Gregory Hainaut
16e6d0d305
glsl: move shader into a separate directory
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Only keep glsl_source.h for clarity
2015-04-19 18:49:02 +02:00
Gregory Hainaut
55fdf26898
glsl: remove the older file tfx.glsl
2015-04-19 18:49:02 +02:00
Gregory Hainaut
15264c6c63
glsl: split the main shader
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* separate VS/GS and FS
* separate subroutine part of the FS
It already complex enough without subroutine stuff. Besides I'm not sure
we will keep subroutine on the future.
2015-04-19 18:49:02 +02:00
Gregory Hainaut
6fc9afb175
Merge pull request #507 from PCSX2/stdcall-for-plugin
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Stdcall for plugin
2015-04-19 18:48:32 +02:00
Gregory Hainaut
1d70865f09
Merge branch 'gsdx-boost-queue'
2015-04-17 19:13:32 +02:00
Gregory Hainaut
e605ed1d09
gsdx-queue: add a comment for the future
2015-04-17 19:12:36 +02:00
Gregory Hainaut
fa243afbab
gsdx SW: enable new queue && C++11 on linux/MSVC 2012+
2015-04-17 19:12:36 +02:00
Gregory Hainaut
d91e989abb
gsdx-queue: pass shared_ptr by reference
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It avoids atomic +1/-1 of the reference counter
The counter is still incremented when the ptr is copyed into the queue
2015-04-17 19:12:36 +02:00
Gregory Hainaut
84b33d2ddb
gsdx-queue: plug the new queue as a drop-off replacement of previous boost queue
2015-04-17 19:12:36 +02:00
Gregory Hainaut
90794c302a
gsdx-queue: import spsc_queue of boost
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I remove 80% of the file to only keep the ring buffer core
Same speed as boost but without the boost dependency
2015-04-17 19:12:36 +02:00
Gregory Hainaut
c9194301a0
gsdx-queue: (linux) add a GUI option to select the queue
2015-04-17 19:12:33 +02:00
Gregory Hainaut
0aac47ca59
gsdx-queue: add a new option "spin_thread" to select the queue behavior at runtime
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If someone has a more elegant solution, feel free to share it
spin_thread = 0
spin_thread = 1 // the faster but GS thread will never stop, very bad for laptop
2015-04-17 19:03:21 +02:00
Gregory Hainaut
9682061472
gsdx-queue:add a new job dispatcher queue based on boost and C++11
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It is faster on linux, it requires less code, and it is "portable"
It requires boost (only hpp files) + MSVC 2013 (for atomic) (seem doable by 2012 too)
Actually there are several queues that either use spinlock or full sleep
2015-04-17 19:03:21 +02:00
Gregory Hainaut
a75d78bd7e
gsdx: use standard lock_guard instead of GSAutoLock
2015-04-17 19:03:21 +02:00
Gregory Hainaut
9ad5933120
gsdx: Use composition insead of inheritance to support lock
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To ease update to C++11
2015-04-17 19:03:21 +02:00
Gregory Hainaut
8deee6afbc
gsdx: include some C++11 define for later
2015-04-17 19:03:21 +02:00
Gregory Hainaut
9ce7f515bc
cdvdiso: add stdcall convention
2015-04-17 18:34:05 +02:00
Gregory Hainaut
1cb047687f
common: use stdcall convention too
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(Likely used by others null plugins)
2015-04-17 18:33:26 +02:00
Gregory Hainaut
5c8ea74cb9
null plugins: add stdcall convention
2015-04-17 18:33:10 +02:00
Gregory Hainaut
75a3abc225
lilypad: add stdcall convention
2015-04-17 18:32:39 +02:00
Gregory Hainaut
8e3dab7e11
zzogl: add stdcall convention
2015-04-17 18:32:10 +02:00
Gregory Hainaut
e16cb9a00e
onepad: add stdcall convention
2015-04-17 18:31:44 +02:00
Gregory Hainaut
c456764342
spu2x: declare exported function as stdcall
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* Fix a stack buffer overflow on address sanitizer
* Might explain an old clang crash
2015-04-17 18:24:23 +02:00
Gregory Hainaut
545c1d387c
gsdx: add an include for MSVC
2015-04-16 22:28:09 +02:00
Gregory Hainaut
aff999cf69
gsdx linux: refresh the gui
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* Use tooltip for hack
* Update string of previous hack
* Remove unused hack
Note: hack_sprite_check requires 3 states (and potentially others hack too) but
I don't know how to do it. It likely requires a "scale button"
2015-04-16 19:28:55 +02:00
Gregory Hainaut
85cbe285f0
gsdx dialog: move hack info into a separate file
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This way it can be reused on linux.
2015-04-16 19:26:33 +02:00
Gregory Hainaut
670bcc1818
gsdx hack: use a dumb implementation for UserHacks_round_sprite_offset = 2
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It works as bad as a "clever" implementation.
