Commit Graph

11026 Commits

Author SHA1 Message Date
KrossX b5625ad8b0 gsdx-hw: Add zclamping to ps/fs.
Add zclamping to ps/fs, enable vs, ps/fs clamp when needed with a macro.
2020-06-06 23:56:41 +02:00
lightningterror 5d0eefeebd gsdx-hw: Cleanup a bit EmulateZbuffer.
Update the comment to reflect recent changes,

Rename DepthMask to MaxDepth,

use a mask shift to get z format,

Do vs cb padding on d3d11.
2020-06-06 23:56:41 +02:00
lightningterror 845a3d0ab8 gsdx-hw: Remove the code block for the bad Z sise check in EmulateZbuffer.
Also fixes Itadaki Street text and F1 2004 starting lights
2020-06-06 23:56:41 +02:00
lightningterror 33678441dc gsdx-hw: Clamp zbuffer to depthmask instead of wrapping.
The behavior was verified on Dobie to be correct.
The code needs to be ported to SW renderer too to
improve rendering on SW side.

Current PR will fix plenty of games on HW renderer
that had/have zbuffer issues before.

v2. Set DepthMask to the maximum the current depth format allows.
Will properly clamp for 16bit and 24bit formats.

v3. gl: Fix uniform buffer upload/cache for VSConstantBuffer.
2020-06-06 23:56:41 +02:00
lightningterror 24f06187df gsdx-d3d11: Port/add depth mask support to EmulateZbuffer.
Add support for depthmasking to EmulateZbuffer, previous old code had
support but wasn't ported properly with the new code a few years back.

VS Constant buffer is now properly setup.
2020-06-06 23:56:41 +02:00
RedDevilus 639986faa7
GameDB: Add gamefixes for the following games listed, change details are in db comments: (#3402)
- DT Racer
- Gran Turismo Prologue
- Gretzky NHL 2005
- Hot Shots Tennis
- Justice League Heroes
- Melty Blood - Act Cadenza
- Metal Arms - Glitch in the System
- Next Generation Tennis 2003
- Official PlayStation 2 Magazine Demo 33
- Primal
- SOCOM 3
- SOCOM Combined Assault
- UFEA Euro 2004
- WRC 4
2020-06-06 23:34:39 +02:00
lightningterror 4aa8b0f977 onepad: Update to latest controller database. 2020-06-06 22:30:24 +02:00
refractionpcsx2 ca903b6b14
GSdx-sw: Add Z clamping to GSdx SW mode (#3433)
* Add Z clamping to GSdx SW mode

* Fix spacing

* Only clamp when max vertex z is greater than zfmt max

* Fix Z format switches

* Get rid of needless shuffle

* Whoops, missed a case

* Replace switches with a shift

* Disable triangle clamping for SSE2

* Implement clamping on GS Raster Interpreter

* Added SSE2 Triangle Z clamping by KrossX
2020-06-05 20:56:16 +01:00
Jonathan Li d08e49f2df pcsx2: Remove leftover array entry from SuperVU removal
It was causing GameDB fixes to be applied wrongly.
2020-06-03 20:16:00 +01:00
Shanoah Alkire 30ffda406c Remove -Wno-char-subscripts, as it was there for supervu. 2020-06-01 16:34:31 -07:00
arcum42 8023183999
Switch over the null plugins dialog code to use wxWidgets instead of gtk on Linux. (#3420)
* Make the other null plugins use the same functions, and convert PS2Eext.h  to use wx.
2020-05-30 13:31:52 -07:00
Ryudo300 2a9451fed5
PCSX2-GUI: Update BackgroundLogo. (#3423)
Fixes the background/logo glitching out when using DPI scaling.
2020-05-30 21:19:09 +02:00
lightningterror a9f41c6824 Revert "pcsx2: Change order of "Video (GS)" submenu. (#3265)"
This reverts commit b00792d6ce.

