WinXP should be exempted from Portaudio as the default for now.
It has a large latency with DirectSound compared to direct use and XA2 isn't available at all.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5823 96395faa-99c1-11dd-bbfe-3dabce05a288
The preferred audio output module is PortAudio, so making it the default under Windows now (it is already on Linux).
It will use wasapi mode with the default sound device by default, both are configurable though.
This setup gives us better latency and a higher time stretch polling frequency, resulting in better quality overall.
With this we can also lower the main latency default from 150ms to now 100ms.
There is no error checking for the wasapi mode selection yet, as I don't know how this should be done.
Help would be appreciated (gigaherz!) :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5821 96395faa-99c1-11dd-bbfe-3dabce05a288
HTB123 on our forums came up with a hack that removes the broken main character shadow in hardware rendering
in SMT Nocturne.
This should work for all GSdx recognized versions / regions of the game (tested EU and NTSC-U).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5819 96395faa-99c1-11dd-bbfe-3dabce05a288
* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
Add another scanline algorithm, made by pseudonym. This one is pretty fancy, using a cosinus function for generating the dark lines.
It only works on unscaled output, so use software rendering or native resolution for hardware.
It's an effect that works best on 240p converted games (like the SNES titles in Mega Man Collection).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5812 96395faa-99c1-11dd-bbfe-3dabce05a288
Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
cmake: don't strip by default the binary in release mode
gsdx: disable the regeneration of ogl shader
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5806 96395faa-99c1-11dd-bbfe-3dabce05a288
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
- FXAA shader replaced by Asmodeans shader suite 'PCSX2 Fx 2.00 Revised'.
This is an entire enhancement suite with many configurable options like FXAA, texture sharpening
or lighting tweaks. Some of the effects are pretty advanced so kudos to him allowing it to be integrated with GSdx! :)
Note that there's no interface for the tweaks yet. Until those are done, the defaults will be used.
Release thread here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=334766#pid334766
- Disabled an option from the widescreen patches for SH:Shattered Memories.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5793 96395faa-99c1-11dd-bbfe-3dabce05a288
* allow to control the gl dectection from the gui (+1 for the user-friendliness ;) )
* disable geometry shader by default on Intel driver
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5783 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a check box and config code for the fxaa shader.
It's not currently hooked up since the shader setup might get replaced in a day or two.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5777 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a simple scanlines filter (2nd one activated by F7). No tweaking done yet.
It shows how to get scanlines that aren't affected by input resolution or scaling.
A good next step would be determining the exact number of dark lines to show :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5770 96395faa-99c1-11dd-bbfe-3dabce05a288
Removed some missing headers from the vs2010 and vs2012 project files that were causing vs to always claim the projects were out of date.
Also removed some other entries for c/cpp files that were disabled but also missing (I did not search exhaustively).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5763 96395faa-99c1-11dd-bbfe-3dabce05a288
(Did this through the google code file editing so if it's broken i apologise :P )
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5762 96395faa-99c1-11dd-bbfe-3dabce05a288
* new option SDL2_API
* drop GLSL_SHADER_DIR. Useless, shaders are embedded in .h file
* use some hardening flags (for the moment only basic one)
onepad:
* port the code to SDL2 (Note only SDL1 is supported for the moment)
* improve detection of button vs axis (long-standing issue)
* avoid potential overflow on mouse mouvement detection
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5756 96395faa-99c1-11dd-bbfe-3dabce05a288
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
Next commit will include some cleanups, and I'll probably also remove the dynamic-tunning and related support code (not a lot of code though, but.. it's currently unused). I'm also considering completely removing the old stretcher from the code, such that both dynamic-tunning and the old stretcher will only live in SVN history.
Meanwhile, you can test this patch and report back here if you notice a difference. BTW, on my system I use the portaudio output since IIRC it offers the lowest latency.
As before, to display stretcher messages at the console, enable underrun/overrun messages at the SPU2X debug UI (which is also available on normal builds).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5729 96395faa-99c1-11dd-bbfe-3dabce05a288
Performance note, it might be faster to replace the MODULO with an AND. Not sure on the impact
for the new time stretcher algo.
GSdx: fixed use-after-free (linux)
PCSX2:
* add a define to support address sanitizer (both rely on 0x20000000-0x3fffffff memory ranges..)
* sio_buffer out of bond (-1). Maybe we can move the flush in the 2 if previous branch. It would
avoid the extra test.
* wxGetEnv (linux) generates double free (maybe not thread safe). Cache the result so it doesn't crash
anymore when switching renderer
Comment/Review/Improvement are welcome :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5727 96395faa-99c1-11dd-bbfe-3dabce05a288
* GL_ARB_shader_subroutine for perf
fix for nvidia => add missing shader declaration. Nvidia got +4fps on colin3 :)
For the moment only 2 PS parameters are supported. Code need to be extended to support others games that often
switch shader program (like xenosaga).
require GL4 class hardware and the option override_GL_ARB_shader_subroutine = 1
Note: strangely on AMD linux it is slower!
* GL_ARB_shader_image_load_store for accuraccy (Date)
Use a signed integer texture and reenable color buffer writing
Current status: Amagami_transparency.gs & P3_battle_shadows.gs are now working on Nvidia with a small perf impact.
Current implementation detail:
1/ setup the standard stencil as before
2/ on remaining pixel, draw once to compute first primitive that will write a fail alpha value.
3/ final draw based on primitive id of step 2
Note: I think we would get a bad behavior if depth test&mask are enabled on step 2/3
Note2: on my limited testcase the perf impact was on CPU. It would be possible to merge step1&2 to nullifying it (could
even be faster actually), however it would require more GPU power.
Again require GL4 class hardware. And the option UserHacks_DateGL4 = 1
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5725 96395faa-99c1-11dd-bbfe-3dabce05a288
zzogl: fix memory leak (fix#1431, #1432)
GSdx ogl: disable geometry shader on Nvidia/Windows (I will wait a 3rd implementation to find which one is correct)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5724 96395faa-99c1-11dd-bbfe-3dabce05a288