Commit Graph

2944 Commits

Author SHA1 Message Date
lightningterror d158ac5ffe GSdx-ogl:
Comment out driver version detection on amd as it was not working properly.
Rename bools for vendor ids.
2017-09-06 18:08:37 +02:00
lightningterror 481a884d25 GSdx - dx9: Edit Alpha Correction (FBA) tooltip.
Can cause graphical glitches in some games.
2017-09-06 18:05:21 +02:00
lightningterror f14c78cf12 GSdx-ogl: Fix GSdx crashing on Intel igpus
Regression was introduced in #1954
GSdx caused the emulator to crash when the renderer was restarted.

It may have affected older gpus from nvidia/amd
with older OpenGL support as well.
2017-09-06 17:14:21 +02:00
lightningterror 91d8e7c7c6 GSdx-Windows: Grey out OSD and Shader Configuration
Grey out OSD Configuration button for Direct3D
since only OpenGL supports the feature atm.
Grey out Shader Configuration button in Core Benchmark.
2017-08-31 21:11:43 +05:30
Jonathan Li fecf8e3ed2 gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that
rendering takes place on. This fixes an issue where the turbo speed and
frame limiter hotkeys fail to disable vsync when the OpenGL renderer is
used.
2017-08-30 21:08:54 +01:00
Alessandro Vetere a0aa585afd GSdx GSTextureCache: Using FastList instead of std::list. Various other improvements.
Using range loops where possible (correctly).
Using auto where possible (minimize code changes whenever it's decided to change back to a std container).
Use more efficient erase pattern (where possible).
Minor code tweaks.
2017-08-30 11:43:18 +02:00
Alessandro Vetere b2508dcb59 GSdx GSDevice: Using FastList instead of std::list. Using range loops (correctly). Using auto instead of declaring iterator type. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 965334350f GSdx GSTextureCacheSW: Ported erase iterator trick. Using FastList instead of std::list. Using range loops. Using more efficient erase pattern. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 676c7b89c7 GSdx GSFastList: Introducing the custom container template class. 2017-08-30 11:43:18 +02:00
Alessandro Vetere b431d172b7 GSdx GSDirtyRect: std::vector instead of std::list, to speedup linear scan. Improved const-ness. Using range loop. 2017-08-30 11:43:18 +02:00
Alessandro Vetere f8e89b694a GSdx GSLocalMemory: Reserve space required in the std::vector before adding elements to it. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 3300470a29 GSdx GSCodeBuffer: std::vector instead of std::list, to speedup linear scan. Using range loop on destruction. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 798d6a9134 GSdx GSDevice11: Fix unsigned warning under VS2015 with DEBUG build enabled. 2017-08-30 11:43:18 +02:00
Akash 8fe8cad8f9 GSdx-D3D11: Avoid undefined behavior in swapchain
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is
specified for Vsync, this mode is exclusive to OpenGL at the moment
and is unimplemented on the D3D11 renderer. Also the present function
of swapchain only accepts values from 0 to 4 as parameter, hence
passing negative values to the function is undefined behavior.

So let's fallback to standard synchronization method on D3D11 when
PCSX2 requests for adaptive mode.
2017-08-25 22:40:42 +01:00
lightningterror 420f111611 GSdx: Add missing CRC for GT3 2017-08-16 17:35:32 +05:30
Gregory Hainaut c4bf09ad32 glsl: extension must be declared first
Mesa follows this rule of the standard.

Issue #2037

Shader compile fines now but SSO interface seems to be broken.
2017-08-12 15:37:29 +02:00
Gregory Hainaut 17d2d9217b gsdx ogl: test adaptive/late vsync driver support
Supported on GLX (but not Linux free driver) and WGL
2017-08-05 11:00:39 +02:00
Gregory Hainaut 2e4643a398 gsdx ogl: factorize SetVSync
Move common logic into base class
Add API to handle late Vsync (only stub)
2017-08-05 10:59:48 +02:00
Gregory Hainaut 2204885fbb gsdx ogl: factorize common context init code 2017-08-05 10:56:54 +02:00
lightningterror 66a87ce4d0 GSdx: Add missing CRC for Tomb Raider Underworld 2017-07-29 20:10:46 +05:30
Akash 31400b29c3 Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
2017-07-27 00:23:25 +05:30
lightningterror f5b4ccf741 GSdx: Adjust CRC for DBZ BT3
Fix CRC hacks on PAL version.
PAL version will no longer experience very high brightness/contrast
issues on stages in hw mode caused by an incorrect CRC hack.
Moved a CRC hack back to OpenGL mode only for the PAL version
because texture shuffling does not work properly on PAL games.
2017-07-26 20:19:44 +02:00
Akash bd5e54e825 GSdx-Windows: Fix Shadeboost text bug
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the
text containing the name of the options was being updated with the
current value of the option instead of updating the text designated for
holding the values.
2017-07-23 22:50:40 +01:00
puzzo888 1d983a6818 Update GSCrc.cpp (#2018)
gsdx crc: add Front Mission 5 CRC
2017-07-22 11:32:15 +02:00
Akash c3ff1074bb GSdx: Rework framebuffer height calculation
DBY isn't an offset to the frame memory but rather an offset to read
output circuit inside the frame memory, hence the top offset should also
be calculated for the total height of the frame memory. Fixes software
mode regression in Beyond Good and Evil.

Also handle cases when GetFrameRect() is called without any paramerer to
avoid an illegal value access violation on the DISP register.
2017-07-13 17:53:29 +02:00
Gregory Hainaut c5d35d434c glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
2017-07-12 22:04:03 +02:00
Gregory Hainaut 38010432ee gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
2017-07-12 22:03:47 +02:00
Jonathan Li 45ac69a1f6 gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.

Fixes #1980
2017-07-02 22:54:36 +01:00
Gregory Hainaut 392816fae3 gsdx: store vsync state into an integer
allow to support late vsync (Adaptive vsync).
2017-07-02 15:14:45 +02:00
Gregory Hainaut 36fd2b6854 gsdx: remove the unused GSsetFrameLimit API 2017-07-02 15:09:47 +02:00
lightningterror 358954d69e GSdx-ogl: Printing console messages v2 (#1954)
GSdx-ogl: Console messages v2

Follow up to
commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b

Add intel broken driver wiki link message in console (OpenGL).
Print intel / amd buggy driver message once in console (OpenGL).
Pring texture barrier and viewpoint array info once in console (OpenGL).
2017-07-02 13:56:45 +02:00
lightningterror f88972013f GSdx: Remove/move DBZ:BT3 CRC
Enables character outlines to partially work on Full CRC.
DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled.
You can either use Aggressive crc or x,y offset to fix the issue.

Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird
motion blur type way when the player moved slightly.
2017-06-29 16:54:11 +02:00
Akash f2de553d63 GSdx: Cleanup warnings on MSVC
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
2017-06-29 16:48:50 +02:00
Gregory Hainaut 7d75a73105 cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase)
GCC bug => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799

Close #1937
2017-06-29 14:51:50 +02:00
Jonathan Li 4a562401dc gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.

Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.