It seems to be enough for games such as venus/taisho-monoke/FFX
Note: it might creates glitches. Code will never be nice, so it is just
a trade-off
2015-04-16 19:26:33 +02:00
Gregory Hainaut
41e5be0673
gsdx hack: limit range of UserHacks_align_sprite_X
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Just an extra check to avoid an overlap (avoid white line in tekken)
2015-04-16 19:26:33 +02:00
Avi Halachmi (:avih)
2c3b3eafbe
first time wizard "overwrite": obey default console sources
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this is actually not a FTW issue but rather a console sources issue.
the console log sources are not c++ classes and therefore don't get initialized
other than when [attempting to] loading them from the ini file (where if the ini
doesn't exist then they get their default values). however, during first time
wizard, when choosing "overwrite", the console sources are saved without ever
getting loaded and so end up without the default values applied (so all sources
as disabled).
this patch makes sure that if we're saving the conlog sources before ever
attempting to load them, they'll get saved with the correct default values.
2015-04-16 13:19:03 +03:00
avih
ce8626150e
Merge pull request #505 from unknownbrackets/cso
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Small optimization to CSO support, add notes
2015-04-15 22:26:17 +03:00
Unknown W. Brackets
7b1214849a
Add disabled code to use a cache for cso reading.
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It doesn't seem like the cache is worth it, unfortunately.
2015-04-15 10:27:59 -07:00
Unknown W. Brackets
427fa039ba
Note why multiple blocks aren't optimized in CSO.
2015-04-15 09:47:20 -07:00
Unknown W. Brackets
49cfc3424b
Keep around z_stream between decompression passes.
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Slightly more efficient to avoid reallocating the state for each block.
2015-04-15 09:03:00 -07:00
avih
080459e7f4
Merge pull request #504 from unknownbrackets/cso
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Add support for loading CSO-compressed ISOs
2015-04-15 18:44:00 +03:00
Unknown W. Brackets
17a58103e2
Move shared file access to compressed utils.
2015-04-15 08:30:19 -07:00
Unknown W. Brackets
8e89418f45
Prefix some defines in GzippedFileReader.
2015-04-15 08:25:32 -07:00
Gregory Hainaut
e8698a9c0c
gsdx hack: hole in vertex position also appears in !FST projection
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Fix various black vertical line regression with UserHacks_align_sprite_X
2015-04-15 09:40:06 +02:00
Gregory Hainaut
65a84b9f64
gsdx hack: drop previous filtering hack
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superseeded by UserHacks_round_sprite_offset
2015-04-15 09:26:01 +02:00
Unknown W. Brackets
5bfd4c7bf8
Refactor ISO creation to avoid duplicate code.
2015-04-14 19:24:22 -07:00
Unknown W. Brackets
334f648eaa
Separate compressed file types into separate files.
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Cleaner this way.
2015-04-14 19:24:21 -07:00
Unknown W. Brackets
4ffbd3765b
Add a link to a description of the CSO format.
2015-04-14 17:46:44 -07:00
Unknown W. Brackets
8edffd32c8
Add support for loading CSO-compressed ISOs.
2015-04-14 10:14:06 -07:00
Gregory Hainaut
2da4a5e6bc
gsdx hack: use a 0 offset instead of -1
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-1 is annoying because minimum value is 0. Instead to add more logic,
let's try to use 0 which seems to be good enough (fix regressions on DQ8/AT)
Unfortunately it causes a mini regression on taisho-mononoke. Rotation of sprite is done with 2 triangles.
Potentially previous value wrongly recover this section.
2015-04-14 18:39:26 +02:00
Gregory Hainaut
cde72300a5
gsdx hack: Correct formulae for reversed texture
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It fixes issues on Ace Combat UI
2015-04-13 22:14:36 +02:00
Gregory Hainaut
418f2e69a8
gsdx-ogl: implement the wildhack on the GPU
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Likely much faster for opengl and much easier to implement
Note: hopefully UserHacks_round_sprite_offset will replace it
2015-04-13 22:14:36 +02:00
Gregory Hainaut
50bac01d89
gsdx hack: disable upscaling hack at native resolution
2015-04-13 22:14:36 +02:00
Gregory Hainaut
815c99b6e4
gsdx-hack: remove an extra offset + duplicate linear computing
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Initially code aligned texture on pixel boundary + 1/16th. It seems to work without it.
2015-04-13 22:14:36 +02:00
Gregory Hainaut
399ddbd74a
gsdx hack: reduce complexity of alpha* function
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It will help the compiler to make a couple of optimizations (and it will help
a futur porting to GSVector)
2015-04-13 22:14:36 +02:00
Gregory Hainaut
1d0deb5ffe
gsdx hack: move round sprite offset into a separate function
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Use a boolean template to separate the linear case. I'm afraid it will
cost extra computation but 90% of sprites use nearest.
2015-04-13 22:14:36 +02:00
avih
46aecb3748
Merge pull request #503 from karasuhebi/master
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Added a comment to PCSX2_keys.ini.default about F11
2015-04-13 22:06:31 +03:00