[15:34] (Kingcom): other functions in other units use it, and get linker errors like this
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5916 96395faa-99c1-11dd-bbfe-3dabce05a288
-Implemented GIF_MODE Masking fixed the All Star Pro Wrestling series slowness/hanging.
DMA:
-Standardize the IPU and SIF dma's to use the standard chain handling in hw.c, fixed up some DMA resuming stuff in the forementioned units, VIF, GIF and SPR.
-Added some warnings for DMA stall control which isn't implemented, hopefully somebody will find a game that does it so we can add/test it :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5915 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix some issue with the new debugger on linux
* Enable the previous tlb miss fix on the interpreter
* disable the building of po by default. It pollute too much my env.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5914 96395faa-99c1-11dd-bbfe-3dabce05a288
* use c++11 for pcsx2
* rename __rdtsc so I won't conflict with gnu version
* add a bunch of .data() method to get string data
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5913 96395faa-99c1-11dd-bbfe-3dabce05a288
Crashfix for a weird GIF_FLG_IMAGE2 situation in Wallace and Gromit Project Zoo. Needs further investigation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5912 96395faa-99c1-11dd-bbfe-3dabce05a288
Currenty code isn't activated because it will crash any game that do a tlb miss (with the recompiler)
However if you activate the code with the interpreter, the exception will be fired and new tlb setting
will be loaded => got nice picture with "Bouken Jidai Katsugeki"
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5911 96395faa-99c1-11dd-bbfe-3dabce05a288
reduce_gl_requirement_for_free_driver => set it to 1 to only required a 3.0 context (you still required the good extensions)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5910 96395faa-99c1-11dd-bbfe-3dabce05a288
- Advanced disassembly view for R5900 and R3000
- Register list with change highlight
- Editable memory view
- Conditional execute breakpoints (r5900 only)
- Step over
- Scan for functions (incomplete), show macros
- Enable C++11 for debug tools.
- Expression parser
- Disasm updates for thread safety
Squashed from: https://github.com/PCSX2/pcsx2/pull/1
Thanks to Kingcom for coding it all and mziab for Linux patches
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5905 96395faa-99c1-11dd-bbfe-3dabce05a288
Reformatted fx files that were causing issues on certain text editors. They should now display correctly in those editors.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5897 96395faa-99c1-11dd-bbfe-3dabce05a288
Also removed the fallback recovery ps, and replaced the compile fail catch to a simple console print. Which I think is safer, and faster.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5894 96395faa-99c1-11dd-bbfe-3dabce05a288
UserHacks_AlphaStencil will take precedence on override_GL_ARB_shader_image_load_store
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5891 96395faa-99c1-11dd-bbfe-3dabce05a288
Note: DATE is used for shadows (persona 3) and others effect
You can disable it when you disable gl image extension (override_GL_ARB_shader_image_load_store = 0)
You can also enable it on AMD too (set it to 1 this time) but no guarantee.
If you feel the extension is too slow, you can try disable some gl barrier (aka "damn the torpedo full steam ahead!").
It can be done with the option UserHacks_DateGL4 = 1. Otherwise just disable the extension.
Note: don't enable UserHacks_AlphaStencil in the same time. GL_ARB_shader_image_load_store is an alternative implementation.
Enabling both in the same time will lead to undefined (well surely wrong) behavior.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5890 96395faa-99c1-11dd-bbfe-3dabce05a288
* properly detect gl nv depth extension
* Always show the hack on the gui. Add a new hack option for DATE (gl4.2) only
* Save the scan mode on linux too (f7)
* hopefully fix some crash on some drivers... (ensure aligment 256 bits alignment, and if not use std memcpy)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5888 96395faa-99c1-11dd-bbfe-3dabce05a288
Also disabled the gsdx AF options for the OGL renderer (because it's not implemented for that yet).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5881 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes a small oversight on my part. Which was setting the maximum anisotropy to (0,1,2,3,4) respectively, instead of (1,2,4,8,16). So when you selected x16 for example, you were actually only getting x4 >.>
Corrected now, and you will be getting the full x16 when selected :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5879 96395faa-99c1-11dd-bbfe-3dabce05a288
Adds anisotropic texture filtering (1x-16x) to the hardware settings. Enhances the visual quality of textures that are at oblique viewing angles.
Anisotropic filtering is automatically disabled if: 8-bit textures are enabled.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5878 96395faa-99c1-11dd-bbfe-3dabce05a288
As before: use the hotkey(f7) to switch between them. It will now save the chosen scanline effect, instead of always defaulting to disabled, on load.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5874 96395faa-99c1-11dd-bbfe-3dabce05a288
* gui refresh
+ Use some tab to reduce heigth for small screen
+ Add logz option
+ remove broken/experimental keyword. GSdx ogl is not too bad ;)
* autodetect GL_NV_depth_buffer_float
Linux tester you are welcome!
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5862 96395faa-99c1-11dd-bbfe-3dabce05a288
Best setting if you driver support GL_NV_depth_buffer_float => GL_NV_Depth = 1 & logz = 0
Otherwise => GL_NV_Depth = 0 & logz = 1
Explanation of the bug:
Dx z position ranges from 0.0f to 1.0f (FS ranges 0.0f to 1.0f)
GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)
Why it sucks:
GS small depth value will be "mapped" to -1.0f. In others all small values will be 1.0f! Terrible lost
of accuraccy.
The GL_NV_depth_buffer_float extension allow to set the near plane as -1.0f.
So
"GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)"
will become
"GL z Position ranges from -1.0f to 1.0f (FS ranges -1.0f to 1.0f)"
and therefore
"z posision [0.0f;1.0f] will map to FS [0.0f;1.0f]" as DX
Yes we just get back all precision lost previously :)
However you need hardware (intel?) and driver support (free driver?/gles?) :(
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5860 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixed a bad string in the German translation, added GSdx-avx2 to the installer, silenced a debug print and shortened the app name in release builds.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5858 96395faa-99c1-11dd-bbfe-3dabce05a288