Added the wiki link and better description.
Fix broken link of 'todo'.
Formatted 'Coding Style' to 'Code Formatting Guidelines' for consistency.
Added the Commenting Etiquette link as well.
Summary:
Worse:
- Degrading compat from 5 to 4 for SLUS-20573: Sims, The
Better:
- Improving compat from 3 to 5 for SLUS-21632: NHL 2K8
- Improving compat from 2 to 5 for SLUS-21425: NHL 2K7
- Improving compat from 4 to 5 for SLUS-20919: ESPN - NFL 2K5
- Improving compat from 2 to 5 for SLUS-21232: College Hoops 2K6
- Improving compat from 2 to 5 for SLUS-20225: Gadget Racers
- Improving compat from 2 to 5 for SLUS-21914: NHL 2K10
- Improving compat from 3 to 5 for SLUS-20235: Superman - Shadow of Apokolips
- Improving compat from 2 to 5 for SLUS-20842: Sims, The - Bustin' Out
- Improving compat from 4 to 5 for SLUS-21563: Horsez
- Improving compat from 4 to 5 for SLUS-20637: Chessmaster (Online)
- Improving compat from 3 to 5 for SLES-50874: F1 2002
- Improving compat from 2 to 5 for SLES-52298: IndyCar Series 2005
- Improving compat from 0 to 5 for SLUS-21680: Harvey Birdman - Attorney at Law
- Improving compat from 0 to 5 for SCES-51684: World Rally Championship 3
- Improving compat from 0 to 5 for SLUS-21235: MLB 2k6
- Improving compat from 0 to 5 for SLES-50252: Penny Racers
- Improving compat from 0 to 5 for SLES-54151: Let's Make a Soccer Team!
Mostly relevant if the GS window is set to not hide while paused, but also shows
when the emulation is paused due to plugin config etc.
The string <PAUSED> is configurable via the template at PCSX2_ui.ini (including
making it empty) but currently it always appear at the begining of the title.
It's now possible to press ESC once to pause, and ESC again to resume (or assign
any other key via PCSX2_keys.ini, e.g. to SPACE).
Note that resume only works if the GS window is NOT set to hide on pause (Emu
options -> GS Window), and if the key is pressed while the GS window is focused.
This includes two related changes:
- The command name at PCSX2_keys.ini is now changed to Sys_SuspendResume.
- If the GS window is NOT set to hide on pause, then it stays focused on pause.
--nogui also gains this behavior, so it's now possible to launch without a GUI
and still suspend/resume if the GS window is not set to hide on pause. If it is
set to hide on pause, then the behavior remains as it was: exit PCSX2 on pause,
or prompt to exit/resume if --noguiprompt is provided.
Only relevant if the GS window is set to NOT hide when paused. At this case
there were two issues on Windows:
- Commands were invoked twice.
- Non-special-keys (e.g. plain 'q') were not handled at all.
Not terribly important now, but it prepares for the next commit.
Also rename a function to have a more meaningful name.
Initially it was free to do the SW blending because safe fbmask
will already do a sw blending.
Unsafe version uses a fast path with a limited blending. Therefore
SW blending isn't free anymore.
Improve the speed of the previous speed hack (xenosaga 1)
The hack relies on the undefined behavior of the hardware so it can
potentially generate rendering corruption.
This new hack drops the cache flusing when only the alpha channel is masked.
Alpha is a direct copy of the fragment. Normally masked bits will be constant
everywhere (RT, FS output, texture cache) so it would likely work.
Just in case, code is only enabled with the new shiny hack
The previous behaviour loaded the saved renderer config whenever the
adapter combobox was changed. The renderer will now only change if the
new adapter doesn't support the currently selected renderer (i.e
Direct3D11 might not be supported, so it'll revert to Direct3D 9).
Fixes#1080.
The Wild Arms Offset text was slightly cut off due to the label being
too small. Make the dialog slightly wider so the full text will fit.
Someone should probably make the dialog look nicer at some point.
Avoid a crash on Onimusha3 (PAL 60HZ)
In theory it will be better to find the root cause of overflow. I.e. somewhere in this
code below. Dirty rectangle is too big.
***********************************************************************
if(rowsize > 0 && offset % rowsize == 0)
{
int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
if(r.bottom > y)
{
GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
t->m_texture ? t->m_texture->GetID() : 0,
t->m_TEX0.TBP0);
// TODO: do not add this rect above too
t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
t->m_TEX0.TBW = bw;
continue;
}
}
***********************************************************************
So as a temporary solution (that will likely stay for a couple of
years), buffers were increased.
Height of the dirty rectangle must be the GS size of the RT. Of course
RT doesn't have any height so we compute the max safest value.
Fix issue #987
Candidate for 1.4 release