Closes #1921.
2017-06-13 01:11:45 +01:00
Jonathan Li f8787ca6b9 gsdx: Fix variable initialisation issue
Class member variables are initialised in order of declaration in the
class definition. Move native_buffer to the top of the class definition
to avoid initialising m_width and m_height to random values.
2017-06-05 01:12:41 +01:00
Akash 23fa0657a7 GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and
allow future RT buffer resize calls when the buffer size isn't enough.

(Example: when a game's CRTC/Framebuffer size changes. The older code
didn't consider such cases)
2017-06-04 17:10:25 +02:00
Akash a04d9fa388 GSdx-HW: Revamp buffer size calculation
Added a more robust buffer size calculation mechanism for custom
resolutions. Improves performance in higher resolutions for games
which don't need a big buffer. There's a great boost in performance
at GS limited scenarios.

I don't even feel there's a need for the large framebuffer option right
now, For future - I plan on making the large framebuffer enabled version
as the default as the overhead is there only at situations when it's
necessary. Until then keeping the original code just to be on the safe
side in case any issue pops up.
2017-06-04 17:10:25 +02:00
Akash 266c114c1e GSdx-OGL: Extend ICO workaround to PAL videomode 2017-06-03 14:52:42 +02:00
Jonathan Li 11ed4de0aa gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
2017-06-03 14:52:01 +02:00
Jonathan Li 742b0edaa8 gsdx: Fix GS dump readback EOF handling
An EOF only occurs after attempting to read past the end of the file.
Account for this correctly, which fixes a potential infinite loop when
reading back an xz compressed GS dump.
2017-06-03 14:52:01 +02:00
Jonathan Li a6ed698fca unix: Remove LZMA_SUPPORTED define 2017-06-03 14:52:01 +02:00
Jonathan Li 3912f3330f windows: Link GSdx to liblzma (xz) 2017-06-03 14:52:01 +02:00
Jonathan Li 97d99632a6 gsdx: Use std::vector for xz dump output buffer
By default, Windows has a 1MB stack size limit per thread, so array
cannot be used...
2017-06-03 14:52:01 +02:00
Akash 49840bb621 GSdx: Implement SYNCV register bitfields
Add the bitfield structure of the undocumented SYNCV register,
potentially might be useful in proper height determination of the output
circuit for some weird games which still get it wrong but still haven't
figured out how it might be useful. Maybe some sort of black magic
formula with the vertical synchronization values?

The differential phase value seems to closely resemble the display
height value of the video modes (480 for NTSC, 576 for PAL) but after
some investigating into the differential phase, I have no clue on how
they might be even related. Hopefully the mystery will be unveiled in
the near future.
2017-05-24 13:44:52 +02:00
Gregory Hainaut 802f1029e9 gsdx: dump gsdump in xz format directly
Reduce disk space. Easy to share.

It would be nice to port the code to Windows.
libzma code was taken from https://git.tukaani.org/xz.git

Note: only short dumps are supported so far. Big dump will freeze the interface during the compression.
Or will suck all the RAM.
Note2: a multithreaded encoder would badly impact the compression ratio

Thanks to Turtleli for all review comments
2017-05-21 23:45:35 +02:00
Gregory Hainaut 53b2fdf31c linux: requires liblzma (xz) to build GSdx 2017-05-21 23:45:35 +02:00
Gregory Hainaut 5c7d9d08e2 gsdx: defer init of GSUtil global object
Close #1935
2017-05-21 14:39:22 +02:00
Gregory Hainaut 9cb8c70434 gsdx linux: port to latest GTK3 API
* replace gtk_table by gtk_grid
  => it still misses some paddings
* Use 3.22 monitor API to query screen size
  => need to be tested
* directly add scrolled windows into a container without bothering with
  the viewport.

Code compile fine but wasn't tested.

v2: disable the code until I (or someone) get a chance to test and fix it.
2017-05-13 10:39:06 +02:00
Gregory Hainaut b15ab1b1cf gsdx: use = default instead of trivial constructor/destructor
reported by clang-tidy
2017-05-13 10:38:35 +02:00
Gregory Hainaut 595ad99a5b Cmake: what should have been the previous commit 2017-05-12 19:38:51 +02:00
Gregory Hainaut 05763b3669 cmake: better gcc + gsdx integration
Only set fabi-version on older GCC (5.0 and below)
Disable broken optimization for GCC7+ (until we find a better solution)
2017-05-11 23:14:06 +02:00
Gregory Hainaut ec63b04719 gsdx: only print once OpenGL status message
All credits go to @lightningterror

Fix #1882
2017-05-11 22:35:31 +02:00
Akash 984fcfda2e Counters: Update videomode enum with proper prefix
Thanks to @colepcsx2 (https://github.com/PCSX2/pcsx2/pull/1896#commitcomment-21858717) for pointing it out!

I also updated the prefix in the inferior video mode detection of GSdx, I'm not even sure why we need the videomode info on the plugin side, might be useful someday.
2017-05-11 11:23:10 +02:00
Akash 7a3239cba0 GSDX: Remove redundant parenthesis from combobox text
The third parameter of the GSSetting constructor already encloses the
text in parenthesis, so the right bracket here just messed up things.
2017-05-07 19:31:37 +01:00
Akash 5f449151a1 GSDX: Add missing grayouts to Shadeboost options
The shadeboost options text (Contrast, Brightness, Saturation) were not
grayed out when shadeboost was disabled, it was sort of inconsistent
compared to the behavior of external shader, so added grayouts to them
when shadeboost is disabled.

Also changed "OpenGL Very Advanced Custom Settings" to "OpenGL Advanced
Settings", the verbosity didn't help much in my opinion.
2017-05-07 19:31:37 +01:00
Gregory Hainaut dc00af8829 psx|spu2x|gsdx: shift negative value is undefined in C standard
Instead does the negation after the shift

v2: assert shift <= 15 in clamp_mix
2017-04-30 21:20:23 +02:00
Gregory Hainaut d9e43b5d8d gsdx egl: rewrite the EGL implementation
Split code in 2 parts
* Base class (GSWndEGL) that implement the core EGL and GL context
* Derived class (GSWndEGL_X11/GSWndEGL_WL) that implement the backend to handle native resources

Note: Most backend code is only useful for GSopen1/PS1 mode. GSopen2 only requires
the AttachNativeWindow implementation

Code is based around EGL_EXT_platform extension that allow to select the platform at runtime.
Note: I think the extension was integrated in EGL 1.5

The X11 backend was mostly converted to XCB
The wayland backend is only a placeholder for future code

I don't know if MS windows is/could be supported with EGL_EXT_platform API

Code validated on Mesa. Proprietary drivers aren't yet tested.
2017-04-30 14:04:24 +02:00
Jonathan Li a3b3b4f657 gsdx: Fix uptr size on Windows x64 build 2017-04-29 23:22:02 +01:00
Gregory Hainaut 413d1828eb gsdx: call XInitThread on Linux dump replay 2017-04-29 13:05:28 +02:00
Gregory Hainaut 41990a6402 cmake: create the macro add_custom_glib_res to handle resources 2017-04-28 11:27:19 +02:00
lightningterror 303564fd70 GSdx: Move/add GT4 CRC
Moved a CRC hack to Aggressive that can cause or fix VRAM and RAM spikes.
This way people can switch between each config if they experience problems with either.
Varies on userconfig , game version and maybe hardware.

