mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-08-13 17:40:27 +02:00
Compare commits
@@ -27,6 +27,11 @@
|
||||
'GUI/WX':
|
||||
- 'pcsx2/gui/*'
|
||||
- 'pcsx2/gui/**/*'
|
||||
'GUI/Qt':
|
||||
- 'pcsx2-qt/*'
|
||||
- 'pcsx2-qt/**/*'
|
||||
- '3rdparty/Qt/*'
|
||||
- '3rdparty/Qt/**/*'
|
||||
'GameDB':
|
||||
- '**/GameIndex.*'
|
||||
'Installer | Package':
|
||||
|
||||
@@ -17,7 +17,7 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout Repository
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Validate GameDB
|
||||
env:
|
||||
|
||||
@@ -105,7 +105,7 @@ jobs:
|
||||
# echo ${{ github.event.pull_request.title }}
|
||||
|
||||
- name: Checkout Repository
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Checkout Submodules
|
||||
if: steps.cache-submodules.outputs.cache-hit != 'true'
|
||||
|
||||
@@ -86,7 +86,7 @@ jobs:
|
||||
# echo ${{ github.event.pull_request.title }}
|
||||
|
||||
- name: Checkout Repository
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Checkout Submodules
|
||||
run: git submodule update --init --recursive -j $(getconf _NPROCESSORS_ONLN)
|
||||
|
||||
@@ -9,9 +9,9 @@ jobs:
|
||||
if: github.repository == 'PCSX2/pcsx2'
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runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v3
|
||||
|
||||
- uses: actions/setup-node@v2
|
||||
- uses: actions/setup-node@v3
|
||||
with:
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||||
node-version: 16
|
||||
|
||||
|
||||
@@ -26,7 +26,7 @@ jobs:
|
||||
if: github.repository == 'PCSX2/pcsx2'
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||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v3
|
||||
|
||||
# Docs - https://github.com/mathieudutour/github-tag-action
|
||||
# Workflows cannot trigger other workflows implicitly
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import os
|
||||
|
||||
relevant_categories = [
|
||||
"# Windows",
|
||||
"# Mac OS X",
|
||||
"# Linux"
|
||||
]
|
||||
|
||||
@@ -1,7 +1,3 @@
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||||
#!/bin/bash
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||||
|
||||
ln -sf $APPDIR/usr/bin/app /tmp/PCSX2
|
||||
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$APPDIR/AppRun-patched
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||||
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||||
unlink /tmp/PCSX2
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||||
|
||||
@@ -12,8 +12,6 @@ else
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||||
ARCH="x86_64"
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||||
LIBARCH="x86_64-linux-gnu"
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||||
fi
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BUILDPATH="$GITHUB_WORKSPACE"/build
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||||
BUILDBIN="$BUILDPATH"/pcsx2
|
||||
cd /tmp
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||||
curl -sSfLO "https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-$ARCH.AppImage"
|
||||
chmod a+x linuxdeploy*.AppImage
|
||||
@@ -23,10 +21,7 @@ chmod a+x /tmp/squashfs-root/usr/bin/linuxdeploy-plugin-gtk.sh
|
||||
mv /tmp/squashfs-root/usr/bin/patchelf /tmp/squashfs-root/usr/bin/patchelf.orig
|
||||
sudo cp /usr/local/bin/patchelf /tmp/squashfs-root/usr/bin/patchelf
|
||||
cd "$GITHUB_WORKSPACE"
|
||||
mkdir -p squashfs-root/usr/bin
|
||||
ls -al "$BUILDBIN"
|
||||
cp -P "$BUILDBIN"/pcsx2 "$GITHUB_WORKSPACE"/squashfs-root/usr/bin/
|
||||
patchelf --set-rpath /tmp/PCSX2 "$GITHUB_WORKSPACE"/squashfs-root/usr/bin/pcsx2
|
||||
ninja -C build install
|
||||
cp ./pcsx2/gui/Resources/AppIcon64.png ./squashfs-root/PCSX2.png
|
||||
cp ./linux_various/PCSX2.desktop.in ./squashfs-root/PCSX2.desktop
|
||||
sed -i -e 's|Categories=@PCSX2_MENU_CATEGORIES@|Categories=Game;Emulator;|g' ./squashfs-root/PCSX2.desktop
|
||||
@@ -47,11 +42,7 @@ chmod a+x ./squashfs-root/runtime
|
||||
chmod a+x ./squashfs-root/AppRun-patched
|
||||
chmod a+x ./squashfs-root/usr/optional/exec.so
|
||||
echo "$name" > "$GITHUB_WORKSPACE"/squashfs-root/version.txt
|
||||
