Commit Graph

11257 Commits

Author SHA1 Message Date
Christian Kenny aec8e959d9 SaveStateBase: Remove unused "m_DidBios" bool. 2020-05-24 13:27:11 +01:00
Christian Kenny 5ab97eb873 Savestate: Remove unimplemented exceptions. 2020-05-24 13:27:11 +01:00
tellowkrinkle f9771c38a6
macOS fixes (#3357)
* macOS compile

* Fix memprotect error on macOS

* Fix semaphore wait + thread cancel on macOS

* Fix timedlock timeout calculation

* spu2-x macOS

* onepad macOS support

* Add MacOS game controller db

* Disable onepad_legacy on macOS

* Fix spu2-x configuration crashes

* Make recompiler work on 32-bit macOS

* Use dylib extension for plugins on macOS

* Make app bundle on macOS

* Use git info for Info.plist version
2020-05-23 23:19:47 -07:00
Timothy O'Barr 8eb1bc1986
Fix length_error crash in basic_string in the ini code. (#3411) 2020-05-23 23:09:11 -07:00
SuperSamus 26a4ba360f
Locales: Update Italian translations (it_IT). (#3412) 2020-05-23 12:55:51 +02:00
Shadix Aced 2fed813228
Locales: Update French Translations (fr_FR). (#3393) 2020-05-22 03:09:02 +02:00
lightningterror f2560998c8 [skip ci] Misc documentation updates.
Update issue template with newer release versions.

Update readme, list windows 7 and 8 as no longer supported.
2020-05-20 16:56:17 +02:00
arcum42 c8c27cbfd1 Bump up the minimum cmake version slightly, and make older versions happy with the regex in FindHarfbuzz.cmake. 2020-05-19 22:15:47 -07:00
Jonathan Li efe3bc1613 pcsx2: Implement IPU VQ conversion
Fixes the blue flames in Klonoa 2.
2020-05-17 21:33:41 +01:00
Jonathan Li dca0c4ed79 pcsx2: Change IPU vqclut data type
This should improve the readability of the IPU VQ conversion.
2020-05-17 21:33:41 +01:00
Jonathan Li c533a65764 pcsx2: Add IPU dither block SSE2 implementation 2020-05-17 21:33:41 +01:00
Jonathan Li f9b51e2656 pcsx2: Add IPU dithering to RGB32->RGB16 conversion 2020-05-17 21:33:41 +01:00
Jonathan Li 1ac1bc9a95 pcsx2: Move IPU RGB32->RGB16 format conversion to separate file 2020-05-17 21:33:41 +01:00
Jonathan Li cb96dec8a6 pcsx2:windows: Remove DWM code
DwmEnableMMCSS doesn't seem to make a difference.
DwmSetPresentParameters is unused and is also not implemented from
Windows 8.1 onwards.
2020-05-17 18:13:39 +01:00
lightningterror a30a6583c1 onepad: Update to latest controller database. 2020-05-16 22:20:06 +02:00
KrossX 61c4f9399a GSdx: Dithering setting Hotkey 2020-05-16 21:53:17 +02:00
KrossX 8b1eb3b456 GSdx: Dithering on Hardware 2020-05-16 21:53:17 +02:00
lightningterror 297459c9f6 gsdx-d3d11: Remove exclusive fullscreen code used in legacy gsopen. 2020-05-16 08:43:25 +02:00
lightningterror 37c0067caf gsdx-d3d11: Remove Dispatch function, was never used. 2020-05-16 08:43:25 +02:00
Raziel Znot a14e3c25b0
Performance fix for Primal and Ghosthunter. (#3376)
Fix for terrible performance in US versions of Primal (all the time) and Ghosthunter (when encountering Teddy Bear and in the moment of Gator-Man's rush attack, maybe few other cases), Both games use shared code with pretty dumb wait loops in the microcode, those are absolutelly unnecessary and significantly kill performance on emulator.