It confused a lot of people that were used to the previous position.
Maybe was a good idea, but bad result.
2020-05-27 22:34:48 +02:00
lightningterror 9cf54b8897 onepad: Update to latest controller database. 2020-05-27 11:57:11 +02:00
arcum42 5903ee95fe Remove unused folder in Visual Studio project. 2020-05-24 20:04:20 -07:00
arcum42 2b115d031e
Remove superVU. (#3386)
* Remove superVU, as well as the VUClipFlagHack, which was SuperVU only.
2020-05-24 19:08:12 -07:00
Jonathan Li 3c65ddf72e GameDB: Remove Klonoa 2 patches
They are no longer necessary now that the PACK command has been fixed.
2020-05-25 00:20:44 +01:00
Jonathan Li 0277b69ff1 ipu: Revert Klonoa 2 workaround
This reverts commit 10ee832dc1.

The workaround should be unnecessary now that the indx4 is properly
aligned.
2020-05-25 00:20:44 +01:00
Jonathan Li 08cb843180 ipu: Use alignas to ensure 16-byte alignment of indx4 array 2020-05-25 00:20:44 +01:00
Christian Kenny aec8e959d9 SaveStateBase: Remove unused "m_DidBios" bool. 2020-05-24 13:27:11 +01:00
Christian Kenny 5ab97eb873 Savestate: Remove unimplemented exceptions. 2020-05-24 13:27:11 +01:00
tellowkrinkle f9771c38a6
macOS fixes (#3357)
* macOS compile

* Fix memprotect error on macOS

* Fix semaphore wait + thread cancel on macOS

* Fix timedlock timeout calculation

* spu2-x macOS

* onepad macOS support

* Add MacOS game controller db

* Disable onepad_legacy on macOS

* Fix spu2-x configuration crashes

* Make recompiler work on 32-bit macOS

* Use dylib extension for plugins on macOS

* Make app bundle on macOS

* Use git info for Info.plist version
2020-05-23 23:19:47 -07:00
Timothy O'Barr 8eb1bc1986
Fix length_error crash in basic_string in the ini code. (#3411) 2020-05-23 23:09:11 -07:00
SuperSamus 26a4ba360f
Locales: Update Italian translations (it_IT). (#3412) 2020-05-23 12:55:51 +02:00
Shadix Aced 2fed813228
Locales: Update French Translations (fr_FR). (#3393) 2020-05-22 03:09:02 +02:00
lightningterror f2560998c8 [skip ci] Misc documentation updates.
Update issue template with newer release versions.

Update readme, list windows 7 and 8 as no longer supported.
2020-05-20 16:56:17 +02:00
arcum42 c8c27cbfd1 Bump up the minimum cmake version slightly, and make older versions happy with the regex in FindHarfbuzz.cmake. 2020-05-19 22:15:47 -07:00
Jonathan Li efe3bc1613 pcsx2: Implement IPU VQ conversion
Fixes the blue flames in Klonoa 2.
2020-05-17 21:33:41 +01:00
Jonathan Li dca0c4ed79 pcsx2: Change IPU vqclut data type
This should improve the readability of the IPU VQ conversion.
2020-05-17 21:33:41 +01:00
Jonathan Li c533a65764 pcsx2: Add IPU dither block SSE2 implementation 2020-05-17 21:33:41 +01:00
Jonathan Li f9b51e2656 pcsx2: Add IPU dithering to RGB32->RGB16 conversion 2020-05-17 21:33:41 +01:00
Jonathan Li 1ac1bc9a95 pcsx2: Move IPU RGB32->RGB16 format conversion to separate file 2020-05-17 21:33:41 +01:00
Jonathan Li cb96dec8a6 pcsx2:windows: Remove DWM code
DwmEnableMMCSS doesn't seem to make a difference.
DwmSetPresentParameters is unused and is also not implemented from
Windows 8.1 onwards.
2020-05-17 18:13:39 +01:00
lightningterror a30a6583c1 onepad: Update to latest controller database. 2020-05-16 22:20:06 +02:00
KrossX 61c4f9399a GSdx: Dithering setting Hotkey 2020-05-16 21:53:17 +02:00
KrossX 8b1eb3b456 GSdx: Dithering on Hardware 2020-05-16 21:53:17 +02:00
lightningterror 297459c9f6 gsdx-d3d11: Remove exclusive fullscreen code used in legacy gsopen. 2020-05-16 08:43:25 +02:00
lightningterror 37c0067caf gsdx-d3d11: Remove Dispatch function, was never used. 2020-05-16 08:43:25 +02:00
Raziel Znot a14e3c25b0
Performance fix for Primal and Ghosthunter. (#3376)
Fix for terrible performance in US versions of Primal (all the time) and Ghosthunter (when encountering Teddy Bear and in the moment of Gator-Man's rush attack, maybe few other cases), Both games use shared code with pretty dumb wait loops in the microcode, those are absolutelly unnecessary and significantly kill performance on emulator.