mkdir -p "$GITHUB_WORKSPACE"/squashfs-root/usr/bin/app
|
||||
mkdir -p "$GITHUB_WORKSPACE"/squashfs-root/apprun-hooks
|
||||
cp -r "$GITHUB_WORKSPACE"/bin/Langs "$GITHUB_WORKSPACE"/squashfs-root/usr/bin/
|
||||
cp -r "$GITHUB_WORKSPACE"/bin/resources "$GITHUB_WORKSPACE"/squashfs-root/usr/bin/app/
|
||||
cp "$GITHUB_WORKSPACE"/bin/docs/{Configuration_Guide.pdf,PCSX2_FAQ.pdf} "$GITHUB_WORKSPACE"/squashfs-root/usr/bin/app
|
||||
cp /usr/lib/$LIBARCH/libthai.so.0 "$GITHUB_WORKSPACE"/squashfs-root/usr/lib/
|
||||
cp --dereference /usr/lib/"$LIBARCH"/libstdc++.so.6 "$GITHUB_WORKSPACE"/squashfs-root/usr/optional/libstdc++/libstdc++.so.6
|
||||
cp --dereference /lib/"$LIBARCH"/libgcc_s.so.1 "$GITHUB_WORKSPACE"/squashfs-root/usr/optional/libgcc_s/libgcc_s.so.1
|
||||
|
||||
@@ -22,9 +22,8 @@ cmake \
|
||||
-DPACKAGE_MODE=TRUE \
|
||||
-DWAYLAND_API=TRUE \
|
||||
-DDISABLE_ADVANCE_SIMD=TRUE \
|
||||
-DCMAKE_INSTALL_LIBDIR="/tmp/" \
|
||||
-DCMAKE_INSTALL_DATADIR="/tmp/" \
|
||||
-DCMAKE_INSTALL_DOCDIR="/tmp/PCSX2" \
|
||||
-DDISABLE_PCSX2_WRAPPER=TRUE \
|
||||
-DCMAKE_INSTALL_PREFIX="squashfs-root/usr/" \
|
||||
-DOpenGL_GL_PREFERENCE="LEGACY" \
|
||||
-DOPENGL_opengl_LIBRARY="" \
|
||||
-DXDG_STD=TRUE \
|
||||
|
||||
@@ -29,7 +29,6 @@ declare -a PCSX2_PACKAGES=(
|
||||
"libudev-dev"
|
||||
"libwxgtk3.0-gtk3-dev"
|
||||
"libx11-xcb-dev"
|
||||
"libxml2-dev"
|
||||
"pkg-config"
|
||||
"portaudio19-dev"
|
||||
"zlib1g-dev"
|
||||
|
||||
@@ -328,14 +328,22 @@
|
||||
}
|
||||
},
|
||||
"node_modules/node-fetch": {
|
||||
"version": "2.6.5",
|
||||
"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.5.tgz",
|
||||
"integrity": "sha512-mmlIVHJEu5rnIxgEgez6b9GgWXbkZj5YZ7fx+2r94a2E+Uirsp6HsPTPlomfdHtpt/B0cdKviwkoaM6pyvUOpQ==",
|
||||
"version": "2.6.7",
|
||||
"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.7.tgz",
|
||||
"integrity": "sha512-ZjMPFEfVx5j+y2yF35Kzx5sF7kDzxuDj6ziH4FFbOp87zKDZNx8yExJIb05OGF4Nlt9IHFIMBkRl41VdvcNdbQ==",
|
||||
"dependencies": {
|
||||
"whatwg-url": "^5.0.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": "4.x || >=6.0.0"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"encoding": "^0.1.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"encoding": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/once": {
|
||||
@@ -714,9 +722,9 @@
|
||||
}
|
||||
},
|
||||
"node-fetch": {
|
||||
"version": "2.6.5",
|
||||
"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.5.tgz",
|
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"integrity": "sha512-mmlIVHJEu5rnIxgEgez6b9GgWXbkZj5YZ7fx+2r94a2E+Uirsp6HsPTPlomfdHtpt/B0cdKviwkoaM6pyvUOpQ==",
|
||||
"version": "2.6.7",
|
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"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.7.tgz",
|
||||
"integrity": "sha512-ZjMPFEfVx5j+y2yF35Kzx5sF7kDzxuDj6ziH4FFbOp87zKDZNx8yExJIb05OGF4Nlt9IHFIMBkRl41VdvcNdbQ==",
|
||||
"requires": {
|
||||
"whatwg-url": "^5.0.0"
|
||||
}
|
||||
|
||||
+3
-3
@@ -154,9 +154,9 @@
|
||||
"integrity": "sha512-VRSzKkbMm5jMDoKLbltAkFQ5Qr7VDiTFGXxYFXXowVj387GeGNOCsOH6Msy00SGZ3Fp84b1Naa1psqgcCIEP5Q=="
|
||||
},
|
||||
"node-fetch": {
|
||||
"version": "2.6.5",
|
||||
"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.5.tgz",
|
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"integrity": "sha512-mmlIVHJEu5rnIxgEgez6b9GgWXbkZj5YZ7fx+2r94a2E+Uirsp6HsPTPlomfdHtpt/B0cdKviwkoaM6pyvUOpQ==",
|
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"version": "2.6.7",
|
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"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.7.tgz",
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"integrity": "sha512-ZjMPFEfVx5j+y2yF35Kzx5sF7kDzxuDj6ziH4FFbOp87zKDZNx8yExJIb05OGF4Nlt9IHFIMBkRl41VdvcNdbQ==",
|
||||
"requires": {
|
||||
"whatwg-url": "^5.0.0"
|
||||
}
|
||||
|
||||
+14
-428
@@ -11,55 +11,9 @@
|
||||
"@octokit/plugin-retry": "^3.0.9",
|
||||
"@octokit/plugin-throttling": "^3.5.2",
|
||||
"@octokit/rest": "^18.12.0",
|
||||
"discord.js": "^13.2.0",
|
||||
"glob": "^7.2.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@discordjs/builders": {
|
||||
"version": "0.6.0",
