Gregory Hainaut
9150747df1
Merge pull request #1369 from PCSX2-Alpha/GSDX_PSX
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GSDX: Move PSX code to an isolated path
2016-05-26 18:45:41 +02:00
Akash
2409817556
GSDX: Move PSX code to an isolated path
2016-05-26 19:04:17 +05:30
Jonathan Li
06dba2d258
Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
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GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 08:57:33 +01:00
Akash
9ae6c2673a
GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 11:38:24 +05:30
Jonathan Li
352b61c741
gsdx: Allow normal assert to be used
2016-05-26 00:11:52 +01:00
Jonathan Li
db81925c4b
Merge pull request #1335 from turtleli/freebsd
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Support FreeBSD
2016-05-25 18:55:51 +01:00
Gregory Hainaut
60e0f3b9b5
Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
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GSDX: Improve CRTC width detection
2016-05-25 17:51:07 +02:00
Jonathan Li
68eb3774b9
GameDB: Add memcard filter for THAW (collector's edition)
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The game saves using the SLUS-21208 serial (normal edition).
Fixes #1367 .
2016-05-23 23:06:21 +01:00
Gregory Hainaut
b6da1bcb15
gsdx linux: add the new option checkbox
2016-05-23 19:38:44 +02:00
Gregory Hainaut
0c3324b6ef
gsdx hw: create a large_framebuffer option
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Enable it to ensure correct rendering (FMV)
Disable it to reduce GPU/memory requirement
Option will likely be removed when the perf impact will be reduced.
2016-05-23 19:38:44 +02:00
Gregory Hainaut
1f4439a89e
gsdx: add some notes of potential optimization
2016-05-23 19:38:44 +02:00
Jonathan Li
d2e5c32c83
cmake: Disable SuperVU for non-Linux OS
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Doesn't work on FreeBSD, would be annoying to port.
2016-05-21 23:26:19 +01:00
Jonathan Li
bde5960581
iop: Use count_leading_sign_bits for err, counting sign bits
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Replaces the inline assembly and generic version with the unified
implementation.
2016-05-21 23:26:18 +01:00
Jonathan Li
eaa4abea45
ipu: Convert yuv2rgb sse2 inline assembly to intrinsics
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It's more portable.
Use _mm_shuffle_epi32 instead of _mm_movehl_ps - I think it avoids
data bypass delays going from integer to float domains on older
processors, and Agner's tables indicate that the instruction has the
same latency and occasionally has higher throughput (depending on cpu).
And switch the _mm_xor_si128 and _mm_unpacklo_epi8 around so the same
constant can be used for both C bias and alpha.
2016-05-21 23:26:17 +01:00
refractionpcsx2
5c02636dd9
GameDB: Auto fixes for Bakugan - Battle Brawlers
2016-05-21 21:23:38 +01:00
Jonathan Li
571432a7aa
gsdx:freebsd: Fix compilation
2016-05-21 13:34:18 +01:00
Jonathan Li
57cdf0bf16
gsdx:linux: Use clock_gettime instead of ftime
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ftime is obsolete and not present in recent POSIX specifications.
2016-05-21 13:33:40 +01:00
Jonathan Li
da2046e90e
gsdx: Use alignas instead of __aligned
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__aligned is defined in FreeBSD headers and will cause compile errors.
2016-05-21 13:23:11 +01:00
Jonathan Li
6362b9c9b2
pcsx2: aio: Complete POSIX AIO reader
2016-05-21 13:23:10 +01:00
Jonathan Li
e10ed744bc
pcsx2:freebsd: Fix build
2016-05-20 22:32:41 +01:00
Jonathan Li
5f6658ae9a
common:freebsd: Kill some warnings
2016-05-20 22:32:41 +01:00
Jonathan Li
7aa6564dcc
common:freebsd: Fix compilation
2016-05-20 22:32:41 +01:00
Jonathan Li
280ca1dd85
utilities: Add FreeBSD thread name implementation
2016-05-20 22:32:41 +01:00
Jonathan Li
e23b6e3484
cmake: Setup FreeBSD
2016-05-20 22:31:30 +01:00
Jonathan Li
f95c38f632
spu2-x:freebsd: Adjust cmake and ifdefs
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For now the SDL backend has been removed, mainly cause it makes the
dialog code too messy.
2016-05-20 22:30:52 +01:00
Jonathan Li
f963fcfa66
onepad:freebsd: Adjust ifdefs
2016-05-20 22:30:52 +01:00
Gregory Hainaut
a7ba779ba8
gsdx ogl: another HLE channel effect for terminator 3
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Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut
1c21ea955c
gsdx ogl: HLE channel effect for terminator 3
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Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut
247d33a627
gsdx ogl: always clear depth buffer in FFX2
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It avoid depth issues and I'm sure it won't broke other games this way.
