Commit Graph

2694 Commits

Author SHA1 Message Date
orbea 2aa33e2875 Add crc hack for project metafalica
Closes https://github.com/PCSX2/pcsx2/issues/1762
2017-03-27 12:51:43 +02:00
Jonathan Li f1eff358da gsdx:windows: Fix console output when replaying dumps 2017-03-23 01:33:35 +00:00
Jonathan Li f174d71ac7 gsdx: Fix vsnprintf usage in format function
-1 is only returned when there is an encoding error, and the va_list
argument is indeterminate after being passed to vsnprintf.

Use the return value to determine the buffer length, and call va_end and
then va_start before vsnprintf is called again.
2017-03-21 23:21:26 +00:00
Jonathan Li ae2e8469b4 gsdx: Remove ancient codeblocks file 2017-03-21 23:21:26 +00:00
Jonathan Li 67d9436f22 gsdx: Remove unused and incomplete GSDeviceSW 2017-03-21 23:21:26 +00:00
Jonathan Li 448ca97d93 gsdx: Avoid "using namespace std" in spsc queue 2017-03-21 00:10:35 +00:00
Gregory Hainaut 9865270e68 gsdx: split GSVector.h into smaller files 2017-03-19 13:50:13 +01:00
Gregory Hainaut a3efc77255 gsdx ogl: use an HLE shader to avoid upscaling line in ICO
ICO uses a depth of field effect for the fog. Depth is extracted
into the alpha channel of a texture. And then used as blending factor.
You need a 1:1 texture/pixel mapping otherwise you will line at boundaries.

In order to extract the DoF, ICO moves the depth buffer around the GS
memory. Memory moves are implemented in the not-scaled world. It means
that we can't have the above 1:1 ratio. And we don't know anymore that
data are coming from the current depth buffer.

The solution: I reused an HLE channel shader to read the depth buffer directly.
This way I have the guarantee that pixel/depth are aligned.

Close #1816
2017-03-16 08:27:12 +01:00
Gregory Hainaut 1a768ca438 gsdx sw: sync thread if current target pages are already used by input texture
Otherwise you have a write before read typical race condition. It works
most of the time because textures are stored in temporary buffers (aka
texture cache). So the race condition requires texture invalidation in the mix.

I hope the perf impact will be small enough.

Fix #1691
Blood Will Tell: gray scale effect description

Frame is renderer in 0x700
Sync 0x700 (RT will be used as input)

Foreach page of frame
    // The missing Sync was this one. You can't copy new data to 0x2800
    // until you finish the rendering that use 0x2800 as input texture
    // (AKA end of this foreach loop)
    Sync 0x2800 (not the first iteration, texture will be used as a RT)
    Copy page from 0x700+offset to 0x2800

    Sync 0x2800 (RT will be used as input)
    Render Effect line1 from 0x2800 to 0x700
2017-03-15 18:30:46 +01:00
Jonathan Li c498833c27 gsdx: Remove VS2013 stuff 2017-03-13 23:57:15 +00:00
Gregory Hainaut 0af80b7c86 gsdx: restore the order of the texture filtering option
It was modified by mistake with previous filtering refactoring
2017-03-13 22:55:47 +01:00
Akash f423cf73c4 GSdx: Fix Alpha test value initialization
Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
2017-03-11 17:40:28 +01:00
Gregory Hainaut 7d3c850813 gsdx ogl: improve ST/Q precision
When a float overflow is detected, geometry shader is disabled. And ST/Q is done on the CPU

It will help
Issue 551
Issue 1684
2017-03-11 00:24:38 +01:00
Gregory Hainaut 6d6ed1a205 gsdx sw: do const q division in ConvertVertexBuffer
It allow to do the division before the size multiplication
It avoid a float overflow if T is too big.
Old behavior: (T * size) / Q
New behavior: (T / Q) * size

Performance Note:
* Rcp was replaced by a slow division (more accurate)
* At least we avoid a 2nd loop on the vertex buffer

It helps on Pro Soccer Club and Galerians Ash rendering

Tric Note:
SPRITE must be handled differently because the 'q' of first vertex could
be invalid
2017-03-10 20:45:14 +01:00
Gregory Hainaut 611239db5c gsdx: handle float overflow on Q in vertex trace
Replace the fast reciprocal with a slower division when we detect a too big Q value.

