Commit Graph

1796 Commits

Author SHA1 Message Date
gabest11 344d0c09ce GSdx: check sprite edges! (r5098)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5099 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-14 22:22:56 +00:00
gabest11 f53d70c483 GSdx: fix for Vexx, a few vertices were bogus, s/t/q all zero.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5098 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-14 19:26:04 +00:00
gabest11 5d9a5b6ee6 GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5097 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-14 08:03:27 +00:00
gabest11 67ef781116 GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5096 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-12 17:56:06 +00:00
ramapcsx2 c641767431 GSdx: Offset_UV can be defined again. (Need it to hack Wild Arms 3 text placement issues)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5095 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-12 10:31:08 +00:00
gregory.hainaut 92f2ab38ae GSdx-ogl: LINUX only
* Use the new map interface/separate texture coordinate inside shader
* support new format on texture

Note: it is quite instable with various crashes and GL error but at least it compiles now :p 


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5094 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-11 10:22:02 +00:00
gregory.hainaut b75b61cb1d linux compilation fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5093 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-10 21:18:47 +00:00
gabest11 da7324dbf2 Not transferring unused vif registers to the MTVU thread can save at least half of the ring buffer space. The whole set is about 400 bytes, including padding, but I could find references to only 6 regs.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5092 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-10 07:03:55 +00:00
gregory.hainaut 4a00648d9f GSdx-ogl: LINUX only. sync from trunk (5068:5090)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5091 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-09 21:40:39 +00:00
gabest11 bc38796323 GSdx: full boot fixed, thanks for finding, I always use fast boot.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5090 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-08 20:21:18 +00:00
gabest11 19be605150 GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5089 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-08 16:57:14 +00:00
gregory.hainaut 4593b6ac52 gsdx: linux compilation fix. Gcc don't support same name for variable and template parameter
cmake: compilation fix on debian sid (and potentially ubuntu)
i18n: add some comment for potential language change in the future.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5088 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-06 18:16:49 +00:00
gregory.hainaut 6680d285ea gsdx-ogl: linux only
* implement some missing shader for DATE, invert coordinate like strech rectangle
* Use glCopyImageSubDataNV nvidia extension to copy image (you need latest AMD drivers)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5086 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-31 17:08:05 +00:00
gabest11 fcc09c2cca GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5085 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-29 10:12:20 +00:00
gabest11 bd12a8b7b3 GSdx: silent hill shattered memories purple street light fix, not block aligned filled rects were not correctly masked, may also fix games which store texture data in the alpha channel but use 24-bit target buffers (or just mask it in every time) and draw a lot of those unaligned rects. (tested many .gs dumps, very rare combination)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5084 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-28 10:07:17 +00:00
gabest11 915a57d9f3 GSdx: more fun with shaders but nothing works yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5083 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-27 11:56:49 +00:00
gabest11 f47e261ade GSdx: fix for tokyo xtreme racing invisible letters, laz0rs did not set the texture size.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5082 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-23 05:26:07 +00:00
gabest11 899bad9dcb GSdx: reverted some of the changes of r5077, it breaks GoW.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5081 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-23 04:11:24 +00:00
gabest11 cd577ecd10 GSdx: a different fix for ZoE2, also seem to help DMC, so I removed the previous one, please check again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5080 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-22 13:00:45 +00:00
gabest11 6efc7d6d83 GSdx: fixing dmc3 bugs with the sw renderer in multi-threaded mode.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5079 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-22 08:37:44 +00:00
gabest11 20cd5e9b81 GSdx: next attempt to fix frame skipping
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5078 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-21 12:34:36 +00:00
gabest11 9b8c753ead GSdx: broken frame skipping should be fixed, and a few random sw renderer optimizations.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5077 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-21 04:44:04 +00:00
gabest11 6a86a6520d GSdx: made a little mistake masking the unused giftag regs, when all 16 were in-use
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5076 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-20 00:34:44 +00:00
gabest11 5de9f84fae GSdx: quick fix for unreal tournament (and others using DATE)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5075 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-19 10:24:07 +00:00
gabest11 9ec7f14fa8 GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5074 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-19 04:53:36 +00:00
ramapcsx2 d763bf6616 GSdx: Just some notes on the Disgaea 2 FMV border issue.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5073 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-18 15:44:14 +00:00
gabest11 9aabcc1701 GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5072 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-18 11:47:31 +00:00
gregory.hainaut e0004b5027 gsdx-ogl: linux only
* Was easy, I forgot to set the type of the buffer.
* align shader change too


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5071 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-15 18:11:48 +00:00
gregory.hainaut 86a9910027 gsdx-ogl: linux only
compilation fix, add bits for the index buffer.
current status is blackscreen :p


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5070 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-15 17:25:49 +00:00
gregory.hainaut 0ad5982364 gsdx-ogl: linux only (merge from trunk 5022:5068)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5069 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-15 14:51:49 +00:00
gabest11 da4ea83134 GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5068 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-13 18:10:05 +00:00
gregory.hainaut cfedf41441 gsdx-ogl: linux only
* Fix some issue on wnd management, mix between sdl/ogl render
* create new gsdx option for ogl debug
  + debug_ogl_dump: start frame to dump when not 0
  + debug_ogl_dump_length: length of the dump
  + debug_ogl_shader: print shader debug
  Note current dump option must be fixed to use linux path.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5067 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-12 07:29:31 +00:00
gabest11 481f1fdda2 GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5065 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-09 08:41:33 +00:00
gregory.hainaut 14b0572b61 gsdx-ogl:
* fix bad setup issue for constant blend factor
* Use a read framebuffer to read back the texture (less disruptive)
* cmake separate the loader to the main plugins


