* 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
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
* 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
* 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
* 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
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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
...
<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
* 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
* 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
* 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
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
* 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
* 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
- 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
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
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
* 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
- 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
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
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
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
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
- 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
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
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
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
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
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
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
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
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
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
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
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
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
(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
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
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