|
||||
"resolved": "https://registry.npmjs.org/@discordjs/builders/-/builders-0.6.0.tgz",
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"integrity": "sha512-mH3Gx61LKk2CD05laCI9K5wp+a3NyASHDUGx83DGJFkqJlRlSV5WMJNY6RS37A5SjqDtGMF4wVR9jzFaqShe6Q==",
|
||||
"dependencies": {
|
||||
"@sindresorhus/is": "^4.0.1",
|
||||
"discord-api-types": "^0.22.0",
|
||||
"ow": "^0.27.0",
|
||||
"ts-mixer": "^6.0.0",
|
||||
"tslib": "^2.3.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=14.0.0",
|
||||
"npm": ">=7.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@discordjs/builders/node_modules/discord-api-types": {
|
||||
"version": "0.22.0",
|
||||
"resolved": "https://registry.npmjs.org/discord-api-types/-/discord-api-types-0.22.0.tgz",
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"integrity": "sha512-l8yD/2zRbZItUQpy7ZxBJwaLX/Bs2TGaCthRppk8Sw24LOIWg12t9JEreezPoYD0SQcC2htNNo27kYEpYW/Srg==",
|
||||
"engines": {
|
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"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@discordjs/collection": {
|
||||
"version": "0.2.1",
|
||||
"resolved": "https://registry.npmjs.org/@discordjs/collection/-/collection-0.2.1.tgz",
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"integrity": "sha512-vhxqzzM8gkomw0TYRF3tgx7SwElzUlXT/Aa41O7mOcyN6wIJfj5JmDWaO5XGKsGSsNx7F3i5oIlrucCCWV1Nog==",
|
||||
"engines": {
|
||||
"node": ">=14.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@discordjs/form-data": {
|
||||
"version": "3.0.1",
|
||||
"resolved": "https://registry.npmjs.org/@discordjs/form-data/-/form-data-3.0.1.tgz",
|
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"integrity": "sha512-ZfFsbgEXW71Rw/6EtBdrP5VxBJy4dthyC0tpQKGKmYFImlmmrykO14Za+BiIVduwjte0jXEBlhSKf0MWbFp9Eg==",
|
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"dependencies": {
|
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"asynckit": "^0.4.0",
|
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"combined-stream": "^1.0.8",
|
||||
"mime-types": "^2.1.12"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 6"
|
||||
}
|
||||
},
|
||||
"node_modules/@octokit/auth-token": {
|
||||
"version": "2.5.0",
|
||||
"resolved": "https://registry.npmjs.org/@octokit/auth-token/-/auth-token-2.5.0.tgz",
|
||||
@@ -189,44 +143,6 @@
|
||||
"@octokit/openapi-types": "^11.1.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@sapphire/async-queue": {
|
||||
"version": "1.1.6",
|
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"resolved": "https://registry.npmjs.org/@sapphire/async-queue/-/async-queue-1.1.6.tgz",
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|
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"engines": {
|
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"node": ">=v14.18.0",
|
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"npm": ">=7.24.2"
|
||||
}
|
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},
|
||||
"node_modules/@sindresorhus/is": {
|
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"version": "4.2.0",
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"resolved": "https://registry.npmjs.org/@sindresorhus/is/-/is-4.2.0.tgz",
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|
||||
"engines": {
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"node": ">=10"
|
||||
},
|
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"funding": {
|
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"url": "https://github.com/sindresorhus/is?sponsor=1"
|
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}
|
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},
|
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"node_modules/@types/node": {
|
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"version": "16.10.3",
|
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"resolved": "https://registry.npmjs.org/@types/node/-/node-16.10.3.tgz",
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|
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},
|
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"node_modules/@types/ws": {
|
