Commit Graph

8905 Commits

Author SHA1 Message Date
Gregory Hainaut c8e9207879 svu: avoid a maybe uninitialized warning
False positive but compilers aren't reliable
2016-09-10 00:03:53 +02:00
Gregory Hainaut ccf198a80b gsdx ogl: fix a regression on Okami
Strangely the game uses large texture to handle texture buffer.

I think it plays with WMS/WMT. I'm not sure texture shuffling is 100%
correct here. But without it, it's completely broken.
2016-09-09 21:51:23 +02:00
Gregory Hainaut 8c1722faa2 gsdx: add a note that Jak shadows can be handled with HW GL without auto flush hack 2016-09-09 21:08:15 +02:00
Gregory Hainaut 64a97483fb gsdx: add Jak3 US too 2016-09-09 21:05:00 +02:00
Gregory Hainaut de480ec0f5 gsdx: add crc hack for Jak
* 0x9C712FF0, Jak1, EU
* 0x472E7699, Jak1, US
* 0x2479F4A9, Jak2, EU
* 0x12804727, Jak3, EU
* 0xDF659E77, JakX, EU

Please report me the CRC of the US version too so I can add them.

Please test the shadows rendering (openGL HW + accurate blending at least basic)
2016-09-09 19:44:04 +02:00
Jonathan Li d540dbec79 cdvdgigaherz: Fix event handle memory leak
Also bump the version to 0.10.0.
2016-09-08 23:46:05 +01:00
Jonathan Li 303996818c cdvdgigaherz: Delete duplicate PlainIso file 2016-09-08 23:14:26 +01:00
Gregory Hainaut d27d2dd520 fix compilation issue 2016-09-09 00:11:02 +02:00
Gregory Hainaut c2b67ccb78 gsdx ogl: implement an alternate shader for Jak Shadows
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
pixels.

For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.

Note: it requires at least accurate blending set on basic

Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
2016-09-08 23:58:13 +02:00
Gregory Hainaut c03b388786 Merge pull request #1551 from PCSX2/clang-format-v2
Clang format v2
2016-09-08 22:53:21 +02:00
Gregory Hainaut ac14db7b19 linux: use clang-format-3.8
Default is potentially an old version
2016-09-08 21:54:50 +02:00
Gregory Hainaut 36d2f96519 format checker: enable it for lilypad/onepad/cdvdiso 2016-09-08 21:54:50 +02:00
Clang Format e503534ff4 reformat CDVDiso 2016-09-08 21:54:50 +02:00
Clang Format d6ae5bfafa reformat lilypad
Note: I'm worried on the EXPORT/CALLBACK behavior on multiple OS
2016-09-08 21:54:49 +02:00
Clang Format f06f44c30a reformat onepad 2016-09-08 21:52:49 +02:00
Clang Format 0abf686406 pre-fomat onepad
Clang doesn't move back the '{' if there is a comment on the if line
2016-09-08 21:52:49 +02:00
Clang Format 1f8a0db290 reformat null plugin with pointer symbol on the right 2016-09-08 21:52:49 +02:00
Gregory Hainaut a678ae2529 clang format: put the pointer/reference symbol (*/&) on the right 2016-09-08 21:52:49 +02:00
Gregory Hainaut f9d8cb97c0 Merge pull request #1508 from PCSX2/gsdx-allow-sso-amd
Finally AMD delivered the fix to support separate shader object !!!
2016-09-08 21:47:32 +02:00
Gregory Hainaut 6ee841319f gsdx: help stupid compiler to allow 32 byte move
Default copy-constructor is eight 32 bits move

GSRendererOGL::Lines2Sprites code shrinks from 510B to 398B
(loop of the function 296B => 181B). Hopefully it will reduce the cost
to convert line to sprite on the CPU (i.e. when geometry shader is disabled)
2016-09-08 20:01:05 +02:00
Gregory Hainaut b282909c9e common: avoid silly compiler warning due to define redefinition
comma was updated in plugings (due to clang reformat)
2016-09-08 19:20:24 +02:00
Gregory Hainaut aba0c733cd gsdx linux: add a gui check box to control previous hack 2016-09-08 17:34:28 +02:00
Gregory Hainaut 029d74f855 gsdx: add an auto flush hack to implement a Read Write GS effect.
It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)

Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
easily.

Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect

Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
2016-09-08 17:25:59 +02:00
Gregory Hainaut bcb951077d gsdx: c_str() is useless when parameter is a string
Reported by clang tidy
2016-09-07 22:10:50 +02:00
Gregory Hainaut a6c25b7bff ipu: DATA is an u32 not a pointer
Fix compilers warning.
2016-09-07 22:06:27 +02:00
Gregory Hainaut cac822f785 build.sh: also use ninja for coverity build 2016-09-07 18:58:31 +02:00
Gregory Hainaut 145d6e29c2 gsdx: increase the allocation of the GS memory
GS memory is only 4MB but rendering is allowed to be 2048x2048
with 32 bits format (so 16MB). Technically the frame/depth buffer can start
at the end of the GS memory. Let's not waste too much memory.

Fix crash with BASARAX

(game draws a 2048x1664 32 bits area)
2016-09-07 08:34:24 +02:00
Gregory Hainaut c638e5ec87 gsdx debug: use a pretty format name when dumping texture
Much faster to read the format on the file name :)

+ remove a couple of useless ifdef
2016-09-07 08:34:24 +02:00
Gregory Hainaut 6abd806539 gsdx perf: print frame time distribution 2016-09-07 08:34:24 +02:00
Gregory Hainaut 244bb555f9 Merge pull request #1532 from ssakash/Coverity
PCSX2: Fix a bunch of coverity defects
2016-09-05 20:16:13 +02:00
Gregory Hainaut cedc4f241d gsdx hw: add a crc hack for Dragon Quest & Final Fantasy in Itadaki Street
The hack only fix the HW renderer but not the SW renderer. However I'm not sure
the issue is from GSdx.

