Commit Graph

11135 Commits

Author SHA1 Message Date
atomic83GitHub 3a15751fe9 GameDB: Fahrenheit asylum crashing fixes. (#3109)
This commit add a patch to solve a crash in the game "Fahrenheit".

Found with the help of the dev-9 plugin and the PS4 emu.

This is a game bug trigger by a timing issue. The game have an internal crash reporting system
which rely on a debug server connected to the console.

When the game do an error, it expects the debug server to be connected to send the crash dump.

But that never happen on PCSX2 as the debug server is not present.

Thus, the game will enter in an infinite loop at the asylum level.

This only happen when certain conditions are meet in the game.

This patch makes the game to exit the loop by cancelling the debug reporting.

On top of that the game have no frame pacing system in place which causes a massive slowdown in loading screens.

Thankfully, this can be patched out.

Note: NTSC version is fine and doesn't require the patch.

Tested by atomic83github
2019-10-05 11:34:19 +02:00
lightningterror f2a9b59aae
gsdx-ogl: Hit unsafe instead of safe path for sw fbmask when there is no alpha blending. (#3100)
So far notable performance improvement show Spiderman 3 and Scarface of 1-2 fps when using basic blending. Full list of known affected games at #3100
2019-10-03 15:50:19 +02:00
orbea 1c66851344 gsdx_legacy: Silence very verbose clang warnings. (#3126)
[107/641] Building CXX object plugins/GSdx_legacy/CMakeFiles/GSdx-legacy-1.0.0.dir/stdafx.cpp.o
warning: unknown warning option '-Wno-class-memaccess'; did you mean '-Wno-class-varargs'? [-Wunknown-warning-option]
warning: unknown warning option '-Wno-packed-not-aligned'; did you mean '-Wno-over-aligned'? [-Wunknown-warning-option]
2 warnings generated.
2019-09-30 16:23:47 -07:00
KrossX fd5d80b53f Set F4's AlsoApplyToGui to false to avoid a hang when spammed. 2019-09-30 19:56:10 +05:30
orbea d943870413 common: Fix build error with clang 9. (#3123)
clang 9 now provides _rotr and _rotl.
2019-09-29 20:30:47 +01:00
Jonathan Li 45687cd51a pcsx2: Partially fix IPU PACK command
The pack command converts from RGB32 to RGB16/INDX4, not RAW8 to
RGB16/INDX4.

Also, the VQ conversion (still unimplemented) only occurs when the
output format is 0, so fix that as well.
2019-09-29 12:06:27 +01:00
lightningterror e506dc1457 Onepad: Update to latest controller database. 2019-09-22 17:49:05 +02:00
orbea d92e4343e3 cmake: Fix build with cmake-3.5.2. (#3117) 2019-09-21 18:00:52 -07:00
Jonathan Li 0967f9bcfc cdvdgigaherz: Prevent potential infinite loop on ini read
Fixes a condition where a file read error could cause an infinite loop.
2019-09-21 22:29:23 +01:00
Some1fromthedark 33f4f04594 pcsx2: Fix parsing error in pointer patch command (#3112)
Fixes a type 6 (pointer) code parsing error that resulted in codes
with more than one offset getting terminated early.
2019-09-21 17:32:33 +01:00
lightningterror 6392f79fb6 gsdx-gui: Fix FXAA Shader checkbox not working properly.
Bonus: Remove unused "ModeRefreshRate" ini setting, leftover from d3d9,
psx option.
2019-09-17 23:05:03 +02:00
lightningterror 2a94dbcfe3 Gamedb: Remove Dakar 2 gamefix patches.
On earlier versions (0.9.8) the KOSMOS patches were used to fix an
emulator crash on bootup, the patches are no longer needed and cause an
emulator crash on OpenGL HW before a race begins.
The intro video patch skip also isn't needed anymore since intro video
is emulated properly. So far the only issue I spotted on earlier
versions such as 0.9.8 was fmv screen shaking.

