Commit Graph

4562 Commits

Author SHA1 Message Date
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
gigaherz 5483473da0 portaudio: Updated codebase from svn 1748 to svn 1802.
Notable changes:
 - Changes to buffer size calculations and latency calculations.

Not a big update, just wanted to commit something before the year ended!


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5023 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 17:42:18 +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 fa5fcf47de Linux-only: Quick fix to the last commit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5014 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-24 11:25:44 +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 fff11cf207 i18n: add more fallback for some languages (thanks to pg)
cmake: implement the new XDG_STD options
It allow to move all pcsx2 data from $HOME/PCSX2 to $XDG_CONFIG_DIR/pcsx2. Clearly a matter of personnal preference.
debian: drop the useless stable packet from the trunk. Only keep a copy on branch release



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5001 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-21 20:27:03 +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
ramapcsx2 a2dd83b419 Make the CDVD speedhack safer by excluding full seek delays.
Tales of the Abyss should work with the hack now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4980 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-05 07:58:11 +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