pcsx2 v1.5.0金手指-2205-gaf2278c3c怎么设置键盘

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Commit log
FlatOutPS2
PCSX2: Avoid SYSTEM.CNF error message in PSX mode (#2286)
Avoid error on non-empty last line of file.
Merge: ab44ebd7e 63bbe55ec Merge pull request #2276 from altiereslima/master
Portuguese-BR translation update
lightningterror
PCSX2: Add configurable Cheats folder to Components Selectors.
Add GUI option to Plugins Components Selectors to change the default &Cheats& folder location. Similar to savestates/logs/..etc.
Jonathan Li
cdvd: Fix writing of CD blockdumps
Write the full CD sector (not including subchannels) to a blockdump instead of just a partial CD sector that isn't offset correctly.
Jonathan Li
cdvd: Fix and switch to writing v2 format blockdumps
Switch to using vector for the dump sector table, and also fix a bug where memory was not allocated when writing to a v2 format block dump, causing a null pointer dereference.
Also switch to using the v2 block dump format, which generally produces smaller dump files (the dumps also seem smaller than the ones generated by cdvdiso, which seems to repeat sectors).
refractionpcsx2
Gif: Don't set state on NOP packet. Fixes #2277
altiereslima
Portuguese-BR translation update
FlatOutPS2
PCSX2: Memory card minor code improvements
- Adds tooltip for Convert memory card button in the memory card dialog - Updates several memory card console writes. - Adds 2018 copyrights to the updated files
FlatOutPS2
PCSX2: Add keyboard shortcuts to memory card dialog right-click menu
FlatOutPS2
PCSX2: Update PSX memory card file extension
Changes the file extension used by PSX memory cards to the common .mcr instead of using the same (.ps2) extension used by PS2 memory cards.
Updates the extension listed in Create memory card dialog when a PSX or PS2 memory card is selected.
FlatOutPS2
PCSX2: Replace PSX memory card checkbox
Replaces the awkward checkbox for a PSX memory card in the bottom left of the Create Memory Card dialog with a radio button like the other memory card types.
lightningterror
GSDumpGUI: Update the GUI interface
Rearranged/updated many GUI elements. Reduce height of window to make it more appealing for laptop users. Add OpenGL HW/SW options to Renderer Override.
lightningterror
gsdumpgui: s/GSDX/GSdx/
Jonathan Li
gsdumpgui: Improve renderer override handling
Instead of faffing around with strings and having to handle a lot of edge cases when trying to override the renderer, just let WritePrivateProfileString do all the hard work for us instead.
Jonathan Li
cmake: Remove old macro substitution workaround
The workaround was used to prevent macro substitution occuring on paths containing &linux&, but it's no longer necessary since &linux& is not set as a predefined macro when a &-std=& option is passed to gcc.
Fixes #2268.
Enhance &Assemble Opcode& to be pre-populated by existing instruction. (#2244)
lightningterror
GSdx: Disable Merge Sprite on native resolution.
Previously if HW hacks were enabled Merge Sprite was active(if checked) on native resolution even if the GUI option was disabled, which in result caused glitches in games on native resolution.
This should address that issue.
refractionpcsx2
Merge: fe27d3b25 57cbc901b Merge pull request #2264 from FlatOutPS2/SPU2
SPU2-X: Prevent volume check from altering volume
FlatOutPS2
SPU2-X: Prevent volume check from altering volume
Fixes issue in Tokyo Xtreme Racer Zero where checking the left master volume would alter it.
FlatOutPS2
GSdx: Add Dark Cloud CRCs to automatic mipmapping
lightningterror
GSdx: Merge CRC hacks of Wild Arms 4 and 5
It's better to avoid duplicate code so let's merge these two together as well.
cmake: Don't print a git describe error with shallow clones.
lightningterror
GSdx: Remove/move/merge CRC hacks.
Remove Aggressive CRC hacks for SSX 3. Was used to remove the red lines on older versions but no longer needed since the issue has been fixed. Offered 1fps or less speed bump but it's not worth keeping for such a minimal increase.
Merge all FFX CRC hacks in to one. They share the same code so it's better to have one to avoid duplicate code.
Move CRC hack for Bleach Blade Battlers to Aggressive. It removes the character shading. It can be used as a speed hack since the gains are quite good from it. Around 15-30%.
lightningterror
GSdx: Move CRC hacks for Soul Calibur 2&3 to DX level.
Add missing CRC ids for Soul Calibur 2 and 3. Move CRC hacks to DX level. They are not needed anymore on OpenGL since Depth Emulation fixes depth issues (shadows).
PCSX2-WX: Display the video mode on titlebar
I found it might be useful for looking into issues at certain cases where users provide a screenshot covering the titlebar, so we can easily identify which video mode is being used.
Especially useful for looking into PCRTC issues.
Jonathan Li
iop: Fix booting ELF files on a different drive
Fixes a regression introduced in b3b1f3ac685daaed57e, where ELF files on a different drive to PCSX2 would fail to load.
Fix mouse click focus in debugger near functions ending in a branch. (#2250)
This code updates the DisassemblyFunction objects to only include Delay Slots when they are within the bounds of the function.
Corrected MipsOpscodes table for unconditional branch. (#2247)
The assembler was previously assembling instruction &b i& as an alias to &j I&. This caused unexpected behavior when attempting to assemble an unconditional branch. The previous behavior would cause position-independent code to fail due to the distinction between the absolute address of a jump vs. the offset of a branch.
altiereslima
Portuguese-BR translation update (#2209)
Translated new strings and few updates.
atomic83GitHub
GameDB: Fixes and compatibility status update (#2223)
- Added proper clamping/rounding modes for Star Wars Bounty Hunter - Added VIF FIFO hack for Petz - Horsez 2 to resolve hang at loading screen - Update to compatibility status of few games
Italian translation update (#2155)
- Translated new strings - Various fixes and improvements
atomic83GitHub
GameDB: Add proper rounding mode for Beyond Good and Evil v2 (#2214)
Apparently the nearest rounding mode is necessary to fix some effects which weren't fixed in positive rounding.
lightningterror
Gsdx: Tekken 5 Channel effect and CRC Hacks
Move CRC hack to Partial that fix the half screen bottom issue since the effect is not rendered correctly.
Move CRC hack to Aggressive. These hacks are only needed when running upscaled resolution. They skip the blur effect which cause ghosting and some other screen issues. Side effect is they also remove the channel effect on OpenGL which is emulated correctly so let's put them on Aggressive.
Comment out a hack, it's unknown what the hack does atm. If there are new issues then it will be added back.
Added comments what the hacks do.
Partial port for channel shuffle effect to Direct3D for Tekken5. The effect is skipped and not rendered but now the top left screen glitch has been resolved. Note: At least Minimum CRC level is required for this to work.
lightningterror
GSdx: Add hidden option to disable Nvidia hack
Add hidden option &UserHacks_DisableNVhack& to disable the Nvidia hack on Direct3D which added black lines on the right and bottom of the screen. Could be useful for Intel and AMD GPUs.
A better solution would be to add Vendor Id detection instead, but this will do for now.
To disable the Nvidia hack add UserHacks_DisableNVhack=1 in GSdx.ini
RedPanda4552
Make PSX cards appear as Pocketstation devices. (#2208)
Fixes memcard access in Final Fantasy VIII, and likely in other PSX games supporting the Pocketstation peripheral. This makes inserted PSX cards show up as PocketStation devices in the PS2 browser, which is okay for now.
atomic83GitHub
GameDB: Add proper rounding mode for Beyond Good and Evil (#2210)
Christian Kenny
Flag XP as an unsupported OS.
