Commit Graph

4458 Commits

Author SHA1 Message Date
Alessandro Vetere f8e89b694a GSdx GSLocalMemory: Reserve space required in the std::vector before adding elements to it. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 3300470a29 GSdx GSCodeBuffer: std::vector instead of std::list, to speedup linear scan. Using range loop on destruction. 2017-08-30 11:43:18 +02:00
Alessandro Vetere 798d6a9134 GSdx GSDevice11: Fix unsigned warning under VS2015 with DEBUG build enabled. 2017-08-30 11:43:18 +02:00
Akash 8fe8cad8f9 GSdx-D3D11: Avoid undefined behavior in swapchain
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is
specified for Vsync, this mode is exclusive to OpenGL at the moment
and is unimplemented on the D3D11 renderer. Also the present function
of swapchain only accepts values from 0 to 4 as parameter, hence
passing negative values to the function is undefined behavior.

So let's fallback to standard synchronization method on D3D11 when
PCSX2 requests for adaptive mode.
2017-08-25 22:40:42 +01:00
lightningterror 420f111611 GSdx: Add missing CRC for GT3 2017-08-16 17:35:32 +05:30
Gregory Hainaut c4bf09ad32 glsl: extension must be declared first
Mesa follows this rule of the standard.

Issue #2037

Shader compile fines now but SSO interface seems to be broken.
2017-08-12 15:37:29 +02:00
Gregory Hainaut 8c37418e44 onepad: print a more accurate message when only a single pad is detected 2017-08-10 22:00:33 +02:00
Gregory Hainaut d6c27c190d onepad: fallback on 2nd gamepad for the 2nd player
Close #2039
2017-08-10 22:00:28 +02:00
orbea 590b75453c Add Horipad One config 2017-08-09 17:56:18 -07:00
Gregory Hainaut 17d2d9217b gsdx ogl: test adaptive/late vsync driver support
Supported on GLX (but not Linux free driver) and WGL
2017-08-05 11:00:39 +02:00
Gregory Hainaut 2e4643a398 gsdx ogl: factorize SetVSync
Move common logic into base class
Add API to handle late Vsync (only stub)
2017-08-05 10:59:48 +02:00
Gregory Hainaut 2204885fbb gsdx ogl: factorize common context init code 2017-08-05 10:56:54 +02:00
lightningterror 66a87ce4d0 GSdx: Add missing CRC for Tomb Raider Underworld 2017-07-29 20:10:46 +05:30
Akash 31400b29c3 Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
2017-07-27 00:23:25 +05:30
lightningterror f5b4ccf741 GSdx: Adjust CRC for DBZ BT3
Fix CRC hacks on PAL version.
PAL version will no longer experience very high brightness/contrast
issues on stages in hw mode caused by an incorrect CRC hack.
Moved a CRC hack back to OpenGL mode only for the PAL version
because texture shuffling does not work properly on PAL games.
2017-07-26 20:19:44 +02:00
Jonathan Li 4e19f7adbf lilypad: Fix button detection issue in Kung Fu Panda
Kung Fu Panda becomes stuck at an autosave warning screen since it
cannot detect button presses correctly. This fixes the issue, though
potentially it may negatively affect some other games (see #1831,
unfortunately no game titles weren't mentioned).

The issue was introduced in commit 3075ec2203

Closes #1965.
2017-07-24 00:46:00 +01:00
Akash bd5e54e825 GSdx-Windows: Fix Shadeboost text bug
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the
text containing the name of the options was being updated with the
current value of the option instead of updating the text designated for
holding the values.
2017-07-23 22:50:40 +01:00
puzzo888 1d983a6818 Update GSCrc.cpp (#2018)
gsdx crc: add Front Mission 5 CRC
2017-07-22 11:32:15 +02:00
Gregory Hainaut 390568ade9 onepad: add a first time wizard to notify that plugin auto-map the Gamepad/Joystick
It should avoid some bug reports of not-working-as-expected GUI

v2: English improvement
v3: ditto
v4: :)
2017-07-22 11:31:35 +02:00
Akash c3ff1074bb GSdx: Rework framebuffer height calculation
DBY isn't an offset to the frame memory but rather an offset to read
output circuit inside the frame memory, hence the top offset should also
be calculated for the total height of the frame memory. Fixes software
mode regression in Beyond Good and Evil.

