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

[17] @ Sobota, 18 Marca 2017 12:25CET

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

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-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-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
» [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-1934-ga3efc77

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

PCSX2 Developer version SVNv1.5.0-dev-1919-gf862f5b 2017-02-28 19:56:03

  • gsdx sw: use accurate division for the C reference implementation Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.

PCSX2 Developer version SVNv1.5.0-dev-1918-gb54a824 2017-02-24 17:55:39

  • gsdx: split texture filtering option Bilinear applies to all renderer * Common code done in GSVertexTrace * Extend it with forced but sprite (trade-off between linear/upscale glitches) * Linux GUI option was moved at the top with the renderer selection Trilinear is moved to OGL hack close #1837 Thanks to Flatout for the review and feedback. It will take care to update the Window GUI :)

PCSX2 Developer version SVNv1.5.0-dev-1917-gf443804 2017-02-14 17:16:00

PCSX2 Developer version SVNv1.5.0-dev-1916-gb1de70c 2017-02-14 17:07:17

  • PCSX2-Git: Move screenshots to a new section The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.

PCSX2 Developer version SVNv1.5.0-dev-1915-g05a186a 2017-02-13 21:57:48

  • Add new images 2/2
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1933-g1a768ca

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-1932-g559f64e

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

PCSX2 Developer version SVNv1.5.0-dev-1919-gf862f5b 2017-02-28 19:56:03

  • gsdx sw: use accurate division for the C reference implementation Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.

PCSX2 Developer version SVNv1.5.0-dev-1918-gb54a824 2017-02-24 17:55:39

  • gsdx: split texture filtering option Bilinear applies to all renderer * Common code done in GSVertexTrace * Extend it with forced but sprite (trade-off between linear/upscale glitches) * Linux GUI option was moved at the top with the renderer selection Trilinear is moved to OGL hack close #1837 Thanks to Flatout for the review and feedback. It will take care to update the Window GUI :)

PCSX2 Developer version SVNv1.5.0-dev-1917-gf443804 2017-02-14 17:16:00

PCSX2 Developer version SVNv1.5.0-dev-1916-gb1de70c 2017-02-14 17:07:17

  • PCSX2-Git: Move screenshots to a new section The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.

PCSX2 Developer version SVNv1.5.0-dev-1915-g05a186a 2017-02-13 21:57:48

  • Add new images 2/2

PCSX2 Developer version SVNv1.5.0-dev-1914-gb538c8f 2017-02-13 21:44:14

  • Removing broken images – Adding new ones 1/2 Because changing them with one commit fails for some magical reason -_-

PCSX2 Developer version SVNv1.5.0-dev-1913-gec7781f 2017-03-07 20:47:54

  • windows: Fix VS project file issues Fixes "project out of date" issue for wx_config on VS2017. Fixes whole program optimisation possibly not being applied on release builds for USBqemu (it may have been applied, but I can't actually tell, and now it at least shows properly in the VS property editor).
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1932-g559f64e

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

PCSX2 Developer version SVNv1.5.0-dev-1919-gf862f5b 2017-02-28 19:56:03

  • gsdx sw: use accurate division for the C reference implementation Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.

PCSX2 Developer version SVNv1.5.0-dev-1918-gb54a824 2017-02-24 17:55:39

  • gsdx: split texture filtering option Bilinear applies to all renderer * Common code done in GSVertexTrace * Extend it with forced but sprite (trade-off between linear/upscale glitches) * Linux GUI option was moved at the top with the renderer selection Trilinear is moved to OGL hack close #1837 Thanks to Flatout for the review and feedback. It will take care to update the Window GUI :)

PCSX2 Developer version SVNv1.5.0-dev-1917-gf443804 2017-02-14 17:16:00

PCSX2 Developer version SVNv1.5.0-dev-1916-gb1de70c 2017-02-14 17:07:17

  • PCSX2-Git: Move screenshots to a new section The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.

PCSX2 Developer version SVNv1.5.0-dev-1915-g05a186a 2017-02-13 21:57:48

  • Add new images 2/2

PCSX2 Developer version SVNv1.5.0-dev-1914-gb538c8f 2017-02-13 21:44:14

  • Removing broken images – Adding new ones 1/2 Because changing them with one commit fails for some magical reason -_-

PCSX2 Developer version SVNv1.5.0-dev-1913-gec7781f 2017-03-07 20:47:54

  • windows: Fix VS project file issues Fixes "project out of date" issue for wx_config on VS2017. Fixes whole program optimisation possibly not being applied on release builds for USBqemu (it may have been applied, but I can't actually tell, and now it at least shows properly in the VS property editor).
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1932-g559f64e

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

PCSX2 Developer version SVNv1.5.0-dev-1919-gf862f5b 2017-02-28 19:56:03

  • gsdx sw: use accurate division for the C reference implementation Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.