Added missing CRC game version for GT4 pal.

Note: The issue might be the same on GT3 and GTConcept , the code might
need to be removed for those games as well.
2017-04-27 17:46:58 +02:00
Gregory Hainaut bb35261aca gsdx: don't request a depth buffer on the window
Code directly uses depth buffer attached to a frame buffer
2017-04-23 10:59:33 +02:00
Gregory Hainaut 2155f65478 gsdx: fix EGL build 2017-04-23 10:59:33 +02:00
FlatOutPS2 47c2f0a289 GSdx: Remove Dirge Of Cerberus CRC hack
Hack was used to remove garbage data rectangles from popping up on screen when objects and characters were added to or removed from the world.
This issue is now being handled by OI_DoubleHalfClear in GSRendererHW.cpp, so the hack is no longe necessary and has been removed.
2017-04-21 11:13:27 +02:00
FlatOutPS2 7392f52184 GSdx: Move Resident Evil 4 and The Getaway series CRC hacks
Moves Resident Evil 4 hack to Aggressive level as it is no longer
required to fix any issues, but does offer a decent speed boost.

Moves The Getaway & The Getaway Black Monday CRC hack to Full level, as the issue can be resolved
when using the OpenGL Hardware renderer.
2017-04-21 11:13:27 +02:00
Gregory Hainaut 688f05ff26 gsdx sw: always enable the gs memory wrapping emulation 2017-04-21 10:53:05 +02:00
Gregory Hainaut 24eb1627e5 gsdx: add GStempdir wrapper to get a tempory directory
Allow to use Linux compatible code for OpenCL
2017-04-12 18:39:11 +02:00
Gregory Hainaut 2b30e7880e gsdx: add GSmkdir for windows based on CreateDirectory
v2: use nullptr
2017-04-12 18:39:11 +02:00
Gregory Hainaut 2d0a61fc8d gsdx ogl: use load resource to load shader
* Windows behavior must be checked
* remove glsl_source.h

v2: fix missing include
Big thanks to Turtleli

v3:
fix indentation in gsdx-res.xml
add dependency in cmake
remove old res/glsl/fxaa.fx symlink
add tfx.cl for OpenCL support on Linux

v4, v5
fix cmake indentation
2017-04-12 18:09:06 +02:00
Gregory Hainaut 38c4f5b6e7 gsdx: always NULL terminate resources on Windows
It is done automatically on Linux. Strings are much
better with this NULL char ;)

All credits go to turtleli

v2: increase resize instead of push_back NULL char
2017-04-12 18:09:06 +02:00
Gregory Hainaut ebae8b65f8 gsdx linux: implement GSdxApp::LoadResource based on g_resource
v2: use early return to reduce code/branch complexity
v3: use nullptr
2017-04-12 18:09:06 +02:00
Gregory Hainaut 1cbade511d gsdx: use vector of char as shader container
It will avoid various char cast on Linux.

v2:
remove cast on windows file and std prefix shader vector
v3:
forget to remove some char cast
2017-04-12 18:09:06 +02:00
Gregory Hainaut e91194994f gsdx ogl: remove useless glx/egl context print 2017-04-09 12:59:08 +02:00
Gregory Hainaut dad4ab1980 gsdx ogl: Deleted objects are automatically unbound/unmapped 2017-04-08 14:40:54 +02:00
Gregory Hainaut 12d2c6be56 gsdx linux gui: align gui with wndows (tooltip + checkbox)
add checkboxes for the 2 "new" hacks
    Wrap gs memory & merge postprocessing sprite

add tooltip for OpenGL options

v2: based on turtleli feedback
use gtk_scrolled_window_set_propagate_natural_height on GTK 3.22+
use the nicer GTK_CHECK_VERSION macro
2017-04-07 23:06:29 +02:00
Gregory Hainaut 83d83b9add gsdx linux gui: reduce height on/for small screen
* Remove the logo
* add a scroll on the osd panel
2017-04-07 23:06:29 +02:00
lightningterror 820919c0a9 GSdx ogl sw: Move GL_ARB_copy_image to optional
Move GL_ARB_copy_image to optional for OpenGL SW render.
It will allow Ivy Bridge to work with OpenGL SW as it's not required.

Sandy Bridge is not yet tested , would be nice if someone could test.
2017-04-06 18:14:59 +02:00
Gregory Hainaut ad63c13cd1 gsdx sw: Update comment on the GCC bug
Add link to bugzilla. Bug will be fixed in GCC7

Close #1881
2017-04-04 19:04:21 +02:00
Gregory Hainaut 5b91dc45e0 gsdx ogl: reduce requirement for SW renderer
Clip Control is only used for the HW renderer.

It will help Nvidia DX10 GPU on Windows. Potentially old AMD GPU too.
Unfortunately Ivy bridge still misses texture copy

Note on Linux, you can use the free Mesa driver.

Otherwise, it is time to save money for a future upgrade :)
2017-04-04 18:37:26 +02:00
Gregory Hainaut df32564bef gsdx: workaround AVX2 generated code by GCC
See commit for the full details.

v2: use a direct access to the union field instead of extract32
It gives us both optimal and working code.
2017-04-01 14:05:40 +02:00
FlatOutPS2 82405982f7 GSdx: Add merge sprite hack to GSdx hacks dialog
Adds merge sprite hack to GSDx hacks dialog

And ports merge sprite hack to Direct3D renderers.
Special thanks to my keyboards Ctrl, c and v buttons for all their hard
work in porting this hack.
2017-04-01 11:16:25 +02:00
FlatOutPS2 557b672232 GSdx: Unscale Point and Line Direct3D11 port
Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.

And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
2017-04-01 11:16:25 +02:00
FlatOutPS2 117c249595 GSdx: Add Windows GUI for split texture filtering option
Adds Windows GUI elements of the split texture filtering options.

Bilinear Texture Filtering is moved to the top section of the main GSdx window,
and Trilinear Filtering is moved to Hacks.
2017-04-01 11:16:25 +02:00
FlatOutPS2 cb0a430aa4 GSdx: Shader & OSD window update
Adds Texture Filtering Of Display option to the Shader dialog window Windows UI.

Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
2017-04-01 11:16:25 +02:00
FlatOutPS2 df5278df72 GSdx: Main & Hacks window update
Reorganizes Hacks dialog window.

Adds UI elements for the Memory Wrapping and HPO v2/Special commits

Adds advanced OpenGL functions "Geometry Shader" and "Image Load Store" to the Windows UI.

Renames "Configure Hacks" to "Advanced Settings and Hacks", to more closely resemble the Linux GUI.
2017-04-01 11:16:25 +02:00
FlatOutPS2 975441dfe9 GSdx: Direct3D port of HPO special/V2
Adds a port of the new Half-pixel Offset options for the Direct3D
Hardware renderers.
2017-04-01 11:16:25 +02:00
FlatOutPS2 2d591182c4 GSdx: Memory Wrapping Windows port
Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
2017-04-01 11:16:25 +02:00
Gregory Hainaut 41fb11d846 gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu
Recent GCC uses SSE4/AVX code to optimize the 64 bits operation.
It is bad idea as it would generate an illegal instruction on
older CPU.
2017-04-01 11:14:18 +02:00
FlatOutPS2 82ad1392ef GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues
Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds.
Removes blur from player airplane.
This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether.
The CRC hack has been moved to the aggressive level.

