Commit Graph

3896 Commits

Author SHA1 Message Date
Gregory Hainaut 64d499af6e pcsx2|spu2x: remove unused macro 2016-09-18 16:13:29 +02:00
Gregory Hainaut b1d446895b GSdx: replace IsTopLeftAligned macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut f0a54bf6e3 spu2x: replace EMITC macro with a function 2016-09-18 16:13:28 +02:00
Gregory Hainaut 5ef2d538a0 gsdx hw: only keep a single half clear implementation 2016-09-18 13:16:59 +02:00
Gregory Hainaut a0c1719695 gsdx hw: DoC takes 3
Add support for 16 bits format too. Fix shadows.
2016-09-17 12:06:43 +02:00
Gregory Hainaut ebdf54a60b gsdx sw: don't enable auto flush hack in replayer
Otherwise we don't have same number of draw call in HW/SW which is
awful to compare
2016-09-17 12:05:05 +02:00
Gregory Hainaut 3546d54e3b gsdx hw: improve the vertical half clear for DoC
Previous assumption that crazyness was used to clear the buffer is wrong.

It was also used to write a constant color to the buffer.
2016-09-17 10:34:35 +02:00
Jonathan Li 4d5e051387 gsdx: Fix missing "\n" in rc file
It stops Visual Studio from asking to normalise the line endings
everytime the resource editor is used.
2016-09-16 23:42:54 +01:00
Jonathan Li 91b2e5bdbb Merge pull request #1564 from FlatOutPS2/master
GSdx: Add Windows UI options for HW hacks
2016-09-16 23:35:45 +01:00
Gregory Hainaut 7b9654f164 gsdx hw: CRC based solution to solve half screen issue on FFVII Dirge Of Cerberus
The trick is that the depth buffer is actually the right of the frame buffer
2016-09-17 00:02:32 +02:00
FlatOutPS2 55b0be36cd GSdx: Add cancel button to Hacks dialog
Add a cancel button to the Hacks dialog to make it easier for the user
to exit the window without making changes.
2016-09-16 23:22:13 +02:00
FlatOutPS2 5420fcaf3a GSdx: Add Windows UI options for HW hacks
Add UI options for Auto Flush and Unscale Point Line HW hacks.
2016-09-16 23:19:05 +02:00
Gregory Hainaut 3994141d40 gsdx sw: always enable the auto flush hack on the SW renderer
There are enough option. Will remove it if too slow.

Positively impact Jak, GTA, Battlefield 2
2016-09-15 17:24:40 +02:00
Gregory Hainaut 1a1d6ab478 gsdx: handle the invalid format 0x3
International Super Star Soccer seems to use it.

It could be a core bug, in doubt uses the likely expected standard 0x13
2016-09-14 19:22:45 +02:00
Gregory Hainaut 4796803c33 pcsx2: Remove == true/false for boolean logic (#1556)
As discussed in #1553

Clang Tidy reports goes from 156 to 9.

Remain some macro in spu2x + a deadcode line
2016-09-10 20:08:14 +02:00
Jonathan Li 77e128aa11 Merge pull request #1557 from turtleli/freetype
3rdparty: Add Freetype and link to GSdx
2016-09-10 14:04:26 +01:00
Jonathan Li 72d3e4e03f windows: Add freetype to solution and link to GSdx 2016-09-10 12:36:56 +01:00
Gregory Hainaut 4ebe739b44 pcsx2: remove various unused variable
Warning can be reenabled on GCC

A warning isn't fixed as potentially the code is wrong
../pcsx2/gui/MemoryCardFolder.cpp: In member function ‘void FolderMemoryCard::FlushFileEntries(u32, u32, const wxString&, MemoryCardFileMetadataReference*)’:
../pcsx2/gui/MemoryCardFolder.cpp:1027:10: warning: unused variable ‘filenameCleaned’ [-Wunused-variable]
     bool filenameCleaned = FileAccessHelper::CleanMemcardFilename( cleanName );
2016-09-10 00:09:05 +02:00
Gregory Hainaut ccf198a80b gsdx ogl: fix a regression on Okami
Strangely the game uses large texture to handle texture buffer.