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"version": "8.2.0",
|
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"resolved": "https://registry.npmjs.org/@types/ws/-/ws-8.2.0.tgz",
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"integrity": "sha512-cyeefcUCgJlEk+hk2h3N+MqKKsPViQgF5boi9TTHSK+PoR9KWBb/C5ccPcDyAqgsbAYHTwulch725DV84+pSpg==",
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"dependencies": {
|
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"@types/node": "*"
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}
|
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},
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"node_modules/asynckit": {
|
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"version": "0.4.0",
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"resolved": "https://registry.npmjs.org/asynckit/-/asynckit-0.4.0.tgz",
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"version": "1.0.2",
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"resolved": "https://registry.npmjs.org/balanced-match/-/balanced-match-1.0.2.tgz",
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@@ -251,84 +167,16 @@
|
||||
"concat-map": "0.0.1"
|
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}
|
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},
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"node_modules/callsites": {
|
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"engines": {
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"node": ">=6"
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"node_modules/combined-stream": {
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"version": "1.0.8",
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"resolved": "https://registry.npmjs.org/combined-stream/-/combined-stream-1.0.8.tgz",
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"dependencies": {
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"delayed-stream": "~1.0.0"
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},
|
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"engines": {
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"node": ">= 0.8"
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}
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"version": "0.0.1",
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|
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"dependencies": {
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"resolved": "https://registry.npmjs.org/fs.realpath/-/fs.realpath-1.0.0.tgz",
|
||||
@@ -844,34 +492,11 @@
|
||||
"resolved": "https://registry.npmjs.org/inherits/-/inherits-2.0.4.tgz",
|
||||
"integrity": "sha512-k/vGaX4/Yla3WzyMCvTQOXYeIHvqOKtnqBduzTHpzpQZzAskKMhZ2K+EnBiSM9zGSoIFeMpXKxa4dYeZIQqewQ=="
|
||||
},
|
||||
"is-obj": {
|
||||
"version": "2.0.0",
|
||||
"resolved": "https://registry.npmjs.org/is-obj/-/is-obj-2.0.0.tgz",
|
||||
"integrity": "sha512-drqDG3cbczxxEJRoOXcOjtdp1J/lyp1mNn0xaznRs8+muBhgQcrnbspox5X5fOw0HnMnbfDzvnEMEtqDEJEo8w=="
|
||||
},
|
||||
"is-plain-object": {
|
||||
"version": "5.0.0",
|
||||
"resolved": "https://registry.npmjs.org/is-plain-object/-/is-plain-object-5.0.0.tgz",
|
||||
"integrity": "sha512-VRSzKkbMm5jMDoKLbltAkFQ5Qr7VDiTFGXxYFXXowVj387GeGNOCsOH6Msy00SGZ3Fp84b1Naa1psqgcCIEP5Q=="
|
||||
},
|
||||
"lodash.isequal": {
|
||||
"version": "4.5.0",
|
||||
"resolved": "https://registry.npmjs.org/lodash.isequal/-/lodash.isequal-4.5.0.tgz",
|
||||
"integrity": "sha1-QVxEePK8wwEgwizhDtMib30+GOA="
|
||||
},
|
||||
"mime-db": {
|
||||
"version": "1.50.0",
|
||||
"resolved": "https://registry.npmjs.org/mime-db/-/mime-db-1.50.0.tgz",
|
||||
"integrity": "sha512-9tMZCDlYHqeERXEHO9f/hKfNXhre5dK2eE/krIvUjZbS2KPcqGDfNShIWS1uW9XOTKQKqK6qbeOci18rbfW77A=="
|
||||
},
|
||||
"mime-types": {
|
||||
"version": "2.1.33",
|
||||
"resolved": "https://registry.npmjs.org/mime-types/-/mime-types-2.1.33.tgz",
|
||||
"integrity": "sha512-plLElXp7pRDd0bNZHw+nMd52vRYjLwQjygaNg7ddJ2uJtTlmnTCjWuPKxVu6//AdaRuME84SvLW91sIkBqGT0g==",
|
||||
"requires": {
|
||||
"mime-db": "1.50.0"
|
||||
}
|
||||
},
|
||||
"minimatch": {
|
||||
