Commit Graph

3209 Commits

Author SHA1 Message Date
Gregory Hainaut 24be4b4969 gsdx-ogl: remove unsafe fbmask of the free SW blending
Initially it was free to do the SW blending because safe fbmask
will already do a sw blending.

Unsafe version uses a fast path with a limited blending. Therefore
SW blending isn't free anymore.

Improve the speed of the previous speed hack (xenosaga 1)
2016-01-03 15:39:45 +01:00
Gregory Hainaut bb15e54438 gsdx-linux: add a new gui entry for the previous hack 2016-01-03 15:39:45 +01:00
Gregory Hainaut 0d25a0592a gsdx-ogl: fast blending accurate hack
The hack relies on the undefined behavior of the hardware so it can
potentially generate rendering corruption.

This new hack drops the cache flusing when only the alpha channel is masked.
Alpha is a direct copy of the fragment. Normally masked bits will be constant
everywhere (RT, FS output, texture cache) so it would likely work.

Just in case, code is only enabled with the new shiny hack
2016-01-03 15:39:45 +01:00
Jonathan Li bb37d1c339 gsdx:windows: Don't change renderer when changing adapter
The previous behaviour loaded the saved renderer config whenever the
adapter combobox was changed. The renderer will now only change if the
new adapter doesn't support the currently selected renderer (i.e
Direct3D11 might not be supported, so it'll revert to Direct3D 9).

Fixes #1080.
2016-01-02 22:20:30 +00:00
Jonathan Li 12e80c271b gsdx:windows: Widen Hacks dialog slightly
The Wild Arms Offset text was slightly cut off due to the label being
too small. Make the dialog slightly wider so the full text will fit.

Someone should probably make the dialog look nicer at some point.
2016-01-02 22:17:30 +00:00
Gregory Hainaut fc98fc9781 gsdx: only enable "please fix me" message on debug build 2016-01-02 18:53:15 +01:00
Gregory Hainaut 7aae0ce394 gsdx ogl: minor string update 2016-01-01 14:43:47 +01:00
Gregory Hainaut 902e295089 gsdx: fix onimusha crash in custom resolution
I don't understand why but it seems it needs more than 8MB
2015-12-30 19:14:52 +01:00
Gregory Hainaut bfa53af50f gsdx linux: fix ShadeBoost option case 2015-12-30 19:14:52 +01:00
ramapcsx2 d84d765aeb whops 2015-12-30 18:53:38 +01:00
ramapcsx2 8e3aec8aaf gsdx dialog: renderer order and naming changed. due to many factors, we can't yet remove any of the software options. naming / order changes are possible though, if a majority votes for it. 2015-12-30 18:06:54 +01:00
Kingcom 191453d89a gsdx: fix windows compilation 2015-12-28 22:05:01 +01:00
Gregory Hainaut a595a09fbd gsdx: increase buffer to have crash in case of overflow
Avoid a crash on Onimusha3 (PAL 60HZ)

In theory it will be better to find the root cause of overflow. I.e. somewhere in this
code below. Dirty rectangle is too big.

***********************************************************************
if(rowsize > 0 && offset % rowsize == 0)
{
    int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;

    if(r.bottom > y)
    {
        GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
                t->m_texture ? t->m_texture->GetID() : 0,
                t->m_TEX0.TBP0);
        // TODO: do not add this rect above too
        t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
        t->m_TEX0.TBW = bw;
        continue;
    }
}
***********************************************************************

So as a temporary solution (that will likely stay for a couple of
years), buffers were increased.
2015-12-28 21:40:06 +01:00
Gregory Hainaut c36fccdd8e gsdx: fix crash when preload data frame is enabled
Height of the dirty rectangle must be the GS size of the RT. Of course
RT doesn't have any height so we compute the max safest value.

