Commit Graph

4384 Commits

Author SHA1 Message Date
Gregory Hainaut e408b3ab02 onepad: replace pthred/queue with std::mutex/mt_queue
v2: based on turtleli feedback
rename m_q into m_queue
add includes
2017-04-28 11:27:19 +02:00
Gregory Hainaut 7d771229e2 onepad: add a GUI list box to select joypad based on UID
Note: remove the cancel management of the small modal
It is easier, it doesn't always work anyway
2017-04-28 11:27:19 +02:00
Gregory Hainaut 31d8142a0d onepad: plug uid instead of the index
ini must be recreated
2017-04-28 11:27:19 +02:00
Gregory Hainaut 3cff588eff onepad: add an unique identifier 2017-04-28 11:27:19 +02:00
Gregory Hainaut a50766384b onepad: use range loop for hash iteration 2017-04-28 11:27:19 +02:00
Gregory Hainaut c183de5662 onepad: add hot-plugging support
Note: pad to player mapping is done later

v2: remove the useless print
2017-04-28 11:27:19 +02:00
Gregory Hainaut 1b369520ed onepad: drop the pad if an error was detected
v2:
init m_no_error in gamepad constructor
2017-04-28 11:27:19 +02:00
Gregory Hainaut 2e09c7faf3 onepad: Move init/destroy code to constructor/destructor
* 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)
2017-04-28 11:27:19 +02:00
Gregory Hainaut 4b24cfa5ea onepad: use external resource to support more joysticks 2017-04-28 11:27:19 +02:00
Gregory Hainaut 9da843c994 onepad: plug SDL2 API game controller 2017-04-28 11:27:19 +02:00
Gregory Hainaut 35b162adbf onepad: move enum first in .h file
It would avoid future compilation issue
2017-04-28 11:27:19 +02:00
Gregory Hainaut 94e19ac903 onepad: remove SDL1 manual detection code path 2017-04-28 11:27:19 +02:00
Gregory Hainaut 61182249f0 onepad: drop hacks/options for DualShock3
SDL2 will take care of correct detection
2017-04-28 11:27:19 +02:00
Gregory Hainaut 5c537fdbe3 onepad: properly indent comments
Clang-format doesn't like the double *
2017-04-28 11:27:19 +02:00
Gregory Hainaut 9c7e9cc6f2 onepad: use range loop and vector of unique_ptr to manage the joystick 2017-04-28 11:27:19 +02:00
Gregory Hainaut 873ae6717e onepad: add a game controller db resource
It will be used later by the SDL2 API
2017-04-28 11:27:19 +02:00
Gregory Hainaut d3a3a8528f cmake: reindent onepad/CMakeLists.txt with space 2017-04-28 11:27:19 +02:00
Gregory Hainaut 41990a6402 cmake: create the macro add_custom_glib_res to handle resources 2017-04-28 11:27:19 +02:00
Jonathan Li ffcac1bc3b spu2-x:xaudio2: Comment stuff to investigate 2017-04-28 10:12:50 +02:00
Jonathan Li adb92ce349 spu2-x:xaudio2: Use unique_ptr
Also remove the unused constructor parameter from StreamingVoice and
rename the variables slightly.
2017-04-28 10:12:50 +02:00
Jonathan Li 14bd5a4f59 spu2-x:xaudio2: Improve cleanup after an exception
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.
2017-04-28 10:12:50 +02:00
Jonathan Li 6c512c1973 spu2-x:xaudio2: Simplify XAudio2Error exception
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.
2017-04-28 10:12:50 +02:00
Jonathan Li 3cb0e3bb13 spu2-x: Combine XAudio2 2.7/2.8+ code into an inline file
Avoids code duplication, though there's now messy ifdefs...
2017-04-28 10:12:50 +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 ef3435441f onepad: create a legacy version for SDL1
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 .....
2017-04-19 19:02:36 +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
Jonathan Li cf131b51a2 cdvdgigaherz: Avoid LL after date in library name string 2017-04-11 00:31:14 +01:00
Gregory Hainaut e91194994f gsdx ogl: remove useless glx/egl context print 2017-04-09 12:59:08 +02:00
Gregory Hainaut 8555b9b5ec remove an old merge conflict file (that souldn't have been commited) 2017-04-08 14:40:55 +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 eb8ede38cf lilypad: Use l length modifier for wide character string
w is Windows specific. Fixes a gcc and clang warning.
2017-03-23 22:35:49 +00:00
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
FlatOutPS2 f3a89f59e4 LilyPad: General fixes and UI improvements
Some general fixes and UI improvements.

Adds Reset Configuration to Input/Force Feedback configuration screens that resets the configuration for the selected control(s).

Adds Restore Defaults button to the General tab that deletes all LilyPad
Settings and bindings and resets to the default settings.

Adds double-click functionality to the PAD list on the General tab,
which will now send the user straight to the corresponding PAD tab.
2017-03-16 22:43:53 +00:00
FlatOutPS2 84a8fdadc5 LilyPad: Fix F4 button (PCSX2 FrameLimiter toggle) getting blocked
Fixes issue where losing focus after pressing alt-tab would end up
blocking the F4 button (which is used for turning the PCSX2 FrameLimiter
on and off).

Fixes: https://github.com/PCSX2/pcsx2/issues/1797
2017-03-16 22:43:53 +00:00
FlatOutPS2 bd45bab34a LilyPad: Display a warning when all controls are inactive
Displays a console warning if no controls/controllers are active and the
emulation cannot be controlled.
2017-03-16 22:43:53 +00:00
FlatOutPS2 2ea078beb5 LilyPad: Add Quick Setup
Adds quick setup that allows for quickly setting up all the default pad
buttons without having to click on each one separately.

Hides special inputs(inputs that aren't available on a PS(2) controller) by default.
2017-03-16 22:43:53 +00:00
FlatOutPS2 3075ec2203 LilyPad: Improve analog/pressure sensitive detection
Improves detection of analog or pressure sensitive support, which previously made some games unable to detect the correct mode.
2017-03-16 22:43:53 +00:00
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
Jonathan Li 5c1023a332 spu2-x:windows: Replace GUIDFromString with IIDFromString
Does the same thing.
2017-03-12 00:04:09 +00:00
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
Jonathan Li ec7781f1f9 windows: Fix VS project file issues
Fixes "project out of date" issue for wx_config on VS2017.
Fixes whole program optimisation possibly not being applied on release
builds for USBqemu (it may have been applied, but I can't actually tell,
and now it at least shows properly in the VS property editor).
2017-03-07 19:47:54 +00:00
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