Commit Graph

9145 Commits

Author SHA1 Message Date
Gregory Hainaut 677f890c5c gsdx debug: static GSState::s_n
This way you can access the current draw call anywhere. Very useful for debug.
2016-10-05 09:43:24 +02:00
Gregory Hainaut 61333ecb40 gsdx debug: trace register access
I didn't include high frequency register such as vertex stuff

main goal is to give the possibility to trace the texture/clut update
2016-10-05 09:43:24 +02:00
Gregory Hainaut 1b8d6a38e7 Merge pull request #1586 from PCSX2/gsdx-refresh-gui-options
Gsdx refresh gui options
2016-10-04 18:30:48 +02:00
Gregory Hainaut 7d165da105 pcsx2: update credit box
Put turtleli in dev section
Add FlatOut in special thanks section

Thanks you very much for your hard work.
2016-10-03 22:25:59 +02:00
Gregory Hainaut 354aa6831b gsdx ogl: brain hang in the middle of the line
Only impact if bilinear is forced
2016-10-03 18:52:02 +02:00
Gregory Hainaut 5b72fab2e4 gsdx ogl: depth regression from 866173a481
Only mask depth if the min value is too big

Issue #1602
2016-10-03 18:32:54 +02:00
Gregory Hainaut 3be055a366 gsdx hw: remove code to detect an effect
It was a tentative to emulate GTA radiosity but the new hack is more generic
2016-10-02 18:29:23 +02:00
Gregory Hainaut 7dcf1cbf90 Merge pull request #1593 from PCSX2/greg/gsdx-hw-ate
gsdx hw ate
2016-10-02 18:22:02 +02:00
Gregory Hainaut 49c44db635 gsdx:dx: make filtering right
WMS/WMT 2 is the region clamping mode.

Hw unit can't emulate it right so it can give you bad filtering (Fix #1025)

Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise
it is still recommended to use openGL
2016-10-02 18:21:52 +02:00
Gregory Hainaut 7f4791fa85 gsdx hw: improve no_ds detection
Support ZTST_NEVER as no depth read => psx mode speed boost
Use zm/fm to reduce further depth lookup
2016-10-02 18:21:52 +02:00
Gregory Hainaut c3ac3ecbe7 gsdx hw: move try alpha test at the beginning
Will allow to use alpha test optimization to better optimize depth lookup

Require to do clut handling before
2016-10-02 18:21:52 +02:00
Gregory Hainaut dc365e066d gsdx tc: remove old plain TEXA hack
It must work fine without it now.

From the google code comments:

It would be nice to test those games
* Ar Tonelico 2 (line in sprite regression?)
* breath of fire dragon quarter (overlayed user interface in the game)

v2: update Dx code to use the good format
2016-10-02 18:21:52 +02:00
Gregory Hainaut cf13cccb1e gsdx: avoid useless spamming of INVALID PSM in release build 2016-10-02 18:21:41 +02:00
refractionpcsx2 471f33ceef Vif Unpack: initialise UnpkNoOfIterations before use. 2016-10-02 17:18:49 +01:00
refractionpcsx2 744d07b8a1 Vif: Fix MSCNT for MK: Shaolin Monks.
-Tested Baldurs Gate, Twisted Metal, Warship Gunner 2 and Downhill Domination, all seem to be fine still.
2016-10-02 15:35:06 +01:00
refractionpcsx2 59be0818e2 Gif: Fix MFIFO logic so it doesn't get caught in a loop (Tekken Tag) 2016-10-02 14:35:36 +01:00
Gregory Hainaut 955a69b16e gsdx ogl: fix GT4 regression (wrong texture on timing) 2016-10-02 12:16:48 +02:00
Gregory Hainaut c7c6566bca gsdx hw: of course the full Jak series will kill me 2016-10-02 11:57:09 +02:00
Gregory Hainaut b6638d4eec gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Jonathan Li fd1cc2fdcb ci:appveyor: Don't use branch name to name directory
Fixes issues with using a / in the branch name, which causes the rename
command to fail because the parent directory isn't present.
2016-10-02 00:04:56 +01:00
Gregory Hainaut 3996fbe365 gsdx hw: reduce conplexity around TryAlphaTest
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut c5f086b385 gsdx ate: separate the code that depends on TEST.AFAIL
Easier to read and allow a switch optimization

Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut 4612b79575 gsdx: add a warning on vertex trace
Due to a division by 2, depth lsb bit is always 0

I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00
Gregory Hainaut d1e07295e7 gsdx linux: add the missing gui option for unscale point/line primitive 2016-10-01 19:16:44 +02:00
Gregory Hainaut 5e1064da55 gsdx: remove the safe accurate blending hack
V2: Integrate Flatout patch to do the Window side
2016-10-01 19:15:52 +02:00
Gregory Hainaut f77c1900fa gsdx tc: always clear a new depth buffer
Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)