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5064 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 21:59:42 +00:00
gabest11 5b5a9787d9 GSdx: fixing a possible buffer overflow
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5063 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 21:02:42 +00:00
gabest11 2eec75c2ae GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5062 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 17:10:00 +00:00
arcum42 47985bc4fa gsdx-ogl: Since Texture Filtering has 3 states in Windows, change it to a combo box in Linux.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5061 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 06:24:10 +00:00
arcum42 969c2be7f7 gsdx-ogl: Added the hacks section to the dialog.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5060 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 05:54:48 +00:00
arcum42 8bb44cfcac gsdx-ogl: All the Windows versions get a fancy logo on top, so...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5059 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 04:59:29 +00:00
arcum42 009f6e2dcb gsdx-ogl: Things now disable and reenable when appropriate.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5058 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 03:52:58 +00:00
arcum42 abd99c00f0 gsdx-ogl: Add msaa controls. (Probably doesn't actually do anything at the moment.)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5057 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 02:32:56 +00:00
arcum42 27de4b086d gsdx-ogl: Remodel the linux dialog box to make it look better.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5056 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-08 01:18:23 +00:00
arcum42 545df08ecc gsdx-ogl: Add a Native Resolution checkmark to the dialog box. Set a default for ModHeight & ModeWidth when saving the ini file. Link the gdsx static library against a few things.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5054 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-07 12:28:29 +00:00
gregory.hainaut 657da538de gsdx-ogl: was too shaky after all!
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5053 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 22:51:05 +00:00
gregory.hainaut 21724ddbf8 gsdx-ogl: add a loader to replay gs file. Quite shaky but probably enough for debug :)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5052 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 21:43:39 +00:00
ramapcsx2 872301fbeb Gsdx:
Let users set software parameters (extra threads and line AA) regardless of currently configured renderer. 
Makes testing far easier.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5051 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 09:55:23 +00:00
gregory.hainaut 53a5089d7b gsdx-ogl:
* fix some issue with cmake and new sdl define
* Implement shortcut key handling on linux.
    + some option are not yet implemented (fxaa)
    + gs dump can be created with <shift> <F8>


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5050 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 07:20:37 +00:00
gabest11 651196f665 GSdx: vtune tells me GSOffset::GetPages is too slow without the cache and its slowest part is new uint32[], lets use pre-allocated buffers then. In d3d9 mode, locking the vertex buffer is the most painful thing, there is a terrible delay until it returns, the same Map call in d3d10/11 does not behave like that.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5049 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 01:20:01 +00:00
gabest11 d8646e9dab GSdx: disable vtune
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5048 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 00:28:27 +00:00
gabest11 49f3aee099 GSdx: fixing the broken things...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5047 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 00:17:52 +00:00
gabest11 a8e8e6e80f GSdx: there is a possibility of calling GSState::Flush in the middle of a strip or fan, the last few vertices must be saved to be able to continue, haven't found anything with this problem though.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5046 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 04:40:47 +00:00
gabest11 f68f007f00 GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gregory.hainaut 0e80e0adca gsdx-ogl:
* add some define to enable/disable SDL so we could build gsdx without SDL
* debug: dump data based on frame count rather from draw count


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5044 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-04 23:19:17 +00:00
arcum42 4c5d1e11a8 gsdx-ogl: Fix a few glsl errors I missed last commit.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5043 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-04 11:14:57 +00:00
arcum42 0116402620 gsdx-ogl: Fix a few glsl errors. Comment out line 218 of GSDevice.cpp. Mess with the fifo hack a bit.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5042 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-04 10:42:53 +00:00
gregory.hainaut 76542f89c9 gsdx-ogl: code seems compatible with an opengl 3.3 context. Only load some shader extensions.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5041 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-03 17:17:04 +00:00
gregory.hainaut cc6e486742 gsdx-ogl:
* add a new define (DISABLE_DUAL_BLEND) to easily test blend mode


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5040 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-03 16:12:34 +00:00
gregory.hainaut 90c52c27f6 gsdx-ogl:
* replace hexa debug value with nice string for standard human
* move things around


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5039 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-03 13:11:40 +00:00
gregory.hainaut c1d7b81a55 gsdx-ogl:
* Use a geometry shader pass-through to replace previous AMD workaround
* various cosmetic change


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5038 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-02 20:08:11 +00:00
gabest11 5325f9b490 GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5036 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-31 15:41:07 +00:00
gregory.hainaut 2f4e2d8b6b GSdx-ogl: happy new years commit :)
* move all vertex buffer stuff into the class
* Bypass FIFO2 because of multithread issue with OGL(temporary workaround until we found a nicer solutions)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5035 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-31 14:38:58 +00:00
gregory.hainaut 9ca65c9cc6 gsdx-ogl: LINUX-ONLY
* invert the index of fragment output. Seem to work better on Nvidia (strangely no impact for AMD)
* opengl support pitch too, so remove useless copy to an fbo


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5034 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-30 22:25:17 +00:00
gregory.hainaut ea33beb360 gsdx-ogl: LINUX-ONLY
* Fix the Geomtry shader to output 2 triangles for quad primitive (ie 2R rendering)
- There is an AMD  driver bug on geomtry shader input interface (well could be the spec too). Tell me if it still working on nvidia
* Add a workaroung to a previous AMD bug. It is impossible to unattach a shader so destroy the full shader pipeline...
* Be more strict on FBO management. Would optimize it later
* use a texture insted of a render buffer for depth-stencil management.
* add more dumping capabilities (in particular depth buffer)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5033 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-30 13:55:33 +00:00
gregory.hainaut 000220f93f gsdx-ogl: LINUX-ONLY
* It works with the HW renderer !!!
* Not sure this fix will work with dual blending but we will see later
* screen is vertically flipped again...