Issue #1340
2016-05-19 17:53:46 +02:00
Akash
2166980f91
GSDX: Calculate dimensions of rectangle after merge
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* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Akash
58b43dbb6c
GSDX: Rework video mode detection code
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* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Jonathan Li
9537accb51
linux: Remove old recent ISO list workarounds
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Seems to work fine now, no warnings or compile errors.
2016-05-19 09:08:13 +01:00
Gregory Hainaut
e258f3e2fa
gsdx ogl: update accurate DATE behavior
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* Fast accurate DATE is always enabled, it was faster than standard DATE
* The less fast version is always enabled too. It is likely barely used
so perf impact will be small on few game that could hit this path.
Nice rendering has a higher priority
* The "slow" path will depends on the date option.
Note normally it isn't too slow (-10%) if GL_ARB_shader_image_load_store
is supported but AMD crimson is an epic fail.
2016-05-19 10:03:46 +02:00
Jonathan Li
7b27be1306
gsdx: Consider horizontal offsets when merging output
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Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.
2016-05-19 10:06:12 +05:30
Jonathan Li
203fb71851
linux:async-iso: Fix invalid file descriptor checks
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-1 is returned when open() fails, not 0.
2016-05-18 23:31:32 +01:00
Jonathan Li
899784cbdc
onepad: Only append -dev to library name for Devel builds
2016-05-18 22:58:15 +01:00
Jonathan Li
3a274e85f0
cmake:onepad: Add wxWidgets to dependencies
2016-05-18 22:56:59 +01:00
refractionpcsx2
ad61503d83
CDVD: Fix drive status on BREAK.
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-Formula One 2001 expects the drive to be paused after break.
-The command breaks from the current command, it doesn't stop the drive :)
2016-05-18 21:44:13 +01:00
Gregory Hainaut
14fa797235
gsdx hw: always uses a big RT on snowblind engine game
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Avoid headack to avoid conflict between 1280x1024 and 640x1280 resolution
2016-05-17 20:01:00 +02:00
Gregory Hainaut
156f1b70c3
cmake: disable avx2+ on debug build
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Gdb (7.7.1) doesn't support it properly.
2016-05-17 19:33:12 +02:00
Gregory Hainaut
a4c7541092
gsdx ogl: tentative hack to make FFX go along with depth option
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Issue1: Depth buffer is wrongly invalidated only the first page is detected.
Issue2: First page seems to be partially written. Could be a GSdx transfer bug.
Anyway, invalidation only support a page granularity.
So here a quick workaround that will clear depth buffer in case of very small partial write.
Might worth to check regression on nocturne/digital saga
2016-05-17 19:33:12 +02:00
Jonathan Li
df5035d975
ci:travis ci: Use ccache and add gcc 6 build config
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Also make the build noisier to prevent some build failures when download
speeds are slow from whatever repository.
Note: The 64-bit devel build currently doesn't benefit from ccache for
whatever reason.
[skip appveyor]
2016-05-16 23:48:13 +01:00
Gregory Hainaut
37c049425d
gsdx ogl: gl depth is written by default
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Fix bad depth state in dump (yes the bug is 2 years old!)
2016-05-16 20:10:32 +02:00
Gregory Hainaut
f5b174f985
gsdx ogl: pitch is always the width of the transfer not the size of the texture
2016-05-16 19:20:01 +02:00
Gregory Hainaut
fa921215d9
gsdx ogl: add GL_ARB_get_texture_sub_image extension support
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could help to read back a portion of a texture
2016-05-16 18:58:33 +02:00
Gregory Hainaut
e02753df46
gsdx ogl: oups, mandatory function pointer was wrongly optional
2016-05-16 18:58:33 +02:00
Gregory Hainaut
37e4d2bd48
gsdx ogl: update old comment
2016-05-16 18:58:33 +02:00
Gregory Hainaut
96b5170d8c
Merge pull request #1317 from PCSX2/gsdx-array-coverage
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Gsdx array coverage
2016-05-16 18:16:15 +02:00
Gregory Hainaut
ed0adf61d3
gsdx ogl: allow to define a debug context in windows.
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Be aware: dev build will be slow and quite chatty
2016-05-16 17:08:20 +02:00
Gregory Hainaut
30ce6b0a6a
gsdx ogl: check debug function exists
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I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
2016-05-16 16:59:00 +02:00