Bug Report:
https://forums.pcsx2.net/Thread-Regression-Bug-Report-Emulator-crash-with-game-Dakar-2?pid=602842
2019-09-17 19:58:37 +02:00
KrossX 4db6b287cd GSdx-d3d11: Make TFX shader more similar to OGL's.
Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX ee05d55a51 GSdx-d3d11: Reorganize TFX shader to match OGL's. 2019-09-15 19:02:36 +02:00
Hamish e2d8992310 GSdx: Enable OpenCL on Linux (#3099) 2019-09-11 17:59:33 -07:00
lightningterror a69cb88b16 Onepad: Update to latest controller database. 2019-09-10 23:35:50 +02:00
arcum42 877c4358d8 Take care of a typo that only effects pcsx2 if built without superVU. 2019-09-07 11:09:45 -07:00
lightningterror 159ce78680 gsdx-gui: Fix Align Sprite checkbox not working properly. 2019-09-06 13:12:49 +02:00
altiereslima f2b402b0cb Locales: Update Portuguese Brazilian Translation. (#3092) 2019-09-04 22:09:15 +02:00
FlatOutPS2 0e84e2c438 pcsx2-counters: Revert to older VRender/VBlank timings
This fixes timing issues in Dynasty Warriors 3 Xtreme Legends
(fake save corruption), Jak II (random speedup issues) and Shadow of
Rome (FMV audio issues).

Also update the comments since a lot of them refer to past revisions of
the code.
2019-09-02 08:23:05 +01:00
Jonathan Li aef0f94dcf gsdx: Use the same ini code on both Windows and Linux
Partially replace the Linux ini code so that it:
 - works on both Windows and Linux
 - is backwards compatible with older GSdx inis
 - properly handles UTF-8 ini pathnames

Fix an issue with GSdx on Windows not being able to handle non-ASCII
ini pathnames.
2019-09-02 00:06:26 +01:00
Chromaryu 476ccf8ac9 Locales: ja-JP: fix non-desu-masu forms. (#3097) 2019-09-01 23:57:12 +02:00
lightningterror b44c0a3fbd gsdx-hw: Add FFX us/eu demo/prototype discs to crc list. 2019-08-31 23:32:00 +02:00
lightningterror d3ecec5d6c Gamedb: Adjust/add some entries for Jak games.
Add Jak 1 Jap versions:PAPX-90222, PAPX-90223
Add Jak 1 Korean version: SCPS-56003
Add Jak 2 Jap version:PAPX-90516
Add Jak 2 demo EU version: SCED-51700
Add Jak 3 demo EU version: SCED-52952

Adjust/ correct some of the names for Jak games to better fit their
region name and wiki entries.
2019-08-31 04:10:44 +02:00
lightningterror 62d07c8335 gsdx-hw: Add Jak 1 jap, Jak 2 eu, Jak 3 eu/us demo discs to crc list. 2019-08-31 04:10:23 +02:00
lightningterror 99f814d376 gsdx-ogl/d3d11: Add a assert when texture is too small or too big.
Add an assert for when texture is below 1 on direct3d/ogl.
Add an assert for when texture is above direct3d limit.
2019-08-26 15:55:43 +02:00
lightningterror de7a3b70c9 gsdx-d3d11: Adjust maximum texture size limit based on available feature level.
d3d10 = 8192
d3d11 = 16384

Seems it is easier to hit the limit. Champions of Norrath with 8x
upscale for example.
2019-08-26 15:55:43 +02:00
Jonathan Li 92aa43fe91 cdvd: Fix end-of-disc issues (#3051)
* cdvd: Fix off-by-one end of file checks

* cdvd: Fix loading for games that attempt to read non-existent sectors

Some games will hang when attempting to read non-existent sectors.
Just do nothing when it occurs instead of erroring out.

* cdvdgigaherz: Fix loading for games that attempt to read non-existent sectors

Some games will hang when attempting to read non-existent sectors.
Just do nothing when it occurs instead of erroring out.

* cdvd: Don't write non-existent sectors to blockdump
2019-08-25 16:09:28 +02:00
arcum42 014753894a Get rid of extremely spammy warnings when compiling as debug. 2019-08-24 18:47:49 -07:00
arcum42 d048baf503 pango: reenable harfbuzz check, but don't fail if it isn't there. Revisit once travis builds have pango 1.44 in them. 2019-08-24 15:50:02 -07:00
arcum42 74e6c437f2 Add option not to build dev9ghzdrk. 2019-08-23 15:31:46 -07:00
arcum42 7679dcf469 clang: Get rid of a number of warnings. I don't need pages of warnings that things clearly marked in the code as deprecated are deprecated, and I doubt I'll be worrying about those overloaded functions any time soon. 2019-08-23 14:40:33 -07:00
atomic83GitHub 03133bc539 GameDB: Enter the Matrix changes. (#3081)
This commit add some explaination about what the EETiming hack does in "Enter the Matrix" and add a missing serial with corresponding fixes to it.