Hopefully it won't impact too much the speed.
2016-10-01 19:00:17 +02:00
Gregory Hainaut 9c84712640 gsdx hw: enable palette read back on Jak2 2016-10-01 18:47:21 +02:00
Robert Neumann 98c22b9acb psxmode: tried to put the hardware reconfiguration reset in the proper location. didn't work for some reason. 2016-10-01 12:16:56 +02:00
Robert Neumann d8e0b9f541 psxmode: few comments and a missing hw write. 2016-10-01 11:41:07 +02:00
Jonathan Li e8ab0f6e85 Merge pull request #1591 from turtleli/update-wx
3rdparty: Update wxWidgets to latest 3.0.x git branch
2016-10-01 02:34:45 +01:00
Gregory Hainaut 5d93a392e4 gsdx hw: xman half screen correction 2016-09-30 22:25:24 +02:00
Gregory Hainaut 29c25bc375 gsdx clut: disable some assertions often fired 2016-09-30 22:24:38 +02:00
Gregory Hainaut 34686394a6 gsdx hw: add an hack for Jak3
I'm disappointed...

Read back palette written by the GPU. Avoid strange color on the skin.
2016-09-30 19:22:16 +02:00
Gregory Hainaut df2f8684d6 gsdx: improve TC cache log 2016-09-30 19:18:58 +02:00
Gregory Hainaut 8d24aa2b39 gsdx: GoW2 half screen bug
... Seriously ...
2016-09-30 19:15:25 +02:00
Gregory Hainaut fc32b749dd onepad: fix a pad regression on odin sphere 2016-09-30 10:25:14 +02:00
Jonathan Li 7ad38057b5 symbolmap: Use C++11 recursive mutex
Newer wxWidgets versions call SetThreadUILanguage() on Windows, which
somehow causes our recursive mutex implementation to take ~1ms when
recursive locking occurs. So when a game boots up and the debugger is
loading the symbol map which can easily have 15000+ symbols, the GUI
locks up for 15+ seconds.

Switching to C++11 recursive mutexes seems to work around the issue. It
should be safe here since there's no direct interaction with the GUI.

Note: There is still a 1-2 second GUI lockup when booting a game on
Windows (it has existed for quite a while, and is more noticeable with
fast boot). It doesn't seem to affect Linux (or maybe it's harder to
detect).
2016-09-30 00:55:07 +01:00
Robert Neumann a6eb615431 psxmode: kernel TTY (printf) 2016-09-29 19:02:57 +02:00
Jonathan Li e511265cc9 gsdumpgui: Make it work even if it's not named GsDumpGUI.exe
Fixes #1592.

[skip ci]
2016-09-28 23:21:26 +01:00
Gregory Hainaut 8d4fadb3c8 Revert "gsdx state: TEX0 write behavior might depends on the context"
This reverts commit b34243fa7b.

Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut 90ad9cf668 gsdx hw mipmap: tune the rounding + remove previous hack
GS really uses an invalid texture located at 0.

Improve the rounding for R&C. The idea is to avoid the corner case were only
the corner of the triangle touch the 7/16 edge.
2016-09-28 19:41:12 +02:00
Gregory Hainaut adb8be3287 gsdx: add/update comment
Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut 749037346c gsdx: report an error if PSM is invalid 2016-09-28 19:41:12 +02:00
Gregory Hainaut fea31f7422 gsdx: don't use virtual when it is useless 2016-09-28 19:41:11 +02:00
Gregory Hainaut 97172f5e51 gsdx debug: count draw call in a different way
* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB

Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Robert Neumann fd58ee6289 psxmode: disabled a PGIF ringbuffer memset, added comments 2016-09-28 16:18:59 +02:00
Gregory Hainaut c272359f20 Merge pull request #1550 from PCSX2/gsdx-dual-context-clut
gsdx state: TEX0 write behavior might depends on the context
2016-09-27 12:06:17 +02:00
Gregory Hainaut b34243fa7b gsdx state: TEX0 write behavior might depends on the context
Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw  ctx 0

Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.

To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.

Next draw will use the ctx1 clut so I apply TEX0 when the context is switched

Please test harley davidson :)

v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut e0961d81a0 gsdx HW: use after free crash
Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022

Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509

Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.

This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset") and the base layer (which wrongly keep an old "offset")

Conclusion, pray for my soul as it is very hard to reproduce
2016-09-26 20:34:38 +02:00
Gregory Hainaut 04d82d8127 gsdx: size doesn't count but 0.625 might change your life :p 2016-09-26 19:42:07 +02:00