I think it plays with WMS/WMT. I'm not sure texture shuffling is 100%
correct here. But without it, it's completely broken.
2016-09-09 21:51:23 +02:00
Gregory Hainaut 8c1722faa2 gsdx: add a note that Jak shadows can be handled with HW GL without auto flush hack 2016-09-09 21:08:15 +02:00
Gregory Hainaut 64a97483fb gsdx: add Jak3 US too 2016-09-09 21:05:00 +02:00
Gregory Hainaut de480ec0f5 gsdx: add crc hack for Jak
* 0x9C712FF0, Jak1, EU
* 0x472E7699, Jak1, US
* 0x2479F4A9, Jak2, EU
* 0x12804727, Jak3, EU
* 0xDF659E77, JakX, EU

Please report me the CRC of the US version too so I can add them.

Please test the shadows rendering (openGL HW + accurate blending at least basic)
2016-09-09 19:44:04 +02:00
Jonathan Li d540dbec79 cdvdgigaherz: Fix event handle memory leak
Also bump the version to 0.10.0.
2016-09-08 23:46:05 +01:00
Jonathan Li 303996818c cdvdgigaherz: Delete duplicate PlainIso file 2016-09-08 23:14:26 +01:00
Gregory Hainaut d27d2dd520 fix compilation issue 2016-09-09 00:11:02 +02:00
Gregory Hainaut c2b67ccb78 gsdx ogl: implement an alternate shader for Jak Shadows
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
pixels.

For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.

Note: it requires at least accurate blending set on basic

Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
2016-09-08 23:58:13 +02:00
Gregory Hainaut c03b388786 Merge pull request #1551 from PCSX2/clang-format-v2
Clang format v2
2016-09-08 22:53:21 +02:00
Clang Format e503534ff4 reformat CDVDiso 2016-09-08 21:54:50 +02:00
Clang Format d6ae5bfafa reformat lilypad
Note: I'm worried on the EXPORT/CALLBACK behavior on multiple OS
2016-09-08 21:54:49 +02:00
Clang Format f06f44c30a reformat onepad 2016-09-08 21:52:49 +02:00
Clang Format 0abf686406 pre-fomat onepad
Clang doesn't move back the '{' if there is a comment on the if line
2016-09-08 21:52:49 +02:00
Clang Format 1f8a0db290 reformat null plugin with pointer symbol on the right 2016-09-08 21:52:49 +02:00
Gregory Hainaut f9d8cb97c0 Merge pull request #1508 from PCSX2/gsdx-allow-sso-amd
Finally AMD delivered the fix to support separate shader object !!!
2016-09-08 21:47:32 +02:00
Gregory Hainaut 6ee841319f gsdx: help stupid compiler to allow 32 byte move
Default copy-constructor is eight 32 bits move

GSRendererOGL::Lines2Sprites code shrinks from 510B to 398B
(loop of the function 296B => 181B). Hopefully it will reduce the cost
to convert line to sprite on the CPU (i.e. when geometry shader is disabled)
2016-09-08 20:01:05 +02:00
Gregory Hainaut aba0c733cd gsdx linux: add a gui check box to control previous hack 2016-09-08 17:34:28 +02:00
Gregory Hainaut 029d74f855 gsdx: add an auto flush hack to implement a Read Write GS effect.
It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)

Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
easily.

Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect

Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
2016-09-08 17:25:59 +02:00
Gregory Hainaut bcb951077d gsdx: c_str() is useless when parameter is a string
Reported by clang tidy
2016-09-07 22:10:50 +02:00
Gregory Hainaut 145d6e29c2 gsdx: increase the allocation of the GS memory
GS memory is only 4MB but rendering is allowed to be 2048x2048
with 32 bits format (so 16MB). Technically the frame/depth buffer can start
at the end of the GS memory. Let's not waste too much memory.

Fix crash with BASARAX

(game draws a 2048x1664 32 bits area)
2016-09-07 08:34:24 +02:00
Gregory Hainaut c638e5ec87 gsdx debug: use a pretty format name when dumping texture
Much faster to read the format on the file name :)

+ remove a couple of useless ifdef
2016-09-07 08:34:24 +02:00
Gregory Hainaut 6abd806539 gsdx perf: print frame time distribution 2016-09-07 08:34:24 +02:00
Gregory Hainaut 244bb555f9 Merge pull request #1532 from ssakash/Coverity
PCSX2: Fix a bunch of coverity defects
2016-09-05 20:16:13 +02:00
Gregory Hainaut cedc4f241d gsdx hw: add a crc hack for Dragon Quest & Final Fantasy in Itadaki Street
The hack only fix the HW renderer but not the SW renderer. However I'm not sure
the issue is from GSdx.