Fix issue #987

Candidate for 1.4 release
2015-12-28 18:00:14 +01:00
ramapcsx2 ef62d753d1 Merge pull request #1056 from ssakash/gsdx_swthreads
GSDX: Some change to software rendering threads
2015-12-28 17:23:32 +01:00
willkuer 0c4b25bcec gsdx: defaulting extra rendering threads to 2 2015-12-28 01:05:25 +05:30
Gregory Hainaut ac0d7f74cf gsdx: reorder renderer config code & fix linux gui
Group all DX option into a unique section (avoid tons of ifdef)

Rename Null renderer as "None (Core Benchmark)"
2015-12-27 11:24:05 +01:00
Avi Halachmi (:avih) df356694c5 spu2-x: stretcher: allow minimum latency of 15ms (was 30ms)
15ms latency is too little most of the time, but if the stars align (light game,
fast system, the correct audio output module - portaudio comes to mind), it
might work well/reasonably, so allow it.

Watch the console for stretcher related messages. If you hear bad audio (clicks
etc) or notice reset/underruns messages, it means the latency is too low. The
optimal behavior (stretching is locked to 1:1) is when a message "stretch: None (1:1)"
shows at the console, which isn't followed by a message "stretch: Dynamic" or
resets or spu2 underruns.

I'm pretty sure such low latency with good performance (mostly locked to 1:1)
was not possible in the past, but it seems possible (sometimes) now. Maybe the
previous "black magic" commit helps

The default is still 100ms which is still fine for most cases.

This commit affects Windows. Linux still has a different minimum, probably
mostly due to UI/constants. Maybe someone should test and change that too.
2015-12-25 01:49:53 +02:00
Avi Halachmi (:avih) 22c9d882a8 spu2-x: stretcher: dampen the tempo adjustment to reduce resonance
I don't have a fully scientific explanation here, but it seems that with big
buffers (~200ms and up), the stretcher adjustment can overshoot the target
equilibrium back and forth, in effect never stabilizing.

This commit makes it change slightly slower which somehow seems to improve its
behavior. Sorry for not having a better explanation, as at this stage tuning the
stretcher has become somewhat of a black magic.

But hey, if it works...

Tested with buffers from 30ms to 1000ms, and with playback speed and speed
changes between 30% and 500%, and as far as I can tell it only makes it better.

Fingers crossed.
2015-12-24 23:26:29 +02:00
Akash 21c6fa5f1b gsdx-gui: Label and Tooltip changes to RT option 2015-12-23 19:51:13 +05:30
Akash acb82389c8 GSDX: disable SW mode options on hardware renderer 2015-12-23 12:30:22 +05:30
ramapcsx2 05f1dca151 Merge pull request #990 from turtleli/windows-fixes
Windows: Potential fix for XAudio2.7 unload crashes
2015-12-22 16:56:06 +01:00
Akash 5e67276b6c GSDX-OCL: remove OCL device combobox from GUI
The following patch hides the combobox from the GUI when ENABLE_OPENCL macro is not defined.
2015-12-22 04:15:56 +05:30
ramapcsx2 3fd0b10762 small fix for WinXP / GSdx renderer cleanup 2015-12-21 19:53:36 +01:00
ramapcsx2 3210740872 Patch by r5 that reorders renderers in GSdx' config dialog. Also removes some redundant options. 2015-12-21 19:30:03 +01:00
KrossX 7493570a0d Default config file for xinput 2015-12-21 08:07:12 -03:00
Jonathan Li 000f4984cf spu2-x:windows: Potentially prevent XAudio2.7 unload crashes
The extra LoadLibrary call prevents XAudio2.7 from unloading since
LoadLibrary reference counts. See
http://blogs.msdn.com/b/chuckw/archive/2015/10/09/known-issues-xaudio-2-7.aspx