* Performance fix for Primal and Ghosthunter

Fix for terrible performance in US versions of Primal (all the time) and Ghosthunter (when encountering Teddy Bear and in the moment of Gator-Man's rush attack, maybe few other cases). Both games use shared code with pretty dumb wait loops in the microcode, those are absolutely unnecessary and significantly kill performance on the emulator.
2020-05-16 00:06:49 +01:00
Filjo Abraham b00792d6ce
pcsx2: Change order of "Video (GS)" submenu. (#3265) 2020-05-15 16:46:46 +02:00
lightningterror 2e06e960bb gsdx-sw: Remove s_n (draw number) parameter from GetSizeFixedTEX0.
Opengl debug macro already provides draw number so it is esentially
useless.
2020-05-14 03:28:07 +02:00
water111 94e1635882
Make recLUT not hardcoded to 32 MB. (#3095)
This change makes the EE recompiler not hardcoded to working with 32 MB of RAM, and instead work with the amount of RAM set in Ps2MemSize::MainRam. The rest of PCSX2 seems to work fine with more than 32 MB of RAM - it is only the EE recompiler that has trouble. If the Ps2MemSize::MainRam value is not changed from the default 32 MB, there should be no change: 32 MB / 0x10000 = 0x200, the value that was there previously.

This may be helpful if anybody else in the future wants to emulate a PS2 dev kit with 128 MB or RAM, or maybe the PSX dvr thing which I think has 64 MB of RAM. I've confirmed that with the change, you could set Ps2MemSize::MainRam to 128 MB, and execute code with the recompiler that's above the first 32 MB of RAM, and do VIF and scratchpad DMA transfers from this upper memory as well.
2020-05-12 23:03:38 -07:00
arcum42 3c8d4029dd
Only update the backup when freezing or defrosting, not when updating the ui. Refactor saveslot code. (#3363) 2020-05-12 22:55:34 -07:00
lightningterror 333cd61c17 gsdx: Rename BLEND_NO_BAR to BLEND_NO_REC.
Since we use it on d3d too it will better fit the naming.
2020-05-13 05:38:25 +02:00
refractionpcsx2 c009a95d68
Fix situation where a VIF IRQ triggers and the game triggers a STOP causing the IRQ to never trigger. (#3385)
Fixes Nitro Bike
2020-05-12 23:59:56 +01:00
refractionpcsx2 184f0df2c5
Modify VU PC addressing so it only multiplies by 8 before entering the p… (#3362)
* Modify VU addressing so it only multiplies by 8 before entering the program
Fixes issues with VU1 TPC being read multiplied by 8 (bad)

* Removed assert on SuperVU which no longer makes sense
2020-05-12 23:59:42 +01:00
lightningterror 593d948615 gsdx-hw: Adjust PABE logs and expand the mentioned games list for it. 2020-05-12 00:11:11 +02:00
lightningterror e860742131 gsdx-ogl: Synchronize accurate blending enumeration with gui options. 2020-05-12 00:11:11 +02:00
lightningterror aaaf80f785 gsdx-ogl: Some colclip adjustments.
- Always enable sw colclip for BLEND_NO_BAR.
Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.

- Enable sw colclip for Safe FBMASK SW emulated.
instead of hdr mode with accumulation blend so we don't use a mix of sw
and hw blending. It is more accurate.
Test case: Superman Shadows of Apokolips, fixes shadows when blending is enabled.

- Use const to get rid of some warnings.
2020-05-12 00:11:11 +02:00
lightningterror 3f467cae67 gsdx-d3d11: Always enable sw colclip for BLEND_NO_BAR.
- Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.

- Add assert when disabling hw blending, hw blending should only be disabled
on free/no barrier blending. D3D11 lacks other types of blending.