Jonathan Li
ci: Fix Travis CI build issues
Add python:i386 to gcc 32-bit builds to avoid a strange dependency issue with the gcc-4.9 and gcc-7 builds. Remove chrome workaround since it's not needed anymore. Change 32-bit clang dependency to gcc-7-multilib (no real reason, I just feel like doing so).
[skip appveyor]
lightningterror
GSdx: Remove/move CRC hacks for Simpsons Game
Remove CRC hacks no longer needed. Move CRC hacks to Aggressive level. Can be used as a performance hack.
lightningterror
GSdx: Extend support of &Preload Frame Data& for Direct3D.
Fixes glitchy water in Rogue Galaxy in Direct3D when the hack is enabled. Fixes Test Drive car reflection in Direct3D when the hack is enabled.
OTher games are affected as well.
Jonathan Li
pcsx2:gui: Display '&' properly in recent ISO list menu
& is used to specify the keyboard shortcut key in menu labels. && must be used to display an &.
Closes #2148.
Jonathan Li
cdvdgigaherz: Always read 2352 bytes from CD sectors
For some CDs (i.e. Suikoden), trying to read a 2048 byte &cooked& sector does not work. However, reading the raw sector and then extracting the required 2048 bytes works fine, so let's do that.
This also makes it easier to port CD/DVD disk reading to operating systems that don't provide CD/DVD interface conveniences.
Jonathan Li
cdvdgigaherz: Detect CD track mode correctly
In every CD data sector, byte 15 indicates what the CD track mode is.
Jackson Sommerich
Update PCSX2_FAQ.doc to reflect changes made on the PCSX2 Forum (#2087)
doc: Update FAQ document
* Update system requirements to match README.md and remove references to v0.9.6 * Fix formatting issues, add link for DirectX and speed issues
Merge: 49cea778a d179efc3e Merge pull request #2142 from altiereslima/master
Updating Portuguese-BR translation
altiereslima
Updating Portuguese-BR translation
lightningterror
Translations: French
Update French translations. By @atomic83GitHub
lightningterror
GSdx: Automatic HW Mipmapping option
Adds automatic HW mipmapping support. It relies on CRC ids so if a game does not have their CRC id but needs mipmapping it will not work until the id is added.
Add GUI menu and tooltip for Automatic mipmap &Automatic (Default)& This option will be default option from now on.
Rename &Very Slow& text option to &Slow& for full mipmap as it caused the text not to fit properly in the menu.
Credits also go to @RedPanda4552 and @ssakash for helping with the code.
lightningterror
GSdx: Rearrange HW Hacks
Rearrange the two columns of HW hacks, new arrangement is done in alphabetical order on Windows and Linux.
Rename some hacks on Linux to match the windows version.
Some other minor tweaks as well.
Víctor "IlDucci
Updating Spanish translation
- Removing accents on the word &solo& (New RAE rules) - Improving the wording on some lines.
Swedish translation update
Christian Kenny
GSdx: Remove CRC hack for James Bond Everything or Nothing. Thes hack was used to avoid a VRAM spike, but isn't needed anymore.
UlsterRose
Add vuClampMode fix to EA Burnout titles.
lightningterror
GSdx: Add/move CRC hacks for Street Fighter EX3
Add missing CRC ids. Move CRC hacks to OpenGL since the effects aren't emulated properly atm.
GSdx-Capture: Grayout configure button for codecs
The following patch grays out the configure button when there's no configuration dialog available for the selected codec. What's the use in clicking it when no dialog pops up? :P (I've been tricked by it lots of times)
GSdx-Capture: Format event commands in switch-case
Use switch-case over chained if statements for the event commands, makes the code more readable in my opinion.
lightningterror
GSdx: Add CPU Frame buffer Conversion Hack
Add HW Hack that enables Framebuffer Conversion on the CPU instead of the GPU. Can fix broken textures on games but at the cost of slower performance. List of games: Harry Potter games, FIFA Street games. Games like Call of Duty, Kung fu Panda might also be affected as well as others especially on Direct3D. Add HW Hack GUI option on Windows/Linux for 4-bit and 8-bit Framebuffer conversion hack named &Frame Buffer Conversion&.
Christian Kenny
Update SoundTouch lib to v2.0.0
Jonathan Li
pcsx2|common|gsnull: Remove GSprintf API
It's not really used, and the OSD uses a different API.
The specified calling convention (stdcall) is also incorrect since variadic functions are caller-clean, not callee-clean. The compilers ignore the stdcall and just use cdecl (I think), though it does trigger a -Wcast-calling-convention on clang.
Jonathan Li
windows: Fix Devel solution configuration
The FreeType release configurations should be used for devel solution configurations.
PS2-HW: Remove address of non-existent registers
It seems not all DMA channels have the same set of 32 bit registers. Removed addresses of registers which aren't actually present in the memory space.
Example: Channel 0/1/2 have address stack registers but the other channels lack it. According to documents, the remaining memory space of the channels seems to be reserved. Which means, write access would be disregarded and read access would return an unknown value.
Credit goes to Gregory and CK1 for notifying me about it, special mention to ssakash for actually pushing the change to github. Also I wasn't the one who introduced the non-existent registers into the code, these registers were present before under a different name.
Jonathan Li
cdvdgigaherz: Fix Q subchannel relative offset calculation
The wrong comparison was used, so all the relative offsets were completely wrong. Fixes the wrong track issue in the CD player.
Regression introduced in f314c2a4d9a0ab349cc137e2e6ac6.
Jonathan Li
ci: Update Travis CI and AppVeyor configurations
Travis CI: Replace GCC4.9 64-bit with GCC7 64-bit. Replace GCC5 32-bit with GCC7 32-bit. Move 64-bit to top of matrix so it gets built first (ccache doesn't work on the 64-bit build and I don't know why (it works locally), so it takes the longest to build).
AppVeyor: Add VS2017 build job.
Add clear list option to ISO Selector
PS2-HW: Fix DMA channel register addresses
The macro for address of channel 9 was wrongly having the address of channel 8, fixed it. (Luckily MADR and QWC were unused so we should be safe)
Thanks to Fireboyd78 for notifying us about this. (Closes #2091)
Also fixed some inconsistencies where some of the DMA channel register addresses weren't defined for all the bitfields.
Merge: fe2dfdb3b e Merge pull request #2067 from RedPanda4552/master
Add PSX memory card support
Jonathan Li
gsdx: Remove &using namespace std&
Jonathan Li
gsdx: Prefix std:: to ostringstream, pair, codecvt*
Jonathan Li
gsdx: Prefix std:: to shared_ptr
Jonathan Li
gsdx: Prefix std:: to min and max
Jonathan Li
gdsx: Prefix std:: to map
Also use auto when appropriate.
Jonathan Li
gsdx: Prefix std:: to list
Also use auto when appropriate
Jonathan Li
gsdx: Prefix std:: to vector
Also use auto when appropriate
Jonathan Li
gsdx: Remove hash_{map,set} macros
Also use auto when appropriate.
Jonathan Li
gsdx: Prefix std:: to string and to_string
PCSX2-GUI: Logo Update (Wider image)
New logo for the main interface of PCSX2. (400px instead of 380)
lightningterror
Comment out driver version detection on amd as it was not working properly. Rename bools for vendor ids.
lightningterror
GSdx - dx9: Edit Alpha Correction (FBA) tooltip.
Can cause graphical glitches in some games.
lightningterror
GSdx-ogl: Fix GSdx crashing on Intel igpus
Regression was introduced in #1954 GSdx caused the emulator to crash when the renderer was restarted.