Aggressive is misspeled several times in the file, this has been adressed.
2017-03-31 23:36:35 +02:00
Jonathan Li 815ac8be04 gsdx:cmake: Fix logo dependency issue
Changes to the dependencies of the generated logo files did not trigger
a rebuild of the files. Use add_custom_command instead of
execute_process so build dependencies can be specified.

Also prevent the generated files from polluting the source directory.
2017-03-30 22:55:34 +01:00
Jonathan Li ba94643f0f gsdx:linux: Fix missing logo on some Linux distros
The pixdata format loader has been removed from recent versions of
gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and
leave the logo as an embedded bitmap file.
2017-03-30 17:45:49 +01:00
Jonathan Li ae73356ecf gsdx: Avoid const strings in header file
This prevents each .cpp file that included stdafx.h (IOW everything)
from having its own copy of the strings.
2017-03-30 01:10:48 +01:00
Akash 38c2de3ae3 GSdx-PCRTC: Minor modification to NTSC saturation
Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering.

Fixes a regression in Devil May Cry 3 and Sky Gunner.
2017-03-29 19:37:44 +02:00
willkuer a18d624bcb gsdx: Add an automatic CRC hack level
If a user switches renderer they also have to remember to change the CRC
hack level for the best user experience with the selected renderer.

This commit adds a new automatic CRC level that autoselects the
recommended CRC level for the selected renderer, so that a user doesn't
have to make the change manually.

coauthor: turtleli
2017-03-28 23:05:24 +02:00
willkuer 439472d4f8 gsdx: Add template version of GetConfig
It allows static_casts to be avoided for enum classes
2017-03-28 23:05:24 +02:00
Jonathan Li 85ddf69042 gsdx: Improve OpenGL HW renderer checks
If OpenGL software is the saved ini renderer and F9 is pressed to toggle
to the hardware renderer, depth emulation will be disabled. This fixes
that issue.
2017-03-28 23:05:24 +02:00
Jonathan Li a5282daf91 gsdx: Store the current renderer in GSdxApp 2017-03-28 23:05:24 +02:00
Jonathan Li 94f2ad9263 gsdx: Move renderer config loading from GSOpen2 to _GSOpen
Some duplicate logic is avoided this way.
2017-03-28 23:05:24 +02:00
lightningterror 6977658443 GSdx ogl: SSO Workaround for AMD buggy drivers (#1858)
GSdx ogl: SSO Workaround for AMD buggy drivers

All 2017 drivers are now blacklisted.
The BSOD/crash issue is still there so don't set Blending Accuracy to None!
Shortened the message in the console making it more appealing.
2017-03-28 23:02:19 +02:00
orbea 2aa33e2875 Add crc hack for project metafalica
Closes https://github.com/PCSX2/pcsx2/issues/1762
2017-03-27 12:51:43 +02:00
Jonathan Li f1eff358da gsdx:windows: Fix console output when replaying dumps 2017-03-23 01:33:35 +00:00
Jonathan Li f174d71ac7 gsdx: Fix vsnprintf usage in format function
-1 is only returned when there is an encoding error, and the va_list
argument is indeterminate after being passed to vsnprintf.

Use the return value to determine the buffer length, and call va_end and
then va_start before vsnprintf is called again.
2017-03-21 23:21:26 +00:00
Jonathan Li ae2e8469b4 gsdx: Remove ancient codeblocks file 2017-03-21 23:21:26 +00:00
Jonathan Li 67d9436f22 gsdx: Remove unused and incomplete GSDeviceSW 2017-03-21 23:21:26 +00:00
Jonathan Li 448ca97d93 gsdx: Avoid "using namespace std" in spsc queue 2017-03-21 00:10:35 +00:00
Gregory Hainaut 9865270e68 gsdx: split GSVector.h into smaller files 2017-03-19 13:50:13 +01:00
Gregory Hainaut a3efc77255 gsdx ogl: use an HLE shader to avoid upscaling line in ICO
ICO uses a depth of field effect for the fog. Depth is extracted
into the alpha channel of a texture. And then used as blending factor.
You need a 1:1 texture/pixel mapping otherwise you will line at boundaries.

In order to extract the DoF, ICO moves the depth buffer around the GS
memory. Memory moves are implemented in the not-scaled world. It means
that we can't have the above 1:1 ratio. And we don't know anymore that
data are coming from the current depth buffer.

The solution: I reused an HLE channel shader to read the depth buffer directly.
This way I have the guarantee that pixel/depth are aligned.

Close #1816
2017-03-16 08:27:12 +01:00
Gregory Hainaut 1a768ca438 gsdx sw: sync thread if current target pages are already used by input texture
Otherwise you have a write before read typical race condition. It works
most of the time because textures are stored in temporary buffers (aka
texture cache). So the race condition requires texture invalidation in the mix.

I hope the perf impact will be small enough.

Fix #1691
Blood Will Tell: gray scale effect description

Frame is renderer in 0x700
Sync 0x700 (RT will be used as input)

Foreach page of frame
    // The missing Sync was this one. You can't copy new data to 0x2800
    // until you finish the rendering that use 0x2800 as input texture
    // (AKA end of this foreach loop)
    Sync 0x2800 (not the first iteration, texture will be used as a RT)
    Copy page from 0x700+offset to 0x2800

    Sync 0x2800 (RT will be used as input)
    Render Effect line1 from 0x2800 to 0x700
2017-03-15 18:30:46 +01:00
Jonathan Li c498833c27 gsdx: Remove VS2013 stuff 2017-03-13 23:57:15 +00:00
Gregory Hainaut 0af80b7c86 gsdx: restore the order of the texture filtering option
It was modified by mistake with previous filtering refactoring
2017-03-13 22:55:47 +01:00
Akash f423cf73c4 GSdx: Fix Alpha test value initialization
Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
2017-03-11 17:40:28 +01:00
Gregory Hainaut 7d3c850813 gsdx ogl: improve ST/Q precision
When a float overflow is detected, geometry shader is disabled. And ST/Q is done on the CPU

It will help
Issue 551
Issue 1684
2017-03-11 00:24:38 +01:00
Gregory Hainaut 6d6ed1a205 gsdx sw: do const q division in ConvertVertexBuffer
It allow to do the division before the size multiplication
It avoid a float overflow if T is too big.
Old behavior: (T * size) / Q
New behavior: (T / Q) * size

Performance Note:
* Rcp was replaced by a slow division (more accurate)
* At least we avoid a 2nd loop on the vertex buffer

It helps on Pro Soccer Club and Galerians Ash rendering

Tric Note:
SPRITE must be handled differently because the 'q' of first vertex could
be invalid
2017-03-10 20:45:14 +01:00
Gregory Hainaut 611239db5c gsdx: handle float overflow on Q in vertex trace
Replace the fast reciprocal with a slower division when we detect a too big Q value.