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5031 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-29 14:39:53 +00:00
gregory.hainaut aa499f4bfd gsdx-ogl: LINUX-ONLY
* fix vertex shader for HW renderer :) Remains the fragment part...
* add some dumping infrastucture (DUMP_START and DUMP_LENGTH)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5030 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-29 14:24:26 +00:00
gabest11 6f97ca35e2 GSdx: GSOffset::GetPages was caching a ridiculous amount of data, it isn't that much slower without it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5028 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 20:21:32 +00:00
gabest11 03bca19d99 GSdx: vs2008 fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5027 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 14:41:07 +00:00
gabest11 eaf06e8b1d GSdx: bit less idle time by refcouting used texture pages.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5026 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 14:10:20 +00:00
avihal 95b1c260af @gigahertz: some sensitivity is required when touching a small plugin! Let's hope I got it right :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5025 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 23:03:31 +00:00
gigaherz c9c94978e5 <avih> hmm.. this is wrong(-ish). I've updated portaudio, but spu2x still shows as version r4949 ... can this be fixed? or maybe i didn't compile it properly?
...
<avih> so, come on, touch spu2x to have recent rev number

Touched... hopefully I touched right. Felt awkward.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5024 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 21:03:53 +00:00
gregory.hainaut 720a841cb2 gsdx-ogl: merge from trunk (4990:5021)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5022 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 17:04:28 +00:00
gregory.hainaut 4f6796916a gsdx linux:
* add the code to select the attribute (still the default but can be changed now)
* add a hidden option (condvar) to select between the 2 threads algorithm


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5021 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 13:14:30 +00:00
gregory.hainaut ba14c557ed gsdx linux:
* use memory instead of tr1 (was the experimental implementation of c++11)
* remove strict aliasing optimization because I saw some bad warnings
* Fix pthread of the previous commit. Use default attribute but it might need some tuning


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5020 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 12:22:13 +00:00
gabest11 25072b99c7 GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5019 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 09:15:35 +00:00
avihal 3aa3b1caf6 GSdx: Improved Genji CRC hack.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5018 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 08:28:32 +00:00
gregory.hainaut 7f3b11c7db gsdx:
* fix the new extra thread option in the gui dialog
* implement condition variable on linux. Will need some benchmark.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5017 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-26 22:30:59 +00:00
gabest11 2628d5bb7d GSdx: a little refinement to the fix for the issue that come up with Bully.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5016 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-25 07:26:42 +00:00
gabest11 ed8eb53c22 GSdx: Valkyrie Profile 2 fix (discussed under r5010 and r5012), this bug could have broken much more games, strange that it did not.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5015 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-24 15:02:48 +00:00
arcum42 48afd2c274 Linux-only: Removed a few obsolete files. Copied in a build script to make rebuilding the project a bit easier.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5013 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-24 11:15:42 +00:00
gabest11 bc7a930409 GSdx: This fixes the flickering in Bully, and probably games with the same problem. Could not check Valkyrie Profile Silmeria, yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5012 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-24 07:00:16 +00:00
ramapcsx2 7dfff148b8 GSdx: Hack around a problem with the texture cache finding depth stencils when there can't be any.
This makes the Arc the Lad fog issue go away.

Review would be nice though :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5011 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 20:58:10 +00:00
gabest11 963a6a653a GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5010 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 15:53:53 +00:00
gregory.hainaut 33a9ac370a gsdx-ogl: LINUX-ONLY
* implement offscreen and cache (mostly a copy past of dx)
* add the missing macro selector of the shader...


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5009 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 12:32:40 +00:00
gabest11 da41bcd756 GSdx: Replaced condvar/srwlock imports with getprocaddress, it should work on XP and compile on vs2010 express again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5008 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 02:49:27 +00:00
gabest11 d5dbe7e7e9 GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5007 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-22 14:36:54 +00:00
gregory.hainaut 6f5ac7b788 gsdx-ogl: LINUX-ONLY
* go back to opengl 4.1 (nvidia driver is buggy with 4.1).
* fix the backbuffer allocation. bad order of parameter
* fix remaining glsl error


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5006 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-22 14:12:12 +00:00
gabest11 2421c68bee GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5005 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-22 01:48:16 +00:00
avihal 5e0e4ce6a8 Fix Dynamic CRC hacks (got broken on r4991 )
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5004 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 23:35:30 +00:00
gregory.hainaut a9927a6e33 gsdx-ogl: LINUX-ONLY
* rework a little the shader to be hopefully compatible with nvidia
* request a pure 4.2 context (all gpu 4.1 capable support 4.2 anyway)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5003 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 23:09:36 +00:00
gregory.hainaut f604ba8d7f gsdx-ogl: LINUX-ONLY
Remove foreach feature not supported on old compiler


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5002 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 20:37:24 +00:00
gregory.hainaut 9272be182e gsdx-ogl: LINUX-ONLY
* add the forgotten hardware renderer object.

Oh my gosh! Opengl is 20% faster than Dx!!!


