Akash
dbad57b8e8
GSDX: Silence an implicit conversion warning
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OMSetBlendState() doesn't accept passing a float value as it's argument
(AKA actual parameter).
2016-07-28 18:58:06 +05:30
Gregory Hainaut
620876e0e7
gsdx: fix compilation error with ICC
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just require the -restrict compilation flag
2016-07-28 11:01:28 +02:00
Gregory Hainaut
76f38d3da0
onepad: fix ICC compilation warning
2016-07-28 10:48:43 +02:00
Gregory Hainaut
d714a2a393
lilypad: fix compilation on ICC
2016-07-28 10:46:40 +02:00
Jonathan Li
a9f9c1406c
Merge pull request #1474 from turtleli/windows-64-bit-fixes
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Windows 64-bit compile fixes
2016-07-28 00:19:04 +01:00
Gregory Hainaut
7fa55c39f1
Merge pull request #1479 from ssakash/custom_fixes
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GSDX-TextureCache: Add proper rounding when unscaling texture size
2016-07-27 22:31:21 +02:00
Gregory Hainaut
d6383e6c21
Merge pull request #1472 from PCSX2/gsdx-gta-depth-issue-1457
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Gsdx gta depth issue 1457
2016-07-26 18:40:53 +02:00
Akash
d3ebd4b318
GSDX-TextureCache: Add proper rounding when unscaling texture size
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Fixes flickering issues on Dragon Ball Z Budokai Tenkaichi FMV's on custom resolution, might also help prevent some crashes on custom resolution.
2016-07-26 18:28:07 +05:30
ramapcsx2
c592ccb3e5
Merge pull request #1435 from ssakash/Custom_TextureCache
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GSDX: Improve scaling of custom resolution
2016-07-26 14:07:19 +02:00
Gregory Hainaut
20aee23edc
onepad: fix gcc warning
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warning: comparison between signed and unsigned integer expressions
2016-07-26 09:27:57 +02:00
Gregory Hainaut
0937526aac
onepad: handle correctly the release state of analog pad
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Axe ranges from 0 to 255 but the release state value is 127 not 128.
close #243
2016-07-26 09:27:14 +02:00
Robert Neumann
b8c1fa9b43
Fix warning in dev9ghz
2016-07-23 15:58:37 +02:00
Jonathan Li
f40b2e641b
spu2-x:windows: Use INT_PTR for DialogProc return type
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Fixes a 64-bit compile error.
2016-07-23 02:19:29 +01:00
Jonathan Li
5719bddbb5
gsdx:windows: Change m_colorspace to INT_PTR
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Fixes a 64-bit compile error.
2016-07-23 02:19:28 +01:00
Gregory Hainaut
aea75f51bd
gsdx tc: partial support of pseudo depth for Dx
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Fix #1457 (GTA)
The game uses a depth format for a pure color buffer (cokes do ravage
in gaming industry)
However I'm really afraid that it migth break another effect in other games.
2016-07-22 20:38:46 +02:00
Gregory Hainaut
d58c07d697
onepad: init event struct
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Might help to reduce valgrind warning
2016-07-22 20:27:54 +02:00
Gregory Hainaut
7d35e15fea
Merge pull request #1444 from PCSX2/atomic-relax
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Atomic relax
2016-07-22 18:36:02 +02:00
Gregory Hainaut
0f62bccb0b
Merge pull request #1470 from ssakash/spu2_x_nitpicks
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SPU2-X: Align GUI elements on debug dialog
2016-07-22 18:18:20 +02:00
Gregory Hainaut
9182a287e2
Merge pull request #1469 from PCSX2/valgrind-memleak
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Valgrind memleak
2016-07-22 18:17:37 +02:00
Akash
8e2b19ada7
SPU2-X: Align GUI elements on debug dialog
2016-07-22 19:29:45 +05:30
Gregory Hainaut
53a70d9018
onepad: use modal dialog instead of frame
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Avoid various pitfall such as #1387
v2:
* use stack object
2016-07-21 09:51:16 +02:00
Gregory Hainaut
1e3c46a6bb
gsdx ogl: purge debug message in destructor
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Allow to see latest error and avoid noise in Valgrind log
2016-07-21 09:51:16 +02:00
Gregory Hainaut
b6a55f50ab
gsdx ogl: fully initialise PSConstantBuffer structure
2016-07-21 09:51:16 +02:00
Jonathan Li
e25e8bc580
plugins: Tidy/standardise VS projects
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Combine all the different configurations together so the project files
are more generic and maintainable.
Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).
Add 64-bit configurations.
Additional specifics:
spu2-x: FLOAT_SAMPLES preprocessor definition removed since it's unused.
2016-07-19 23:25:12 +01:00
Jonathan Li
7c3cee0624
spu2-x: Rearrange lowpass.cpp header order
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It allows VS to use the precompiled header for that file too.