Improve #551, #1684
2017-03-10 20:45:14 +01:00
Gregory Hainaut f862f5be03 gsdx sw: use accurate division for the C reference implementation
Speed isn't important here. It would allow to compare the rendering with
the JIT implementation. If it is necessary we could an option for the JIT.
2017-03-10 20:45:14 +01:00
Gregory Hainaut b54a824abd gsdx: split texture filtering option
Bilinear applies to all renderer
* Common code done in GSVertexTrace
* Extend it with forced but sprite (trade-off between linear/upscale glitches)
* Linux GUI option was moved at the top with the renderer selection

Trilinear is moved to OGL hack

close #1837

Thanks to Flatout for the review and feedback.
It will take care to update the Window GUI :)
2017-03-10 18:05:34 +01:00
Gregory Hainaut 91f805675b gsdx: dump xyoffset register 2017-03-05 22:16:01 +01:00
Gregory Hainaut 0a5f796c33 gsdx sw: missing texture due to wrong optimization fix
Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer

Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted

Bug description:
GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same.
Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
2017-03-05 20:27:19 +01:00
Gregory Hainaut 438fbf31cf gsdx sw: rcp introduce bad rounding on the grandient
Division is slower but more accurate. Fix rendering issue on Xenosaga (batte slot)/Jak3 (skin color)

Coauthor:pseudonym

Fix issue #1769
2017-03-05 10:53:07 +01:00
Gregory Hainaut ae8aa358e4 gsdx: move window creation before renderer/device setup 2017-02-26 19:09:16 +01:00
Gregory Hainaut da2bf4e366 gsdx: reduce the complexity on window creation
Improve code sharing between OS
Use vector to handle priority
Throw in GSWndDX create in case of error
2017-02-26 19:09:16 +01:00
Gregory Hainaut 9ff385f6f3 gsdx: use shared_ptr instead of raw GSWnd* 2017-02-26 19:09:16 +01:00
Gregory Hainaut 714fcaaadd gsdx ogl: move the validation of the gl context in the window 2017-02-26 19:09:16 +01:00
Gregory Hainaut b3836c58d2 gsdx ogl: properly plug the new HPO option 2017-02-26 19:04:00 +01:00
Gregory Hainaut 646c02a5e2 gsdx linux: update GUI based on previous commit 2017-02-26 19:04:00 +01:00
woj1993 4a6a3af418 gsdx windows: update gui to add a HPO v2 checkbox
Squash done by greg

v2: update tooltip
2017-02-26 19:04:00 +01:00
Akash 500d2e076d GSdx-PCRTC: Apply saturation only for field mode
Previously, the NTSC saturation was also applied for double scan mode (Interlaced and Frame) where the developers send double the height to the DISP registers, saturation shouldn't be performed at such cases as the developers could send a value of 780 while the real size of the output would be 390 due to double scan mode. Doing the saturation later after identifying the real size also seems a bit counter-intuitive as we haven't discovered any cases where double scan games require the NTSC saturation hack. So let's just apply the saturation only for Interlaced (Field) Mode and omit the saturation step for other modes.
2017-02-21 10:54:28 +01:00
Akash 17b33afd64 GSdx-PCRTC: Move hacks away from GetDisplayRect()
Isolate all the hacks into a separate subroutine and properly document about them, should make it easier for people to understand the display rectangle setup code, the hacks were totally messing up the readability of the function earlier.
2017-02-21 10:54:28 +01:00
Akash 319b3dabdf GSdx-Windows: Automatic CRC hack level selection
Default to "Partial" CRC hack level when the GPU's best renderer is determined as the OpenGL hardware renderer.
2017-02-21 10:54:03 +01:00
Akash ff89619b09 GSdx: Add an Enumeration for CRC Hack level 2017-02-21 10:54:03 +01:00
Gregory Hainaut 726f9d5312 gsdx ogl: improve error message on windows
* Common function
* Print an error id
* Don't exit on bad setpixelformat (it is illegal to call it twice)
2017-02-18 22:25:27 +01:00
Gregory Hainaut f3adf4bf57 gsdx ogl: texture barrier is optional too 2017-02-18 20:11:56 +01:00
Gregory Hainaut 193d9f838b gsdx ogl: mark 2 DSA functions as optional 2017-02-18 19:44:17 +01:00
Gregory Hainaut 674d22321a gsdx wgl: drop GL2.0 context and avoid a context leak
Namely detach/delete context before throwing
2017-02-17 19:20:42 +01:00
Gregory Hainaut cdb71101a1 gsdx ogl: As Intel is too cheap to provide GL_ARB_direct_state_access on theirs expensive iGPUs
Add a "slower" emulation of the extension...