It may have affected older gpus from nvidia/amd with older OpenGL support as well.
lightningterror
GSdx-Windows: Grey out OSD and Shader Configuration
Grey out OSD Configuration button for Direct3D since only OpenGL supports the feature atm. Grey out Shader Configuration button in Core Benchmark.
Jonathan Li
lilypad: Fix Lock Direction/Input/Both features
Regression was introduced in 2ea078beb5aea345c4b5fe4e99bc6e.
Coverity CID 178405.
Jonathan Li
pcsx2: Fix inconsistent framelimiter/vsync interaction
If emulation is paused and resumed, vsync may become enabled even if the frame limiter is currently disabled. This state persists until the settings are changed or the hotkeys are used.
Fix the inconsistent framelimiter/vsync behaviour so that vsync isn't enabled whenever the framelimiter is disabled, which matches the behaviour in the rest of the code.
Jonathan Li
pcsx2: Apply vsync changes immediately on settings change
Fixes an issue where changes to the vsync settings are not applied until emulation is paused and resumed.
Jonathan Li
gsdx:ogl: Call swap interval function on rendering thread
The swap interval function must be called on the same thread that rendering takes place on. This fixes an issue where the turbo speed and frame limiter hotkeys fail to disable vsync when the OpenGL renderer is used.
Jonathan Li
ci: Fix Travis CI
[skip appveyor]
Alessandro Vetere
GSdx GSTextureCache: Using FastList instead of std::list. Various other improvements. Using range loops where possible (correctly). Using auto where possible (minimize code changes whenever it's decided to change back to a std container). Use more efficient erase pattern (where possible). Minor code tweaks.
Alessandro Vetere
GSdx GSDevice: Using FastList instead of std::list. Using range loops (correctly). Using auto instead of declaring iterator type.
Alessandro Vetere
GSdx GSTextureCacheSW: Ported erase iterator trick. Using FastList instead of std::list. Using range loops. Using more efficient erase pattern.
Alessandro Vetere
GSdx GSFastList: Introducing the custom container template class.
Allow PSX memcard creation, dynamic SIO delay type.
Alessandro Vetere
GSdx GSDirtyRect: std::vector instead of std::list, to speedup linear scan. Improved const-ness. Using range loop.
Alessandro Vetere
GSdx GSLocalMemory: Reserve space required in the std::vector before adding elements to it.
Alessandro Vetere
GSdx GSCodeBuffer: std::vector instead of std::list, to speedup linear scan. Using range loop on destruction.
Alessandro Vetere
GSdx GSDevice11: Fix unsigned warning under VS2015 with DEBUG build enabled.
GSdx-D3D11: Avoid undefined behavior in swapchain
PCSX2 sends a negative value (-1) to GSdx when adaptive mode is specified for Vsync, this mode is exclusive to OpenGL at the moment and is unimplemented on the D3D11 renderer. Also the present function of swapchain only accepts values from 0 to 4 as parameter, hence passing negative values to the function is undefined behavior.
So let's fallback to standard synchronization method on D3D11 when PCSX2 requests for adaptive mode.
lightningterror
GSdx: Add missing CRC for GT3
Merge: 64c197de4 50bb101ab Merge pull request #2038 from FiLeonard/master
Update German Translation
small update
Gregory Hainaut
glsl: miss color of SSO interface
It was added with the OSD
correction
Gregory Hainaut
glsl: extension must be declared first
Mesa follows this rule of the standard.
Issue #2037
Shader compile fines now but SSO interface seems to be broken.
correction
revert kapitalized personal pronouns
Gregory Hainaut
onepad: print a more accurate message when only a single pad is detected
Gregory Hainaut
onepad: fallback on 2nd gamepad for the 2nd player
Close #2039
a few corrections
small update
Gregory Hainaut
Merge: 1d95dbe4a 590b75453 Merge pull request #2040 from orbea/horipad
Add Horipad One config
small update
Add Horipad One config
small updates
PCSX2-Git: Minor changes in issue template file
* Remove redundant mention of MTVU hack speedhack. (It's grayed out at safest preset) * Change ``Note 1/2`` into a single notes header with multiple lists, also modified the &is in active development& part as it's no longer the case.
PCSX2-WX: Force disable MTVU hack on safest preset
The safest preset should ideally try to provide the highest accuracy and stability when emulating the PS2, allowing the manipulation of the MTVU hack could just destroy both of these things, hence the following patch force disables the hack on safest preset.
Update German Translation
lightningterror
Update Translations (#2029)
Update tr_TR - credits to PyramidHead Remove .mo files from locales for tr_TR and cs_CZ
Gregory Hainaut
Merge: 66a87ce4d f Merge pull request #2000 from PCSX2/greg/vsync-take2
Greg/vsync take2
Gregory Hainaut
pcsx2 gui: uses a combo box for Vsync
The possible values are * Disabled * Enabled * Adaptive Vsync (the new possibility)
Gregory Hainaut
core: add a getter for the vsync option
v2: allow all combinations of framelimiter and vsync options v3: * disable vsync when the user disable framelimiter with F4 * Use g_Conf-&EmuOptions instead of EmuConfig
Gregory Hainaut
gsdx ogl: test adaptive/late vsync driver support
Supported on GLX (but not Linux free driver) and WGL
Gregory Hainaut
gsdx ogl: factorize SetVSync
Move common logic into base class Add API to handle late Vsync (only stub)
Gregory Hainaut
gsdx ogl: factorize common context init code
lightningterror
GSdx: Add missing CRC for Tomb Raider Underworld
Merge: 59fa8ccf74 Merge pull request #2017 from lightningterror/dbzbt3-crcfixup
GSdx: Adjust CRC hack for DBZ BT3
PCSX2-Counters: Fix tracking of scalar limit
The scalar limit value was updated only during any turbo/slowmotion toggle, let's also update it properly after any change in the emulation settings.
This prevents the need of toggling from turbo/slowmotion to update to your requested frame rate percentage.
Jonathan Li
lilypad: Fix button detection issue in Kung Fu Panda
Kung Fu Panda becomes stuck at an autosave warning screen since it cannot detect button presses correctly. This fixes the issue, though potentially it may negatively affect some other games (see #1831, unfortunately no game titles weren't mentioned).
The issue was introduced in commit f25adb49cb8c
Closes #1965.
GSdx-Windows: Fix Shadeboost text bug
Forgot to replace `IDC_TEXT` with `IDC_VALUE` macros, due to this the text containing the name of the options was being updated with the current value of the option instead of updating the text designated for holding the values.
Update GSCrc.cpp (#2018)
gsdx crc: add Front Mission 5 CRC
lightningterror
GSdx: Adjust CRC for DBZ BT3
Fix CRC hacks on PAL version. PAL version will no longer experience very high brightness/contrast issues on stages in hw mode caused by an incorrect CRC hack. Moved a CRC hack back to OpenGL mode only for the PAL version because texture shuffling does not work properly on PAL games.
Gregory Hainaut
onepad: add a first time wizard to notify that plugin auto-map the Gamepad/Joystick
It should avoid some bug reports of not-working-as-expected GUI
v2: English improvement v3: ditto v4: :)
GSdx: Rework framebuffer height calculation
DBY isn't an offset to the frame memory but rather an offset to read output circuit inside the frame memory, hence the top offset should also be calculated for the total height of the frame memory. Fixes software mode regression in Beyond Good and Evil.
Also handle cases when GetFrameRect() is called without any paramerer to avoid an illegal value access violation on the DISP register.