* Performance fix for Primal and Ghosthunter

Fix for terrible performance in US versions of Primal (all the time) and Ghosthunter (when encountering Teddy Bear and in the moment of Gator-Man's rush attack, maybe few other cases). Both games use shared code with pretty dumb wait loops in the microcode, those are absolutely unnecessary and significantly kill performance on the emulator.
2020-05-16 00:06:49 +01:00
Filjo Abraham b00792d6ce
pcsx2: Change order of "Video (GS)" submenu. (#3265) 2020-05-15 16:46:46 +02:00
lightningterror 2e06e960bb gsdx-sw: Remove s_n (draw number) parameter from GetSizeFixedTEX0.
Opengl debug macro already provides draw number so it is esentially
useless.
2020-05-14 03:28:07 +02:00
water111 94e1635882
Make recLUT not hardcoded to 32 MB. (#3095)
This change makes the EE recompiler not hardcoded to working with 32 MB of RAM, and instead work with the amount of RAM set in Ps2MemSize::MainRam. The rest of PCSX2 seems to work fine with more than 32 MB of RAM - it is only the EE recompiler that has trouble. If the Ps2MemSize::MainRam value is not changed from the default 32 MB, there should be no change: 32 MB / 0x10000 = 0x200, the value that was there previously.

This may be helpful if anybody else in the future wants to emulate a PS2 dev kit with 128 MB or RAM, or maybe the PSX dvr thing which I think has 64 MB of RAM. I've confirmed that with the change, you could set Ps2MemSize::MainRam to 128 MB, and execute code with the recompiler that's above the first 32 MB of RAM, and do VIF and scratchpad DMA transfers from this upper memory as well.
2020-05-12 23:03:38 -07:00
arcum42 3c8d4029dd
Only update the backup when freezing or defrosting, not when updating the ui. Refactor saveslot code. (#3363) 2020-05-12 22:55:34 -07:00
lightningterror 333cd61c17 gsdx: Rename BLEND_NO_BAR to BLEND_NO_REC.
Since we use it on d3d too it will better fit the naming.
2020-05-13 05:38:25 +02:00
refractionpcsx2 c009a95d68
Fix situation where a VIF IRQ triggers and the game triggers a STOP causing the IRQ to never trigger. (#3385)
Fixes Nitro Bike
2020-05-12 23:59:56 +01:00
refractionpcsx2 184f0df2c5
Modify VU PC addressing so it only multiplies by 8 before entering the p… (#3362)
* Modify VU addressing so it only multiplies by 8 before entering the program
Fixes issues with VU1 TPC being read multiplied by 8 (bad)

* Removed assert on SuperVU which no longer makes sense
2020-05-12 23:59:42 +01:00
lightningterror 593d948615 gsdx-hw: Adjust PABE logs and expand the mentioned games list for it. 2020-05-12 00:11:11 +02:00
lightningterror e860742131 gsdx-ogl: Synchronize accurate blending enumeration with gui options. 2020-05-12 00:11:11 +02:00
lightningterror aaaf80f785 gsdx-ogl: Some colclip adjustments.
- Always enable sw colclip for BLEND_NO_BAR.
Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.

- Enable sw colclip for Safe FBMASK SW emulated.
instead of hdr mode with accumulation blend so we don't use a mix of sw
and hw blending. It is more accurate.
Test case: Superman Shadows of Apokolips, fixes shadows when blending is enabled.

- Use const to get rid of some warnings.
2020-05-12 00:11:11 +02:00
lightningterror 3f467cae67 gsdx-d3d11: Always enable sw colclip for BLEND_NO_BAR.
- Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.

- Add assert when disabling hw blending, hw blending should only be disabled
on free/no barrier blending. D3D11 lacks other types of blending.

- Use const to get rid of some warnings.
2020-05-12 00:11:11 +02:00