Hopefully it will allow to start openGL on haswell (maybe broadwell) and later.
2017-02-17 17:44:26 +01:00
Gregory Hainaut 26993380b1 gsdx-ogl: black list 2016/2017.1 AMD driver
Based on AMD feedback, I'm might blacklist all 2017 drivers too.
2017-02-17 17:32:53 +01:00
Gregory Hainaut da1bb43618 cmake: Add various missing file in CMakeLists.txt
Add some windows code path. It would reduce the burden to port Cmake to windows.
(sill miss 3rdparty/some plugins/...)
2017-02-16 20:11:57 +01:00
Gregory Hainaut de962d3e7e gsdx wgl: retry to create a context without advance flag
Hopefully it will support more drivers #1813
2017-02-10 22:26:41 +01:00
Gregory Hainaut 213fa1c148 gsdx sw: init completely m_scanline buffer
The buffer contains extra room to avoid a segmentation fault due to an overflow.
Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior.

Based on issue #1806 it could impact Guilty Gear X2
2017-02-08 19:42:54 +01:00
Gregory Hainaut 2a2a022792 gsdx ogl: add a texture barrier when target is read back
Fix graphical corruption in Nouveau/BUA/devil may cry

Issue #1805
2017-02-08 19:42:54 +01:00
Gregory Hainaut ba91c8f0c2 gsdx opencl: warning+compilation fixes 2017-02-08 19:42:54 +01:00
Gregory Hainaut c232f90d6e cmake: add an option to enable openCL
Note: nothing work
2017-02-08 19:42:54 +01:00
Gregory Hainaut d0b1162b15 gsdx ogl: drop fallback of GL_ARB_clear_texture
Mesa AMD was updated :)

all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture

[1] Intel driver misses others extensions to run GSdx
2017-02-03 21:56:24 +01:00
Gregory Hainaut 63944e8c43 gsdx ogl: allow to start without GL_ARB_texture_barrier
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)

Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
2017-02-03 21:56:24 +01:00
Gregory Hainaut dc42c65dfb gsdx: requires/allow BMI instruction in AVX2 build
So far BMI is inclusive in AVX2 CPU. Help compiler to generate better code
2017-02-01 18:24:51 +01:00
Akash eda22c241d GSdx: Improve robustness of ComboBoxInit()
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.

To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
2017-02-01 11:29:38 +00:00
Gregory Hainaut 5751e38180 gsdx: use range loop instead of for_each 2017-01-30 17:58:39 +01:00
Gregory Hainaut cf71049bd4 gsdx tc: use unsigned constant
Help the compiler to generate better code

C code:
uint32 addr = (i >> 3u) % MAX_BLOCKS;
uint32 row = addr >> 5u;
uint32 col = 1 << (addr & 31u);

ASM Before
     f48:	mov    eax,esi
     f4a:	mov    ecx,esi
     f4c:	mov    edx,DWORD PTR [ebp+0x8]
     f4f:	sar    eax,0x1f
     f52:	sar    ecx,0x3
     f55:	shr    eax,0x12
     f58:	add    ecx,eax
     f5a:	and    ecx,0x3fff
     f60:	sub    ecx,eax
     f62:	mov    eax,0x1
     f67:	shl    eax,cl
     f69:	shr    ecx,0x5
     f6c:	lea    edx,[edx+ecx*4]

