Commit Graph

9317 Commits

Author SHA1 Message Date
Gregory Hainaut 83b5bdbd29 Merge pull request #1753 from josephgbr/master
Update Brazilian Portuguese translation
2017-01-10 11:46:48 +01:00
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
Rafael Fontenelle fcdc3a4745 Update Brazilian Portuguese translation 2017-01-09 09:53:02 -02:00
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
Gregory Hainaut 3fab287e8d onepad: don't load joyid_map from the ini
Old option from the older GUI can cause issue.

Close #1139
2017-01-07 16:38:13 +01:00
Gregory Hainaut 5c6d10da96 i10n: remove build file 2017-01-07 16:02:15 +01:00
Jonathan Li 285bcbcec0 vifUnpack: Report the correct number of bytes
It now reports 6904 bytes instead of just less than 4GB.
2017-01-07 14:49:33 +00:00
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
Gregory Hainaut 93471d46df build: workaround to detect freetype on my Debian system
I don't know if recent Cmake/Debian work better.
2017-01-07 13:49:56 +01:00
Gregory Hainaut 648cc2bb39 Merge pull request #1693 from ssakash/framebuff
GSDX: Pass total height of framebuffer on GetOutput()
2017-01-07 13:48:35 +01:00
ramapcsx2 80be9d92ca Merge pull request #1709 from turtleli/cdvd-street-fighter-ex3
cdvd: Street Fighter EX3 (NTSC-J) black screen fix.
2017-01-06 22:21:03 +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
refractionpcsx2 98e8d93fa3 Merge pull request #1728 from ssakash/custom_regression
GSDX-TextureCache: Fix corner cases on custom resolution scaling
2017-01-04 16:21:18 +00:00
Gregory Hainaut ecd00d377a Merge pull request #1729 from np511/master
Extend LTO support and remove warnings
2017-01-04 17:03:38 +01:00
np511 f55f3b94a1 Removes LTO warnings and sets -flto=number of cores. 2017-01-03 15:45:24 -05:00
Jason Brown fce2814735 Added callbacks for OSD Log and Monitor. Added wrappers in PCSX2 main for callbacks. Added some basic info calls (e.g. Saving loading FPS) 2017-01-03 10:43:56 +01:00
Jason Brown 44e671bb0a Add an RGBA getter for ConsoleColors 2017-01-03 10:43:56 +01:00
Jason Brown 248ad0ddde Added config page to linux setting dialog 2017-01-03 10:43:56 +01:00
Jason Brown b8a84d170a Added OSD Manager which depends on FreeType2. Added functions into GSDeviceOGL to render OSD and a point shader. 2017-01-03 10:43:56 +01:00
Jason Brown 4c084391fc Changed the GSBufferOGL interface from map and upload to map and unmap. This allows rendering directly into the OGL buffer instead of having to do copy at some point. 2017-01-03 10:43:56 +01:00
Gregory Hainaut b87881c91b Merge pull request #1735 from FlatOutPS2/W
GSdx: Prevent FMV crash
2017-01-03 10:36:29 +01:00
FlatOutPS2 048b657c8f GSdx: Prevent FMV crash
Fixes FMV crashing PCSX2 in The Simpsons: Road Rage.
2017-01-03 00:46:38 +01:00
Akash 6c521c36dd GSdx-TC: Remove some old hacks
Previously, we only calculated the width of a single output circuit which lead to missing a single pixel from the other output circuit which in turn causes offset issues in Persona games, I have customized GetDisplayRect() to now also calculate the dimensions of the merged rectangle when both the output circuits are enabled through the PMODE register, so this hack is no longer needed. :)

TL;DR - The above commit of mine accurately handles the offset issues by calculating union of the rects, removing this stupid hack. (not insulting any other developers, this stupid hack was mine :)
2017-01-02 14:43:17 +05:30
Akash b56ff3fce7 GSDX-TC: Pass merged output size for scaling
Passes the merged output circuit as the base size for texture cache scaling code. Helps fixing scaling issues where games use both of the output circuits for rendering.