"version": "3.0.4",
|
||||
"resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.0.4.tgz",
|
||||
@@ -881,9 +506,9 @@
|
||||
}
|
||||
},
|
||||
"node-fetch": {
|
||||
"version": "2.6.5",
|
||||
"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.5.tgz",
|
||||
"integrity": "sha512-mmlIVHJEu5rnIxgEgez6b9GgWXbkZj5YZ7fx+2r94a2E+Uirsp6HsPTPlomfdHtpt/B0cdKviwkoaM6pyvUOpQ==",
|
||||
"version": "2.6.7",
|
||||
"resolved": "https://registry.npmjs.org/node-fetch/-/node-fetch-2.6.7.tgz",
|
||||
"integrity": "sha512-ZjMPFEfVx5j+y2yF35Kzx5sF7kDzxuDj6ziH4FFbOp87zKDZNx8yExJIb05OGF4Nlt9IHFIMBkRl41VdvcNdbQ==",
|
||||
"requires": {
|
||||
"whatwg-url": "^5.0.0"
|
||||
}
|
||||
@@ -896,19 +521,6 @@
|
||||
"wrappy": "1"
|
||||
}
|
||||
},
|
||||
"ow": {
|
||||
"version": "0.27.0",
|
||||
"resolved": "https://registry.npmjs.org/ow/-/ow-0.27.0.tgz",
|
||||
"integrity": "sha512-SGnrGUbhn4VaUGdU0EJLMwZWSupPmF46hnTRII7aCLCrqixTAC5eKo8kI4/XXf1eaaI8YEVT+3FeGNJI9himAQ==",
|
||||
"requires": {
|
||||
"@sindresorhus/is": "^4.0.1",
|
||||
"callsites": "^3.1.0",
|
||||
"dot-prop": "^6.0.1",
|
||||
"lodash.isequal": "^4.5.0",
|
||||
"type-fest": "^1.2.1",
|
||||
"vali-date": "^1.0.0"
|
||||
}
|
||||
},
|
||||
"path-is-absolute": {
|
||||
"version": "1.0.1",
|
||||
"resolved": "https://registry.npmjs.org/path-is-absolute/-/path-is-absolute-1.0.1.tgz",
|
||||
@@ -919,31 +531,11 @@
|
||||
"resolved": "https://registry.npmjs.org/tr46/-/tr46-0.0.3.tgz",
|
||||
"integrity": "sha1-gYT9NH2snNwYWZLzpmIuFLnZq2o="
|
||||
},
|
||||
"ts-mixer": {
|
||||
"version": "6.0.0",
|
||||
"resolved": "https://registry.npmjs.org/ts-mixer/-/ts-mixer-6.0.0.tgz",
|
||||
"integrity": "sha512-nXIb1fvdY5CBSrDIblLn73NW0qRDk5yJ0Sk1qPBF560OdJfQp9jhl+0tzcY09OZ9U+6GpeoI9RjwoIKFIoB9MQ=="
|
||||
},
|
||||
"tslib": {
|
||||
"version": "2.3.1",
|
||||
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.3.1.tgz",
|
||||
"integrity": "sha512-77EbyPPpMz+FRFRuAFlWMtmgUWGe9UOG2Z25NqCwiIjRhOf5iKGuzSe5P2w1laq+FkRy4p+PCuVkJSGkzTEKVw=="
|
||||
},
|
||||
"type-fest": {
|
||||
"version": "1.4.0",
|
||||
"resolved": "https://registry.npmjs.org/type-fest/-/type-fest-1.4.0.tgz",
|
||||
"integrity": "sha512-yGSza74xk0UG8k+pLh5oeoYirvIiWo5t0/o3zHHAO2tRDiZcxWP7fywNlXhqb6/r6sWvwi+RsyQMWhVLe4BVuA=="
|
||||
},
|
||||
"universal-user-agent": {
|
||||
"version": "6.0.0",
|
||||
"resolved": "https://registry.npmjs.org/universal-user-agent/-/universal-user-agent-6.0.0.tgz",
|
||||
"integrity": "sha512-isyNax3wXoKaulPDZWHQqbmIx1k2tb9fb3GGDBRxCscfYV2Ch7WxPArBsFEG8s/safwXTT7H4QGhaIkTp9447w=="
|
||||
},
|
||||
"vali-date": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/vali-date/-/vali-date-1.0.0.tgz",
|
||||
"integrity": "sha1-G5BKWWCfsyjvB4E4Qgk09rhnCaY="
|
||||
},
|
||||
"webidl-conversions": {
|
||||
"version": "3.0.1",
|
||||
"resolved": "https://registry.npmjs.org/webidl-conversions/-/webidl-conversions-3.0.1.tgz",
|
||||
@@ -962,12 +554,6 @@
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/wrappy/-/wrappy-1.0.2.tgz",
|
||||
"integrity": "sha1-tSQ9jz7BqjXxNkYFvA0QNuMKtp8="
|
||||
},
|
||||
"ws": {
|
||||
"version": "8.2.3",
|
||||
"resolved": "https://registry.npmjs.org/ws/-/ws-8.2.3.tgz",
|
||||
"integrity": "sha512-wBuoj1BDpC6ZQ1B7DWQBYVLphPWkm8i9Y0/3YdHjHKHiohOJ1ws+3OccDWtH+PoC9DZD5WOTrJvNbWvjS6JWaA==",
|
||||
"requires": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,7 +32,7 @@ allowed_game_fixes = [
|
||||
"VIF1StallHack",
|
||||
"GIFFIFOHack",
|
||||
"GoemonTlbHack",
|
||||
"VUKickstartHack",
|
||||
"VUSyncHack",
|
||||
"IbitHack",
|
||||
"VUOverflowHack",
|
||||
]
|
||||
|
||||
@@ -9,7 +9,7 @@ jobs:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v3
|
||||
|
||||
- name: Get Latest DB and Prepare DB File
|
||||
run: |
|
||||
@@ -21,9 +21,9 @@ jobs:
|
||||
- name: Create Pull Request
|
||||
uses: peter-evans/create-pull-request@v3
|
||||
with:
|
||||
title: "pad-linux: Update to latest controller database"
|
||||
commit-message: "pad-linux: Update to latest controller database."
|
||||
title: "PAD: Update to latest controller database"
|
||||
commit-message: "PAD: Update to latest controller database."