Improve #551, #1684
2017-03-10 20:45:14 +01:00
Gregory Hainaut f862f5be03 gsdx sw: use accurate division for the C reference implementation
Speed isn't important here. It would allow to compare the rendering with
the JIT implementation. If it is necessary we could an option for the JIT.
2017-03-10 20:45:14 +01:00
Gregory Hainaut b54a824abd gsdx: split texture filtering option
Bilinear applies to all renderer
* Common code done in GSVertexTrace
* Extend it with forced but sprite (trade-off between linear/upscale glitches)
* Linux GUI option was moved at the top with the renderer selection

Trilinear is moved to OGL hack

close #1837

Thanks to Flatout for the review and feedback.
It will take care to update the Window GUI :)
2017-03-10 18:05:34 +01:00
Gregory Hainaut 91f805675b gsdx: dump xyoffset register 2017-03-05 22:16:01 +01:00
Gregory Hainaut 0a5f796c33 gsdx sw: missing texture due to wrong optimization fix
Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer

Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted

Bug description:
GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same.
Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
2017-03-05 20:27:19 +01:00
Gregory Hainaut 438fbf31cf gsdx sw: rcp introduce bad rounding on the grandient
Division is slower but more accurate. Fix rendering issue on Xenosaga (batte slot)/Jak3 (skin color)

Coauthor:pseudonym

Fix issue #1769
2017-03-05 10:53:07 +01:00
Gregory Hainaut ae8aa358e4 gsdx: move window creation before renderer/device setup 2017-02-26 19:09:16 +01:00
Gregory Hainaut da2bf4e366 gsdx: reduce the complexity on window creation
Improve code sharing between OS
Use vector to handle priority
Throw in GSWndDX create in case of error
2017-02-26 19:09:16 +01:00
Gregory Hainaut 9ff385f6f3 gsdx: use shared_ptr instead of raw GSWnd* 2017-02-26 19:09:16 +01:00
Gregory Hainaut 714fcaaadd gsdx ogl: move the validation of the gl context in the window 2017-02-26 19:09:16 +01:00
Gregory Hainaut b3836c58d2 gsdx ogl: properly plug the new HPO option 2017-02-26 19:04:00 +01:00
Gregory Hainaut 646c02a5e2 gsdx linux: update GUI based on previous commit 2017-02-26 19:04:00 +01:00
woj1993 4a6a3af418 gsdx windows: update gui to add a HPO v2 checkbox
Squash done by greg

v2: update tooltip
2017-02-26 19:04:00 +01:00
Akash 500d2e076d GSdx-PCRTC: Apply saturation only for field mode
Previously, the NTSC saturation was also applied for double scan mode (Interlaced and Frame) where the developers send double the height to the DISP registers, saturation shouldn't be performed at such cases as the developers could send a value of 780 while the real size of the output would be 390 due to double scan mode. Doing the saturation later after identifying the real size also seems a bit counter-intuitive as we haven't discovered any cases where double scan games require the NTSC saturation hack. So let's just apply the saturation only for Interlaced (Field) Mode and omit the saturation step for other modes.
2017-02-21 10:54:28 +01:00
Akash 17b33afd64 GSdx-PCRTC: Move hacks away from GetDisplayRect()
Isolate all the hacks into a separate subroutine and properly document about them, should make it easier for people to understand the display rectangle setup code, the hacks were totally messing up the readability of the function earlier.
2017-02-21 10:54:28 +01:00
Akash 319b3dabdf GSdx-Windows: Automatic CRC hack level selection
Default to "Partial" CRC hack level when the GPU's best renderer is determined as the OpenGL hardware renderer.
2017-02-21 10:54:03 +01:00
Akash ff89619b09 GSdx: Add an Enumeration for CRC Hack level 2017-02-21 10:54:03 +01:00
Gregory Hainaut 726f9d5312 gsdx ogl: improve error message on windows
* Common function
* Print an error id
* Don't exit on bad setpixelformat (it is illegal to call it twice)
2017-02-18 22:25:27 +01:00
Gregory Hainaut f3adf4bf57 gsdx ogl: texture barrier is optional too 2017-02-18 20:11:56 +01:00
Gregory Hainaut 193d9f838b gsdx ogl: mark 2 DSA functions as optional 2017-02-18 19:44:17 +01:00
Gregory Hainaut 674d22321a gsdx wgl: drop GL2.0 context and avoid a context leak
Namely detach/delete context before throwing
2017-02-17 19:20:42 +01:00
Gregory Hainaut cdb71101a1 gsdx ogl: As Intel is too cheap to provide GL_ARB_direct_state_access on theirs expensive iGPUs
Add a "slower" emulation of the extension...

Hopefully it will allow to start openGL on haswell (maybe broadwell) and later.
2017-02-17 17:44:26 +01:00
Gregory Hainaut 26993380b1 gsdx-ogl: black list 2016/2017.1 AMD driver
Based on AMD feedback, I'm might blacklist all 2017 drivers too.
2017-02-17 17:32:53 +01:00
Gregory Hainaut da1bb43618 cmake: Add various missing file in CMakeLists.txt
Add some windows code path. It would reduce the burden to port Cmake to windows.
(sill miss 3rdparty/some plugins/...)
2017-02-16 20:11:57 +01:00
Gregory Hainaut de962d3e7e gsdx wgl: retry to create a context without advance flag
Hopefully it will support more drivers #1813
2017-02-10 22:26:41 +01:00
Gregory Hainaut 213fa1c148 gsdx sw: init completely m_scanline buffer
The buffer contains extra room to avoid a segmentation fault due to an overflow.
Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior.

Based on issue #1806 it could impact Guilty Gear X2
2017-02-08 19:42:54 +01:00
Gregory Hainaut 2a2a022792 gsdx ogl: add a texture barrier when target is read back
Fix graphical corruption in Nouveau/BUA/devil may cry

Issue #1805
2017-02-08 19:42:54 +01:00
Gregory Hainaut ba91c8f0c2 gsdx opencl: warning+compilation fixes 2017-02-08 19:42:54 +01:00
Gregory Hainaut c232f90d6e cmake: add an option to enable openCL
Note: nothing work
2017-02-08 19:42:54 +01:00
Gregory Hainaut d0b1162b15 gsdx ogl: drop fallback of GL_ARB_clear_texture
Mesa AMD was updated :)

all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture

[1] Intel driver misses others extensions to run GSdx
2017-02-03 21:56:24 +01:00
Gregory Hainaut 63944e8c43 gsdx ogl: allow to start without GL_ARB_texture_barrier
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)

Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
2017-02-03 21:56:24 +01:00
Gregory Hainaut dc42c65dfb gsdx: requires/allow BMI instruction in AVX2 build
So far BMI is inclusive in AVX2 CPU. Help compiler to generate better code
2017-02-01 18:24:51 +01:00
Akash eda22c241d GSdx: Improve robustness of ComboBoxInit()
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.