The hack will disable alpha test that used to generate empty draw call.
2016-09-04 19:41:31 +02:00
Gregory Hainaut bb50b3419e Merge pull request #1542 from PCSX2/gsdx-texture-transfer-motocross
gsdx: save the blit buffer register when a transfer is started
2016-09-04 16:55:08 +02:00
Akash dc874a99cd LilyPad: Remove useless self assignment
CID 146888 (#1 of 1): Self assignment (NO_EFFECT)self_assign: Assignment
operation (this->devices[i]->virtualControls + j).uid =
(this->devices[i]->virtualControls + j).uid has no effect.
2016-09-03 20:29:46 +05:30
Gregory Hainaut 52a2bb5524 gsdx ogl: disable texture shuffle when a render a basic sprite
Fix shadow issue on "Shadow of Memories"
2016-09-03 12:18:52 +02:00
Gregory Hainaut 79209c31bf gsdx ogl: avoid bad logging of framebuffer/texture overlap 2016-09-03 12:18:51 +02:00
Jonathan Li 4d10eda308 Merge pull request #1545 from turtleli/cdvd-spti
cdvdgigaherz: Use SPTI to read raw CD sectors
2016-09-02 23:56:05 +01:00
Gregory Hainaut a123e65185 gsdx sw: handle the invalidation of the palette when written by the GS
Manual gives all setup to upload a palette from the host. But nothing forbid to render
directly in the palette buffer. (GS rule nb 1, there is no rule ^^)

Fix Virtua Fighter 2 dark colors

However I'm not sure we can fix HW renderer. Rendering is done on the GPU but palette
handling is done on the CPU... So we need to read back data (ouch, and slow). A quick
test didn't get the expected results. Potentially there are others bugs (aka not gonna
happen on the HW renderer)
2016-09-03 00:21:56 +02:00
Gregory Hainaut d01194da0b gsdx sw: help debug
* quick way to disable verbose fixed tex0
* use palette address/format when the palette is dumped :)
2016-09-03 00:10:23 +02:00
Gregory Hainaut 6323268f40 gsdx tc: reset dirty alpha flag when we lookup a frame
Fix black skin regression for haunting ground (at least on my gs dump)
2016-09-02 21:31:13 +02:00
Jonathan Li 3d8be787a2 cdvdgigaherz: Use SPTI to read raw CD sectors
IOCTL_CDROM_RAW_READ apparently does not work for some read modes on
some optical drives, which makes some CD-ROM games unplayable from the
disc.

Work around the issue by using SPTI to retrieve the raw sector data. The
old reading method has been retained in case SPTI cannot be used (if the
device could not be opened with write access).
2016-09-02 00:58:38 +01:00
Gregory Hainaut c9a1558c60 gsdx: save the blit buffer register when a transfer is started
Fix motocross mania missing texture. Close #1319

As far as I understand, transfer is initialized in DIR. But the real
write only occured later so the blit buffer could have been overwritten
by a new value.

BLIT 0 13700
TREG 40 40
DIR 0 0
BLIT 0 13f00 <=== the bad guy
Write! ...  => 0x3f00 W:1 F:C_32 (DIR 00), dPos(0 0) size(64 64)

v2: set a value in m_tr.m_blit for load state
2016-09-01 09:59:38 +02:00
Gregory Hainaut b546d096bd Finally AMD delivered the fix to support separate shader object !!!
v2: blacklist AMD driver from the start of 2016
Please note that it is highly recommended to upgrade to a stable&working driver
2016-09-01 09:47:57 +02:00
Gregory Hainaut 448fee76c1 gsdx ogl: move GS setup in SetupIA
Fix regression when geometry shader is disabled
2016-09-01 09:47:46 +02:00
Gregory Hainaut 165bcf5662 Merge pull request #1539 from FlatOutPS2/DX
GSdx DX: extend ATE to better support additional corner case DX port
2016-08-29 11:39:22 +02:00
Gregory Hainaut 19a9d639b1 Merge pull request #1538 from PCSX2/gsdx-improved-ate
gsdx ogl: extend ATE to better support additional corner case (issue …
2016-08-29 11:38:57 +02:00
Gregory Hainaut da688114f4 Merge pull request #1522 from PCSX2/gsdx-issue-1438
gsdx tc: don't partially invalidate small target
2016-08-28 16:51:25 +02:00
Gregory Hainaut e4337b6631 glsl2h: add input files in the header
Close #1404
2016-08-28 16:31:35 +02:00
Gregory Hainaut a1cdf7189a gsdx tc: don't partially invalidate small target
It creates a regression on game that uses a small temporary target to
upload textures of various sizes. Inital code was done to handle direct
frame write (background, FMV) so big target
2016-08-28 16:24:02 +02:00
FlatOutPS2 e5c6b2e952 GSdx DX: extend ATE to better support additional corner case DX port
Port for Direct3D renderers of PR #1538.
2016-08-28 15:13:15 +02:00
Gregory Hainaut 7103707aeb gsdx: new linux option linear_present
Purpose is to control the filtering when final image is displayed on the screen