PCSX2-WX: Revert titlebar update behavior on Windows
Current behavior - The tilebar isn't updated when the user enters full screen mode and when the user returns back to windowed mode they have the older title bar values for a brief second, this sort of behavior is undesirable just in the cost of saving some overhead for updating title. (which is really negligent)
Hence reverting the code back to how it has been for the past 7 years (Yes, I did my research), I'm doing it only for the windows side at the moment as a code comment describes of some sort of Linux specific issue on wxWidgets side.
PCSX2-WX: Add restore defaults to GS panel
Gregory Hainaut
glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.
Potentially it would reduce the geometry shader overhead. And it might avoid a middle line in sprite in some AMD GPU/driver/OS bad combination
Gregory Hainaut
gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
Gregory Hainaut
i10n: upload da_DK precompiled mo file
lightningterror
Remove recent db fix for MGS3 Subsistence Fixes #1992
Added Danish mo-files.
Jonathan Li
gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.
Fixes #1980
Gregory Hainaut
onepad: Add platform:Linux on game db entries that miss it
SDL doc: &Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).&
Issue #1978
Gregory Hainaut
i10n: upload cs_CZ mo binary files
Gregory Hainaut
gsdx: store vsync state into an integer
allow to support late vsync (Adaptive vsync).
Gregory Hainaut
gsdx: remove the unused GSsetFrameLimit API
Gregory Hainaut
core: add hidden option EnableVsyncWindowFlag to add the WS_POPUP flag
Goal is to ease testing of Vsync/Tearing
v2: Properly propagate the WS_POPUP flag
lightningterror
GSdx-ogl: Printing console messages v2 (#1954)
GSdx-ogl: Console messages v2
Follow up to commit/ec63b0a6aeeacb55dc1c54f5ef145b
Add intel broken driver wiki link message in console (OpenGL). Print intel / amd buggy driver message once in console (OpenGL). Pring texture barrier and viewpoint array info once in console (OpenGL).
Franti?ek Zatloukal
cs_CZ update
Jonathan Li
cmake: Fix NetBSD compilation
Closes #1973
lightningterror
GameDB: Add fixes to various games (#1977)
GameDB: Add fixes to various games
Add fix for R&C2 Going Commando - fixes cinematic and crash Add fix for Metal Gear Solid 3: Subsistence - fixes screen artifacts Add multiple fixes for Max Payne Add / correct fix for Mercenaries 2 - Corrected incorrect title and added timing fix Add fixes for Scarface Add missing games to DB
lightningterror
GSdx: Remove/move DBZ:BT3 CRC
Enables character outlines to partially work on Full CRC. DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled. You can either use Aggressive crc or x,y offset to fix the issue.
Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird motion blur type way when the player moved slightly.
GSdx: Cleanup warnings on MSVC
* Cast return value of IsEof() to bool. (Avoids int -& bool performance warning error) * Cast field and index to the required parameter type of AppendRawData.
Gregory Hainaut
cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase)
GCC bug =& https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799
Close #1937
Jonathan Li
ci: Fix 32-bit Travis CI builds
[skip appveyor]
PCSX2-WX: Add &Always ask when booting& option
When enabled, this option opens the file explorer to directly select the ISO at each boot instances instead of relying on the Recent ISO list.
PCSX2-WX: Increment max ISO count in recent ISO list
The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.
Jonathan Li
gsdx:d3d11: Fix incorrect geometry shader use
The sprite geometry shader was still being used even if the sprites were converted on the CPUs.
Convert all sprites using the GPU - the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer.
Closes #1921.
Add Danish translation
Jonathan Li
gsdx: Fix variable initialisation issue
Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.
GSdx-HW: Move scaling code to separate subroutine
Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough.
(Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)
GSdx-HW: Revamp buffer size calculation
Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios.
I don't even feel there's a need for the large framebuffer option right now, For future - I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.
GSdx-OGL: Extend ICO workaround to PAL videomode
Jonathan Li
gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
Jonathan Li
gsdx: Fix GS dump readback EOF handling
An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.
Jonathan Li
unix: Remove LZMA_SUPPORTED define
Jonathan Li
windows: Link GSdx to liblzma (xz)
Jonathan Li
gsdx: Use std::vector for xz dump output buffer
By default, Windows has a 1MB stack size limit per thread, so array cannot be used...
Jonathan Li
3rdparty:xz: Add project and config file
The config file is currently just a straight copy of the one in the xz repo.
Jonathan Li
3rdparty: Add xz submodule
The submodule commit corresponds to the v5.2.3 release.
GSdx: Implement SYNCV register bitfields
Add the bitfield structure of the undocumented SYNCV register, potentially might be useful in proper height determination of the output circuit for some weird games which still get it wrong but still haven't figured out how it might be useful. Maybe some sort of black magic formula with the vertical synchronization values?
The differential phase value seems to closely resemble the display height value of the video modes (480 for NTSC, 576 for PAL) but after some investigating into the differential phase, I have no clue on how they might be even related. Hopefully the mystery will be unveiled in the near future.
Jonathan Li
onepad: Remove use of &using namespace std&
&using namespace std& was causing ambiguity issues and compile errors on FreeBSD. Remove it.
Gregory Hainaut
gsdx: dump gsdump in xz format directly
Reduce disk space. Easy to share.
It would be nice to port the code to Windows. libzma code was taken from https://git.tukaani.org/xz.git
Note: only short dumps are supported so far. Big dump will freeze the interface during the compression. Or will suck all the RAM. Note2: a multithreaded encoder would badly impact the compression ratio
Thanks to Turtleli for all review comments
Gregory Hainaut
linux: requires liblzma (xz) to build GSdx
Gregory Hainaut
gsdx: defer init of GSUtil global object
Close #1935
Christian Kenny
Added pre-install dialog, updated build instructions, fix RegKey in uninstaller, automatically backup old configuration folder, misc. changes.
Automatically backup old configuration folder to avoid conflicts, misc. changes.
Added reviewed changes
Christian Kenny
Split portable/pre-install and full installer into own scripts. Move shared definitions to their own files to reduce code duplication.
Move version check to own file
Split main installer into own script. Integrated changes for portable/standard installation.
Forgot to remove a message box
Christian Kenny
Check/Install DirectX redistributables on Win8.1 and older (so as long as they have admin privileges). Removed SSSE3 and AVX references from build instructions.
Remove old build targets from instructions
Don't install DXRedists on 8.1 and newer
Christian Kenny
Reformat version detection, move null plugins, force remove folder in uninstaller.
Null plugins are sad and lonely, put them with the others later
Minor tweaks, force remove Plugins folder because it can prevent $INSTDIR from being deleted (assuming we're doing a standard uninstall)
Rewrite version detection to search for 0.9.8 to 1.4.0 as well as future builds.
Remove offending whitespace
Christian Kenny
Block installation on XP/fix an uninstaller regression and add ManifestDPIAware to the installer. Remove NSIS dirs from .gitignore.
Remove XPStyle parameter. It isn't needed anymore
Updated copyright, added ManifestDPIAware for rich folks, removed IDOK true and Cheats folder from $INSTDIR as Turtleli suggested, formatting adjustments.
Gitignore: remove now unused NSIS directories
Fixed a nasty regression I introduced after a registry pointer was assumed to be incorrect. It contained UserMode data generated by the First Time Wizard. This was causing conflicts and the FTW to fail randomly when running PCSX2 after a reinstall due to old configuration data being read.
I added clarifcation below the original comment to reduce confusion in the future.
Christian Kenny
Remove unused SVN templates and condense installer files. Reduced compile errors by removing output folder dependency.