ASM After
     f48:	mov    ecx,edi
     f4a:	mov    eax,0x1
     f4f:	sar    ecx,0x3
     f52:	shl    eax,cl
     f54:	shr    ecx,0x3
     f57:	and    ecx,0x7fc
     f5d:	add    ecx,DWORD PTR [ebp+0x8]
2017-01-30 17:54:29 +01:00
Gregory Hainaut da054a2aab gsdx: remove useless debug log 2017-01-30 17:54:21 +01:00
Gregory Hainaut 09b8aaed71 gsdx tc: extend the wrap option to the texture cache 2017-01-30 17:54:07 +01:00
Akash bf10873405 GSdx: Remove useless check and add debug messages
IsEnabled() check is already done in GetDisplayRect, so it's pointless to do it here. Also updated a debug message in the GetFrameRect() function.
2017-01-30 15:29:28 +01:00
Akash a2cdcb4e4d GSdx-PCRTC: Improve output circuit selection
Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.
2017-01-30 15:29:28 +01:00
Gregory Hainaut bccc3ef253 Merge pull request #1770 from np511/gcc-cleanup
Cleanup GCC warnings - still needs some work
2017-01-30 15:28:33 +01:00
np511 e5e601eb75 Use GResources API instead of deprecated inline 2017-01-29 09:06:22 -05:00
Jonathan Li 754045b6f7 gsdx:windows: Remove SSSE3 and AVX configurations 2017-01-27 11:06:30 +01:00
lightningterror f0393e50c2 GSdx: Windows gui updates (#1768)
* Rename CRC Hack Level "Full (Safest)" to "Full (Direct3D Recommended)"
* add link/info of AMD driver epic fail status
2017-01-27 11:00:23 +01:00
lightningterror 1cf30584f0 CP update
Replace Gregory's name with PCSX2 Dev Team
2017-01-26 17:12:13 +01:00
lightningterror 1ecb5aed0f Update Copyright v2
Revernt changes , update Gregory's name
2017-01-26 17:12:13 +01:00
lightningterror 0b93aa5d12 Revert "Update Copyright notices/disclaimers 2017"
This reverts commit fc5bdb771f.
2017-01-26 17:12:13 +01:00
lightningterror 3d4e1c1246 Update Copyright notices/disclaimers 2017
Update all Copyright notices/disclaimers in scripts to 2017
2017-01-26 17:12:13 +01:00
Gregory Hainaut 096c9316b8 gsdx cl: fix various compilation issues and a couple of warnings
I didn't fix all the warnings (purpose was to realign code with "recent" update)

Linux note: only miss 2 major items
* res/tfx.cl loading
* device descriptor
* And various bug fixes ;)
2017-01-24 19:38:31 +01:00
Gregory Hainaut d67b9cba14 gsdx tc: merge page coverage code
A function was already done for openCL. Use the same for others renderers
2017-01-24 19:38:16 +01:00
Gregory Hainaut 5c7c9452d6 onepad|gsdx: remove useless debug messages 2017-01-22 21:47:05 +01:00
Gregory Hainaut 1e7fd83ac5 gsdx|spu2x: fix %d/%u in printf (cppcheck) 2017-01-22 21:10:40 +01:00
Gregory Hainaut 077ae2e6a0 gsdx: use (void)(0) for empty statement
Reduce warning in cppcheck
2017-01-22 21:10:40 +01:00
Gregory Hainaut 1d2ce62b2c gsdx tc: comment dead code 2017-01-22 16:52:14 +01:00
Gregory Hainaut 701743a4ec gsdx boost queue: init all states 2017-01-22 16:43:35 +01:00
Gregory Hainaut 9183d1d2c6 gsdx osd: set m_face to null in case of error 2017-01-22 16:42:01 +01:00
Gregory Hainaut 81adc3ef4d gsdx ogl: don't use per buffer blending
It increases the number of state that driver must handle.
2017-01-20 18:22:52 +01:00
Akash 0d659a1b46 GSdx: Improve captured screenshots naming
Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image.