Could improve the sharpness of the output in some games (ofc, it will be pixelated)
2016-08-27 19:23:12 +02:00
Gregory Hainaut 2b925e0103 gsdx ogl: extend ATE to better support additional corner case (issue #1499)
When depth primitive is constant and depth test is greater or equal, we can
execute the depth write after color (depth status will only depends on the initial
value)

New case for RGB_ONLY ate:
If the blending equation uses a fixed alpha or a source alpha. We can postpone the alpha write
in a 2nd pass.
If depth can also be postponed, we can guarantee the order of correctness of the value.
1st pass => do RGB
2nd pass => do Alpha & Depth

It fixed Stuntman letter rendering :) Remaining of the game is still broken :(
2016-08-27 14:46:10 +02:00
Gregory Hainaut b6693c4345 gsdx dx/gl: fix depth optimization
4th bit is the fog value, not the depth
2016-08-27 13:57:39 +02:00
Gregory Hainaut 411a25b610 Merge pull request #1531 from PCSX2/clang-tidy-empty-instead-of-size
pcsx2|common|gsdx: use empty() instead of .size() ==/!= 0 check
2016-08-26 10:05:01 +02:00
Gregory Hainaut 601c828562 Merge pull request #1530 from PCSX2/clang-format-plugin-v1
Clang format plugin v1
2016-08-26 10:04:52 +02:00
Gregory Hainaut 5a1cb00a07 Merge pull request #1517 from FlatOutPS2/DX
Gsdx alpha test improvement DX
2016-08-25 09:25:19 +02:00
Clang Format eb18a2ac0f PADnull reformat 2016-08-25 00:16:29 +02:00
Clang Format 6613862aed CDVDnull reformat 2016-08-25 00:16:25 +02:00
Clang Format 25b0b63216 GSnull reformat 2016-08-25 00:16:21 +02:00
Clang Format e61d14168a dev9null reformat 2016-08-25 00:16:15 +02:00
Clang Format e3a2ad03bc SPU2null reformat 2016-08-25 00:16:11 +02:00
Clang Format 67e7d63f0f FWnull reformat 2016-08-25 00:16:07 +02:00
Clang Format b246d13bae USBnull reformat 2016-08-25 00:16:00 +02:00
Gregory Hainaut 1fb2c66a21 gsdx ogl: Unscale line
Line thickness will be increased to N pixels (N is the upscaling factor).

Code will also be enabled by UserHacks_unscale_point_line = 1
2016-08-22 18:18:12 +02:00
Gregory Hainaut 018895067b gsdx ogl: restore code to unscale point
enabled by UserHacks_unscale_point_line = 1

Point will be transformed into a NxN square sprite. (N is the upscaling factor)
2016-08-22 18:18:12 +02:00
Gregory Hainaut 1a8825b374 pcsx2|common|gsdx: use empty() instead of .size() ==/!= 0 check
Enhance readability reported by clang tidy
2016-08-21 17:20:13 +02:00
Gregory Hainaut 8ee2d3d367 gsdx: use static assert when possible
reported by clang tidy
2016-08-21 15:22:09 +02:00
Jonathan Li 2b2042e1c2 gsdx: Allow screenshot compression level to be changed
At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.

This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).