Should fix random XAudio2 crashes.
2015-12-20 20:08:20 +00:00
Gregory Hainaut 077f06562f gsdx-linux: use standard code for the renderer box
Fix the openCL issue and code is cleaner
2015-12-20 19:33:39 +01:00
ramapcsx2 9092be3a52 GSdx: better default renderer selection. Thanks, Gregory :) 2015-12-20 16:03:58 +01:00
ramapcsx2 16231f599b Merge branch 'master' of https://github.com/PCSX2/pcsx2 2015-12-20 14:47:27 +01:00
ramapcsx2 43b9caf735 GSdx: default renderer to DX11 hw. SPU2-X: default output module to xaudio2 (portaudio has issues selecting the proper hardware device) 2015-12-20 14:46:59 +01:00
Gregory Hainaut cae0ac2d3f gsdx: change gl reporting color message 2015-12-20 14:15:46 +01:00
Gregory Hainaut b1d7f0e3fd gsdx: remove openCL from the ini if it isn't enabled 2015-12-14 10:00:28 +01:00
Gregory Hainaut ab962bf5c6 Merge pull request #994 from KrossX/master
Fix for odd DualShock rumble (Untested)
2015-12-04 10:01:19 +01:00
Jonathan Li 2e1ea22532 gsdx: Make TV Shader F7 toggle temporary
Both the Linux and Windows config dialogs now have a TV Shaders combobox,
so the F7 toggle can be made temporary. This makes the hotkey behaviour
consistent with all the other hotkeys.
2015-12-02 19:45:24 +00:00
Jonathan Li 6e5b8c25dd gsdx:windows: Adjust dialog margin values 2015-12-02 19:07:36 +00:00
Jonathan Li 0f2cb4e2f5 Merge pull request #993 from ssakash/GSDX_dlgchanges
gsdx:windows: Add TV shaders and change GUI design
2015-12-02 18:58:09 +00:00
ramapcsx2 4c765a04f7 Change an outdated GSdx comment. It may confuse people nowadays. 2015-12-01 21:36:23 +01:00
Akash 1c6a717e93 GSDX: New shader dialog 2015-12-01 15:01:12 +05:30
Gregory Hainaut a026a1979f gsdx linux: align checkbox text vertically
like Windows :p
2015-11-28 13:24:12 +01:00
Gregory Hainaut cfc8fc4e9b onepad: remove image of the new GUI
Some images aren't GPL compatibles
2015-11-28 09:48:04 +01:00
Jonathan Li be7806b051 Merge pull request #991 from ssakash/gsdxtc_preloaddataframe
Texture-cache: check userhacks value for preload data frame
2015-11-26 00:07:40 +00:00
Jonathan Li 6a0f185335 padnull: Zero the whole event structure
It fixes an infinite loop when a key is pressed.
2015-11-25 20:03:44 +00:00
Jonathan Li 8a26a6e34c padnull:windows: Switch to unicode build
Fixes the PadNull crash when any window event occurs due to mixing and
matching Unicode and MBCS window handles. Thanks to Volkanite for
figuring out why it was broken.
2015-11-25 20:03:44 +00:00
Jonathan Li 4a73a157e1 padnull: Cleanup unnecessary stuff
There's already a SysMessage definition, so a second one is unnecessary.

Cleanup some headers as well. I wanted to remove the about box as well,
but that can wait.
2015-11-25 20:03:44 +00:00
Jonathan Li 31d6e05811 padnull:windows: Fix copypasted stuff from fwnull
By doing more copy/pasting.

The directory creation code was removed - it doesn't create any
necessary parent directories so it's not all that useful.

It would be great if all plugins shared config code, but it's probably
to have all the plugins use Unicode on Windows first.
2015-11-25 20:03:44 +00:00
KrossX f7a8ec7ee9 Fix for odd DualShock rumble
Only bit0 matters for the small motor. Fixes RE4 rumble on movies / map.
Was already fixed on xpad.
2015-11-22 19:18:02 -03:00
Akash 8b6ad4ff85 GSDX-TC: check userhacks for preload data frame 2015-11-22 10:49:46 +05:30
Gregory Hainaut 9f2fa79fe3 forget to remove a debug message 2015-11-21 18:34:59 +01:00
Gregory Hainaut 80bdbb5f24 onepad: add an option to workaround DS3 issue with SDL2
I don't understand the magic but sometimes pad buttons are detected as buttons
sometimes as axis. Create an option so people can test both and hopefully find a working solution

Note: you need to restart the plugin to take the option into account
Note2: fix dual pad init too

Related issue #938 and #414
2015-11-21 18:33:51 +01:00