Tested by atomic83github
2019-08-20 22:56:30 +02:00
lightningterror d77d440a04 gsdx-hw: Re enable automatic mipmapping for Jak 1 and 3.
Issue #2916 has been resolved in #3076
2019-08-19 23:27:58 +02:00
Alessandro Vetere 6feb59fef5 GSdx-hw OGL: log if tex size gt PBO segment size.
Texture data may be corrupted in this case due to missing
fences synchronization.
2019-08-19 23:13:56 +02:00
Alessandro Vetere 63982bf6b7 GSdx-hw OGL: fix PBO pool map size.
Round up mapping size for alignment before computing
wrapped pointer.
Avoids memcpy after end of PBO buffer.
2019-08-19 23:13:56 +02:00
KrossX 9788f6db2c PCSX2: Avoid hang when switching renders with hotkey. (#3072) 2019-08-19 15:44:33 +02:00
arcum42 33571dda42 Comment out the fix for the moment, since Travis hates me. 2019-08-17 21:23:18 -07:00
arcum42 0db14df070 One more try here. Make harfbuzz optional instead of required for the moment, and worry about travis once it's on distributions with pango 1.44+. 2019-08-17 21:04:46 -07:00
arcum42 c381cb90be Add harfbuzz to travis as well. 2019-08-17 20:52:03 -07:00
arcum42 eda1ab44ac Add harfbuzz as a dependency to play nice with pango 1.44+. 2019-08-17 20:33:14 -07:00
lightningterror e8fe2eeb59 Revert "3rdparty/pthreads4w: Fixup process exit logic. (#3056)"
This reverts commit af6f040202.
2019-08-18 02:24:58 +02:00
lightningterror fc8423e49d Revert "3rdparty/pthreads4w: Ensure on_process_init early execution. (#3073)"
This reverts commit 88a02941f6.
2019-08-18 02:24:58 +02:00
Silent 88a02941f6 3rdparty/pthreads4w: Ensure on_process_init early execution. (#3073)
This fixes a semi-consistent regression introduced by #3056, where on_process_exit would execute before other destructors relying on pthreads.

Now on_process_init has been moved to an earlier section of static initializers, ensuring it will be initialized first. Previously, this initializer was placed in the same section as any other initializer, making their order of execution non-deterministic across compilations - for example, I was unable to reproduce this issue as soon as I forced pthreads4w.c to recompile last!
2019-08-16 17:22:29 +02:00
KrossX 9b651e44d0 GSdx: Fix mipmap SSE2 code for linear mipmap nearest filter. (#3064)
Fixes a regression introduced in e728a14c19
2019-08-16 09:03:05 +01:00
lightningterror 9830b2dd98 GSdx-hw: Add Jak 1 JP and Jak 3 EU crc ids. 2019-08-14 22:56:03 +02:00
lightningterror beac776025 GSdx-hw: Add a crc id for Jak 1 US region. 2019-08-14 17:54:55 +02:00
Alessandro Vetere 9e687895e1 GSdx-hw TC: improve search tex in RT
Fixes eyes rendering in Jak games both ingame and in cutscenes.
Previous method yielded no eyes in Jak 2/3/X cutscenes.

- Generalized offset search logic with caching system (works for BW > 1
and any PSM, limited to PSMCT32 for now)
- CRC Flags mechanism for default behavior enabling in Jak games
2019-08-14 17:09:51 +02:00
Alessandro Vetere 7c42928b57 GSdx-hw TC: invalidate Source with Target TEX0
Fixes eyes blinking in Jak games with tex in rt search
enabled.

- Target TEX0 in Source is Source TEX0 if the Source is
not build from Target, otherwise it is the Target TEX0,
allowing improved Source invalidation
2019-08-14 17:09:51 +02:00
Alessandro Vetere 68cfc5d953 GSdx-hw TC: fix Target::Inside check
- inclusion shall not be strict only on start side
2019-08-14 17:09:51 +02:00