PCSX2 Developer version SVNv1.5.0-dev-1918-gb54a824 2017-02-24 17:55:39

  • gsdx: split texture filtering option Bilinear applies to all renderer * Common code done in GSVertexTrace * Extend it with forced but sprite (trade-off between linear/upscale glitches) * Linux GUI option was moved at the top with the renderer selection Trilinear is moved to OGL hack close #1837 Thanks to Flatout for the review and feedback. It will take care to update the Window GUI :)

PCSX2 Developer version SVNv1.5.0-dev-1917-gf443804 2017-02-14 17:16:00

PCSX2 Developer version SVNv1.5.0-dev-1916-gb1de70c 2017-02-14 17:07:17

  • PCSX2-Git: Move screenshots to a new section The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.

PCSX2 Developer version SVNv1.5.0-dev-1915-g05a186a 2017-02-13 21:57:48

  • Add new images 2/2

PCSX2 Developer version SVNv1.5.0-dev-1914-gb538c8f 2017-02-13 21:44:14

  • Removing broken images – Adding new ones 1/2 Because changing them with one commit fails for some magical reason -_-

PCSX2 Developer version SVNv1.5.0-dev-1913-gec7781f 2017-03-07 20:47:54

  • windows: Fix VS project file issues Fixes "project out of date" issue for wx_config on VS2017. Fixes whole program optimisation possibly not being applied on release builds for USBqemu (it may have been applied, but I can't actually tell, and now it at least shows properly in the VS property editor).
» [PSX2] Dev PCSX2 SVNv1.5.0-dev-1932-g559f64e

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-1930-g0af80b7

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

PCSX2 Developer version SVNv1.5.0-dev-1919-gf862f5b 2017-02-28 19:56:03

  • gsdx sw: use accurate division for the C reference implementation Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.

PCSX2 Developer version SVNv1.5.0-dev-1918-gb54a824 2017-02-24 17:55:39

  • gsdx: split texture filtering option Bilinear applies to all renderer * Common code done in GSVertexTrace * Extend it with forced but sprite (trade-off between linear/upscale glitches) * Linux GUI option was moved at the top with the renderer selection Trilinear is moved to OGL hack close #1837 Thanks to Flatout for the review and feedback. It will take care to update the Window GUI :)

PCSX2 Developer version SVNv1.5.0-dev-1917-gf443804 2017-02-14 17:16:00

PCSX2 Developer version SVNv1.5.0-dev-1916-gb1de70c 2017-02-14 17:07:17

  • PCSX2-Git: Move screenshots to a new section The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.

PCSX2 Developer version SVNv1.5.0-dev-1915-g05a186a 2017-02-13 21:57:48

  • Add new images 2/2

PCSX2 Developer version SVNv1.5.0-dev-1914-gb538c8f 2017-02-13 21:44:14

  • Removing broken images – Adding new ones 1/2 Because changing them with one commit fails for some magical reason -_-

PCSX2 Developer version SVNv1.5.0-dev-1913-gec7781f 2017-03-07 20:47:54

  • windows: Fix VS project file issues Fixes "project out of date" issue for wx_config on VS2017. Fixes whole program optimisation possibly not being applied on release builds for USBqemu (it may have been applied, but I can't actually tell, and now it at least shows properly in the VS property editor).

PCSX2 Developer version SVNv1.5.0-dev-1912-g91f8056 2017-03-05 22:16:01

PCSX2 Developer version SVNv1.5.0-dev-1911-g0a5f796 2017-03-05 20:23:59

  • gsdx sw: missing texture due to wrong optimization fix Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted Bug description: GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same. Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
Inne treści związane z tematem
[PSX2] Dev PCSX2 SVNv1.5.0-dev-1949-gf174d71 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1949-gf174d71;
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-1949-gf174d71 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1949-gf174d71;
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-1943-g1837d43 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1943-g1837d43;
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-1943-g1837d43 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1943-g1837d43;
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-1940-g9865270 [PSX2] Dev PCSX2 SVNv1.5.0-dev-1940-g9865270;
Kolejna developerska wersja PCSX2 – emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.