Commit Graph

9129 Commits

Author SHA1 Message Date
Gregory Hainaut 955a69b16e gsdx ogl: fix GT4 regression (wrong texture on timing) 2016-10-02 12:16:48 +02:00
Gregory Hainaut c7c6566bca gsdx hw: of course the full Jak series will kill me 2016-10-02 11:57:09 +02:00
Gregory Hainaut b6638d4eec gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
2016-10-02 10:18:15 +02:00
Jonathan Li fd1cc2fdcb ci:appveyor: Don't use branch name to name directory
Fixes issues with using a / in the branch name, which causes the rename
command to fail because the parent directory isn't present.
2016-10-02 00:04:56 +01:00
Gregory Hainaut 3996fbe365 gsdx hw: reduce conplexity around TryAlphaTest
* As sw renderer, don't bother to bypass it when it is ATST_ALWAYS
* Don't update the ATE register value
=> It is a really bad idea. Next draw call will be wrong if TEST register isn't written.
The TryAlphaTest context could have been updated
2016-10-01 19:20:49 +02:00
Gregory Hainaut c5f086b385 gsdx ate: separate the code that depends on TEST.AFAIL
Easier to read and allow a switch optimization

Add a shortcut for the common ATST_ALWAYS case
2016-10-01 19:20:38 +02:00
Gregory Hainaut 4612b79575 gsdx: add a warning on vertex trace
Due to a division by 2, depth lsb bit is always 0

I'm not sure it is critical but let's keep a note for the future
2016-10-01 19:16:44 +02:00
Gregory Hainaut d1e07295e7 gsdx linux: add the missing gui option for unscale point/line primitive 2016-10-01 19:16:44 +02:00
Gregory Hainaut 5e1064da55 gsdx: remove the safe accurate blending hack
V2: Integrate Flatout patch to do the Window side
2016-10-01 19:15:52 +02:00
Gregory Hainaut f77c1900fa gsdx tc: always clear a new depth buffer
Random data isn't a good idea for a depth buffer. It can cause flickering. (Jak2 FMV)

Hopefully it won't impact too much the speed.
2016-10-01 19:00:17 +02:00
Gregory Hainaut 9c84712640 gsdx hw: enable palette read back on Jak2 2016-10-01 18:47:21 +02:00
Robert Neumann 98c22b9acb psxmode: tried to put the hardware reconfiguration reset in the proper location. didn't work for some reason. 2016-10-01 12:16:56 +02:00
Robert Neumann d8e0b9f541 psxmode: few comments and a missing hw write. 2016-10-01 11:41:07 +02:00
Jonathan Li e8ab0f6e85 Merge pull request #1591 from turtleli/update-wx
3rdparty: Update wxWidgets to latest 3.0.x git branch
2016-10-01 02:34:45 +01:00
Gregory Hainaut 5d93a392e4 gsdx hw: xman half screen correction 2016-09-30 22:25:24 +02:00
Gregory Hainaut 29c25bc375 gsdx clut: disable some assertions often fired 2016-09-30 22:24:38 +02:00
Gregory Hainaut 34686394a6 gsdx hw: add an hack for Jak3
I'm disappointed...

Read back palette written by the GPU. Avoid strange color on the skin.
2016-09-30 19:22:16 +02:00
Gregory Hainaut df2f8684d6 gsdx: improve TC cache log 2016-09-30 19:18:58 +02:00
Gregory Hainaut 8d24aa2b39 gsdx: GoW2 half screen bug
... Seriously ...
2016-09-30 19:15:25 +02:00
Gregory Hainaut fc32b749dd onepad: fix a pad regression on odin sphere 2016-09-30 10:25:14 +02:00
Jonathan Li 7ad38057b5 symbolmap: Use C++11 recursive mutex
Newer wxWidgets versions call SetThreadUILanguage() on Windows, which
somehow causes our recursive mutex implementation to take ~1ms when
recursive locking occurs. So when a game boots up and the debugger is
loading the symbol map which can easily have 15000+ symbols, the GUI
locks up for 15+ seconds.

Switching to C++11 recursive mutexes seems to work around the issue. It
should be safe here since there's no direct interaction with the GUI.