|
||||
committer: "PCSX2 Bot <PCSX2Bot@users.noreply.github.com>"
|
||||
author: "PCSX2 Bot <PCSX2Bot@users.noreply.github.com>"
|
||||
body: "Weekly automatic update of SDL Controller DB for Linux / Mac OS"
|
||||
body: "Weekly automatic update of SDL Controller DB"
|
||||
reviewers: lightningterror
|
||||
|
||||
@@ -42,8 +42,11 @@ jobs:
|
||||
matrix:
|
||||
os: [windows-2019]
|
||||
platform: [Win32, x64]
|
||||
configuration: [Release, Release AVX2, CMake]
|
||||
configuration: [Release, Release AVX2, CMake, Qt]
|
||||
experimental: [false]
|
||||
exclude:
|
||||
- platform: win32
|
||||
configuration: Qt
|
||||
|
||||
name: ${{ matrix.platform }} | ${{ matrix.configuration }}
|
||||
runs-on: ${{ matrix.os }}
|
||||
@@ -61,7 +64,7 @@ jobs:
|
||||
|
||||
steps:
|
||||
- name: Checkout Repository
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Checkout Submodules
|
||||
run: git submodule update --init --recursive -j $env:NUMBER_OF_PROCESSORS
|
||||
@@ -80,6 +83,15 @@ jobs:
|
||||
uses: microsoft/setup-msbuild@v1
|
||||
if: matrix.configuration != 'CMake'
|
||||
|
||||
- name: Download Qt build files
|
||||
if: matrix.configuration == 'Qt'
|
||||
shell: cmd
|
||||
run: |
|
||||
cd 3rdparty\qt
|
||||
aria2c https://github.com/PCSX2/pcsx2-windows-dependencies/releases/download/2022-01-20/qt-6.2.2-x64.7z
|
||||
7z x qt-6.2.2-x64.7z
|
||||
del qt-6.2.2-x64.7z
|
||||
|
||||
- name: Generate CMake
|
||||
id: cmake
|
||||
shell: cmd
|
||||
@@ -102,7 +114,12 @@ jobs:
|
||||
call "%ProgramFiles(x86)%\Microsoft Visual Studio\2019\Enterprise\VC\Auxiliary\Build\${{ steps.cmake.outputs.vcvars }}"
|
||||
cmake --build build --config ${{ steps.cmake.outputs.buildtype }}
|
||||
) else (
|
||||
msbuild "PCSX2_suite.sln" /m /v:m /p:Configuration="${{ matrix.configuration }}" /p:Platform="${{ matrix.platform }}"
|
||||
if "${{ matrix.configuration }}"=="Qt" (
|
||||
rem This is hardcoded to Release AVX2 for now, because of the artifact naming below.
|
||||
msbuild "PCSX2_qt.sln" /m /v:m /p:Configuration="Release AVX2" /p:Platform="${{ matrix.platform }}"
|
||||
) else (
|
||||
msbuild "PCSX2_suite.sln" /m /v:m /p:Configuration="${{ matrix.configuration }}" /p:Platform="${{ matrix.platform }}"
|
||||
)
|
||||
)
|
||||
|
||||
- name: Run Tests
|
||||
@@ -120,6 +137,7 @@ jobs:
|
||||
case "${{ matrix.configuration }}" in
|
||||
Release) SIMD="SSE4";;
|
||||
*AVX2) SIMD="AVX2";;
|
||||
Qt) SIMD="QT";;
|
||||
CMake) SIMD="CMake"
|
||||
cp build/pcsx2/pcsx2* bin/ ;;
|
||||
*) SIMD="UNKNOWN";;
|
||||
@@ -171,7 +189,7 @@ jobs:
|
||||
|
||||
# ---- Release / Tagging related steps ----
|
||||
- name: Prepare Build Artifacts
|
||||
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.configuration != 'CMake'
|
||||
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.configuration != 'CMake' && matrix.configuration != 'Qt'
|
||||
run: |
|
||||
mkdir -p ./ci-artifacts/
|
||||
7z a ./ci-artifacts/windows-${{ steps.artifact-metadata.outputs.arch }}-${{ steps.artifact-metadata.outputs.simd }}.7z ./bin/* '-xr!*bsc' '-xr!*.exp' '-xr!*.ilk' '-xr!*.iobj' '-xr!*.ipdb' '-xr!*.pdb' '-xr!*.lib'
|
||||
@@ -179,7 +197,7 @@ jobs:
|
||||
ls ./ci-artifacts/
|
||||
|
||||
- name: Upload Assets and Potential Publish Release
|
||||
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.configuration != 'CMake'
|
||||
if: github.repository == 'PCSX2/pcsx2' && startsWith(github.ref, 'refs/tags/') && matrix.configuration != 'CMake' && matrix.configuration != 'Qt'
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
|
||||
ASSET_DIR: ${{ github.WORKSPACE }}/ci-artifacts
|
||||
|
||||
@@ -76,9 +76,13 @@ oprofile_data/
|
||||
/bin/PCSX2-linux.sh
|
||||
/bin/*ReplayLoader
|
||||
/bin/GS*.txt
|
||||
/bin/qt.conf
|
||||
/bin/bios
|
||||
/bin/cache
|
||||
/bin/cheats
|
||||
/bin/covers
|
||||
/bin/dumps
|
||||
/bin/gamesettings
|
||||
/bin/help
|
||||
/bin/inis
|
||||
/bin/logs
|
||||
@@ -86,6 +90,7 @@ oprofile_data/
|
||||
/bin/plugins
|
||||
/bin/snaps
|
||||
/bin/sstates
|
||||
/bin/translations
|
||||
/deps
|
||||
/ipch
|
||||
|
||||
|
||||
@@ -30,3 +30,6 @@
|
||||
[submodule "3rdparty/vulkan-headers"]
|
||||
path = 3rdparty/vulkan-headers
|
||||
url = https://github.com/KhronosGroup/Vulkan-Headers.git
|
||||
[submodule "3rdparty/sdl2/SDL"]
|
||||
path = 3rdparty/sdl2/SDL
|
||||
url = https://github.com/libsdl-org/SDL.git
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
/*
|
||||
!.gitignore
|
||||
!README.md
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
# PCSX2 Qt Binaries
|
||||
|
||||
## Windows
|
||||
|
||||
You can download the binaries from https://github.com/PCSX2/pcsx2-windows-dependencies
|
||||
|
||||
Grab the latest release without symbols (or, if you want to debug Qt, with symbols), and extract it to this directory.