Also handle cases when GetFrameRect() is called without any paramerer to
avoid an illegal value access violation on the DISP register.
2017-07-13 17:53:29 +02:00
Gregory Hainaut c5d35d434c glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
2017-07-12 22:04:03 +02:00
Gregory Hainaut 38010432ee gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
2017-07-12 22:03:47 +02:00
Jonathan Li 45ac69a1f6 gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.

Fixes #1980
2017-07-02 22:54:36 +01:00
Gregory Hainaut b8f7e12bc0 onepad: Add platform:Linux on game db entries that miss it
SDL doc:
"Mappings not belonging to the current platform or with no platform
field specified will be ignored (i.e. mappings for Linux will be ignored
in Windows, etc)."

Issue #1978
2017-07-02 16:55:50 +02:00
Gregory Hainaut 392816fae3 gsdx: store vsync state into an integer
allow to support late vsync (Adaptive vsync).
2017-07-02 15:14:45 +02:00
Gregory Hainaut 36fd2b6854 gsdx: remove the unused GSsetFrameLimit API 2017-07-02 15:09:47 +02:00
lightningterror 358954d69e GSdx-ogl: Printing console messages v2 (#1954)
GSdx-ogl: Console messages v2

Follow up to
commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b

Add intel broken driver wiki link message in console (OpenGL).
Print intel / amd buggy driver message once in console (OpenGL).
Pring texture barrier and viewpoint array info once in console (OpenGL).
2017-07-02 13:56:45 +02:00
lightningterror f88972013f GSdx: Remove/move DBZ:BT3 CRC
Enables character outlines to partially work on Full CRC.
DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled.
You can either use Aggressive crc or x,y offset to fix the issue.

Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird
motion blur type way when the player moved slightly.
2017-06-29 16:54:11 +02:00
Akash f2de553d63 GSdx: Cleanup warnings on MSVC
* Cast return value of IsEof() to bool. (Avoids int -> bool performance
warning error)
* Cast field and index to the required parameter type of AppendRawData.
2017-06-29 16:48:50 +02:00
Gregory Hainaut 7d75a73105 cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase)
GCC bug => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799

Close #1937
2017-06-29 14:51:50 +02:00
Jonathan Li 4a562401dc gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were
converted on the CPUs.

Convert all sprites using the GPU - the fix isn't ideal, but it'll
likely have to do unless someone feels like porting over more of the
OpenGL changes to the D3D11 renderer.

Closes #1921.
2017-06-13 01:11:45 +01:00
Jonathan Li f8787ca6b9 gsdx: Fix variable initialisation issue
Class member variables are initialised in order of declaration in the
class definition. Move native_buffer to the top of the class definition
to avoid initialising m_width and m_height to random values.
2017-06-05 01:12:41 +01:00
Akash 23fa0657a7 GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and
allow future RT buffer resize calls when the buffer size isn't enough.

(Example: when a game's CRTC/Framebuffer size changes. The older code
didn't consider such cases)
2017-06-04 17:10:25 +02:00
Akash a04d9fa388 GSdx-HW: Revamp buffer size calculation
Added a more robust buffer size calculation mechanism for custom
resolutions. Improves performance in higher resolutions for games
which don't need a big buffer. There's a great boost in performance
at GS limited scenarios.

I don't even feel there's a need for the large framebuffer option right
now, For future - I plan on making the large framebuffer enabled version
as the default as the overhead is there only at situations when it's
necessary. Until then keeping the original code just to be on the safe
side in case any issue pops up.
2017-06-04 17:10:25 +02:00
Akash 266c114c1e GSdx-OGL: Extend ICO workaround to PAL videomode 2017-06-03 14:52:42 +02:00
Jonathan Li 11ed4de0aa gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
2017-06-03 14:52:01 +02:00
Jonathan Li 742b0edaa8 gsdx: Fix GS dump readback EOF handling
An EOF only occurs after attempting to read past the end of the file.
Account for this correctly, which fixes a potential infinite loop when
reading back an xz compressed GS dump.
2017-06-03 14:52:01 +02:00
Jonathan Li a6ed698fca unix: Remove LZMA_SUPPORTED define 2017-06-03 14:52:01 +02:00
Jonathan Li 3912f3330f windows: Link GSdx to liblzma (xz) 2017-06-03 14:52:01 +02:00
Jonathan Li 97d99632a6 gsdx: Use std::vector for xz dump output buffer
By default, Windows has a 1MB stack size limit per thread, so array
cannot be used...
2017-06-03 14:52:01 +02:00
Akash 49840bb621 GSdx: Implement SYNCV register bitfields
Add the bitfield structure of the undocumented SYNCV register,
potentially might be useful in proper height determination of the output
circuit for some weird games which still get it wrong but still haven't
figured out how it might be useful. Maybe some sort of black magic
formula with the vertical synchronization values?

