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.
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.
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
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
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
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.
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.
The "L3 Toggles Turbo" hack has been removed and been replaced by a
bindable Turbo button on the Pad tabs. The Turbo function in the input
configuration has been renamed Rapid Fire.
Removes Ignore Key(hasn't functioned since LilyPad 0.9.9 (PCSX2 0.9.6)),
and "Send escape on window close" hack (unnecessary for PCSX2 and caused
issues with other emulators).
This new option on the pad tabs disables an input so it will be ignored
when trying to bind another input. This is helpful when binding controls
for a device with an input that's difficult to center like an
accelerator, or just always active like a faulty button or analog stick.
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 ;)
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.
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.
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.
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
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.
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.
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.
* 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
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)
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).
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.
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.