Forgot to add SharedRedtape changes to last commit
Remove unused SVN templates
Compile the installer to the NSIS folder so that the user doesn't need to worry about the o and wonder why the installer won')
Christian Kenny
Implement version detection for previous installs, separate savestates/memcard categories in the uninstaller. Cleanup scripts and misc. tweaks.
Minor tweaks for SharedBase and SharedRedTape:
-Updated ${APP_VERSION} to 1.6.0 and tweaked uninstall_log for functionality with uninstall script in pcsx2_full_install.nsi
-Added !define for installer icon
-Replaced obsolete function with RMDir functionality, uninstaller speed improved marginally
-Added filepath for $DOCUMENTS to be removed if empty
Main installer tweaks/enhancements:
-Tested installer functions in NSIS 3.01
-Implemented uninstall script for future version detection. If an older or equivalent PCSX2 version is detected, the user is prompted to silently uninstall/overwrite or abort the installer. (The function is not compatible with any current stable releases because they lack the registry string required for version detection.)
-Added a new installer function so that we can launch PCSX2 directly from the installer.
-Supressed some errors related to unused plugins in MakeNSIS.
-Replaced File with CreateDirectory function (for Cheats only) because it can't be used on an empty folder and will cause MakeNSIS to fail.
-Removed unused /oname parameter that was leftover from SVN builds.
-Added option to install additional languages for those who desire to save 2MB of space.
-Condensed DirectX Packages into SectionGroup for neatness
Christian Kenny
Add installer icon, update copyright and build instructions for NSIS 3.0.
Update copyright
Reformatted instructions, added info specific to NSIS 3.0
Gregory Hainaut
common: workaround to start ASAN with recent glibc
Issue: wait of the semaphore timedout. However semaphore was properly posted counter is 1.
To workaround the issue, only throw an error if semaphore counter is 0. Note: I reduced the timeout to 100ms by threads to avoid huge startup delay
Close #1939
Gregory Hainaut
gsdx linux: port to latest GTK3 API
* replace gtk_table by gtk_grid =& it still misses some paddings * Use 3.22 monitor API to query screen size =& need to be tested * directly add scrolled windows into a container without bothering with the viewport.
Code compile fine but wasn't tested.
v2: disable the code until I (or someone) get a chance to test and fix it.
Gregory Hainaut
pcsx2|common: replace throw() by noexcept
Gregory Hainaut
core: remove noexcept on destructor
It is the default on C++11
Gregory Hainaut
core: use = default for trivial destructor
Again not reported by clang-tidy and done with sed
Gregory Hainaut
core: remove throw specifier on destructor
It is the 'default' on C++11
Gregory Hainaut
common: use = default instead of trivial destructor
Strangely clang-tidy didn't report them.
Commit was done with a sed to it need careful review.
Gregory Hainaut
common: remove throw specifier on destructor
By default in C++11 destructors are noexcept. Besides throw is deprecated
Gregory Hainaut
gsdx: use = default instead of trivial constructor/destructor
reported by clang-tidy
Gregory Hainaut
core: use = default instead of trivial copy constructor
Gregory Hainaut
core: use = default instead of trivial constructor/destructor
reported by clang-tidy
Note: drop throw() specifier as it is the 'default' in C++11 for destructor
Gregory Hainaut
core/gui: use = default instead of trivial constructor/destructor
reported by clang-tidy
Note: drop throw() specifier as it is the 'default' in C++11 for destructor
Gregory Hainaut
common: use = default instead of trivial constructor/destructor
reported by clang-tidy
Note: drop throw() specifier as it is the 'default' in C++11 for destructor
Gregory Hainaut
Cmake: what should have been the previous commit
Gregory Hainaut
cmake: better gcc + gsdx integration
Only set fabi-version on older GCC (5.0 and below) Disable broken optimization for GCC7+ (until we find a better solution)
Gregory Hainaut
gsdx: only print once OpenGL status message
All credits go to @lightningterror
Gregory Hainaut
onepad: be sure m_unique_id is set even in case of early return
not important as the object will be deleted but please coverity
Gregory Hainaut
onepad: remove useless code
reported by Coverity (I forgot to remove the code)
Counters: Update videomode enum with proper prefix
Thanks to @colepcsx2 (https://github.com/PCSX2/pcsx2/pull/1896#commitcomment-) for pointing it out!
I also updated the prefix in the inferior video mode detection of GSdx, I'm not even sure why we need the videomode info on the plugin side, might be useful someday.
GSFrame: Update title only after rendering starts
The title bar will display &progressive& for 1-2 seconds when booting an interlaced game at some cases, it's due to an uninitialized SMODE2 register, so let's wait till the rendering starts to allow time for the SMODE2 init and get the proper values from games.
Allow building the player with the legacy GSdx.
Gregory Hainaut
cmake: search /usr/bin/wx-config32 (for arch users...)
issue #1933
GSDX: Remove redundant parenthesis from combobox text
The third parameter of the GSSetting constructor already encloses the text in parenthesis, so the right bracket here just messed up things.
GSDX: Add missing grayouts to Shadeboost options
The shadeboost options text (Contrast, Brightness, Saturation) were not grayed out when shadeboost was disabled, it was sort of inconsistent compared to the behavior of external shader, so added grayouts to them when shadeboost is disabled.
Also changed &OpenGL Very Advanced Custom Settings& to &OpenGL Advanced Settings&, the verbosity didn't help much in my opinion.
Gregory Hainaut
onepad: move KeyName in the dialog and remove the now useless dialog.h
Note: use C++ construct to avoid C buffer.
Gregory Hainaut
onepad: create a LUT for the pad key =& SDL key mapping
Initial plan was to allow to remap the logical (SDL) key. Unfortunately I feel some issues with the current enum. * button/axis overlap * trigger/axis must be handled differently
Nevertheless, code is easier this way
Gregory Hainaut
onepad: replace conf pointer by g_conf object
Gregory Hainaut
onepad: replace key_status pointer by g_key_status object
Gregory Hainaut
onepad: remove dead code
Gregory Hainaut
onepad: allow to save/reload SDL2 mapping from OnePAD2.ini file
SDL_GAMECONTROLLERCONFIG is nice but limited to a single entry. (Note it can still be used)
Option name is SDL2. Here an example
SDL2 = ,PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
Gregory Hainaut
onepad: drop useless goto statement
Gregory Hainaut
onepad: s/set_keyboad_key/set_keyboard_key/
Gregory Hainaut
modernize: use std::make_unique instead of std::unique_ptr
I didn't update GSdx and cdvdGigaherz because we need to pull common include files
Gregory Hainaut
common: add make_unique for C++11
v2: fix windows compilation v3: fix copyright date
Gregory Hainaut
build.sh: avoid duplicate on clang-tidy analysis
Gregory Hainaut
onepad: add DUALSHOCK4 USB Wireless Adapator mapping
Close #1924
Jonathan Li
pcsx2: Remove unnecessary aMax/aMin macros
Jonathan Li
spu2-x: Remove outdated website text file
Gregory Hainaut
svu: cast variable to int to avoid unsigned vs int comparison
Gregory Hainaut
gif: avoid (wrong) uninitialized warning
My guess is that GCC reports an warning because of the default case.