The differential phase value seems to closely resemble the display
height value of the video modes (480 for NTSC, 576 for PAL) but after
some investigating into the differential phase, I have no clue on how
they might be even related. Hopefully the mystery will be unveiled in
the near future.
2017-05-24 13:44:52 +02:00
Jonathan Li e8f35f0bab onepad: Remove use of "using namespace std"
"using namespace std" was causing ambiguity issues and compile errors on
FreeBSD. Remove it.
2017-05-23 01:11:49 +00:00
Gregory Hainaut 802f1029e9 gsdx: dump gsdump in xz format directly
Reduce disk space. Easy to share.

It would be nice to port the code to Windows.
libzma code was taken from https://git.tukaani.org/xz.git

Note: only short dumps are supported so far. Big dump will freeze the interface during the compression.
Or will suck all the RAM.
Note2: a multithreaded encoder would badly impact the compression ratio

Thanks to Turtleli for all review comments
2017-05-21 23:45:35 +02:00
Gregory Hainaut 53b2fdf31c linux: requires liblzma (xz) to build GSdx 2017-05-21 23:45:35 +02:00
Gregory Hainaut 5c7d9d08e2 gsdx: defer init of GSUtil global object
Close #1935
2017-05-21 14:39:22 +02:00
Gregory Hainaut 9cb8c70434 gsdx linux: port to latest GTK3 API
* replace gtk_table by gtk_grid
  => it still misses some paddings
* Use 3.22 monitor API to query screen size
  => need to be tested
* directly add scrolled windows into a container without bothering with
  the viewport.

Code compile fine but wasn't tested.

v2: disable the code until I (or someone) get a chance to test and fix it.
2017-05-13 10:39:06 +02:00
Gregory Hainaut b15ab1b1cf gsdx: use = default instead of trivial constructor/destructor
reported by clang-tidy
2017-05-13 10:38:35 +02:00
Gregory Hainaut 595ad99a5b Cmake: what should have been the previous commit 2017-05-12 19:38:51 +02:00
Gregory Hainaut 05763b3669 cmake: better gcc + gsdx integration
Only set fabi-version on older GCC (5.0 and below)
Disable broken optimization for GCC7+ (until we find a better solution)
2017-05-11 23:14:06 +02:00
Gregory Hainaut ec63b04719 gsdx: only print once OpenGL status message
All credits go to @lightningterror

Fix #1882
2017-05-11 22:35:31 +02:00
Gregory Hainaut 0939424574 onepad: be sure m_unique_id is set even in case of early return
not important as the object will be deleted but please coverity
2017-05-11 21:47:39 +02:00
Gregory Hainaut 806ede241a onepad: remove useless code
reported by Coverity (I forgot to remove the code)
2017-05-11 21:46:28 +02:00
Akash 984fcfda2e Counters: Update videomode enum with proper prefix
Thanks to @colepcsx2 (https://github.com/PCSX2/pcsx2/pull/1896#commitcomment-21858717) for pointing it out!

I also updated the prefix in the inferior video mode detection of GSdx, I'm not even sure why we need the videomode info on the plugin side, might be useful someday.
2017-05-11 11:23:10 +02:00
orbea 2dcc85d64c Allow building the player with the legacy GSdx. 2017-05-11 09:50:01 +02:00
Akash 7a3239cba0 GSDX: Remove redundant parenthesis from combobox text
The third parameter of the GSSetting constructor already encloses the
text in parenthesis, so the right bracket here just messed up things.
2017-05-07 19:31:37 +01:00
Akash 5f449151a1 GSDX: Add missing grayouts to Shadeboost options
The shadeboost options text (Contrast, Brightness, Saturation) were not
grayed out when shadeboost was disabled, it was sort of inconsistent
compared to the behavior of external shader, so added grayouts to them
when shadeboost is disabled.