The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
2017-01-19 23:47:34 +00:00
Gregory Hainaut 21612cafc1 Merge branch 'greg/mtvu-mtgs-lockless' 2017-01-18 19:12:26 +01:00
Gregory Hainaut e4f4350bb4 boost ring queue: dedicate cache line for atomic variable
Bad for data cache ! But it might be better for atomic operation.
2017-01-18 19:07:01 +01:00
Gregory Hainaut 8779583bdb boost ring queue: use % to wrap the index
For power of 2, it is replaced with a single and instruction. If it potentially faster
than branch. But it worths a benchmark
2017-01-18 19:07:01 +01:00
Gregory Hainaut 725aaccf5c boost ring queue: extend the interface to ease replacement of dequeue class in core 2017-01-18 19:07:00 +01:00
FlatOutPS2 fffd829f88 Revert "gsdx tc: partial support of pseudo depth for Dx"
This reverts commit
d6383e6c21

It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
2017-01-16 19:15:46 +01:00
Gregory Hainaut f9c2025149 gsdx tc: avoid any pitfall with 1 << 31
Based on Turtleli feedback
"1 << 31 is undefined in C++11, but defined in C++14"
2017-01-15 20:11:34 +01:00
Gregory Hainaut 87cf7b6d30 gsdx tc: implement a safe RemoveAt
The code is now a mirror of the ::add. So 1 insert == 1 erase

This way it won't crash on future update. And it will support future GS
memory wrapping improvement.
2017-01-15 20:11:34 +01:00
Gregory Hainaut d1315b6187 gsdx tc: save list iterator to allow fast removal
ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !

However insertion is a bit slower. Due to the begin() after the push_front

v2: use std:: for lists and arrays
2017-01-15 20:11:34 +01:00
Gregory Hainaut 87fc4c1e44 gsdx tc: skip draw call when input texture can't be fetched
Avoid garbage on Full Spectrum Warrior
2017-01-15 20:09:39 +01:00
Gregory Hainaut 2f972b91a3 gsdx tc: allow a hit on older depth buffer
Avoid an issue when rendering take some shortcut (Full Spectrum Warrior)

Close #1757
2017-01-15 20:09:39 +01:00
FlatOutPS2 3acac3203b GSdx: Remove/move CRC hacks
Removes Alpine Racer 3 hack. Issue has been resolved.

Moves NanoBreaker hack. Issue has been resolved for OpenGL and hack has
been moved to DX only.

Moves Tri-Ace games hacks. Hacks are also necessary for OpenGL with "Partial" CRC Hack Level to prevent massive slowdown.

Move Tales Of Legendia hack back as it's also necessary for OpenGL with "Partial" CRC Hack Level to prevent graphical issues.
Close: https://github.com/PCSX2/pcsx2/issues/1698

Added PAL and NTSC-U CRC's for Ar tonelico II.
2017-01-15 20:07:10 +01:00
Jonathan Li 52ec143a92 gsdx:windows: Fix deprecated ATL attributes warning 2017-01-13 23:52:25 +00:00
Jonathan Li fe1947ea48 gsdx: Fix minor user visible typos
Well. it should be better; but my grammar is questionable at times,
2017-01-13 23:52:02 +00:00
Gregory Hainaut 8cf3a83dd7 gsdx: try to ask GCC to generate not dumb code
Unfortunately it requires at least GCC6. If a nice guy can check the generated code on GCC6.
I don't know clang status.

Here the only example, I have found on the web
https://developers.redhat.com/blog/2016/02/25/new-asm-flags-feature-for-x86-in-gcc-6/

Current generated code in GSTextureCache::SourceMap::Add

    38b3:	bsf    eax,esi
    38b6:	add    esp,0x10
    38b9:	test   esi,esi
    38bb:	jne    387e <GSTextureCache::SourceMap::Add(GSTextureCache::Source*, GIFRegTEX0 const&, GSOffset*)+0x6e>

