[PSX2] Dev PCSX2 SVNv1.5.0-dev-1885-gf86ea9f

[2] @ Piątek, 17 Lutego 2017 06:25CET

[PSX2] Dev PCSX2 SVNv1.5.0-dev-1885-gf86ea9f

Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa.

Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.

PCSX2 Developer version SVNv1.5.0-dev-1885-gf86ea9f 2017-02-11 14:48:21

PCSX2 Developer version SVNv1.5.0-dev-1884-g0610690 2017-02-11 14:02:48

PCSX2 Developer version SVNv1.5.0-dev-1883-gde962d3 2017-02-10 22:26:41

  • gsdx wgl: retry to create a context without advance flag Hopefully it will support more drivers #1813

PCSX2 Developer version SVNv1.5.0-dev-1882-g213fa1c 2017-02-08 19:30:53

  • gsdx sw: init completely m_scanline buffer The buffer contains extra room to avoid a segmentation fault due to an overflow. Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior. Based on issue #1806 it could impact Guilty Gear X2

PCSX2 Developer version SVNv1.5.0-dev-1881-g2a2a022 2017-02-08 19:11:02

  • gsdx ogl: add a texture barrier when target is read back Fix graphical corruption in Nouveau/BUA/devil may cry Issue #1805

PCSX2 Developer version SVNv1.5.0-dev-1880-gba91c8f 2017-02-03 23:31:01

  • gsdx opencl: warning+compilation fixes

PCSX2 Developer version SVNv1.5.0-dev-1879-gc232f90 2017-02-03 23:30:25

  • cmake: add an option to enable openCL Note: nothing work

PCSX2 Developer version SVNv1.5.0-dev-1878-gd0b1162 2017-02-03 18:30:27

  • gsdx ogl: drop fallback of GL_ARB_clear_texture Mesa AMD was updated :) all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture [1] Intel driver misses others extensions to run GSdx

PCSX2 Developer version SVNv1.5.0-dev-1877-g63944e8 2017-02-03 17:33:07

  • gsdx ogl: allow to start without GL_ARB_texture_barrier Rendering will be corrupted (for advance effects) if the driver doesn't support it. However it allow to run with Mesa software emulation (or inside a virtual machine) Note: mesa still requires an override of the buffer storage extension MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage

PCSX2 Developer version SVNv1.5.0-dev-1876-g35ed991 2017-02-03 19:28:30

  • pcsx2: set the size of the vector in the constructor

PCSX2 Developer version SVNv1.5.0-dev-1875-g23d081a 2017-02-01 17:51:22

PCSX2 Developer version SVNv1.5.0-dev-1874-g6d7b1f9 2017-02-01 17:38:58

  • common: move ssappendf in DisR59000asm.cpp Legacy function to print EE opcode. It doesn't worth an extra file.

PCSX2 Developer version SVNv1.5.0-dev-1873-g965fcca 2017-02-01 17:13:11

  • common: use C++11 version vssappendf * use std::vector instead of VLA * remove windows code (optimization is useless here)

PCSX2 Developer version SVNv1.5.0-dev-1872-gdc42c65 2017-01-30 18:23:52

  • gsdx: requires/allow BMI instruction in AVX2 build So far BMI is inclusive in AVX2 CPU. Help compiler to generate better code

PCSX2 Developer version SVNv1.5.0-dev-1871-geda22c2 2017-01-30 17:26:21

  • GSdx: Improve robustness of ComboBoxInit() Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector. To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.

PCSX2 Developer version SVNv1.5.0-dev-1870-gc56ac2c 2017-02-01 11:30:41

  • PCSX2: Remove Unused And Unneeded Argument. (#1799) EE interpeter: remove unused argument rdd is neither used, nor needed. It appears it was there to pass the _Rd_ word to write to, but the writing was moved to PHMSBH() to have one "if (_Rd_)". Add a note on undefined behavior

PCSX2 Developer version SVNv1.5.0-dev-1869-gaf38b8b 2017-01-31 22:47:07

PCSX2 Developer version SVNv1.5.0-dev-1868-gc65e467 2017-01-31 22:45:10

  • pcsx2:windows: Fix unreferenced local variable warning Also fix some typos in the warning messages.