To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
2017-02-01 11:29:38 +00:00
Gregory Hainaut 5751e38180 gsdx: use range loop instead of for_each 2017-01-30 17:58:39 +01:00
Gregory Hainaut cf71049bd4 gsdx tc: use unsigned constant
Help the compiler to generate better code

C code:
uint32 addr = (i >> 3u) % MAX_BLOCKS;
uint32 row = addr >> 5u;
uint32 col = 1 << (addr & 31u);

ASM Before
     f48:	mov    eax,esi
     f4a:	mov    ecx,esi
     f4c:	mov    edx,DWORD PTR [ebp+0x8]
     f4f:	sar    eax,0x1f
     f52:	sar    ecx,0x3
     f55:	shr    eax,0x12
     f58:	add    ecx,eax
     f5a:	and    ecx,0x3fff
     f60:	sub    ecx,eax
     f62:	mov    eax,0x1
     f67:	shl    eax,cl
     f69:	shr    ecx,0x5
     f6c:	lea    edx,[edx+ecx*4]

ASM After
     f48:	mov    ecx,edi
     f4a:	mov    eax,0x1
     f4f:	sar    ecx,0x3
     f52:	shl    eax,cl
     f54:	shr    ecx,0x3
     f57:	and    ecx,0x7fc
     f5d:	add    ecx,DWORD PTR [ebp+0x8]
2017-01-30 17:54:29 +01:00
Gregory Hainaut da054a2aab gsdx: remove useless debug log 2017-01-30 17:54:21 +01:00
Gregory Hainaut 09b8aaed71 gsdx tc: extend the wrap option to the texture cache 2017-01-30 17:54:07 +01:00
Akash bf10873405 GSdx: Remove useless check and add debug messages
IsEnabled() check is already done in GetDisplayRect, so it's pointless to do it here. Also updated a debug message in the GetFrameRect() function.
2017-01-30 15:29:28 +01:00
Akash a2cdcb4e4d GSdx-PCRTC: Improve output circuit selection
Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.
2017-01-30 15:29:28 +01:00
Gregory Hainaut bccc3ef253 Merge pull request #1770 from np511/gcc-cleanup
Cleanup GCC warnings - still needs some work
2017-01-30 15:28:33 +01:00
np511 e5e601eb75 Use GResources API instead of deprecated inline 2017-01-29 09:06:22 -05:00
Jonathan Li 754045b6f7 gsdx:windows: Remove SSSE3 and AVX configurations 2017-01-27 11:06:30 +01:00
lightningterror f0393e50c2 GSdx: Windows gui updates (#1768)
* Rename CRC Hack Level "Full (Safest)" to "Full (Direct3D Recommended)"
* add link/info of AMD driver epic fail status
2017-01-27 11:00:23 +01:00
lightningterror 1cf30584f0 CP update
Replace Gregory's name with PCSX2 Dev Team
2017-01-26 17:12:13 +01:00
lightningterror 1ecb5aed0f Update Copyright v2
Revernt changes , update Gregory's name
2017-01-26 17:12:13 +01:00
lightningterror 0b93aa5d12 Revert "Update Copyright notices/disclaimers 2017"
This reverts commit fc5bdb771f.
2017-01-26 17:12:13 +01:00
lightningterror 3d4e1c1246 Update Copyright notices/disclaimers 2017
Update all Copyright notices/disclaimers in scripts to 2017
2017-01-26 17:12:13 +01:00
Gregory Hainaut 096c9316b8 gsdx cl: fix various compilation issues and a couple of warnings
I didn't fix all the warnings (purpose was to realign code with "recent" update)

Linux note: only miss 2 major items
* res/tfx.cl loading
* device descriptor
* And various bug fixes ;)
2017-01-24 19:38:31 +01:00
Gregory Hainaut d67b9cba14 gsdx tc: merge page coverage code
A function was already done for openCL. Use the same for others renderers
2017-01-24 19:38:16 +01:00
Gregory Hainaut 5c7c9452d6 onepad|gsdx: remove useless debug messages 2017-01-22 21:47:05 +01:00
Gregory Hainaut 1e7fd83ac5 gsdx|spu2x: fix %d/%u in printf (cppcheck) 2017-01-22 21:10:40 +01:00
Gregory Hainaut 077ae2e6a0 gsdx: use (void)(0) for empty statement
Reduce warning in cppcheck
2017-01-22 21:10:40 +01:00
Gregory Hainaut 1d2ce62b2c gsdx tc: comment dead code 2017-01-22 16:52:14 +01:00
Gregory Hainaut 701743a4ec gsdx boost queue: init all states 2017-01-22 16:43:35 +01:00
Gregory Hainaut 9183d1d2c6 gsdx osd: set m_face to null in case of error 2017-01-22 16:42:01 +01:00
Gregory Hainaut 81adc3ef4d gsdx ogl: don't use per buffer blending
It increases the number of state that driver must handle.
2017-01-20 18:22:52 +01:00
Akash 0d659a1b46 GSdx: Improve captured screenshots naming
Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image.

The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
2017-01-19 23:47:34 +00:00
Gregory Hainaut 21612cafc1 Merge branch 'greg/mtvu-mtgs-lockless' 2017-01-18 19:12:26 +01:00
Gregory Hainaut e4f4350bb4 boost ring queue: dedicate cache line for atomic variable
Bad for data cache ! But it might be better for atomic operation.
2017-01-18 19:07:01 +01:00
Gregory Hainaut 8779583bdb boost ring queue: use % to wrap the index
For power of 2, it is replaced with a single and instruction. If it potentially faster
than branch. But it worths a benchmark
2017-01-18 19:07:01 +01:00
Gregory Hainaut 725aaccf5c boost ring queue: extend the interface to ease replacement of dequeue class in core 2017-01-18 19:07:00 +01:00
FlatOutPS2 fffd829f88 Revert "gsdx tc: partial support of pseudo depth for Dx"
This reverts commit
d6383e6c21

It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
2017-01-16 19:15:46 +01:00
Gregory Hainaut f9c2025149 gsdx tc: avoid any pitfall with 1 << 31
Based on Turtleli feedback
"1 << 31 is undefined in C++11, but defined in C++14"
2017-01-15 20:11:34 +01:00
Gregory Hainaut 87cf7b6d30 gsdx tc: implement a safe RemoveAt
The code is now a mirror of the ::add. So 1 insert == 1 erase

This way it won't crash on future update. And it will support future GS
memory wrapping improvement.
2017-01-15 20:11:34 +01:00
Gregory Hainaut d1315b6187 gsdx tc: save list iterator to allow fast removal
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !

However insertion is a bit slower. Due to the begin() after the push_front

v2: use std:: for lists and arrays
2017-01-15 20:11:34 +01:00
Gregory Hainaut 87fc4c1e44 gsdx tc: skip draw call when input texture can't be fetched
Avoid garbage on Full Spectrum Warrior
2017-01-15 20:09:39 +01:00
Gregory Hainaut 2f972b91a3 gsdx tc: allow a hit on older depth buffer
Avoid an issue when rendering take some shortcut (Full Spectrum Warrior)

Close #1757
2017-01-15 20:09:39 +01:00
FlatOutPS2 3acac3203b GSdx: Remove/move CRC hacks
Removes Alpine Racer 3 hack. Issue has been resolved.

Moves NanoBreaker hack. Issue has been resolved for OpenGL and hack has
been moved to DX only.

Moves Tri-Ace games hacks. Hacks are also necessary for OpenGL with "Partial" CRC Hack Level to prevent massive slowdown.