Fixes #1527.
2016-08-20 14:01:24 +01:00
Gregory Hainaut d6b834e8af gsdx hw: don't execute blit fmv with target
Avoid invalid operation due to depth buffer
2016-08-20 12:56:30 +02:00
Gregory Hainaut fa826b3167 gsdx tc: check compatible bit when wrote in middle of target
All maths are wrong otherwise. Fix half screen issue in WRC
2016-08-20 11:57:15 +02:00
Gregory Hainaut a49b3c9bf6 gsdx tc: log more stuff on texture cache dirty & frame format 2016-08-20 11:52:22 +02:00
FlatOutPS2 87eed3965e GSDx GSRendererDX code improvement
Replace local copies context and env with m_ prefix originals.
2016-08-19 16:02:49 +02:00
FlatOutPS2 c5cd716c20 Gsdx alpha test improvement DX
Port for the DX renderers of the alpha test improvement for OGL created by gregory38.
2016-08-19 15:59:54 +02:00
Gregory Hainaut 765b68458a gsdx: improve logging
Don't enable UpdateValidity print by default (+20~25% on log size)
Only useful in rare cases
2016-08-17 21:23:06 +02:00
Gregory Hainaut 19ceea4f1e Merge branch 'strict-aliasing' 2016-08-17 18:53:08 +02:00
Jonathan Li d36002a02a gsdx:cmake: Use PNG_LIBRARIES instead of PNG_LIBRARY
PNG_LIBRARIES adds both libpng and zlib to the command line.
PNG_LIBRARY only adds libpng to the linker command line, and the cmake
documentation also suggests not to use it.
2016-08-16 20:35:21 +01:00
Gregory Hainaut fa249a3f78 gsdx ogl: don't rely on the Z value in m_vt
Value seems wrongly rounded and you can't distinguish 0xFFFF from 0xFFFE

Instead check that depth is constant for the draw call and the value from the vertex buffer

Fix recent regression on GTA (and likely various games)
2016-08-16 07:30:52 +02:00
Gregory Hainaut 5c7e2432bd gsdx-ogl: improve alpha test for GTA vice city (letters)
I don't understand why but it seems depth is rounded down even in 16 bits.
So uses 0xFFFE to enable ate_all_color_then_depth in 16 bits format too :)
2016-08-15 11:38:07 +02:00
Gregory Hainaut 5fbf702500 gsdx ogl: new optimization to bypass the alpha test
In FB_ONLY mode the alpha test impacts (discard) only the depth value.
If there is no depth buffer, we don't care about depth write. So alpha
test is useless and we can do the draw with a single draw call and no program
switch
2016-08-15 11:35:24 +02:00
Gregory Hainaut b62859ffa2 gsdx ogl: only enable the alternate alpha test in FB_ONLY
RGB_ONLY requires to handle the alpha channel in the alpha test
2016-08-15 11:25:19 +02:00
Gregory Hainaut 0417a10483 gsdx: allow strict aliasing optimization 2016-08-14 21:01:40 +02:00
Gregory Hainaut 2e7fab7813 gsdx sw: avoid aliasing issue, clear function was wrong anyway
Value must be un-normalized. Function is only used with 0.0 so
API was updated to only use the 0 case.
2016-08-14 21:01:09 +02:00
Gregory Hainaut 90707f8d4e gsdx: avoid aliasing issue
Extend GSVector to support float move

Initial code likely used integer move for performance reason. However due to
the nan correction, register is now in float domain.
2016-08-14 20:48:34 +02:00
Gregory Hainaut 447e0d0336 Merge pull request #1514 from PCSX2/gsdx-nouveau-driver
Gsdx alpha test improvement
2016-08-14 20:29:09 +02:00
Gregory Hainaut 15db7eeb81 gsdx: use correct format in printf
u => unsigned
d => signed

zu => size_t
2016-08-13 12:48:35 +02:00
Gregory Hainaut 0a1454ff6c gsdx: use prefix increment operator for non-primitive type
I think compiler is clever enough to optimize the code but it won't hurt
and it reduces the number of cpp check warning.
2016-08-12 23:11:26 +02:00
Gregory Hainaut dc2864ad7a gsdx hw: avoid a null deferenced false-positive in coverity
It is a false positive because it supposes that PRIM->TME is both true and false.

It is the first Schrodinger's variable ;)
2016-08-12 23:02:06 +02:00
Gregory Hainaut f38cd9d80d onepad: add a missing break when CMD_CONFIG_MODE is true but configuration isn't enabled.
I hope it wasn't done on purpose.

CID 168624 (#1 of 1): Missing break in switch (MISSING_BREAK)
unterminated_case: The case for value CMD_CONFIG_MODE is not terminated by a 'break' statement.
2016-08-12 22:55:19 +02:00
Gregory Hainaut 1a09712f89 gsdx: init m_custom_width/height to a default value
Avoid useless warning on coverity
2016-08-12 22:48:20 +02:00
Gregory Hainaut c41cf6c444 gsdx: init variable in constructor
CID 168626 (#1 of 1): Uninitialized scalar field
uninit_member: Non-static class member m_end_block is not initialized in this constructor nor in any functions that it calls.
2016-08-12 22:45:17 +02:00