Commit Graph

2325 Commits

Author SHA1 Message Date
ramapcsx2 86dcb0a1a9 SPU2-X:
Work on support for Wasapi's exclusive mode. Not enabled yet.
Also lower (/8) sound out packet size. Helps the timestretcher 
responsiveness and quality.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2755 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 20:28:10 +00:00
sudonim1 8c0fc49f61 GSdx: Removed DX10 support in favour of DX11. I am told that this shouldn't affect anyone and it reduces code duplication. (DX11 was already missing some changes in DX10, I have ported them.)
GSdx: Removed OpenGL "support".  Nobody showed any interest in getting this working.
GSdx: Removed PS1 GPU support.  pcsx2 does not use this and it is unmaintained, likely broken, and frequently confuses intellisense.
GSDumpGUI: Use the correct export for the library name, was using the PS1 version.

If any of the above code is needed in the future, we have this wonderful technology called version control.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2754 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 20:27:06 +00:00
sudonim1 c09114e08b GSdx: Slightly more sensible input layout handling. No functional change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2753 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 18:02:56 +00:00
gigaherz 9984259f1f Portaudio seems to work fine as a static lib, so it seems pointless keeping yet another dll around when it's unnecessary.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2752 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 14:14:45 +00:00
gigaherz 1d7244d200 Update portaudio to the current v19 development snapshot. It contains a LOT of changes on WASAPI.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2751 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 14:00:20 +00:00
arcum42 df401326aa zzogl-pg: Fix various compiler warnings, and one or two things I missed earlier.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2750 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 06:38:44 +00:00
arcum42 dfeb416833 zzogl-pg: Fix Linux after my last few commits.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2749 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 05:46:55 +00:00
arcum42 e80b5c5af5 zzogl-pg: Work more on separating out the windowing code.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2748 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 05:24:36 +00:00
arcum42 686b08b7de zzogl-pg: Get it compiling in Windows. (May very well break compilation in Linux. I'll deal with that later.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2747 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 04:36:28 +00:00
refraction a0398f0b30 Small nasty loop my recent changes got me in to, fixed now :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2746 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 02:36:14 +00:00
arcum42 28df00c2a3 zzogl-pg: Move a bunch of X11 stuff to a separate file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2745 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 02:04:55 +00:00
arcum42 0a8c267991 zzogl-pg: Move the transfer code to a separate file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2744 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 01:33:59 +00:00
refraction c475b36daa Updated cotton's MARK test, the last one completely killed Max Payne, explained why in the file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2743 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 01:30:35 +00:00
arcum42 4f6cbe476d zzogl-pg: Remove old 64 bit code.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2742 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 01:17:42 +00:00
arcum42 50bddb85d5 zzogl-pg: Add a preliminary codeblocks project file.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2741 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 01:00:53 +00:00
arcum42 0edf2d26e7 zzogl-pg: Delete a few stray files that crept in.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2740 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 00:37:09 +00:00
arcum42 799da2100e zzogl-pg: Create a local fork of ZZOgl to play with. Currently just ZZOgl 211 with name and version changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2739 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 00:31:15 +00:00
refraction 46c39081c7 Fix for some freaky corruption caused by more than 1 GS transfer happening at once (mostly PATH 2/3 due to data types) - Example fixed Tekken 5 Devil Mode HUD
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2738 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 00:21:46 +00:00
arcum42 1f2f855f36 Get SoundTouch working in Linux again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2737 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-18 23:43:34 +00:00
cottonvibes 6212789a96 Vif:
- A small optimization from my r2732 fix.
- Enabled some code for some questionable vifcode MARK behavior. Prints to console if the case happens since unsure if its correct.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2736 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-18 23:17:42 +00:00
refraction ef20c1a93f Implemented freaky VIF Unpack operation for V2 and V3 unpacks, games such as Lemmings and And1 Streetball require this to be determinate! Tested on the PS2 and it certainly is determinate.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2735 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-18 22:15:58 +00:00
ramapcsx2 ccfb4e1ea9 Updated the SoundTouch library to version 1.5.
It works fine and without further modifications in Windows, for SPU2-X and ZeroSPU2.
Linux is untested, but hopefully also fine :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2734 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-18 20:04:51 +00:00
arcum42 70a3940d75 spu2-x: Update the Linux dialog with the new interpolation options.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2733 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-18 08:30:52 +00:00
cottonvibes c53ecee572 Fixed a bug in the newVif unpack dynarec with filling writes...
(was some optimization i had, but only was working correctly for skipping writes...)

Fixes half-life...