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5000 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 19:08:31 +00:00
gabest11 1691ab2cf0 GSdx: fixed vs2008 build errors
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4999 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 00:08:00 +00:00
gabest11 0b62c17d9c GSdx: Renamed the sw thread setting to "extra threads".
- 0: no multi-threading
- 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook
- 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads
- 3: small fps increase
- 4+: even smaller. 

If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks.

Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-20 14:33:28 +00:00
gregory.hainaut e4c70ad229 gsdx-ogl: LINUX-ONLY
Forgot the shader file...


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4997 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-19 21:04:16 +00:00
gregory.hainaut 83ad63a8a7 gsdx-ogl: LINUX-ONLY
* lay the foundation for the HW renderer on OGL


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4996 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-19 21:03:23 +00:00
gabest11 2f401da58c GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4995 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-19 01:20:55 +00:00
gabest11 b7a70c9541 GSdx: Little bug slipped through.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4994 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 22:04:05 +00:00
gabest11 b86e3ebd19 GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4993 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 21:57:48 +00:00
gabest11 f318e84aca GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4992 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 08:13:20 +00:00
gabest11 4b77052d21 GSdx: just saving minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4991 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-16 19:13:58 +00:00
gregory.hainaut ab01926ed5 gsdx-ogl: LINUX-ONLY
* rewrite the vertex management with a nice GSVertexBufferState object
* extend GSUniformBufferOGL to use a better object interface
* properly delete texture
* manage buffer with glMap* instead of glBufferSubData


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4990 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-15 18:27:58 +00:00
gregory.hainaut 4029cc5195 gsdx-ogl: LINUX-ONLY
* constant buffer are attached to contexts not programs. So do it only once!


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4988 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-11 19:11:01 +00:00
gregory.hainaut fbb224837d gsdx-ogl: LINUX-ONLY
* Enable interlace feature. (note I'm well aware that interlace crashes with SDL)
* remove useless callback debug function
* handle the y axis differently. Move vertex to follow right-hand system (render everything in reverse) then flip the y-axis for the screen rendering


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4987 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-11 19:09:08 +00:00
arcum42 be53385e9f gsdx-ogl: LINUX-ONLY * Sync with trunk. (r4970-4985)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4986 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-11 02:06:41 +00:00
gregory.hainaut daf3c43681 gsdx-ogl: LINUX-ONLY
* improve vertex management with a vertex array. Decorrelate vertex from strech rec and others func (later for the HW renderer)
* fix the crash on nvidia when closing the window
* clean some texture management code


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4985 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-10 19:19:44 +00:00
arcum42 e6057b765f gsdx-ogl: LINUX-ONLY * Fix context creation. Get opengl working with nvidia graphics cards.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4984 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-10 11:56:34 +00:00
gregory.hainaut afdb2dadc3 gsdx-ogl: LINUX-ONLY
* add a callback for GLERROR.  Allow to breakpoint on GSDeviceOGL::DebugCallback (gdb is completely lost on amd driver, hope it is better on nvidia)
* Add some empty glsl convert to shutup some useless debugging error
* request an advance opengl context without pre 3.0 feature.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4983 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-08 16:39:14 +00:00
gregory.hainaut 2be037d78f gsdx-ogl: LINUX-ONLY
* flip y-axis in merge stage
* default to xlib window managment (the dynamic switch between sdl and xlib crashi but SDL will probably dropped later)
* improve management of FBO, draw buffer
* try to fix some issue with glClearBuffer but spec is not clear.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4982 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-08 11:17:59 +00:00
gregory.hainaut a835de0af7 gsdx-ogl: LINUX-ONLY
* implement the saving of texture (take bmp SW code)
* fix the missing "enable attribute code" and the typo in glsl. It works now !!!
* rework a little texture to pack texture into a temporay buffer when src pitch != dst pitch
* try to replace sdl with pure xlib (not yet enabled by default but it seems to work)