BSF already set the Z flag when input (esi) is 0. So it would be better
to not put a silly add before the jump and to skip the test operation.
2017-01-11 21:36:05 +01:00
Gregory Hainaut 1fbee92044 gsdx tc: add a comment for a potential "ASM" optimization
I'm not sure it worth it yet. But a generic function would be nice for
future.
2017-01-11 20:13:53 +01:00
Gregory Hainaut ced2dd9200 gsdx: hidden option disable_hw_gl_draw
OMG, Zone of Ender got a speed boost from 11 fps to 45 fps

Seriously, the goal is to allow benchmarking GSdx without too much overhead of the main renderer draw call

Note: unlike the null renderer, texture/vertex uploading, 2D draw, texture conversions are still done.
2017-01-11 18:54:36 +01:00
Gregory Hainaut 6dabc68c16 gsdx linux gui: compact the GUI for Nx768 display (seriously guy it is time to upgrade !)
* move the post-processing frame into the OSD tab
* Rename Global Settings to Renderer Settings
* put monitor and indicator check box on the same line

At least we have a similar number of options by tab
2017-01-11 18:32:02 +01:00
Gregory Hainaut f5fbfe98bd gsdx: fix warning: variable ‘success’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered] 2017-01-11 18:23:34 +01:00
Jonathan Li 791dc84d49 gsdx:gtk: Update GUI
Set slider ranges to 0-100, which matches what Windows uses.
Add OSD maximum log messages option and tooltips.
2017-01-10 20:47:33 +00:00
FlatOutPS2 6a7c38f30d GSdx: Minor update to GS Settings Dialog
Update a few parts of the GS Shader dialog to reflect the improvements
from the OSD dialog code.
2017-01-10 20:07:29 +00:00
FlatOutPS2 da57014eb8 GSdx OSD: Add Windows UI and new option
Adds Windows UI and option to limit the amount of log messages on the
screen at the same time/in the buffer.
2017-01-10 20:07:29 +00:00
refractionpcsx2 b02cc6ecbe Whoops, over zealous with removing things. 2017-01-09 22:37:15 +00:00
refractionpcsx2 b0baa8d8f9 Revert CLUT change, seems it causes more problems than it solves. Leaving the comment for future investigation 2017-01-09 22:30:54 +00:00
Gregory Hainaut 7c4a952ee0 Revert "gsdx tc: always clear a new depth buffer"
This reverts commit f77c1900fa.

Conflicts:
	plugins/GSdx/GSTextureCache.cpp

Another fix was done later for Jak cut scene (or FMV). One game got a regression (don't remember which)
2017-01-09 10:21:23 +01:00
Jonathan Li c2e21fa30e gsdx: Don't use atomic for exit variable
All accesses are protected by locks, so there's no need for it to be
atomic.
2017-01-07 13:54:45 +01:00
Jonathan Li cb2c9ce4e6 gsdx: Don't use separate count variable
It's only ever updated after the queue is updated, so its state will
always lag slightly behind it. It's sufficient to just use empty().

This seems to fix some caching issues that were noticeable on Skylake
CPUs (#998).
2017-01-07 13:54:45 +01:00
Jonathan Li a583fafa37 gsdx: Use lock instead of loop to terminate threads 2017-01-07 13:54:45 +01:00
Jonathan Li b244de73ca gsdx: Use separate mutex for waiting
In the previous code, the worker thread would notify the MTGS thread
while the mutex is still locked, which could cause the MTGS thread to
wake up and immediately go back to sleep again since it can't lock the
mutex.

Use a separate mutex for waiting, which avoids the issue.
2017-01-07 13:54:45 +01:00
Akash 09c72375ab GSDX: Pass total height of framebuffer on GetOutput()
Some PSX games seem to store image data of the drawing results in an undeterminate area out of range from the current context buffer. At such cases, calculate the height of both the frame memory rectangles combined.

What happens on "Crash bash" -

* At first draw, scissoring is limited to SCAY0- 0 & SCAY1- 255
* At second draw, scissoring is limited to SCAY0- 255 & SCAY0-511

Previously, we limited the height to the value of one single output texture, so instead of that let's calculate the total height of both the two buffers combined to prevent such issues.
2017-01-04 22:17:26 +05:30