I don't think we support yet __builtin_unreachable on Linux Nevertheless it will still be an issue in non-release build
Gregory Hainaut
psx|spu2x|gsdx: shift negative value is undefined in C standard
Instead does the negation after the shift
v2: assert shift &= 15 in clamp_mix
Gregory Hainaut
pcsx2: remove unused variable
Gregory Hainaut
spu2x: comment unused variable
Gregory Hainaut
gsdx egl: rewrite the EGL implementation
Split code in 2 parts * Base class (GSWndEGL) that implement the core EGL and GL context * Derived class (GSWndEGL_X11/GSWndEGL_WL) that implement the backend to handle native resources
Note: Most backend code is only useful for GSopen1/PS1 mode. GSopen2 only requires the AttachNativeWindow implementation
Code is based around EGL_EXT_platform extension that allow to select the platform at runtime. Note: I think the extension was integrated in EGL 1.5
The X11 backend was mostly converted to XCB The wayland backend is only a placeholder for future code
I don't know if MS windows is/could be supported with EGL_EXT_platform API
Code validated on Mesa. Proprietary drivers aren't yet tested.
Gregory Hainaut
Revert &pcsx2: call XInitThreads at init&
This reverts commit 99180f5afbe012d87ef2cd68c3250e3dde90f396.
Unfortunately Mint/Arch got segmentation fault in Xlib mutex locking... Sadly Xlib will be back to thread-unsafe mode.
I'm cooking another solution based on EGL
Jonathan Li
gsdx: Fix uptr size on Windows x64 build
Gregory Hainaut
gsdx: call XInitThread on Linux dump replay
Gregory Hainaut
onepad: move an ok button to the right corner
Gregory Hainaut
onepad: clean the gamepad/joystick interface
Remove return of empty function Use final/override qualifier Remove useless virtual
Thanks turtleli for the advices
Gregory Hainaut
onepad: remove autorepeat deadcode
a9af374 onepad: don't touch autorepeat setup
Gregory Hainaut
onepad: replace pthred/queue with std::mutex/mt_queue
v2: based on turtleli feedback rename m_q into m_queue add includes
Gregory Hainaut
onepad: add a GUI list box to select joypad based on UID
Note: remove the cancel management of the small modal It is easier, it doesn't always work anyway
Gregory Hainaut
onepad: plug uid instead of the index
ini must be recreated
Gregory Hainaut
onepad: add an unique identifier
Gregory Hainaut
onepad: use range loop for hash iteration
Gregory Hainaut
onepad: add hot-plugging support
Note: pad to player mapping is done later
v2: remove the useless print
Gregory Hainaut
onepad: drop the pad if an error was detected
v2: init m_no_error in gamepad constructor
Gregory Hainaut
onepad: Move init/destroy code to constructor/destructor
* prefix remaining member with m_ * Use array for m_effect_id * Properly Destroy/Close Haptic/Joystick/Game Controller (except on older SDL versions which are buggy)
Gregory Hainaut
onepad: use external resource to support more joysticks
Gregory Hainaut
onepad: plug SDL2 API game controller
Gregory Hainaut
onepad: move enum first in .h file
It would avoid future compilation issue
Gregory Hainaut
onepad: remove SDL1 manual detection code path
Gregory Hainaut
onepad: drop hacks/options for DualShock3
SDL2 will take care of correct detection
Gregory Hainaut
onepad: properly indent comments
Clang-format doesn't like the double *
Gregory Hainaut
onepad: use range loop and vector of unique_ptr to manage the joystick
Gregory Hainaut
onepad: add a game controller db resource
It will be used later by the SDL2 API
Gregory Hainaut
cmake: reindent onepad/CMakeLists.txt with space
Gregory Hainaut
cmake: create the macro add_custom_glib_res to handle resources
Jonathan Li
spu2-x:xaudio2: Comment stuff to investigate
Jonathan Li
spu2-x:xaudio2: Use unique_ptr
Also remove the unused constructor parameter from StreamingVoice and rename the variables slightly.
Jonathan Li
spu2-x:xaudio2: Improve cleanup after an exception
Initialise pointers to nullptr, move the LoadLibrary code into the try block (where it should have been in the first place), and use Close() to cleanup if an exception occurs. Also initialise/destroy the critical section in the base class constructor/destructor.
This should avoid resource leaks if an exception occurs.
Jonathan Li
spu2-x:xaudio2: Simplify XAudio2Error exception
Instead of creating a separate message function, just reuse what() and pass the string to the std::runtime_error constructor instead.
Also catch a reference to a std::runtime_error instead, since it'll allow for simpler cleanup.
Jonathan Li
spu2-x: Combine XAudio2 2.7/2.8+ code into an inline file
Avoids code duplication, though there's now messy ifdefs...
lightningterror
GSdx: Move/add GT4 CRC
Moved a CRC hack to Aggressive that can cause or fix VRAM and RAM spikes. This way people can switch between each config if they experience problems with either. Varies on userconfig , game version and maybe hardware.
Added missing CRC game version for GT4 pal.
Note: The issue might be the same on GT3 and GTConcept , the code might need to be removed for those games as well.
Gregory Hainaut
pcsx2: call XInitThreads at init
X11 isn't thread safe by default. It make sense in 1990 but it is ugly nowadays.
The trick is that is must called before any X11 function. So the only safe place is at the start of the main.
Pcsx2App::OnInit() is the sooner that I've found.
zh_CN mo files update
zh_CN po files update
Gregory Hainaut
cmake: update &check these lib...& strings
wx 3.10 is the minimum sdl2 too for onepad a recent glew/gtk2 version is enough
Gregory Hainaut
gsdx: don't request a depth buffer on the window
Code directly uses depth buffer attached to a frame buffer
Gregory Hainaut
gsdx: fix EGL build
Jonathan Li
pcsx2: Fix booting ISO from commandline
refractionpcsx2
Merge: 47c2f0a28 73a879caa Merge pull request #1896 from ssakash/counterstuff
PCSX2-Counters: Detect DVD variant videomodes
FlatOutPS2
GSdx: Remove Dirge Of Cerberus CRC hack
Hack was used to remove garbage data rectangles from popping up on screen when objects and characters were added to or removed from the world. This issue is now being handled by OI_DoubleHalfClear in GSRendererHW.cpp, so the hack is no longe necessary and has been removed.
FlatOutPS2
GSdx: Move Resident Evil 4 and The Getaway series CRC hacks
Moves Resident Evil 4 hack to Aggressive level as it is no longer required to fix any issues, but does offer a decent speed boost.
Moves The Getaway & The Getaway Black Monday CRC hack to Full level, as the issue can be resolved when using the OpenGL Hardware renderer.
Jonathan Li
pcsx2: Avoid clearing current ISO when not autorunning with an ISO
Jonathan Li
pcsx2: Fix &nodisc& commandline option
It was present in the help text but didn't actually do anything.
Jonathan Li
pcsx2: Fix autorun when commandline and current CDVD options differ
Fixes an issue where the game will either boot the wrong CDVD source or fail to boot if the current CDVD option doesn't match the option specified in the command line.
Gregory Hainaut
gsdx sw: always enable the gs memory wrapping emulation
Gregory Hainaut
Merge: 92aa27006 ef3435441 Merge branch 'greg/onepad-legacy'
Gregory Hainaut
onepad: create a legacy version for SDL1
The legacy version is the version 1.3
The new version is the version 2.0. It would be based on SDL2 only
Distribution information. If you link wxWidget with SDL, you will need to be sure it is SDL2 or upgrade.
You can build wxWidget with SDL2 with the following trick
export SDL_CONFIG=/usr/bin/sdl2-config ./configure --with-sdl .....
Align functions to up to 16 bytes in the function scanner
Jonathan Li
ci: Initialise git submodules in AppVeyor
Make memory view row size configurable, store it and &Align window to row size& in settings
Gregory Hainaut
common: drop pthread TLS emulation
thread_local is supported by all C++11 compliant compiler
Keep a way to disable TLS for shared object to avoid issue of DTV slot shortage.