- Use const to get rid of some warnings.
2020-05-12 00:11:11 +02:00
lightningterror 95e91b8f44 gsdx-hw: add crc id for The Getaway EU region. 2020-05-11 21:34:29 +02:00
Shadix Aced 6b76db2973
Locales: Update French translations (fr_FR). (#3366) 2020-05-10 17:30:49 +02:00
Jonathan Li 5a5dc7f67f cmake: Fix issue with Harfbuzz not being found 2020-05-09 17:58:19 +01:00
Filjo Abraham 9319ed1afb Remove XAudio 2.7 file refrences 2020-05-09 11:18:39 +01:00
Filjo Abraham 6ef3bfb943 Merge XAudio.inl to XAudio.cpp 2020-05-09 11:18:39 +01:00
Filjo Abraham 9f664c5f9c Drop XAudio 2.7 module 2020-05-09 11:18:39 +01:00
lightningterror b6e95fea52 GSdx.fx: Fix Border Pass, function should only run when PX_BORDER is enabled/read from the config.
Fixes an issue where external shader broke rendering when enabled if
config wasn't loaded properly.
2020-05-09 05:14:06 +02:00
Kojin 8bf6ba1440
Merge pull request #3263 from tadanokojin/ridge-racer-v
gsdx: mirror RGBAQ to 0x11
2020-05-07 20:31:01 +01:00
refractionpcsx2 ce1955ff60
Allow reading of 8bit timers (and other hardware pages) (#3361)
Fixes Robin Hood
2020-05-07 20:30:35 +01:00
Jonathan Li 16431653e4 gsdx:windows: Use precise floating point behaviour
Fast floating point behaviour can optimise out handling for special
floating point values e.g. NaNs. As GSdx needs to handle NaNs in a few
places, precise floating point behaviour should be used instead.

Fixes a flashlight regression in Silent Hill 2/3 that was caused by
VS2019 optimising out NaN handling.
2020-05-07 19:30:29 +01:00
arcum42 5c60f66890
Fix various cmake issues (#3352)
* Change the minimum cmake version to a range. Uses the new policies of the newer versions if you are on them, taking care of CMP0054.

* Grab a newer version of FindHarfBuzz.cmake from Webkit that fixes the cmake warning the earlier one was giving.

* Add in -ftime-trace as an option on build.sh.

* Precompile PrecompiledHeader.h if you are using cmake 3.16+ and GCC. (Currently disabled on clang due to compilation issues.)

* Check if target_precompile_headers exists rather than by version.

Co-authored-by: scribam <scribam@users.noreply.github.com>
2020-05-07 08:32:34 -07:00
orbea 84d090e2fd
spu2-x: Make portaudio an optional dependency. (#3110)
* spu2-x: Make portaudio an optional dependency.

v2: Fix crash in the audio settings with SDL1 and without portaudio.

* cmake: Add PORTAUDIO_API to disable portaudio support.
2020-05-07 08:31:48 -07:00
lightningterror 1a52179298 Gamedb: port CART Fury Championship Racing gamefix patch to PAL version.
SLES-50267
Same patch works for both versions.
Close #3322
2020-05-07 15:57:26 +02:00
lightningterror 6f8dbe589c gsdumpgui: Use PS2EGetLibName instead of PSEGetLibName export. 2020-05-07 14:28:31 +02:00
Ryudo300 280553b41f gsdx-gui: Update logos to match current changes.
Remove mentions of ps1 emulators,
adjust the image slightly and change the colors to match api logo
colors.
Direct3D11 green, OpenGL blue.
2020-05-07 14:28:31 +02:00
lightningterror 0b9d68e60c gsdx: Remove psx/ps1 emulator compatibility.
ePSXe for example.
There is little to no benefit in keeping it, especially when nobody was
maintaining the code. If we ever want to reintroduce it we can do so
from older branches like 1.6.
Plus if we want to integrate plugins into pcsx2 itself this is a required step.
PS1 games can ofc still be played within pcsx2.
2020-05-07 14:28:31 +02:00
lightningterror 2b884a7e7c [skip ci] GSDumpGUI: Add context menu to GSdx and Internal log.
Copy, Clear Log, Select All.
2020-05-07 12:34:37 +02:00
Vyktory Knight 1ef35e7a1e
Gamedb: Add memory card filters to several games. (#3364)
Let's Make a Soccer Team!, Virtua Pro Football, Pro Soccer Club o Tsukurou! Europe Championship, World Football Climax.

Technicals:
SLES-54151 reads data from SLES-54153 to allow importing players. Same with the Japanese equivalents.
The above pairing in reverse allows importation of custom teams exported in 54151's VS mode. Again, same with the Japanese equivalents.
SLPM-66442 is listed in PCSX2 Wiki but not in GameIndex.
2020-05-07 12:11:23 +02:00
refractionpcsx2 b8ed34a277 GSState: Mask A+D addresses. Fixes network configuration tool screen. 2020-05-07 12:07:42 +02:00