|
||||
|
||||
## Linux
|
||||
|
||||
TODO
|
||||
Vendored
+53
@@ -0,0 +1,53 @@
|
||||
# Disable building the stuff we don't need.
|
||||
set(BUILD_SHARED_LIBS OFF CACHE BOOL "")
|
||||
set(SDL_DISKAUDIO OFF CACHE BOOL "")
|
||||
set(SDL_OPENGL OFF CACHE BOOL "")
|
||||
set(SDL_OPENGLES OFF CACHE BOOL "")
|
||||
set(SDL_OSS OFF CACHE BOOL "")
|
||||
set(SDL_ALSA OFF CACHE BOOL "")
|
||||
set(SDL_JACK OFF CACHE BOOL "")
|
||||
set(SDL_ESD OFF CACHE BOOL "")
|
||||
set(SDL_PIPEWIRE OFF CACHE BOOL "")
|
||||
set(SDL_PULSEAUDIO OFF CACHE BOOL "")
|
||||
set(SDL_ARTS OFF CACHE BOOL "")
|
||||
set(SDL_NAS OFF CACHE BOOL "")
|
||||
set(SDL_SNDIO OFF CACHE BOOL "")
|
||||
set(SDL_FUSIONSOUND OFF CACHE BOOL "")
|
||||
set(SDL_LIBSAMPLERATE OFF CACHE BOOL "")
|
||||
set(SDL_X11 OFF CACHE BOOL "")
|
||||
set(SDL_WAYLAND OFF CACHE BOOL "")
|
||||
set(SDL_RPI OFF CACHE BOOL "")
|
||||
set(SDL_COCOA OFF CACHE BOOL "")
|
||||
set(SDL_DIRECTX OFF CACHE BOOL "")
|
||||
set(SDL_WASAPI OFF CACHE BOOL "")
|
||||
set(SDL_RENDER_D3D OFF CACHE BOOL "")
|
||||
set(SDL_RENDER_METAL OFF CACHE BOOL "")
|
||||
set(SDL_VIVANTE OFF CACHE BOOL "")
|
||||
set(SDL_VULKAN OFF CACHE BOOL "")
|
||||
set(SDL_METAL OFF CACHE BOOL "")
|
||||
set(SDL_KMSDRM OFF CACHE BOOL "")
|
||||
set(SDL_OFFSCREEN OFF CACHE BOOL "")
|
||||
set(SDL_SHARED OFF CACHE BOOL "")
|
||||
set(SDL_STATIC ON CACHE BOOL "")
|
||||
|
||||
# Subsystems
|
||||
set(SDL_ATOMIC ON CACHE BOOL "")
|
||||
set(SDL_AUDIO OFF CACHE BOOL "")
|
||||
set(SDL_VIDEO OFF CACHE BOOL "")
|
||||
set(SDL_RENDER OFF CACHE BOOL "")
|
||||
set(SDL_EVENTS ON CACHE BOOL "")
|
||||
set(SDL_JOYSTICK ON CACHE BOOL "")
|
||||
set(SDL_HAPTIC ON CACHE BOOL "")
|
||||
set(SDL_HIDAPI ON CACHE BOOL "")
|
||||
set(SDL_POWER OFF CACHE BOOL "")
|
||||
set(SDL_THREADS ON CACHE BOOL "")
|
||||
set(SDL_TIMERS ON CACHE BOOL "")
|
||||
set(SDL_FILE ON CACHE BOOL "")
|
||||
set(SDL_LOADSO ON CACHE BOOL "")
|
||||
set(SDL_CPUINFO OFF CACHE BOOL "")
|
||||
set(SDL_FILESYSTEM OFF CACHE BOOL "")
|
||||
set(SDL_DLOPEN ON CACHE BOOL "")
|
||||
set(SDL_SENSOR OFF CACHE BOOL "")
|
||||
set(SDL_LOCALE OFF CACHE BOOL "")
|
||||
|
||||
add_subdirectory(SDL)
|
||||
+1
Submodule 3rdparty/sdl2/SDL added at b424665e08
Vendored
+416
@@ -0,0 +1,416 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(SolutionDir)common\vsprops\BaseProjectConfig.props" />
|
||||
<Import Project="$(SolutionDir)common\vsprops\WinSDK.props" />
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{812B4434-FD6B-4CB2-8865-5FD8EB34B046}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
<UseDebugLibraries Condition="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings" />
|
||||
<ImportGroup Label="PropertySheets">
|
||||
<Import Project="..\DefaultProjectRootDir.props" />
|
||||
<Import Project="..\3rdparty.props" />
|
||||
<Import Condition="$(Configuration.Contains(Debug))" Project="..\..\common\vsprops\CodeGen_Debug.props" />
|
||||
<Import Condition="$(Configuration.Contains(Devel))" Project="..\..\common\vsprops\CodeGen_Devel.props" />
|
||||
<Import Condition="$(Configuration.Contains(Release))" Project="..\..\common\vsprops\CodeGen_Release.props" />
|
||||
<Import Condition="!$(Configuration.Contains(Release))" Project="..\..\common\vsprops\IncrementalLinking.props" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup>
|
||||
<CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup>