Note there still a minor issue, coordinate are different between DX and OGL (upper-left vs lower-left) so the image is inversed.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4981 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-07 22:05:46 +00:00
gabest11 df42f468be GSdx: recent changes caused some errors in line drawing (SoTC loading screen)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4979 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 18:35:16 +00:00
gabest11 9f470962e5 GSdx: less gaps between triangles, it was more noticeable with psx games, having a lower resolution.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4978 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 15:31:02 +00:00
gabest11 786f43a707 GSdx: more fixes to z-interpolation, THPS4 looks alright now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4977 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 09:49:55 +00:00
gabest11 0d7c58065a GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4976 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-03 21:04:46 +00:00
gabest11 f1537f53a2 GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4975 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-01 17:08:10 +00:00
gregory.hainaut eb3eafa090 gsdx-ogl:
* implement shader code (subset that seem to be used in SW mode)
* some hack to fix some alignment issue with GSVertexPT1 structure
* Lots of various opengl fixes. Remaining unsupported GL feature are inside SDL.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4974 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-30 21:42:41 +00:00
gregory.hainaut 133847e8a2 gsdx-ogl:
* Properly allocate/delete opengl object
* Request a debug context in SDL, add some code to log opengl error 
* Fix context creation. For the moment only request ogl4.1 (AMD does not support yet 4.2 and it needs libglew1.7 too...)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4973 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-26 11:46:51 +00:00
gabest11 9d54677055 GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4972 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-25 23:48:59 +00:00
gregory.hainaut 6125baa578 gsdx-ogl:
* make a rough implementation of most of the opengl device interface. Only a savestate nothing to expect yet.
* depend of libglew 1.6 (normally 1.7 but I manually defined the only missing function)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4971 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-21 22:36:03 +00:00
gregory.hainaut da66ca7fd9 gsdx-ogl: preliminary work of an opengl backend. So far only skeleton and various note.
Current goal is to implement the SW render with pure opengl instead of SDL.
I plan to use OpenGL4.2 capability (the latest actually) => need libglew1.7 and a Dx11 capable GPU/drivers.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4970 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-16 22:17:37 +00:00
gabest11 4f6f53c188 GSdx: Just remembered triangles were occasionally converted to sprites, need to set t.w there as well.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4967 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-14 03:34:24 +00:00
gabest11 ee9c9ac8f3 GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
(HW mode z-test expects a float input, so this trick cannot be done there.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4966 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-14 03:08:13 +00:00
arcum42 c3536a1eb4 GSnull: More cleanup on the logging code. And lets actually put return characters in the log. :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4965 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-12 04:09:46 +00:00
gabest11 f47ef5e644 GSdx: as usual, going back to msvc, suddenly wild errors appear.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4964 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-08 13:22:54 +00:00
gabest11 0cf87a943b GSdx: GSRendererHW.h and GCC are good friends now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4963 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-08 13:12:54 +00:00
ramapcsx2 c234e1f6dd Forum user ateste was so kind and found/fixed a savestate issue with Lilypad :)
The problem would cause lost controls or "Controller disconnected" messages in a few games.
This fix is temporary and only works with Lilypad, until we take care of the core issue.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4959 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-07 09:29:36 +00:00
gabest11 67b12b3f92 GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4956 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 21:15:44 +00:00
gabest11 b158f98fc7 GSdx: Bogus MSB bits of TEX0.CSA should be ignored as it looks. Only corrected where the palette is read (this fixes "Idol Janshi Suchie-Pai IV"), writes to the CLUT may be handled the same way, but so far no game has been found broken because of this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4955 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-02 17:41:22 +00:00
ramapcsx2 3233952582 GSdx: CRC for FF12 Fr.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4953 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-01 10:15:52 +00:00
gregory.hainaut c9b1e3c1aa cmake:
* new dev option CMAKE_BUILD_PO: control regeneration of po file. By default true in release build
* Add a hack for multiarch version of wxwidget 


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4951 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-31 10:25:24 +00:00
arcum42 d398e19b4d GSnull: Rework the logging code a bit. (The logging actually prints to the screen now, for one thing.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4950 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-30 01:39:43 +00:00
arcum42 5306b13472 More work on the compiler warnings. Removed the warning flags that are now set by default.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4949 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-30 00:32:22 +00:00
arcum42 251382aefe Change a few compiler options in Linux to remove a few warnings during compilation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4947 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-29 07:57:06 +00:00
ramapcsx2 b9d442d4f7 GSdx: CRC for Suikoden Tactics JP.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4946 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-27 17:19:55 +00:00
sudonim1@gmail.com 553635f00d SPU2-X: silly logic error in IRQA testing for DMA, fixes Atelier Iris, maybe others.
Thanks to rama for testing.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4945 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-27 15:34:14 +00:00
gabest11 60939bd9dd GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4944 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-24 21:34:38 +00:00
gabest11 c5e99a05ca GSdx: Corrected the line data terminator for psx games (fixes wild arms 2).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4943 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-24 07:58:43 +00:00
ramapcsx2 2b3d5d0fa1 Lilypad: Fix wrong GUI description. Thanks bosit :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4939 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-14 10:17:19 +00:00
ramapcsx2 ae5ee1376c Lilypad:
Putting the tabulator keypress hack from r4916 on L3 instead of R3.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4929 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-09 16:20:13 +00:00
avihal 7f0f19ee02 Yakuza 1 CRC hack (seem to work better than previous one).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4928 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-09 07:43:10 +00:00
gigaherz e08e540eb8 GSDX: Whoops sorry I mixed two conflicting ideas into one.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4927 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 16:53:40 +00:00
gigaherz 4d12e1954f GSDX: I didn't even like that code when I changed it. Now I know why. And it looks much better this way.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4926 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 16:52:58 +00:00
gigaherz 119e9e7114 GSDX:
- Use float instead of int for the video framerate. 
 - Use 59.94 instead of 60 for the ntsc framerate.
This replaces a previous hackfix with a better one, but it's still not ideal.
The ideal solution for the video encoding side would be to use an actual fraction (60000/1001) and pass this fraction to the encoder.
The ideal solution for the gsdx side would be to deduce the real framerate from the timing parameters.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4925 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-08 13:05:15 +00:00
shadowladyngemu 1455517630 GameDB and CRC updates....
other updates are welcome on issue 881

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4922 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-05 11:45:00 +00:00
shadowladyngemu d953f053d8 GSdx fixes:
Skygunner crashing on boot.
James Bond 007: Everything or Nothing doing a huge Vram usage when opening the weapons screen and making the system crawl at it. Couldn't test much with this one and only added the US version for now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4921 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-05 09:19:32 +00:00
ramapcsx2 45ae2cb4e8 LilyPad:
Added a new option to the hacks section that sends a tabulator key press to PCSX2.
This toggles the turbo mode of the emulator, so users with pads don't have to reach out to the keyboard anymore when they want to switch between normal and turbo gameplay :)

Note: 
I choose R3 for now since most games don't use that button. This could be made configurable in the future though.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4916 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-11 20:18:08 +00:00
avihal d27f1877fc Oops. Now it's disabled by default ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4915 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-07 18:42:33 +00:00
avihal b4a0af9769 GSdx: New: Dynamic CRC Hacks system (disabled by default).
See tools/dynacrchack/DynaCrcHack.c for full instructions.