2016-07-19 23:25:12 +01:00
Akash
1e92c24847
SPU2-X: Convert inline assembly to intrinsics ( #1464 )
2016-07-19 23:11:12 +01:00
Gregory Hainaut
e872552fdc
spu2x|common: s/jASSUME/pxAssume/ allow to remove code and __debugbreak intrinsic
2016-07-17 10:24:29 +02:00
Gregory Hainaut
25bc2dff07
gsdx: dump and log EE texture read
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It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:45:06 +02:00
Gregory Hainaut
f76bf9dddc
gsdx: dump and log EE texture read
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It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:41:21 +02:00
Gregory Hainaut
086dfc8a14
gsdx sw: use acquire/release semantics for atomic operation
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* Avoid the generation of memory barrier (mfence)
2016-07-14 18:29:41 +02:00
Gregory Hainaut
d855bc5ca8
gsdx sw: improve exit condition of SW extra thread
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Use a relaxed atomic to read the exit variable in the hot path
Wait that exit is deasserted in the destructor, so we are sure the
thread will "soon" return
2016-07-14 18:29:22 +02:00
Gregory Hainaut
abc9f7d096
gsdx tc: log unsupported LookupDepthSource
2016-07-14 18:29:22 +02:00
Gregory Hainaut
91eccb7bab
gsdx sw: increase the size of the ring buffer 256 => 65536
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memory overhead by thead is only 256KB
However it will reduce the probability to block the push thread to nearly 0
I tested a couple of dumps and only manage 4000 element with 1 extrathread.
2016-07-10 10:49:06 +02:00
Gregory Hainaut
85fb55a0e1
gsdx ogl: memory management take 3
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Add a factor 2 on the VRAM to get the quantity of available memory for the textures.
The driver is allowed to put some textures in RAM. Of course it is bad for performance
but it won't crash.
Due to the 4GB by process limit, I keep a (reasonable) maximum of 3.8GB.
In order to avoid a crash when memory is too low an exception will be risen
with no guarantee on rendering and big performance impact. In this situation
you ought to reduce upscaling/disable large framebuffer.
2016-07-10 10:23:23 +02:00
Gregory Hainaut
a37cd40ce3
gsdx ogl: only print an error when VRAM is low
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Until a better solution is found or people buy better GPU :)
2016-07-09 11:43:28 +02:00
Gregory Hainaut
a2086ed458
gsdx profiler: drop latest frame time
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Value is out of the chart. I'm not even sure it is a real frame so let's just remove it.
2016-07-09 10:03:21 +02:00
Gregory Hainaut
82d83ca579
gsdx: dull driver
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Hopefully futur low-end GPU will get 4GB of VRAM
2016-07-08 21:53:42 +02:00
Gregory Hainaut
3f03f7333c
gsdx: improve builtin profiler
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* Does the first vsync (start counter) after the sleep
* Dump data after the rendering, avoid to count extra destructor,sleep time
* Dump data into a basic csv file (if people want nice graph)
2016-07-08 21:47:53 +02:00
Gregory Hainaut
8b3e04d1b6
onepad: fix keyboard on 2nd pad
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There is only a single event queue, so you need to detect the pad based
on the configuration
Mouse/Wiimote is limited to first pad
Related to issue #1441
2016-07-08 19:07:42 +02:00
Gregory Hainaut
eefe3e8d4f
gsdx ogl: reserve 200MB of the VRAM for various gl buffers (IBO/VBO/PBO/UBO)
2016-07-08 09:43:47 +02:00
Gregory Hainaut
df4645a84a
gsdx ogl: Don't use NV extension on AMD
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potentially the NV extension is wrongly used but can't test it with the free driver
2016-07-07 23:48:56 +02:00
Gregory Hainaut
d6e447a89c
gsdx: fix for old gl header release (build bot)
2016-07-07 22:23:20 +02:00
Gregory Hainaut
d8050634f6
gsdx ogl: plug GL_NVX_gpu_memory_info and GL_ATI_meminfo
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to query available memory on the GPU
Requirement
* dedicated GPU (ofc!)
* proprietary driver. Free driver supports r600, radeonsi
2016-07-07 22:05:15 +02:00
Gregory Hainaut
7e2b3da928
gsdx ogl: monitor global GPU memory texture usage
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So far there is a hardcoded limit at ~3.7GB
In the future, the limit will be reduced for low-end GPU.
2016-07-07 22:05:15 +02:00
Gregory Hainaut
f450056626
gsdx: fix initialization list order
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In file included from GSRenderer.cpp:23:0:
GSRenderer.h: In constructor ‘GSRenderer::GSRenderer()’:
GSRenderer.h:58:12: warning: ‘GSRenderer::m_dev’ will be initialized after [-Wreorder]
GSDevice* m_dev;
^
GSRenderer.h:52:13: warning: ‘GSVector2i GSRenderer::m_real_size’ [-Wreorder]
GSVector2i m_real_size;
^
GSRenderer.cpp:32:1: warning: when initialized here [-Wreorder]
2016-07-07 22:05:15 +02:00
Gregory Hainaut
29c97a9bf2
gsdx ogl: only enable accumulation hack in HDR algo
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Goal is to reduce shader permutations and improve perf when sw blending is disabled
2016-07-07 19:56:23 +02:00
Gregory Hainaut
16c2baa0df
gsdx-ogl: don't hardcode the accumulation blend trick
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Perf impact is bigger than expected
2016-07-07 19:56:23 +02:00
ramapcsx2
6b6821d0c6
Merge pull request #1433 from FlatOutPS2/master
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Merge Circuit: Enhance offset detection of output circuit
2016-07-06 12:15:08 +02:00
Akash
309a8283b2
GSDX-TextureCache: Don't allow RT size below default value
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Fixes upscaling issues on Burnout dominator where setting custom resolution of 640x448 looks way worse than the native resolution.
2016-07-05 19:15:23 +05:30
Akash
6085da91e2
GSDX-Dialog: Clamp custom res and sw threads values to input range ( #1443 )
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Fixes crash on custom resolution when users select a value below 256 or above 8192
2016-07-03 22:04:16 +01:00