+ Objectify conf class.
+ Make some members private as they need to have their range checked before being set
+ Change "options" variables into an union contraining bitfield representation of it. Allows to make code more expressive/readable.
Disable and overrides the following hacks at the config and dialog:
- Disable screensaver
- Safe fullscreen exit on escape
- save state in title
All of those are hacks which PCSX2 doesn't need anymore and therefore are just
confusing if enabled.
Note that we assume PCSX2 is synonym for PS2 mode in LilyPad, and while AFAIK it
is the case now, it might need a more fine grained override system.
All combobox text can now be seen in full without having to click on the
combobox.
The internal and custom resolution stuff has been moved into the Hardware
Mode Settings groupbox since it doesn't affect software mode.
The dialog has also been rearranged a bit.
shaders/GSdx.fx is now the default location and is no longer hardcoded.
The external shader and external shader config can now be selected. (The
OpenGL renderer already has this feature.)
Note: It is still possible to not use a config file, just use an invalid
value for shaderfx_conf.
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.
Benefits:
Allows external shaders to be split into a config file and a shader file
without hardcoding the config file name.
Less code.
Yes, I more or less used the same message as the dx11 one.
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.
Benefits:
Easier move to D3DCompile when it becomes necessary.
Allows external shaders to be split into a config file and a shader
file without hardcoding the config file name.
Less code.
OpenGL does not use the cdecl calling convention (which is the default
calling convention for GSdx on Windows). Since DebugOutputToFile is used
by OpenGL, it needs to use the same calling convention that OpenGL uses.
This fixes a debug build crash when the OpenGL renderers are used and
debug_opengl is nonzero in the ini.
A couple of useless members were removed too.
Also fix wnd initialization
Coverity:
CID 146955 (#1 of 1): Uninitialized pointer read (UNINIT)
18. uninit_use: Using uninitialized value wnd[i].
Coverity:
CID 146816 (#1 of 1): Calling risky function (DC.STREAM_BUFFER)
dont_call: fscanf(FILE *, char const *, ...) assumes an arbitrarily large string, so callers must use correct precision specifiers or never use fscanf(FILE *, char const *, ...)
Without this patch, if a user initiates a recording and then cancels at the GSdx
dialog, the audio was recording anyway, which is probably highly unexpected.
However, while probably highly unexpected, it could still be useful to record
only audio, but with this patch it's now impossible.
We can reconsider if it turns out that people are actually using this "feature",
though one might as well set the video setting to be very unobtrusive (very low
resolution/bitrate) such that it uses very little CPU.
This is the internal resolution which GSdx uses and recording at this resolution
is optimal, i.e. without any dumb scaling, with all relevant pixels and without
redundant pixels.
The resulting clip still doesn't have the correct aspect ratio set, but that's
just a property which can be set to the clip afterwards, which is where the DAR
becomes useful. Since it's usually anamorphic, when muxing later with the audio
use the DAR to set the playback aspect ratio.
gsdx changes:
Remove native resolution checkbox from GUI and rework associated code
Small changes to Windows and Linux GUI
Support 8x native resolution
Fix custom resolution width less than native width use case
Previously it was saving the display name to the config but trying to restore
according to the friendly name.
Now store and restore according to the "displayName" which is more unique than
"friendlyName" since it includes GUID[s], and handle it consistently as _bstr_t.
This fixes the following issues when custom resolution is selected.
- When the width is smaller than the native resolution width, the
texture cache targets are removed on every Vsync signal, causing a
black screen issue.
- The texture cache code needs a 1 returned for the custom resolution
upscale multiplier or there'll be some really funny graphical issues.
It also removes unnecessary GetConfig (which I think unconditionally
does a a file read on Windows) calls if the width was increased - the
upscale multiplier is already stored, and the custom resolution width
and height calls are now unnecessary.
Also fix some whitespace issues.
Before this patch, when recording Progressive (frame) mode, it recorded all
the frames correctly but set the clip's fps property to 25/29.97, so when
played back it played at half the speed (but was fine when played at double speed).
This patch does not affect the number of frames recorded per second, but rather
only sets the resulting clip fps property to the correct one (double than before).
Also fixes a bug that in a non-managed window in progressive mode, the title
displayed "200%" speed when it should have displayed 100% speed.
Fixes#832
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
* Greatly reduce the number of clut read (factor 10x)
* Avoid to get wrong TEXA texture in the cache.
* Fix "jump depends on uninitialized variable" Valgrind warning.
Fix#748
I try my best to avoid any breakage of DX but please test it too.
* add lengthly comment to explain the format
* Likely reduce the number of shader permutation
* Avoid slow AEM (on GPU)
Expect regressions because TC needs some fixes
v2: fix palette mode
CID 146833 (#2-1 of 2): Division or modulo by zero (DIVIDE_BY_ZERO)
divide_by_zero: In expression this->m_width / this->m_upscale_multiplier, division by expression this->m_upscale_multiplier which may be zero has undefined behavior.
CID 146835 (#1 of 1): Division or modulo by float zero (DIVIDE_BY_ZERO)
50. divide_by_zero: In expression (float)(end - start) / (float)frame_number, division by expression frame_number which may be zero has undefined behavior
Add 2 new shaders:
* ps_main12: cast a 16 bit depth to a RGB5A1 color
* ps_main16: cast a a RGB5A1 color to a 16 bit depth
Shader might be used in future commit as it seems Silent Hill uses this
kind of format.
Fix tab/indentation too