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.
Kung Fu Panda becomes stuck at an autosave warning screen since it
cannot detect button presses correctly. This fixes the issue, though
potentially it may negatively affect some other games (see #1831,
unfortunately no game titles weren't mentioned).
The issue was introduced in commit 3075ec2203Closes#1965.
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.
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.
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
SDL doc:
"Mappings not belonging to the current platform or with no platform
field specified will be ignored (i.e. mappings for Linux will be ignored
in Windows, etc)."
Issue #1978
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).
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.
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
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.
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.
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)
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.
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.
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.
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
* 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.
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.
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.
Initial plan was to allow to remap the logical (SDL) key.
Unfortunately I feel some issues with the current enum.
* button/axis overlap
* trigger/axis must be handled differently
Nevertheless, code is easier this way
SDL_GAMECONTROLLERCONFIG is nice but limited to a single entry. (Note it can still be used)
Option name is SDL2. Here an example
SDL2 = 03000000a306000020f6000011010000,PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
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.
* prefix remaining member with m_
* Use array for m_effect_id
* Properly Destroy/Close Haptic/Joystick/Game Controller
(except on older SDL versions which are buggy)
Initialise pointers to nullptr, move the LoadLibrary code into the try
block (where it should have been in the first place), and use Close()
to cleanup if an exception occurs. Also initialise/destroy the critical
section in the base class constructor/destructor.
This should avoid resource leaks if an exception occurs.
Instead of creating a separate message function, just reuse what() and
pass the string to the std::runtime_error constructor instead.
Also catch a reference to a std::runtime_error instead, since it'll
allow for simpler cleanup.
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.
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.
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.
The legacy version is the version 1.3
The new version is the version 2.0. It would be based on SDL2 only
Distribution information.
If you link wxWidget with SDL, you will need to be sure it is SDL2 or upgrade.
You can build wxWidget with SDL2 with the following trick
export SDL_CONFIG=/usr/bin/sdl2-config
./configure --with-sdl .....
* 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
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