The hack will disable alpha test that used to generate empty draw call.
2016-09-04 19:41:31 +02:00
Gregory Hainaut bb50b3419e Merge pull request #1542 from PCSX2/gsdx-texture-transfer-motocross
gsdx: save the blit buffer register when a transfer is started
2016-09-04 16:55:08 +02:00
Akash 022e650dc6 SuperVU: Initialize class members
CID 146985 (#1 of 1): Uninitialized pointer field (UNINIT_CTOR)8.
uninit_member: Non-static class member vuxy is not initialized in this
constructor nor in any functions that it calls
2016-09-03 20:29:50 +05:30
Akash dc874a99cd LilyPad: Remove useless self assignment
CID 146888 (#1 of 1): Self assignment (NO_EFFECT)self_assign: Assignment
operation (this->devices[i]->virtualControls + j).uid =
(this->devices[i]->virtualControls + j).uid has no effect.
2016-09-03 20:29:46 +05:30
Akash 7e5bca3dfd Counters: Make the code behavior more explicit
CID 168623 (#1 of 1): Missing break in switch
(MISSING_BREAK)unterminated_case: The case for value
GS_VideoMode::Unknown is not terminated by a 'break' statement.
2016-09-03 20:29:40 +05:30
Gregory Hainaut 52a2bb5524 gsdx ogl: disable texture shuffle when a render a basic sprite
Fix shadow issue on "Shadow of Memories"
2016-09-03 12:18:52 +02:00
Gregory Hainaut 79209c31bf gsdx ogl: avoid bad logging of framebuffer/texture overlap 2016-09-03 12:18:51 +02:00
Jonathan Li 4d10eda308 Merge pull request #1545 from turtleli/cdvd-spti
cdvdgigaherz: Use SPTI to read raw CD sectors
2016-09-02 23:56:05 +01:00
Gregory Hainaut a123e65185 gsdx sw: handle the invalidation of the palette when written by the GS
Manual gives all setup to upload a palette from the host. But nothing forbid to render
directly in the palette buffer. (GS rule nb 1, there is no rule ^^)

Fix Virtua Fighter 2 dark colors

However I'm not sure we can fix HW renderer. Rendering is done on the GPU but palette
handling is done on the CPU... So we need to read back data (ouch, and slow). A quick
test didn't get the expected results. Potentially there are others bugs (aka not gonna
happen on the HW renderer)
2016-09-03 00:21:56 +02:00
Gregory Hainaut d01194da0b gsdx sw: help debug
* quick way to disable verbose fixed tex0
* use palette address/format when the palette is dumped :)
2016-09-03 00:10:23 +02:00
Gregory Hainaut 6323268f40 gsdx tc: reset dirty alpha flag when we lookup a frame
Fix black skin regression for haunting ground (at least on my gs dump)
2016-09-02 21:31:13 +02:00
Gregory Hainaut 774d98991c iop rec: fully enable COP2 support 2016-09-02 21:05:28 +02:00
Jonathan Li 3d8be787a2 cdvdgigaherz: Use SPTI to read raw CD sectors
IOCTL_CDROM_RAW_READ apparently does not work for some read modes on
some optical drives, which makes some CD-ROM games unplayable from the
disc.

Work around the issue by using SPTI to retrieve the raw sector data. The
old reading method has been retained in case SPTI cannot be used (if the
device could not be opened with write access).
2016-09-02 00:58:38 +01:00
Gregory Hainaut b47c50ae5d iop rec: add the missing LWC2/SWC2 (CP2 reg from/to mem) 2016-09-01 21:50:13 +02:00
Gregory Hainaut 1ee0526e41 iop rec: add constant propagation for COP2
Inspirated from COP0
2016-09-01 21:16:43 +02:00
Gregory Hainaut bdc29dbbbf iop rec: put cop2 comment in the good position... 2016-09-01 20:47:12 +02:00
Gregory Hainaut c9a1558c60 gsdx: save the blit buffer register when a transfer is started
Fix motocross mania missing texture. Close #1319

As far as I understand, transfer is initialized in DIR. But the real
write only occured later so the blit buffer could have been overwritten
by a new value.

BLIT 0 13700
TREG 40 40
DIR 0 0
BLIT 0 13f00 <=== the bad guy
Write! ...  => 0x3f00 W:1 F:C_32 (DIR 00), dPos(0 0) size(64 64)

v2: set a value in m_tr.m_blit for load state
2016-09-01 09:59:38 +02:00
Gregory Hainaut b546d096bd Finally AMD delivered the fix to support separate shader object !!!
v2: blacklist AMD driver from the start of 2016
Please note that it is highly recommended to upgrade to a stable&working driver
2016-09-01 09:47:57 +02:00
Gregory Hainaut 448fee76c1 gsdx ogl: move GS setup in SetupIA
Fix regression when geometry shader is disabled
2016-09-01 09:47:46 +02:00
Gregory Hainaut 165bcf5662 Merge pull request #1539 from FlatOutPS2/DX
GSdx DX: extend ATE to better support additional corner case DX port
2016-08-29 11:39:22 +02:00