Note: There is still a 1-2 second GUI lockup when booting a game on
Windows (it has existed for quite a while, and is more noticeable with
fast boot). It doesn't seem to affect Linux (or maybe it's harder to
detect).
2016-09-30 00:55:07 +01:00
Robert Neumann a6eb615431 psxmode: kernel TTY (printf) 2016-09-29 19:02:57 +02:00
Jonathan Li e511265cc9 gsdumpgui: Make it work even if it's not named GsDumpGUI.exe
Fixes #1592.

[skip ci]
2016-09-28 23:21:26 +01:00
Gregory Hainaut 8d4fadb3c8 Revert "gsdx state: TEX0 write behavior might depends on the context"
This reverts commit b34243fa7b.

Unfortunately we have a regression on GT4. I'm doomed
2016-09-28 20:00:56 +02:00
Gregory Hainaut 90ad9cf668 gsdx hw mipmap: tune the rounding + remove previous hack
GS really uses an invalid texture located at 0.

Improve the rounding for R&C. The idea is to avoid the corner case were only
the corner of the triangle touch the 7/16 edge.
2016-09-28 19:41:12 +02:00
Gregory Hainaut adb8be3287 gsdx: add/update comment
Need to investigate why the number of vertex is different in upscaled resolution
2016-09-28 19:41:12 +02:00
Gregory Hainaut 749037346c gsdx: report an error if PSM is invalid 2016-09-28 19:41:12 +02:00
Gregory Hainaut fea31f7422 gsdx: don't use virtual when it is useless 2016-09-28 19:41:11 +02:00
Gregory Hainaut 97172f5e51 gsdx debug: count draw call in a different way
* Always do +1 before the draw call
* Prefix texture name with i (as input) to keep them before the FB

Goal is to ensure that all renderers share the same draw call value.
2016-09-28 19:41:11 +02:00
Robert Neumann fd58ee6289 psxmode: disabled a PGIF ringbuffer memset, added comments 2016-09-28 16:18:59 +02:00
Gregory Hainaut c272359f20 Merge pull request #1550 from PCSX2/gsdx-dual-context-clut
gsdx state: TEX0 write behavior might depends on the context
2016-09-27 12:06:17 +02:00
Gregory Hainaut b34243fa7b gsdx state: TEX0 write behavior might depends on the context
Game: harley davidson
* write tex0 ctx0
* write tex0 ctx1
* draw  ctx 0

Previous GSdx behavior will load the clut every write of TEX0. In the
above case the draw will take the wrong clut.

To be honest, it could be a wrong emulation on the EE core emulation.
The hardware likely got a single clut (1KB cache is quite expensive)
So clut loading must be skipped if the context is wrong.

Next draw will use the ctx1 clut so I apply TEX0 when the context is switched

Please test harley davidson :)

v2: detect context switch from UpdateContext function
V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue)
V4: move bad psm correction code (rebase put it in the wrong place)
2016-09-27 10:04:09 +02:00
Gregory Hainaut e0961d81a0 gsdx HW: use after free crash
Free bt
3 0xe676d194 in ~Source ../plugins/GSdx/GSTextureCache.cpp:1526
4 0xe676d194 in GSTextureCache::SourceMap::RemoveAt(GSTextureCache::Source*) ../plugins/GSdx/GSTextureCache.cpp:1990
5 0xe676f0fe in GSTextureCache::IncAge() ../plugins/GSdx/GSTextureCache.cpp:1022

Use bt
0 0xe6772a83 in GSTextureCache::LookupSource(GIFRegTEX0 const&, GIFRegTEXA const&, GSVector4i const&) ../plugins/GSdx/GSTextureCache.cpp:204
1 0xe66b0c9f in GSRendererHW::Draw() ../plugins/GSdx/GSRendererHW.cpp:579
2 0xe66fb43e in GSState::FlushPrim() ../plugins/GSdx/GSState.cpp:1509

Hypothesis the m_map array of list contains an invalid pointer
It is populated GSTextureCache::SourceMap::Add based on the coverage. The coverage is based on the offset.
So offset is potentially wrong. As mipmap code hack the offset value. It would be a nice culprit.