KousukeItsagame
common: Replace __threadlocal with C++11 thread_local
Gregory Hainaut
linux: mesa full steam ahead !
Enable multithread openGL * Might be slower until all improvements are merged to mesa
Disable error validation * Not yet merged
Gregory Hainaut
gsdx: add GStempdir wrapper to get a tempory directory
Allow to use Linux compatible code for OpenCL
Gregory Hainaut
gsdx: add GSmkdir for windows based on CreateDirectory
v2: use nullptr
Gregory Hainaut
gsdx ogl: use load resource to load shader
* Windows behavior must be checked * remove glsl_source.h
v2: fix missing include Big thanks to Turtleli
v3: fix indentation in gsdx-res.xml add dependency in cmake remove old res/glsl/fxaa.fx symlink add tfx.cl for OpenCL support on Linux
v4, v5 fix cmake indentation
Gregory Hainaut
gsdx: always NULL terminate resources on Windows
It is done automatically on Linux. Strings are much better with this NULL)
All credits go to turtleli
v2: increase resize instead of push_back NULL char
Gregory Hainaut
gsdx linux: implement GSdxApp::LoadResource based on g_resource
v2: use early return to reduce code/branch complexity v3: use nullptr
Gregory Hainaut
gsdx: use vector of char as shader container
It will avoid various char cast on Linux.
v2: remove cast on windows file and std prefix shader vector v3: forget to remove some char cast
Jonathan Li
cdvdgigaherz: Avoid LL after date in library name string
Gregory Hainaut
gsdx ogl: remove useless glx/egl context print
Jonathan Li
pcsx2: Remove unused variables
I'm not sure these variables were ever used.
Gregory Hainaut
remove an old merge conflict file (that souldn't have been commited)
Gregory Hainaut
gsdx ogl: Deleted objects are automatically unbound/unmapped
Gregory Hainaut
gsdx linux gui: align gui with wndows (tooltip + checkbox)
add checkboxes for the 2 &new& hacks Wrap gs memory & merge postprocessing sprite
add tooltip for OpenGL options
v2: based on turtleli feedback use gtk_scrolled_window_set_propagate_natural_height on GTK 3.22+ use the nicer GTK_CHECK_VERSION macro
Gregory Hainaut
gsdx linux gui: reduce height on/for small screen
* Remove the logo * add a scroll on the osd panel
lightningterror
GSdx ogl sw: Move GL_ARB_copy_image to optional
Move GL_ARB_copy_image to optional for OpenGL SW render. It will allow Ivy Bridge to work with OpenGL SW as it's not required.
Sandy Bridge is not yet tested , would be nice if someone could test.
GameDB: Add GT3 memcard filter
Adds base GT3 serial to other release as per #1878
Gregory Hainaut
gsdx sw: Update comment on the GCC bug
Add link to bugzilla. Bug will be fixed in GCC7
Close #1881
PCSX2-Counters: Detect DVD variant videomodes
Improved the video mode detection code by also detecting the DVD variant video modes of NTSC & PAL, PSX mode actually make use of these specific variants, as well as the BIOS. Previously, I just had them as a single bios video mode due to laziness. (I know, my bad)
After further research, it seems that these DVD variant modes have their own individual VSync timing values similar to the standard NTSC & PAL video modes, dealing with those timer codes might be essential in getting timing accuracy of the PSX mode games. (I kept it to default NTSC/PAL values for now, interested people can mess with it later)
I had planned to do this before but there some were concerns that two different video modes make use of 0x73 gate in SetGsCrt, which was rather weird (how the heck could two video modes be used in a single param value?)
0x73- DVDPAL
480 @ ??.???Hz) 0x73- DVD480P
480 @ ??.???Hz)
Hence, we had decided to use the CMOD bit from SMODE1 (AKA color subcarrier frequency) to detect whether it's an analog or digital video mode and update the necessary timing values but seems like it's no longer necessary, after further discussions from some PS2 developers, we've come to the conclusion that only DVDPAL is possible via 0x73 in SetGsCrt. (So I assume the DVD480p init possibility was fake info from Blue and those other GSM guys who were reverse engineering the PS2)
Gregory Hainaut
gsdx ogl: reduce requirement for SW renderer
Clip Control is only used for the HW renderer.
It will help Nvidia DX10 GPU on Windows. Potentially old AMD GPU too. Unfortunately Ivy bridge still misses texture copy
Note on Linux, you can use the free Mesa driver.
Otherwise, it is time to save money for a future upgrade :)
Gregory Hainaut
gsdx: workaround AVX2 generated code by GCC
See commit for the full details.
v2: use a direct access to the union field instead of extract32 It gives us both optimal and working code.
FlatOutPS2
GSdx: Add merge sprite hack to GSdx hacks dialog
Adds merge sprite hack to GSDx hacks dialog
And ports merge sprite hack to Direct3D renderers. Special thanks to my keyboards Ctrl, c and v buttons for all their hard work in porting this hack.
FlatOutPS2
GSdx: Unscale Point and Line Direct3D11 port
Ports the &Unscale Point and Line& hack to the Direct3D11 Hardware renderer.
And enables the &Unscale Point and Line& hack for Custom Resolutions with Direct3D11 and OpenGL.
FlatOutPS2
GSdx: Add Windows GUI for split texture filtering option
Adds Windows GUI elements of the split texture filtering options.
Bilinear Texture Filtering is moved to the top section of the main GSdx window, and Trilinear Filtering is moved to Hacks.
FlatOutPS2
GSdx: Shader & OSD window update
Adds Texture Filtering Of Display option to the Shader dialog window Windows UI.
Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
FlatOutPS2
GSdx: Main & Hacks window update
Reorganizes Hacks dialog window.
Adds UI elements for the Memory Wrapping and HPO v2/Special commits
Adds advanced OpenGL functions &Geometry Shader& and &Image Load Store& to the Windows UI.
Renames &Configure Hacks& to &Advanced Settings and Hacks&, to more closely resemble the Linux GUI.
FlatOutPS2
GSdx: Direct3D port of HPO special/V2
Adds a port of the new Half-pixel Offset options for the Direct3D Hardware renderers.
FlatOutPS2
GSdx: Memory Wrapping Windows port
Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
Gregory Hainaut
gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu
Recent GCC uses SSE4/AVX code to optimize the 64 bits operation. It is bad idea as it would generate an illegal instruction on older CPU.
FlatOutPS2
GameIndex: minor update
Update compatibility info for 2 games based on compatibility reports I made earlier.
Fixes title for the PAL and NTSC-U releases of Tokyo Xtreme Racer Drift 2.
And adds a fix for Sled Storm(confirmed to be required for both the PAL(SLES-50683) and NTSC-U(SLUS-20363) versions).
FlatOutPS2
PCSX2: Console log widescreen patch folder message improvement
Improves the widescreen patch message when loading from the cheats_ws folder instead of the archive.
FlatOutPS2
PCSX2: Console log plugin message update
Remove full path from every plugin binding and only add it to the preceding &Loading Plugins...& line. Instead the revision date and version number are printed for each plugin to make it easier to identify issues with plugin versions.
FlatOutPS2
GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues
Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds. Removes blur from player airplane. This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether. The CRC hack has been moved to the aggressive level.
Aggressive is misspeled several times in the file, this has been adressed.
Jonathan Li
gsdx:cmake: Fix logo dependency issue
Changes to the dependencies of the generated logo files did not trigger a rebuild of the files. Use add_custom_command instead of execute_process so build dependencies can be specified.
