a copy from buffer A
to buffer B But it requires
1/ a big buffer A (otherwise it would overflow)
2/ a line width rescaling (+ the upscaling mess support)
* Add full PMODE register to replace slbg/mmod
* Add full EXTBUF register (will allow to emulate write feedback)
* Add a third source (which will actually be the destination of the
write feedback)
mipmap option 3. Actually maybe a separate tri-linear option will be better
m_mipmap == 2 => use manual PS2 trilinear/mipmap
Otherwise
m_filter == 3 => always use full automatic trilinear interpolation
m_filter == 4 => use automatic trilinear interpolation when PS2 uses mipmap
m_filter == 5 => like 4 but force bilinear interpolation inside layer
Fix Berserk #1526 Well done guys but we're more clever than you ;)
So instead to mask the color channels as any guy that RTFM, they decided to use the illegal 8H frame format