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2732 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-18 04:52:57 +00:00
Jake.Stine a24e08fe83 SPU2-X: Stupid typo fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2731 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-17 19:59:14 +00:00
Jake.Stine cc4b78d7ae SPU2-X: Optimized interpolation to use a switch-template-based lookup table.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2730 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-17 19:55:35 +00:00
Jake.Stine c173002be0 SPU2-X: Added IRQA testing to Reverb Effects Processing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2729 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-17 15:26:31 +00:00
Jake.Stine 4c700bc17e SPU2-X: Remove unsaturated version of the XA-ADPCM decoder (unused for a while now). As it turns out, saturation is definitely part of the spec, and some encoders expect/rely on it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2728 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-17 14:11:38 +00:00
Jake.Stine 48fae1a824 SPU2-X: Better version of pseudonym's bugfix.
Details: Properly initialize SCurrent in V_Core::Reset so that it need not be checked during Dummy processing, and add some asserts to test for SCurrent validity.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2727 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-17 14:07:25 +00:00
sudonim1 58b9768c61 SPU2-X: Voices that have never been started have SCurrent=0, which broke the dead voice handling. Fixing this should reduce stray interrupts and improve FPS slightly. Apparently the interrupts affect Wizardry: Tale of The Forsaken Land's music, but the game is quite broken anyway.
Also fixed small timing error in dead voices, probably doesn't affect any game.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2726 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-17 11:49:36 +00:00
ramapcsx2 8c3ea7d766 SPU2-X:
- Altered interpolation descriptions based on testing. Also fixed slight issue with Hermite interpolation.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2725 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 19:30:14 +00:00
gigaherz 50dfe253e7 More interpolators. Implemented Catmull-Rom interpolation. It's simpler than hermite, but doesn't really sound "better" than cubic as far as I can tell.
Feel free to test them.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2724 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 18:48:06 +00:00
gigaherz 329617d351 HIGHLY EXPERIMENTAL implementation of Hermite interpolation method.
Test at your own risk. Tension can be changed in the code.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2723 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 15:33:59 +00:00
gigaherz ad4bbbf920 This should properly fix cubic interpolation. If it seems to dull the audio, it's because it's meant to.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2722 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 14:39:36 +00:00
ramapcsx2 5087099871 Default VSync to off, change default Turbo to 200% and Slowmo to 50%.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2721 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 09:53:17 +00:00
cottonvibes 236d40b2e1 Minor change...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2720 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 03:02:41 +00:00
gigaherz 80fa74532a Removed idct_mmx.obj from the svn and updated the project to reflect the change.
The file was only available as a compiled .obj, with no sourcecode, and wasn't used in any platform or configuration, so me & pseudonym decided it was best not to even have it.
Left a comment in the idct.cpp file explaining it.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2719 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-16 02:53:56 +00:00
sudonim1 b9fc6d43e9 Fixed error in blending table. Mostly white displays in Ghost Rider and Silent Hill: Origins now display correctly. Large diff because I reformatted comments to make it easier to verify, only rows changed are 0112 and 0210.
Added logging for blending modes that can't be handled natively.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2718 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-15 21:07:58 +00:00
sudonim1 bda5b06e37 Made resources recompile when a shader is modified, though I'm not happy with the solution.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2717 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-15 19:13:51 +00:00
sudonim1 3657bebe9e Fixed trap instructions by using the old implementation for now.
Added INT and INTO to the emitter.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2716 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-15 14:15:40 +00:00
ramapcsx2 7f6f27b9d9 One of these days I'll get it right. Sigh :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2715 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 21:34:16 +00:00
ramapcsx2 d29b968e51 GSdx:
- Moved the offset hack to CreateSource(), it can work a bit more selectively there.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2714 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 19:35:10 +00:00
sudonim1 ee467127eb Forgot to save before committing. Just a comment.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2713 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 11:35:42 +00:00
sudonim1 ad21a894fc GSDx: Fixed channel masking in DX9 HW. The red and blue channels were reversed.
GSDx: Removed discards from partial colclamp support as it wasn't doing much good and definitely won't be necessary with the next stage of support.  No significant functional change probably.

As before, please do a full rebuild of gsdx.  I hate it as much as you but don't know how to make VS smarter about this.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2712 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 11:33:12 +00:00
refraction 95af4c133e Fixed small VIF Stalling bug which caused Max Payne to crash
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2711 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 01:11:08 +00:00
refraction 30c0b0f923 Only a small commit i know, but highly frustrating for Tekken Tag players (slows it down a bit). Im back! sort of, just getting familiar with the code again :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2710 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-14 00:55:36 +00:00
ramapcsx2 cbad1f9bd5 Small cleanups: Fixed a typo in HwWrite.cpp (could fix games) and removed double system reset call.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2709 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-13 22:29:14 +00:00
sudonim1 27b32ab8ab Removed *.res from msvc cleanup script because it cleans *.resx too due to this: http://support.microsoft.com/default.aspx?scid=KB;en-us;q164351
Removed Release (no SSE specification) target for solution because I spent half an hour trying to work out why GSDx was failing to build because of it.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2708 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-13 22:19:09 +00:00
ramapcsx2 95c272b81b Let's preserve XMM/MMX registers on dma functions again.
Fixes Fatal Frame 1 missing geometry. 
The game should be fully working again, even without the gamefix :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2707 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-13 13:11:22 +00:00
cottonvibes ef33b22114 Attempted fix to get gust games and fatal frame working w/o a gamefix hack.
I was only able to test Ar Tonelico which worked with this fix, comment if this breaks fatal frame (or a gust game or anything else...)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2706 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-13 08:23:07 +00:00