Future Note: Alter the behavior of IsEnabled() check always preferring the second output circuit for some weird reason. I plan on changing it to a better auto-output circuit selection mechanism but that could probably be done some time in the future.
2017-01-02 14:42:32 +05:30
Gregory Hainaut 9d1b27cde8 miss a ;
I don't know what I compiled for my previous push !
2016-12-31 17:42:38 +01:00
Gregory Hainaut 1be3f48017 gsdx sw: minor fix on the thread management
* Upgrade the counter to signed 32 bits. 16 bits is too small to contains the 64K value.
* Read ThreadProc/m_count when the mutex is locked
* Use old value of the fetch instead to read back the new value
2016-12-31 16:59:38 +01:00
Gregory Hainaut 14a76a8499 cmake: don't use SSE2 suffix on libgsdx.so file
In debug build, SIMD is disabled, so it is dangerous (use wrong binary) to debug
2016-12-31 13:37:43 +01:00
Gregory Hainaut 761ce60a8e i10n: refresh translated based on latest string change 2016-12-31 11:40:46 +01:00
refractionpcsx2 7a61dc2c88 GSDX: CLUT temp old regression fix for the Romance of the Three Kingdoms games, until somebody who knows what they are doing fixes it properly :P 2016-12-30 22:00:54 +00:00
refractionpcsx2 8fecd3512c refractionpcsx2
GSdx Merge Circuit: Fix regression and issue
2016-12-27 12:08:18 +00:00
refractionpcsx2 c88cd1b065 Merge pull request #1720 from ssakash/rtc
PCSX2-Counters: Fix RTC counting in Progressive modes
2016-12-27 00:00:00 +00:00
refractionpcsx2 af3c1fc510 Gif MFIFO: Slight Optimisation for GIF MFIFO heavily used area.
Hopefully this translates well to slower systems :)

Tekken Tag:

Before: 79-81fps
After: 82-84fps

Front Mission 4 intro (as it pans over the roofs)
Before: 158-159fps
After: 165-166fps
2016-12-24 20:09:47 +00:00
Akash c92830b103 PCSX2-Counters: Fix RTC counting at certain cases
Previously, the seconds variable of the RTC was updated on progressive modes after every 50 Vsyncs, which was obviously wrong. The code has been adjusted to update the RTC with respect to the vertical frequencies of various other video modes.
2016-12-24 11:54:25 +05:30
refractionpcsx2 7aa554b8eb GameDB: Adding Hugo: Magic in the Trollwoods 2016-12-22 21:12:16 +00:00
Akash 8038ce1aa9 GSDX: Cleanup warnings on MSVC (#1694)
Explicitly cast some bitfields/local loop variables to uint8 as these functions have uint8 as the parameter datatype.
2016-12-21 23:21:07 +00:00
Jonathan Li 10eb88f6fe Merge pull request #1706 from PCSX2/greg/vif-hash
Greg/vif hash
2016-12-21 22:30:27 +00:00
FlatOutPS2 9b6c3bd106 GSdx Merge Circuit: Fix regression and issue
Avoids graphical issues in EA NASCAR games and a regression in Time Crisis 2/3 split screen mode.
2016-12-21 01:28:43 +01:00
Jonathan Li 5a63a62454 cdvdgigaherz: Fix read past the end of the buffer 2016-12-19 23:56:48 +00:00
Jonathan Li f2edc50675 cdvdgigaherz: Improve prefetch logic
Avoid reading past the end of the disk.
Avoid waiting when there are prefetches remaining.
Fix the maths so that the first prefetch after a request attempts to
read the next block of sectors and not the block of sectors that was
just read (which will just be skipped anyway because the data has just
been cached).
Avoid potential prefetch after disk is swapped (though disc swap doesn't
work properly if you just eject and insert a different disk).
Stop prefetching on disk read failure (Suikoden hits this case - 2048
byte reads are requested, but only 2352 byte reads will succeed).

Also reduce the read retry count to 2.
2016-12-19 23:56:48 +00:00
Jonathan Li c1160f40d0 cdvdgigaherz: Rename variables/parameters in cdvdDirectReadSector
s/sector/sector_block
s/first/sector
2016-12-19 23:56:48 +00:00
Jonathan Li 3f89f4bd32 cdvdgigaherz: Use constant for sectors per read 2016-12-19 23:56:48 +00:00
Gregory Hainaut 58e4076620 vif: update alignment constraint
16B alignment is now useless for nVifBlock (no more SSE)
However update the alignment of bucket to 64B. It will reduce cache miss
probability in the find loop
2016-12-18 22:51:23 +01:00
Gregory Hainaut d812222061 vif: use u32 code instead of u8/u16
It avoids memory stalls and greatly reduces the overhead of the dVifUnpack function

Here a vtune summary of this branch (done on SotC init)

dVifUnpack<1> was 14.5% of effective VU thread time
dVifUnpack<1> is now 3.8% of effective VU thread time

I hope it will translate to better fps
2016-12-18 22:44:24 +01:00
Gregory Hainaut ef75b36013 vif: move back the cache seach in the unpack function
Avoid the various move to return the value (actually due to the pointer)
2016-12-18 22:44:22 +01:00
Gregory Hainaut e4c2c53b19 vif: inline dVifsetVUptr function
It avoid a double cmp/jmp on the dynarec/interpreter mode.
2016-12-18 22:44:01 +01:00
Gregory Hainaut 6ae082dab2 vif: compute the length during the compilation stage 2016-12-18 22:44:00 +01:00