For development of CRC hacks (and just for the fun of creating such a system), Allows GSdx to load and use CRC hack logic from an external DLL, and reload it, at runtime, whenever this DLL changes (but act normally if this DLL isn't found).

This external DLL is compiled from a single C source file (a sample is provided, containing the current MGS3 CRC hack logic). There's also a system to automatically compile this C file into the DLL whenever the C file is modified, thus creating a system of instant [save C file] -> [GSdx switches to the new logic].

It's actually a pretty cool system, and might have other usages where it's useful, for the sake of tests/development/tweaking, to modify code logic during runtime. The overhead of such system compared to pre-compiled code is very low (e.g., in the case of CRC hacks which are called thousands of times/sec, I couldn't notice any difference in performance).

Compilation of the C file is currently done using TCC (Tiny C Compiler - http://bellard.org/tcc/ - extremely fast, light and powerful). TCC itself needs to be downloaded separately (~250K download, no install required). The system currently supports Windows only.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4914 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-07 18:38:27 +00:00
avihal 337153c9a6 GSdx: CRC Hacks: Yakuza 1/2 - remove blur.
Reminder: See r4894 if you wish to disable specific CRC hacks.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4912 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-06 01:22:40 +00:00
gregory.hainaut b5959076e5 linux: clean various linux file into 1 directory
cmake: automatically install desktop/doc/xpm file in package mode as requested by Rafael
debian: align on latest change


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4909 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 20:39:19 +00:00
gigaherz 537dbcc58c USBqemu: Some small changes to init & savestates. The savestates are still incomplete though.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4907 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 16:10:00 +00:00
gigaherz 2e6a0eaf46 USBqemu: Forgot Devel exists ... xD
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4906 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 15:38:33 +00:00
gigaherz 433715f23e USBqemu: Fix release build.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4905 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 15:31:44 +00:00
gigaherz ef50bc898d USBqemu: upgrade qemu core from version 0.12.5 to 0.15. Now its up to date with the latest qemu release.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4904 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 15:24:23 +00:00
gigaherz 34edc05ab8 Whoops.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4903 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 12:45:08 +00:00
gigaherz 2134c43ab0 USBqemu: Integrate into the build system for vs2010. Refactor the config stuff to use a system based on a modified SPU2-X CfgHelpers.cpp.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4902 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 11:48:28 +00:00
gigaherz 33b551e73f USBqemu: Work around the IRQ double-throw spam by having a min number of cycles between IRQ calls. 100% guaranteed hackyness, but I can still type in MH so it will do until I can look at it without my eyes closing against my will.
Also make the project output into the plugins folder.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4901 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 02:30:40 +00:00
gigaherz 3a4a215926 USBqemu: Missed a file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4900 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 01:55:17 +00:00
gigaherz ceab7de544 USBqemu:
- Upgraded some components of qemu-usb with a somewhat newer version from late 2010 (it was a recent version when I did the upgrades).
 - Fixed the plugin to work with recent versions of pcsx2. 

I will try to integrate the plugin into the build system tomorrow, and fix some more issues.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4899 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 01:53:30 +00:00
gigaherz a9d59b1b66 Copy USBqemu from the legacy plugins folder (to preserve history)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4896 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-04 01:36:14 +00:00
avihal 9314c5fed7 GSdx: bypass (prevent) some crashes.
Important: this is not a fix of the cause of the crashes, it just bypasses cases of sure crash. Once that spot is bypassed, things can go wrong elsewhere. Generally, however, things just continue normally. E.g. GT4 (camera changes), Tourist Trophy (camera changes), MGS3 (codec screen when CRC hacks are disabled) and probably more - now don't crash anymore, even at high resolution (but might still get some slowdowns).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4895 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-09-01 13:25:08 +00:00
avihal 4c57d1bbbe GSdx: CRC hacks: allow exclusion of some/all hacks via "hidden" ini pref CrcHacksExclusions.
The list is case insensitive and order insensitive.
E.g. Disable all CRC hacks:          CrcHacksExclusions=all
E.g. Disable hacks for these CRCs:   CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4894 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-30 12:48:54 +00:00
avihal d4d95ff999 GSdx: Shadow of the colossus: crc hack: disable sky (extra) bloom (identical effect as Eliot's special SoTC GSdx build). Thanks to ShadowLady for the help.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4893 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-30 07:14:22 +00:00
avihal 7375307633 GSDX: Show message on console at capture start/end.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4892 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-30 07:11:36 +00:00
shadowladyngemu 8ceda3b102 git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4881 96395faa-99c1-11dd-bbfe-3dabce05a288 2011-08-28 19:52:11 +00:00
gregory.hainaut e55da1ab04 pcsx2: implement theading name on linux.
onepad: properly connect the latest button
sdl: do not compile some useless files (which fail to compile on my system btw)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4879 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-27 10:38:02 +00:00
gregory.hainaut 783f600711 gsdx, sdl: cast window as expected by sdl
onepad: add an option to control forcefeeback level
cmake: add an hidden option (SHARED_SDL) to build SDL as a shared library to allow pre-load