PCSX2 Developer version SVNv1.5.0-dev-1867-g5751e38 2017-01-27 18:25:25

PCSX2 Developer version SVNv1.5.0-dev-1866-gcf71049 2017-01-26 18:53:16

  • gsdx tc: use unsigned constant Help the compiler to generate better code C code: uint32 addr = (i >> 3u) % MAX_BLOCKS; uint32 row = addr >> 5u; uint32 col = 1 << (addr & 31u); ASM Before f48:mov eax,esi f4a:mov ecx,esi f4c:mov edx,DWORD PTR [ebp+0x8] f4f:sar eax,0x1f f52:sar ecx,0x3 f55:shr eax,0x12 f58:add ecx,eax f5a:and ecx,0x3fff f60:sub ecx,eax f62:mov eax,0x1 f67:shl eax,cl f69:shr ecx,0x5 f6c:lea edx,[edx+ecx*4] ASM After f48:mov ecx,edi f4a:mov eax,0x1 f4f:sar ecx,0x3 f52:shl eax,cl f54:shr ecx,0x3 f57:and ecx,0x7fc f5d:add ecx,DWORD PTR [ebp+0x8]
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3

PCSX2 Developer version SVNv1.5.0-dev-1952-geb8ede3 2017-03-23 23:26:11

PCSX2 Developer version SVNv1.5.0-dev-1951-gf1eff35 2017-03-23 02:33:35

  • gsdx:windows: Fix console output when replaying dumps
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1950-gcf4194f

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1950-gcf4194f

PCSX2 Developer version SVNv1.5.0-dev-1950-gcf4194f 2017-03-22 19:15:07

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1949-gf174d71

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1949-gf174d71

PCSX2 Developer version SVNv1.5.0-dev-1949-gf174d71 2017-03-21 21:29:09

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1948-gae2e846 2017-03-21 20:15:09

  • gsdx: Remove ancient codeblocks file

PCSX2 Developer version SVNv1.5.0-dev-1947-g4fff0e9 2017-03-21 20:14:49

  • 3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)

PCSX2 Developer version SVNv1.5.0-dev-1946-g67d9436 2017-03-21 20:11:37

  • gsdx: Remove unused and incomplete GSDeviceSW

PCSX2 Developer version SVNv1.5.0-dev-1945-g178f31f 2017-03-21 20:10:10

  • pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.

PCSX2 Developer version SVNv1.5.0-dev-1944-ge344578 2017-03-21 20:06:34

  • pcsx2: Remove unused MenuId_Sys_Restart and related code

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1943-g1837d43

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1943-g1837d43

PCSX2 Developer version SVNv1.5.0-dev-1943-g1837d43 2017-03-17 02:08:13

PCSX2 Developer version SVNv1.5.0-dev-1942-gfb174b4 2017-03-17 01:48:34

  • pcsx2: Remove unused/incomplete stuck/wait for thread dialogs

PCSX2 Developer version SVNv1.5.0-dev-1941-g448ca97 2017-03-15 01:19:13

  • gsdx: Avoid "using namespace std" in spsc queue

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1940-g9865270

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

PCSX2 Developer version SVNv1.5.0-dev-1923-gf423cf7 2017-03-11 16:00:40

PCSX2 Developer version SVNv1.5.0-dev-1922-g7d3c850 2017-03-11 00:24:38

PCSX2 Developer version SVNv1.5.0-dev-1921-g6d6ed1a 2017-03-03 17:01:13

  • 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 'q' of first vertex could be invalid
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1940-g9865270

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

PCSX2 Developer version SVNv1.5.0-dev-1923-gf423cf7 2017-03-11 16:00:40

PCSX2 Developer version SVNv1.5.0-dev-1922-g7d3c850 2017-03-11 00:24:38

PCSX2 Developer version SVNv1.5.0-dev-1921-g6d6ed1a 2017-03-03 17:01:13

  • 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 'q' of first vertex could be invalid
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1940-g9865270

PCSX2 Developer version SVNv1.5.0-dev-1940-g9865270 2017-03-18 09:58:01

» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1939-gf3a89f5

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

PCSX2 Developer version SVNv1.5.0-dev-1923-gf423cf7 2017-03-11 16:00:40

PCSX2 Developer version SVNv1.5.0-dev-1922-g7d3c850 2017-03-11 00:24:38

PCSX2 Developer version SVNv1.5.0-dev-1921-g6d6ed1a 2017-03-03 17:01:13

  • 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 'q' of first vertex could be invalid