Also changed "OpenGL Very Advanced Custom Settings" to "OpenGL Advanced
Settings", the verbosity didn't help much in my opinion.
2017-05-07 19:31:37 +01:00
Gregory Hainaut ecd7107ccb onepad: move KeyName in the dialog and remove the now useless dialog.h
Note: use C++ construct to avoid C buffer.
2017-05-03 16:42:03 +02:00
Gregory Hainaut a71a549fa3 onepad: create a LUT for the pad key => SDL key mapping
Initial plan was to allow to remap the logical (SDL) key.
Unfortunately I feel some issues with the current enum.
* button/axis overlap
* trigger/axis must be handled differently

Nevertheless, code is easier this way
2017-05-03 12:33:42 +02:00
Gregory Hainaut 7597b31215 onepad: replace conf pointer by g_conf object 2017-05-03 12:03:56 +02:00
Gregory Hainaut db4f28f4ca onepad: replace key_status pointer by g_key_status object 2017-05-03 12:03:56 +02:00
Gregory Hainaut b09a82fb94 onepad: remove dead code 2017-05-03 12:03:56 +02:00
Gregory Hainaut 36528bb723 onepad: allow to save/reload SDL2 mapping from OnePAD2.ini file
SDL_GAMECONTROLLERCONFIG is nice but limited to a single entry. (Note it can still be used)

Option name is SDL2. Here an example

SDL2 = 03000000a306000020f6000011010000,PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
2017-05-03 12:03:56 +02:00
Gregory Hainaut 03899a6240 onepad: drop useless goto statement 2017-05-03 12:03:56 +02:00
Gregory Hainaut d8f88ee1e3 onepad: s/set_keyboad_key/set_keyboard_key/ 2017-05-03 12:03:56 +02:00
Gregory Hainaut 2159245224 onepad: add DUALSHOCK4 USB Wireless Adapator mapping
Close #1924
2017-05-02 10:07:17 +02:00
Jonathan Li 1d364f1991 spu2-x: Remove outdated website text file 2017-04-30 23:31:08 +01:00
Gregory Hainaut dc00af8829 psx|spu2x|gsdx: shift negative value is undefined in C standard
Instead does the negation after the shift

v2: assert shift <= 15 in clamp_mix
2017-04-30 21:20:23 +02:00
Gregory Hainaut 627212290e spu2x: comment unused variable 2017-04-30 21:20:23 +02:00
Gregory Hainaut d9e43b5d8d gsdx egl: rewrite the EGL implementation
Split code in 2 parts
* Base class (GSWndEGL) that implement the core EGL and GL context
* Derived class (GSWndEGL_X11/GSWndEGL_WL) that implement the backend to handle native resources

Note: Most backend code is only useful for GSopen1/PS1 mode. GSopen2 only requires
the AttachNativeWindow implementation

Code is based around EGL_EXT_platform extension that allow to select the platform at runtime.
Note: I think the extension was integrated in EGL 1.5

The X11 backend was mostly converted to XCB
The wayland backend is only a placeholder for future code

I don't know if MS windows is/could be supported with EGL_EXT_platform API

Code validated on Mesa. Proprietary drivers aren't yet tested.
2017-04-30 14:04:24 +02:00
Jonathan Li a3b3b4f657 gsdx: Fix uptr size on Windows x64 build 2017-04-29 23:22:02 +01:00
Gregory Hainaut 413d1828eb gsdx: call XInitThread on Linux dump replay 2017-04-29 13:05:28 +02:00
Gregory Hainaut 4b5aabe6b0 onepad: move an ok button to the right corner 2017-04-28 23:24:49 +02:00
Gregory Hainaut 5b4c948e43 onepad: clean the gamepad/joystick interface
Remove return of empty function
Use final/override qualifier
Remove useless virtual

Thanks turtleli for the advices
2017-04-28 11:27:19 +02:00
Gregory Hainaut f91faacc53 onepad: remove autorepeat deadcode
a9af374 onepad: don't touch autorepeat setup
2017-04-28 11:27:19 +02:00
Gregory Hainaut e408b3ab02 onepad: replace pthred/queue with std::mutex/mt_queue
v2: based on turtleli feedback
rename m_q into m_queue
add includes
2017-04-28 11:27:19 +02:00
Gregory Hainaut 7d771229e2 onepad: add a GUI list box to select joypad based on UID
Note: remove the cancel management of the small modal
It is easier, it doesn't always work anyway
2017-04-28 11:27:19 +02:00
Gregory Hainaut 31d8142a0d onepad: plug uid instead of the index
ini must be recreated
2017-04-28 11:27:19 +02:00
Gregory Hainaut 3cff588eff onepad: add an unique identifier 2017-04-28 11:27:19 +02:00
Gregory Hainaut a50766384b onepad: use range loop for hash iteration 2017-04-28 11:27:19 +02:00
Gregory Hainaut c183de5662 onepad: add hot-plugging support
Note: pad to player mapping is done later