Move Tales Of Legendia hack back as it's also necessary for OpenGL with "Partial" CRC Hack Level to prevent graphical issues.
Close: https://github.com/PCSX2/pcsx2/issues/1698

Added PAL and NTSC-U CRC's for Ar tonelico II.
2017-01-15 20:07:10 +01:00
Jonathan Li 52ec143a92 gsdx:windows: Fix deprecated ATL attributes warning 2017-01-13 23:52:25 +00:00
Jonathan Li fe1947ea48 gsdx: Fix minor user visible typos
Well. it should be better; but my grammar is questionable at times,
2017-01-13 23:52:02 +00:00
Gregory Hainaut 8cf3a83dd7 gsdx: try to ask GCC to generate not dumb code
Unfortunately it requires at least GCC6. If a nice guy can check the generated code on GCC6.
I don't know clang status.

Here the only example, I have found on the web
https://developers.redhat.com/blog/2016/02/25/new-asm-flags-feature-for-x86-in-gcc-6/

Current generated code in GSTextureCache::SourceMap::Add

    38b3:	bsf    eax,esi
    38b6:	add    esp,0x10
    38b9:	test   esi,esi
    38bb:	jne    387e <GSTextureCache::SourceMap::Add(GSTextureCache::Source*, GIFRegTEX0 const&, GSOffset*)+0x6e>

BSF already set the Z flag when input (esi) is 0. So it would be better
to not put a silly add before the jump and to skip the test operation.
2017-01-11 21:36:05 +01:00
Gregory Hainaut 1fbee92044 gsdx tc: add a comment for a potential "ASM" optimization
I'm not sure it worth it yet. But a generic function would be nice for
future.
2017-01-11 20:13:53 +01:00
Gregory Hainaut ced2dd9200 gsdx: hidden option disable_hw_gl_draw
OMG, Zone of Ender got a speed boost from 11 fps to 45 fps

Seriously, the goal is to allow benchmarking GSdx without too much overhead of the main renderer draw call

Note: unlike the null renderer, texture/vertex uploading, 2D draw, texture conversions are still done.
2017-01-11 18:54:36 +01:00
Gregory Hainaut 6dabc68c16 gsdx linux gui: compact the GUI for Nx768 display (seriously guy it is time to upgrade !)
* move the post-processing frame into the OSD tab
* Rename Global Settings to Renderer Settings
* put monitor and indicator check box on the same line

At least we have a similar number of options by tab
2017-01-11 18:32:02 +01:00
Gregory Hainaut f5fbfe98bd gsdx: fix warning: variable ‘success’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered] 2017-01-11 18:23:34 +01:00
Jonathan Li 791dc84d49 gsdx:gtk: Update GUI
Set slider ranges to 0-100, which matches what Windows uses.
Add OSD maximum log messages option and tooltips.
2017-01-10 20:47:33 +00:00
FlatOutPS2 6a7c38f30d GSdx: Minor update to GS Settings Dialog
Update a few parts of the GS Shader dialog to reflect the improvements
from the OSD dialog code.
2017-01-10 20:07:29 +00:00
FlatOutPS2 da57014eb8 GSdx OSD: Add Windows UI and new option
Adds Windows UI and option to limit the amount of log messages on the
screen at the same time/in the buffer.
2017-01-10 20:07:29 +00:00
refractionpcsx2 b02cc6ecbe Whoops, over zealous with removing things. 2017-01-09 22:37:15 +00:00
refractionpcsx2 b0baa8d8f9 Revert CLUT change, seems it causes more problems than it solves. Leaving the comment for future investigation 2017-01-09 22:30:54 +00:00
Gregory Hainaut 7c4a952ee0 Revert "gsdx tc: always clear a new depth buffer"
This reverts commit f77c1900fa.

Conflicts:
	plugins/GSdx/GSTextureCache.cpp

Another fix was done later for Jak cut scene (or FMV). One game got a regression (don't remember which)
2017-01-09 10:21:23 +01:00
Jonathan Li c2e21fa30e gsdx: Don't use atomic for exit variable
All accesses are protected by locks, so there's no need for it to be
atomic.
2017-01-07 13:54:45 +01:00
Jonathan Li cb2c9ce4e6 gsdx: Don't use separate count variable
It's only ever updated after the queue is updated, so its state will
always lag slightly behind it. It's sufficient to just use empty().

This seems to fix some caching issues that were noticeable on Skylake
CPUs (#998).
2017-01-07 13:54:45 +01:00
Jonathan Li a583fafa37 gsdx: Use lock instead of loop to terminate threads 2017-01-07 13:54:45 +01:00
Jonathan Li b244de73ca gsdx: Use separate mutex for waiting
In the previous code, the worker thread would notify the MTGS thread
while the mutex is still locked, which could cause the MTGS thread to
wake up and immediately go back to sleep again since it can't lock the
mutex.

Use a separate mutex for waiting, which avoids the issue.
2017-01-07 13:54:45 +01:00
Akash 09c72375ab GSDX: Pass total height of framebuffer on GetOutput()
Some PSX games seem to store image data of the drawing results in an undeterminate area out of range from the current context buffer. At such cases, calculate the height of both the frame memory rectangles combined.

What happens on "Crash bash" -

* At first draw, scissoring is limited to SCAY0- 0 & SCAY1- 255
* At second draw, scissoring is limited to SCAY0- 255 & SCAY0-511

Previously, we limited the height to the value of one single output texture, so instead of that let's calculate the total height of both the two buffers combined to prevent such issues.
2017-01-04 22:17:26 +05:30
refractionpcsx2 98e8d93fa3 Merge pull request #1728 from ssakash/custom_regression
GSDX-TextureCache: Fix corner cases on custom resolution scaling
2017-01-04 16:21:18 +00:00
Jason Brown fce2814735 Added callbacks for OSD Log and Monitor. Added wrappers in PCSX2 main for callbacks. Added some basic info calls (e.g. Saving loading FPS) 2017-01-03 10:43:56 +01:00
Jason Brown 248ad0ddde Added config page to linux setting dialog 2017-01-03 10:43:56 +01:00
Jason Brown b8a84d170a Added OSD Manager which depends on FreeType2. Added functions into GSDeviceOGL to render OSD and a point shader. 2017-01-03 10:43:56 +01:00
Jason Brown 4c084391fc Changed the GSBufferOGL interface from map and upload to map and unmap. This allows rendering directly into the OGL buffer instead of having to do copy at some point. 2017-01-03 10:43:56 +01:00
FlatOutPS2 048b657c8f GSdx: Prevent FMV crash
Fixes FMV crashing PCSX2 in The Simpsons: Road Rage.
2017-01-03 00:46:38 +01:00
Akash 6c521c36dd GSdx-TC: Remove some old hacks
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 :)
2017-01-02 14:43:17 +05:30
Akash b56ff3fce7 GSDX-TC: Pass merged output size for scaling
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.
2017-01-02 14:42:32 +05:30
Gregory Hainaut 9d1b27cde8 miss a ;
I don't know what I compiled for my previous push !
2016-12-31 17:42:38 +01:00
Gregory Hainaut 1be3f48017 gsdx sw: minor fix on the thread management
* 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
2016-12-31 16:59:38 +01:00
Gregory Hainaut 14a76a8499 cmake: don't use SSE2 suffix on libgsdx.so file
In debug build, SIMD is disabled, so it is dangerous (use wrong binary) to debug
2016-12-31 13:37:43 +01:00
refractionpcsx2 7a61dc2c88 GSDX: CLUT temp old regression fix for the Romance of the Three Kingdoms games, until somebody who knows what they are doing fixes it properly :P 2016-12-30 22:00:54 +00:00
refractionpcsx2 8fecd3512c refractionpcsx2
GSdx Merge Circuit: Fix regression and issue
2016-12-27 12:08:18 +00:00
Akash 8038ce1aa9 GSDX: Cleanup warnings on MSVC (#1694)
Explicitly cast some bitfields/local loop variables to uint8 as these functions have uint8 as the parameter datatype.
2016-12-21 23:21:07 +00:00
FlatOutPS2 9b6c3bd106 GSdx Merge Circuit: Fix regression and issue
Avoids graphical issues in EA NASCAR games and a regression in Time Crisis 2/3 split screen mode.
2016-12-21 01:28:43 +01:00
Jonathan Li 61669d1f3f gsdx:png: Fix accidental resource leak
Oops.