PCSX2 Developer version SVNv1.5.0-dev-1920-g611239d 2017-03-02 19:26:37

  • gsdx: handle float overflow on Q in vertex trace Replace the fast reciprocal with a slower division when we detect a too big Q value. Improve #551, #1684
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1939-gf3a89f5

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

PCSX2 Developer version SVNv1.5.0-dev-1923-gf423cf7 2017-03-11 16:00:40

PCSX2 Developer version SVNv1.5.0-dev-1922-g7d3c850 2017-03-11 00:24:38

PCSX2 Developer version SVNv1.5.0-dev-1921-g6d6ed1a 2017-03-03 17:01:13

  • 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 'q' of first vertex could be invalid

PCSX2 Developer version SVNv1.5.0-dev-1920-g611239d 2017-03-02 19:26:37

  • gsdx: handle float overflow on Q in vertex trace Replace the fast reciprocal with a slower division when we detect a too big Q value. Improve #551, #1684
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1939-gf3a89f5

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

PCSX2 Developer version SVNv1.5.0-dev-1923-gf423cf7 2017-03-11 16:00:40

PCSX2 Developer version SVNv1.5.0-dev-1922-g7d3c850 2017-03-11 00:24:38

PCSX2 Developer version SVNv1.5.0-dev-1921-g6d6ed1a 2017-03-03 17:01:13

  • 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 'q' of first vertex could be invalid

PCSX2 Developer version SVNv1.5.0-dev-1920-g611239d 2017-03-02 19:26:37

  • gsdx: handle float overflow on Q in vertex trace Replace the fast reciprocal with a slower division when we detect a too big Q value. Improve #551, #1684
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1939-gf3a89f5

PCSX2 Developer version SVNv1.5.0-dev-1939-gf3a89f5 2017-03-10 14:47:24

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1938-g84a8fda 2017-03-10 14:45:39

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1937-gbd45bab 2017-02-09 22:37:59

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1936-g2ea078b 2017-02-09 20:37:49

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1935-g3075ec2 2017-02-01 12:23:14

  • 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.

PCSX2 Developer version SVNv1.5.0-dev-1934-ga3efc77 2017-03-12 17:26:20

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1933-g1a768ca 2017-03-12 23:22:45

  • 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

PCSX2 Developer version SVNv1.5.0-dev-1932-g559f64e 2017-03-14 00:57:28

PCSX2 Developer version SVNv1.5.0-dev-1931-gc498833 2017-03-14 00:57:15

  • gsdx: Remove VS2013 stuff

PCSX2 Developer version SVNv1.5.0-dev-1930-g0af80b7 2017-03-13 22:55:47

PCSX2 Developer version SVNv1.5.0-dev-1929-g4227a5b 2017-03-13 19:41:19

PCSX2 Developer version SVNv1.5.0-dev-1928-g84222a9 2017-03-13 19:24:40

  • gamedb: wrong entry (duplicated) Close #915

PCSX2 Developer version SVNv1.5.0-dev-1927-g0e2d61d 2017-03-12 23:36:59

PCSX2 Developer version SVNv1.5.0-dev-1926-g58df02e 2017-03-12 15:59:01

PCSX2 Developer version SVNv1.5.0-dev-1925-g5c1023a 2017-03-12 01:04:09

PCSX2 Developer version SVNv1.5.0-dev-1924-g4889e97 2017-03-11 17:41:55

PCSX2 Developer version SVNv1.5.0-dev-1923-gf423cf7 2017-03-11 16:00:40

PCSX2 Developer version SVNv1.5.0-dev-1922-g7d3c850 2017-03-11 00:24:38

PCSX2 Developer version SVNv1.5.0-dev-1921-g6d6ed1a 2017-03-03 17:01:13

  • 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 'q' of first vertex could be invalid

PCSX2 Developer version SVNv1.5.0-dev-1920-g611239d 2017-03-02 19:26:37

  • gsdx: handle float overflow on Q in vertex trace Replace the fast reciprocal with a slower division when we detect a too big Q value. Improve #551, #1684
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[PSX] Xebra/Arbex 25/03/17 [PSX] Xebra/Arbex 25/03/17;
Dr.Hell zaktualizował kod tandemu jednego z najlepszych emulatorów SONY PLAYSTATION – XEBRA/ARBEX i zrobił to już spory czas temu, ale jakoż, że pojawił się changelog i jest to jeden z wierniejszych emulatorów psx1 (bez zbędnych ...
[PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3;
Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
[PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3;
Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
[PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1952-geb8ede3;
Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.