v2: remove the useless print
2017-04-28 11:27:19 +02:00
Gregory Hainaut 1b369520ed onepad: drop the pad if an error was detected
v2:
init m_no_error in gamepad constructor
2017-04-28 11:27:19 +02:00
Gregory Hainaut 2e09c7faf3 onepad: Move init/destroy code to constructor/destructor
* prefix remaining member with m_
* Use array for m_effect_id
* Properly Destroy/Close Haptic/Joystick/Game Controller
 (except on older SDL versions which are buggy)
2017-04-28 11:27:19 +02:00
Gregory Hainaut 4b24cfa5ea onepad: use external resource to support more joysticks 2017-04-28 11:27:19 +02:00
Gregory Hainaut 9da843c994 onepad: plug SDL2 API game controller 2017-04-28 11:27:19 +02:00
Gregory Hainaut 35b162adbf onepad: move enum first in .h file
It would avoid future compilation issue
2017-04-28 11:27:19 +02:00
Gregory Hainaut 94e19ac903 onepad: remove SDL1 manual detection code path 2017-04-28 11:27:19 +02:00
Gregory Hainaut 61182249f0 onepad: drop hacks/options for DualShock3
SDL2 will take care of correct detection
2017-04-28 11:27:19 +02:00
Gregory Hainaut 5c537fdbe3 onepad: properly indent comments
Clang-format doesn't like the double *
2017-04-28 11:27:19 +02:00
Gregory Hainaut 9c7e9cc6f2 onepad: use range loop and vector of unique_ptr to manage the joystick 2017-04-28 11:27:19 +02:00
Gregory Hainaut 873ae6717e onepad: add a game controller db resource
It will be used later by the SDL2 API
2017-04-28 11:27:19 +02:00
Gregory Hainaut d3a3a8528f cmake: reindent onepad/CMakeLists.txt with space 2017-04-28 11:27:19 +02:00
Gregory Hainaut 41990a6402 cmake: create the macro add_custom_glib_res to handle resources 2017-04-28 11:27:19 +02:00
Jonathan Li ffcac1bc3b spu2-x:xaudio2: Comment stuff to investigate 2017-04-28 10:12:50 +02:00
Jonathan Li adb92ce349 spu2-x:xaudio2: Use unique_ptr
Also remove the unused constructor parameter from StreamingVoice and
rename the variables slightly.
2017-04-28 10:12:50 +02:00
Jonathan Li 14bd5a4f59 spu2-x:xaudio2: Improve cleanup after an exception
Initialise pointers to nullptr, move the LoadLibrary code into the try
block (where it should have been in the first place), and use Close()
to cleanup if an exception occurs. Also initialise/destroy the critical
section in the base class constructor/destructor.

This should avoid resource leaks if an exception occurs.
2017-04-28 10:12:50 +02:00
Jonathan Li 6c512c1973 spu2-x:xaudio2: Simplify XAudio2Error exception
Instead of creating a separate message function, just reuse what() and
pass the string to the std::runtime_error constructor instead.

Also catch a reference to a std::runtime_error instead, since it'll
allow for simpler cleanup.
2017-04-28 10:12:50 +02:00
Jonathan Li 3cb0e3bb13 spu2-x: Combine XAudio2 2.7/2.8+ code into an inline file
Avoids code duplication, though there's now messy ifdefs...
2017-04-28 10:12:50 +02:00
lightningterror 303564fd70 GSdx: Move/add GT4 CRC
Moved a CRC hack to Aggressive that can cause or fix VRAM and RAM spikes.
This way people can switch between each config if they experience problems with either.
Varies on userconfig , game version and maybe hardware.

Added missing CRC game version for GT4 pal.

Note: The issue might be the same on GT3 and GTConcept , the code might
need to be removed for those games as well.
2017-04-27 17:46:58 +02:00
Gregory Hainaut bb35261aca gsdx: don't request a depth buffer on the window
Code directly uses depth buffer attached to a frame buffer
2017-04-23 10:59:33 +02:00
Gregory Hainaut 2155f65478 gsdx: fix EGL build 2017-04-23 10:59:33 +02:00