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4873 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-20 12:17:47 +00:00
avihal 9bfbbf0a0c SPU2-X: Stretcher: fixed a bug which may be triggered by some compiler optimizations (floating point comparisons, doesn't happen with current VS2010 project). Thanks to pseudonym for tracking it down, reading tons of asm code, and learning x87 while at it...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4872 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-15 16:55:23 +00:00
gigaherz e0bbc1b814 SPU2-X: Reworked the circular buffer functions for audio output, with a thread-safe version.
This hopefully avoids the issues appearing after long periods of continuous playing.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4871 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-14 22:06:18 +00:00
gregory.hainaut d8b4c7ccc5 debian: cherry pick micove ppa improvement. Thank very much.
cmake: shutup some warning (mostly sdl...)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4870 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-14 14:38:26 +00:00
gigaherz 94e79f781d SPU2-X: Fix one little bug in the spu2replay code and a few warnings discovered by warning level 4 + code analysis.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4867 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-12 14:47:36 +00:00
gregory.hainaut 60cec5a9b0 spu2x: linux compilation fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4864 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-11 17:36:44 +00:00
shadowladyngemu ae4bad0799 GSdx: CRC hackfixes for NanoBreaker and Kunoichi/Nightshade, removing the shadows that are not properly emulated and just cause 3D to look darker (NanoBreaker in D3D9 just showed a black screen with smoke effects ingame :p).
Minimal changes to the GameDB.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4863 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-11 12:54:57 +00:00
ramapcsx2 d3784af2ab Commit the SPU2-X compile fix from miseru99. GSdx CRC hackfix is included, too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4862 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-11 09:15:03 +00:00
gigaherz 3373f6852b SPU2-X: Give some more range to the balancing, I realized its most probably safe for our ears ( an it seems to be based on testing ;P).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4861 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-10 21:21:49 +00:00
gigaherz 08b2cac8aa SPU2-X: Improved dplII decoder algorithm, it now generates more defined positional balance.
It's still most probably very wrong, but its sounding nice at least. ;P

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4860 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-10 20:59:40 +00:00
gigaherz a4a40441c9 SPU2-X: Added config setting for ProLogic decoding level.
Refactored the ProLogicII code into a separate file and changed it to floating point math for easier debugging. 
Added a basic ProLogic decoder that doesn't try to do surround separation into L/R.

The setting does not have a GUI option yet, since the PLII decoder is experimental and doesn't give too good results.
To change it, set DplDecodingLevel to one of: 0=none, 1=ProLogic, 2=ProLogicII. The default is 0.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4859 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-10 20:08:29 +00:00
gigaherz c0f9d1b619 SPU2-X: Added audio expansion support to the portaudio backend. This change also corrects the volume in normal stereo mode.
Removed an useless method from the module interfaces.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4858 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-10 13:17:41 +00:00
gigaherz a22b36815c SPU2-X: kill a few warnings
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4857 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-10 11:59:08 +00:00
gregory.hainaut@gmail.com b490282c55 spu2x: linux compilation fix
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4856 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-08 17:49:59 +00:00
gigaherz 224797c4ec SPU2-X: Experimental change! Lowered the lower latency limit to 3ms if the timestretcher is not being used. This latency will add up to the output latency as usual, but with a good sound chip this should allow overall latencies < 15ms.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4854 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-08 15:56:49 +00:00
gigaherz f2bc219425 SPU2-X: Removed the std::vector I used out of lazyness. The config dialog should no longer keep an ever-growing list of devices, and it has less potential side-effects if somehow the portaudio device list changes while the dialog is open.
3rdparty/portaudio: Removed debug prints on release targets.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4853 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-08 13:59:19 +00:00
gigaherz a5638b1466 SPU2-X: Added configuration dialog for the portaudio backend (windows only).
Added settings for customizing the suggested latency.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4852 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-08 12:49:33 +00:00
gigaherz 44f0cc140a SPU2-X / portaudio: Fix the requested latency from a hardcoded 200ms to "as close as you can to 64 samples / buffer".
Causes internal buffer size allocations to be as small as possible within portaudio and the OS, so it can have bad effects if the number turns out to be too small.
Would be nice if someone with a "real" audio card (Audigy, X-fi or similar) tested WASAPI Exclusive Mode, KS or ASIO with this change.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4851 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-07 16:37:59 +00:00
avihal ddcfdb6d77 Test. Dummy commit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4849 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-07 09:33:27 +00:00
avihal@gmail.com 529f620e37 SPUX: New stretcher: Should be slightly more stable now, compared to r4840.
On 4840 I added dynamic tuning (which may have slight negative effect on stability) to adapt to different iterations/sec of different systems, but I didn't like this system too much. On 4840 I also made a small change which, I now understand, factors out the differences between systems in this regard, essentially making dynamic tuning not required anymore. So now dynamic tuning is disabled.