Also prevent the generated files from polluting the source directory.
Jonathan Li
gsdx:linux: Fix missing logo on some Linux distros
The pixdata format loader has been removed from recent versions of gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and leave the logo as an embedded bitmap file.
Jonathan Li
gsdx: Avoid const strings in header file
This prevents each .cpp file that included stdafx.h (IOW everything) from having its own copy of the strings.
GSdx-PCRTC: Minor modification to NTSC saturation
Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering.
Fixes a regression in Devil May Cry 3 and Sky Gunner.
gsdx: Add an automatic CRC hack level
If a user switches renderer they also have to remember to change the CRC hack level for the best user experience with the selected renderer.
This commit adds a new automatic CRC level that autoselects the recommended CRC level for the selected renderer, so that a user doesn't have to make the change manually.
coauthor: turtleli
gsdx: Add template version of GetConfig
It allows static_casts to be avoided for enum classes
Jonathan Li
gsdx: Improve OpenGL HW renderer checks
If OpenGL software is the saved ini renderer and F9 is pressed to toggle to the hardware renderer, depth emulation will be disabled. This fixes that issue.
Jonathan Li
gsdx: Store the current renderer in GSdxApp
Jonathan Li
gsdx: Move renderer config loading from GSOpen2 to _GSOpen
Some duplicate logic is avoided this way.
lightningterror
GSdx ogl: SSO Workaround for AMD buggy drivers (#1858)
GSdx ogl: SSO Workaround for AMD buggy drivers
All 2017 drivers are now blacklisted. The BSOD/crash issue is still there so don't set Blending Accuracy to None! Shortened the message in the console making it more appealing.
Add crc hack for project metafalica
Closes https://github.com/PCSX2/pcsx2/issues/1762
Swedish translation update.
Jonathan Li
lilypad: Use l length modifier for wide character string
w is Windows specific. Fixes a gcc and clang warning.
Jonathan Li
gsdx:windows: Fix console output when replaying dumps
Jonathan Li
pcsx2: Remove unused Windows files
There's actually more (old cheats and patch browser?), but I don't know whether they'd be useful so I'll leave those alone for now.
Jonathan Li
gsdx: Fix vsnprintf usage in format function
-1 is only returned when there is an encoding error, and the va_list argument is indeterminate after being passed to vsnprintf.
Use the return value to determine the buffer length, and call va_end and then va_start before vsnprintf is called again.
Jonathan Li
gsdx: Remove ancient codeblocks file
Jonathan Li
3rdparty:freetype: Use zlib in 3rdparty instead of internal version
Reduces the GSdx DLL size slightly (14kb with VS2017)
Jonathan Li
gsdx: Remove unused and incomplete GSDeviceSW
Jonathan Li
pcsx2:mainframe: Remove some comments and unused prototypes
The flag comment was wrong, the rest are mostly old leftovers/TODOs.
Jonathan Li
pcsx2: Remove unused MenuId_Sys_Restart and related code
Jonathan Li
gui: Remove unused/incomplete panels/dialogs
Also rearrange the CMakeLists.txt slightly so things are easier to find and to remove a duplicate entry.
Jonathan Li
pcsx2: Remove unused/incomplete stuck/wait for thread dialogs
Jonathan Li
gsdx: Avoid &using namespace std& in spsc queue
Gregory Hainaut
gsdx: split GSVector.h into smaller files
FlatOutPS2
LilyPad: General fixes and UI improvements
Some general fixes and UI improvements.
Adds Reset Configuration to Input/Force Feedback configuration screens that resets the configuration for the selected control(s).
Adds Restore Defaults button to the General tab that deletes all LilyPad Settings and bindings and resets to the default settings.
Adds double-click functionality to the PAD list on the General tab, which will now send the user straight to the corresponding PAD tab.
FlatOutPS2
LilyPad: Fix F4 button (PCSX2 FrameLimiter toggle) getting blocked
Fixes issue where losing focus after pressing alt-tab would end up blocking the F4 button (which is used for turning the PCSX2 FrameLimiter on and off).
Fixes: https://github.com/PCSX2/pcsx2/issues/1797
FlatOutPS2
LilyPad: Display a warning when all controls are inactive
Displays a console warning if no controls/controllers are active and the emulation cannot be controlled.
FlatOutPS2
LilyPad: Add Quick Setup
Adds quick setup that allows for quickly setting up all the default pad buttons without having to click on each one separately.
Hides special inputs(inputs that aren't available on a PS(2) controller) by default.
FlatOutPS2
LilyPad: Improve analog/pressure sensitive detection
Improves detection of analog or pressure sensitive support, which previously made some games unable to detect the correct mode.
Gregory Hainaut
gsdx ogl: use an HLE shader to avoid upscaling line in ICO
ICO uses a depth of field effect for the fog. Depth is extracted into the alpha channel of a texture. And then used as blending factor. You need a 1:1 texture/pixel mapping otherwise you will line at boundaries.
In order to extract the DoF, ICO moves the depth buffer around the GS memory. Memory moves are implemented in the not-scaled world. It means that we can't have the above 1:1 ratio. And we don't know anymore that data are coming from the current depth buffer.
The solution: I reused an HLE channel shader to read the depth buffer directly. This way I have the guarantee that pixel/depth are aligned.
Close #1816
Gregory Hainaut
gsdx sw: sync thread if current target pages are already used by input texture
Otherwise you have a write before read typical race condition. It works most of the time because textures are stored in temporary buffers (aka texture cache). So the race condition requires texture invalidation in the mix.
I hope the perf impact will be small enough.
Fix #1691 Blood Will Tell: gray scale effect description
Frame is renderer in 0x700 Sync 0x700 (RT will be used as input)
Foreach page of frame // The missing Sync was this one. You can't copy new data to 0x2800 // until you finish the rendering that use 0x2800 as input texture // (AKA end of this foreach loop) Sync 0x2800 (not the first iteration, texture will be used as a RT) Copy page from 0x700+offset to 0x2800
Sync 0x2800 (RT will be used as input) Render Effect line1 from 0x2800 to 0x700
Jonathan Li
pcsx2: Remove VS2013 ifdefs
Jonathan Li
gsdx: Remove VS2013 stuff
Gregory Hainaut
gsdx: restore the order of the texture filtering option
It was modified by mistake with previous filtering refactoring
Gregory Hainaut
debugger: add eu bios info
Gregory Hainaut
gamedb: wrong entry (duplicated)
Close #915
Gregory Hainaut
i10n: add nb_NO mo files
Jonathan Li
ci|mscompile: Remove VS2013 configurations
VS2017 hasn't been added to mscompile since a VC150COMNTOOLS environment variable isn't set when VS2017 is installed.
Jonathan Li
spu2-x:windows: Replace GUIDFromString with IIDFromString
Does the same thing.
DandelionSprout
Norwegian translation update (#1850)
i10n: update Norwegian po files
GSdx: Fix Alpha test value initialization
Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
Gregory Hainaut
gsdx ogl: improve ST/Q precision
When a float overflow is detected, geometry shader is disabled. And ST/Q is done on the CPU
It will help Issue 551 Issue 1684
Gregory Hainaut
gsdx sw: do const q division in ConvertVertexBuffer
It allow to do the division before the size multiplication It avoid a float overflow if T is too big. Old behavior: (T * size) / Q New behavior: (T / Q) * size
Performance Note: * Rcp was replaced by a slow division (more accurate) * At least we avoid a 2nd loop on the vertex buffer
It helps on Pro Soccer Club and Galerians Ash rendering
Tric Note: SPRITE must be handled differently because the '

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