Unfortunately it'll reintroduce the clobbering warning on gcc 4.9.
2016-12-12 23:08:30 +00:00
Jonathan Li b178423166 gsdx-replayer:cmake: Reduce build time/filesize
Avoid building GSdx twice if the replayer is being built.
2016-12-12 18:54:54 +00:00
Jonathan Li 2c3fd160c3 gsdx-replayer:linux: Fix strict-aliasing warnings
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.
2016-12-12 18:14:38 +00:00
Jonathan Li d4a6e18c01 gsdx:png: Fix gcc clobber warnings
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.
2016-12-12 17:39:05 +00:00
Akash 61a6fe9cd9 GSDX: Apply saturation only to interlaced video mode
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)
2016-12-10 11:29:10 +01:00
Gregory Hainaut 0453e5cad8 cmake: improve vtune integration
Year is included in the path so search in order 2018/2017/2016

Not ideal but at least all logic is inside the FindVtune module
2016-12-09 09:28:19 +01:00
Akash 07d7905896 GSDX: Fix output texture height calculation
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.
2016-12-08 22:14:05 +01:00
Jonathan Li ac78688a32 gsdx: Make GSJobQueue non-inheritable
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.
2016-12-08 01:18:17 +00:00
Jonathan Li cdeed349e3 gsdx: Replace platform-specific threads with std::thread
GSThread now doesn't seem to have a purpose, so it's been removed.
2016-12-08 00:36:32 +00:00
Gregory Hainaut 704776027b gsdx linux: update gui to add a HPO v2 checkbox
Sort std hack & upscaling hack
2016-11-29 17:22:02 +01:00
Gregory Hainaut a95adcb999 gsdx-ogl: correct texture coordinate by 0.5 when vertex position is -0.5
Avoid ghosting in Captain tsubasa
2016-11-29 17:22:02 +01:00
Gregory Hainaut 61a7c747e1 gsdx-ogl: alternate implementation of half pixel offset
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
2016-11-29 17:22:02 +01:00
Gregory Hainaut c2229e3c0b gsdx-ogl: add a texture offset uniform parameter to vertex shader
It would be used for a new implementation of the half pixel offset hack

Hopefully it doesn't badly impact the perf on low end iGPU
2016-11-29 17:22:02 +01:00
Gregory Hainaut f6cad2235b gsdx: defer GSScanlineConstantData init
Avoid AVX instruction in the middle

Issue #1677
2016-11-28 19:40:25 +01:00
Gregory Hainaut c9db1c6c4b vtune: plug PCSX2 core + add missing profiling (VU/VIF/TLB)
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
2016-11-28 19:07:04 +01:00
Gregory Hainaut e4516ac9b8 cmake: add extra SSE4 and AVX2 build of GSdx when DISABLE_ADVANCE_SIMD is enabled
It will provide a speed boost on distribution that only enable SSE2
2016-11-25 16:35:40 +01:00
Gregory Hainaut 8431299b92 gsdx sw: port code to the new constant object 2016-11-24 23:03:26 +01:00
Gregory Hainaut 3b5bc9c38d gsdx sw: create a constant buffer
* 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)
2016-11-24 23:03:26 +01:00
Gregory Hainaut 0f5529be18 gsdx sw: s/g_cpu/m_cpu/ 2016-11-24 23:03:25 +01:00
Gregory Hainaut c3e38e46c7 gsdx sw x64: disable mipmap support on AVX
Until it is implemented (might never happen)
2016-11-24 23:03:25 +01:00
Gregory Hainaut 608bb5ccb2 gsdx sw x64: add AVX2 implementation for VS
FS was copied from 32 bits (require massive update)
2016-11-24 23:03:25 +01:00
Gregory Hainaut 15220c386a gsdx sw x64: setup prim miss some optimizations 2016-11-24 23:03:25 +01:00
Gregory Hainaut e3bfa2be88 gsdx sw: factorize common draw scanline code
Ymm inherite from Xmm so it is useless to duplicate the code

Add a parameter to alltrue to test the good register
2016-11-24 23:03:25 +01:00
Gregory Hainaut 211c7745de gsdx: don't try to correct depth in primitive trace
Avoid to go above the maximum size allowed by the format

Issue #1674
2016-11-24 22:24:00 +01:00
FlatOutPS2 417d0a3606 GSdx Merge Circuit: Fix regressions
Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in
NASCAR 09.
2016-11-23 22:14:44 +01:00
Gregory Hainaut 0d275868a5 gsdx x64: quick fix for windows
Until we got a full implementation
2016-11-21 18:18:09 +01:00
Gregory Hainaut 37379d5d1d gsdx sw x64: shuffle memory allocation
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)
2016-11-20 20:19:13 +01:00
Gregory Hainaut b76305a0d2 gsdx sw x64: keep the copy of top in the stack for dthe
An extra stack access by pixel won't impact perf (only 16 bits game with dithering)
Allow to save 2 registers (a1/a3)
2016-11-20 20:19:13 +01:00
Gregory Hainaut 994274623b gsdx sw x64: use rip addressing on draw scan line
byte code 41997 => 41893

However it will allow to save 2 registers as future optimization
2016-11-20 20:19:12 +01:00
Gregory Hainaut 7c06e87d59 gsdx sw x64: use rip addressing on setup prim
byte code: 9017 => 8736

Save a register
2016-11-20 20:19:12 +01:00
Gregory Hainaut 923c297dfc gsdx sw: vinsert128 opcode require an XMM register
Reported as an error on lastest Xbyak
2016-11-20 20:19:12 +01:00
Gregory Hainaut e674518c4e Update from xbyak 4.84 to 5.11
* 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
2016-11-20 13:21:11 +01:00
Gregory Hainaut 681c09f25c gsdx sw: catch xbyak exception 2016-11-20 12:58:07 +01:00
Gregory Hainaut 0fd5346860 gsdx x64 linux: only mmap in lower 2GB code segment
Allow to use rip addressing
2016-11-20 10:38:15 +01:00
Gregory Hainaut 2252ba1bb7 gsdx: add the detected ISA on the name
As a SSE build could potentially uses AVX operations.
2016-11-20 10:38:15 +01:00