If you enable the SPU2X messages (and the overrun messages), you would see log messages similar to this:

buffers:   44 ms ( 89%), tempo: 1.000000, comp: 1.000, iters: 764, (N-IPS:750 -> avg:50, minokc:50, div:100)

If the iters value (764 at this example) on your system when running at 100% speed (50/60fps) is higher than 1000 or lower than 500, then please comment here and post few of the log lines.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4843 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-04 18:21:32 +00:00
avihal@gmail.com fc359249e4 SPU2X: Better control of debug messages. (Now they actually print when enable at the SPU2X debug GUI).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4842 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-04 16:51:59 +00:00
ramapcsx2 0a4c082e4b SPU2-X: Clean up some logging code.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4841 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-04 14:27:21 +00:00
avihal@gmail.com 36fc051238 SPU2X: New stretcher: hopefully works better than r4834 (same goals as r4834: better resiliance to very high/low fps, compared to r4820).
I'm not fully happy with it, as it's a bit complicated for my taste, so feedback about how it performs will be appreciated.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4840 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-02 18:48:48 +00:00
ramapcsx2 527df7420b V2 of the previous GSdx hack: Now also works in pointlisted FMV's (FFX-2, Legend of Legaia).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4838 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-01 17:42:01 +00:00
ramapcsx2 e181358986 Hack for GSdx hardware to fix inverted videos that showed up with the new GIF rewrite.
The problem as I understood is is incomplete COLCLAMP support.
Thanks to sudo for the hack :)

(Unfortunately we couldn't find out more about why these FMV also *all* flicker.)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4837 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-08-01 17:18:13 +00:00
avihal@gmail.com 92e67c218a SPU2X: New time stretcher: Improved behavior on extremes.
1. Much better behavior at extreme low/high FPS (less skips/lower latency).
2. As a result, I was able to reduce internal latency by 50% (50ms config now equals 100ms before).

Recommended latency config for stretcher: 100ms.
For rhythm games, if your FPS is very stable, I recommend 50ms.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4834 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-31 11:27:50 +00:00
shadowladyngemu 52a0eb047d GSdx: CRC hackfixes!
Summary of changes...

Fixed menus and HUD for Spyro: A New Beginning and Spyro: the Eternal Night.

Fixed missing dialogs and reduced the VRam usage a bit for Tales of Legendia ("8-bit textures" help a bit more with Vram/speed). Should be playable now in hardware mode. Thanks to rama for figuring it could be hackfixed this way and the initial patch :)

Half-screen fixes for Ty the Tasmanian Tiger 2, X-men Origins: Wolverine, Call of Duty: World at War - Final Fronts.

Modified the Star Wars: Force Unleashed hackfix a bit, shouldn't have the see-thru objects anymore.
Also modified the Metal Gear Solid 3 and Gran Turismo 4 hackfixes as they needed different skip values for each region (PAL/NTSC). Thanx to avih for the region code... and the free C/C++ lessons :P

The hackfix for Sly 3 was still showing stripes for 3-D and two-player modes, fixed for NTSC version now and hopefully works for PAL one too.

Couple GameDB updates after the gif rewrite.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4833 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-29 18:11:22 +00:00
cottonvibes a4059b45b5 Bring back GSnull, zzogl, and old plugins from the dead!
(they were crashing with the new Gif rewrite... shouldn't anymore)

Although Jake had added the new "GSgifTransfer" callback to these plugins in the past, he forgot to modify the .def files so pcsx2 can actually use them :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4832 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-27 08:16:51 +00:00
gabest11 bfbf403bf4 GSdx: FXAA 3.10, page up key activates it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4828 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-25 11:16:01 +00:00
cottonvibes c05dc759e3 Big gif transfer code rewrite!
Pcsx2 now has a gifUnit class which acts like the ps2's gif and executes a single gif transfer at a time (and performs path arbitration according to priority and path3 slicing).

This new code is generally a speedup for most games. Particularly VU heavy games like GoW.
This revision breaks old saved state compatibility so don't update if you wish to keep playing with your old saved states.
Leave comments if this revision fixes or breaks anything...

Message to GS Plugin authors:
This new code now uses only 1 gif callback to transfer data to the gs plugin (GSgifTransfer).
pcsx2 also is garaunteed to send full GS primitives to the plugin. So you don't have to account for partial-transfers anymore.

Thanks goes out to shadowlady who tested around 500 games for me :D

Note 1: The old gif code is still in this revision, and can be enabled by the USE_OLD_GIF macro. The old code will be deleted soon.
Note 2: This revision also enables assertion dialogs in devel builds, and changed a lot of assume cases into assertions.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4821 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-24 13:02:50 +00:00
avihal@gmail.com 7cb4dbb8d9 SPU2X: New (simpler) time stretcher algorithm.
Should prevent erratic tempo variations near 100% speeds (compared to the previous implementation), and generally allow much lower latencies while keeping the audio stable (on all audio systems).
E.g. my tests show that at 70ms latency it can properly handle sharp speed variance of 50%-100%. If your game generally doesn't get slower than 70% speed, 50ms latency would probably be fine.

Note that on extreme scenarios (e.g. extreme sharp drops in speed) it doesn't try to keep the audio continues at all costs. If your game exhibits such behavior (audible clicks, etc), increasing the latency a bit at the config would help.

Comments on actual performance/quality on different systems would be greatly appreciated.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4820 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-24 10:58:42 +00:00
ramapcsx2 9a16937018 GSdx: Fix an old and silly bug that could cause slowness in native resolution hardware rendering. Thanks for debugging, Lana and avih.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4819 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-23 16:15:00 +00:00
gregory.hainaut@gmail.com 6b8a605845 zzogl-pg: open the dat file...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4817 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-19 18:33:22 +00:00
gregory.hainaut@gmail.com 3f8d07572b cmake: fix install directory of shader file in package mode
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4815 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-18 20:02:17 +00:00
gregory.hainaut@gmail.com 5adba505e7 pcsx2, zzogl-pg: allow to change some default path with compilation flags.
cmake: Add PLUGIN_DIR and GAMEINDEX_DIR options to easily select install directory. Install GameIndex.dbt during install phase.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4811 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-17 11:25:17 +00:00