This commit avoids a potential bad transition between MIPMAP (which
overwrite the "offset") and the base layer (which wrongly keep an old "offset")

Conclusion, pray for my soul as it is very hard to reproduce
2016-09-26 20:34:38 +02:00
Gregory Hainaut 04d82d8127 gsdx: size doesn't count but 0.625 might change your life :p 2016-09-26 19:42:07 +02:00
Gregory Hainaut be9995bd1e gsdx mipmap: improve robustness to avoid potential crash 2016-09-26 09:27:03 +02:00
Jonathan Li 43f5b5e2a6 3rdparty: Update wxWidgets to latest wx3.0.x branch
Fixes a whole bunch of warnings.

Updated to revision d77661c73bf6f9668077ac5a85b4854a1a2204ee.
2016-09-25 21:19:07 +01:00
Gregory Hainaut ebb2a8ad5a gsdx debug: Add DISABLE_WIP_ASSERTION
To easily disable assertion on codes that only require investigation
2016-09-25 20:00:51 +02:00
Gregory Hainaut ca4f265ce6 gsdx debug: dump mipmap register could be useful now :) 2016-09-25 20:00:51 +02:00
Robert Neumann 013940250b psxmode: color for mdec please! ;p 2016-09-25 19:55:44 +02:00
ramapcsx2 fdf5e7ab2a Merge pull request #1583 from PCSX2/ramapcsx2-psx-mode
PCSX2 rudimentary supports PlayStation 1 games now. Many thanks to user Wisi on the assemblergames.com forums. He researched and wrote the essential missing piece; The PGIF device!
Note: To use this in any form, SPU2-X needs to be fixed. ZeroSPU2 can be used to boot games for now, but without sound.
2016-09-25 12:51:29 +02:00
Gregory Hainaut ef9a144437 gsdx hw: extra trick for the mipmap
Ratchet & Clank (the third) uses an address of 0 for invalid mipmap.

It would be very awkward to put the middle layer of texture in start of
memory. So let's use this information to correct the lod.

It make the game more robust on the lod rounding
2016-09-25 11:54:00 +02:00
Gregory Hainaut 78b2848622 gsdx: factorize the TEX0 generation for mipmap 2016-09-25 11:51:48 +02:00
Gregory Hainaut ccd9ce1728 gsdx hack: move tales of legendia hack to full move
Also remove the OI hack which is handled by the generic double half clear
2016-09-25 10:17:08 +02:00
Gregory Hainaut e229dc1549 gsdx hack: move Resident Evil 4 to full level
The CRC hack removes the fog, without the hack the screen turns green with D3D,, but the fog emulates correctly on OGL with hardware depth.
2016-09-25 10:13:21 +02:00
Gregory Hainaut 307c4a22ed Merge pull request #1579 from PCSX2/gsdx-generic-double-half-clear
Gsdx generic double half clear
2016-09-25 10:09:24 +02:00
Gregory Hainaut ad8a84a532 gsdx hw: reduce hack of Spyro series
Based on the comment, it ought to be fixed with previous commit.
2016-09-25 10:08:55 +02:00
Gregory Hainaut 7f871b0cc6 gsdx hw: remove various CRC hack that ought to be fixed with previous commit
* SpidermanWoS
* TyTasmanianTiger
* TyTasmanianTiger2
* DigimonRumbleArena2
* XmenOriginsWolverine
* CallofDutyFinalFronts
* GoW2 (only in openGL)
2016-09-25 10:08:54 +02:00
Gregory Hainaut 1e343084e2 gsdx hw: group the double half clear with gs mem clear hack
It avoid redundant check of the GS context

You can disable the extra clear with UserHacks_DisableGsMemClear = 1
2016-09-25 10:08:54 +02:00
Gregory Hainaut 6c6ed5f443 gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written (#1588)
* gsdx ogl: trigger the special RW framebuffer shader when only Alpha is written

It will work for both Jak and Ratchet&Clank and without CRC
2016-09-25 10:05:44 +02:00
Robert 5e460c57f8 psxmode: add all the rest on core side. psx mode works now.
- include a small game exe detection so pcsx2 doesn't believe it's running the bios
- cdrom.cpp has a hack to account for pcsx2's wrong iop dma timing when mixing mdec and cdrom dmas. This should be properly fixed for the benefit of all ps2 / psx software!
- dmasif2 is disabled since pgpu already handles it
2016-09-24 20:11:32 +02:00