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
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|
||||
<ClCompile Include="SDL\src\libm\s_floor.c" />
|
||||
<ClCompile Include="SDL\src\libm\s_scalbn.c" />
|
||||
<ClCompile Include="SDL\src\libm\s_sin.c" />
|
||||
<ClCompile Include="SDL\src\libm\s_tan.c" />
|
||||
<ClCompile Include="SDL\src\locale\SDL_locale.c" />
|
||||
<ClCompile Include="SDL\src\locale\windows\SDL_syslocale.c" />
|
||||
<ClCompile Include="SDL\src\misc\SDL_url.c" />
|
||||
<ClCompile Include="SDL\src\misc\windows\SDL_sysurl.c" />
|
||||
<ClCompile Include="SDL\src\power\SDL_power.c" />
|
||||
<ClCompile Include="SDL\src\power\windows\SDL_syspower.c" />
|
||||
<ClCompile Include="SDL\src\loadso\windows\SDL_sysloadso.c" />
|
||||
<ClCompile Include="SDL\src\render\direct3d11\SDL_shaders_d3d11.c" />
|
||||
<ClCompile Include="SDL\src\render\direct3d\SDL_render_d3d.c" />
|
||||
<ClCompile Include="SDL\src\render\direct3d11\SDL_render_d3d11.c" />
|
||||
<ClCompile Include="SDL\src\render\direct3d\SDL_shaders_d3d.c" />
|
||||
<ClCompile Include="SDL\src\render\opengl\SDL_render_gl.c" />
|
||||
<ClCompile Include="SDL\src\render\opengl\SDL_shaders_gl.c" />
|
||||
<ClCompile Include="SDL\src\render\opengles2\SDL_render_gles2.c" />
|
||||
<ClCompile Include="SDL\src\render\opengles2\SDL_shaders_gles2.c" />
|
||||
<ClCompile Include="SDL\src\render\SDL_d3dmath.c" />
|
||||
<ClCompile Include="SDL\src\render\SDL_render.c" />
|
||||
<ClCompile Include="SDL\src\render\SDL_yuv_sw.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_blendfillrect.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_blendline.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_blendpoint.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_drawline.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_drawpoint.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_render_sw.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_rotate.c" />
|
||||
<ClCompile Include="SDL\src\render\software\SDL_triangle.c" />
|
||||
<ClCompile Include="SDL\src\SDL.c" />
|
||||
<ClCompile Include="SDL\src\SDL_assert.c" />
|
||||
<ClCompile Include="SDL\src\SDL_dataqueue.c" />
|
||||
<ClCompile Include="SDL\src\SDL_error.c" />
|
||||
<ClCompile Include="SDL\src\SDL_hints.c" />
|
||||
<ClCompile Include="SDL\src\SDL_log.c" />
|
||||
<ClCompile Include="SDL\src\sensor\dummy\SDL_dummysensor.c" />
|
||||
<ClCompile Include="SDL\src\sensor\SDL_sensor.c" />
|
||||
<ClCompile Include="SDL\src\sensor\windows\SDL_windowssensor.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_crc32.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_getenv.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_iconv.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_malloc.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_qsort.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_stdlib.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_string.c" />
|
||||
<ClCompile Include="SDL\src\stdlib\SDL_strtokr.c" />
|
||||
<ClCompile Include="SDL\src\thread\generic\SDL_syscond.c" />
|
||||
<ClCompile Include="SDL\src\thread\SDL_thread.c" />
|
||||
<ClCompile Include="SDL\src\thread\windows\SDL_syscond_cv.c" />
|
||||
<ClCompile Include="SDL\src\thread\windows\SDL_sysmutex.c" />
|
||||
<ClCompile Include="SDL\src\thread\windows\SDL_syssem.c" />
|
||||
<ClCompile Include="SDL\src\thread\windows\SDL_systhread.c" />
|
||||
<ClCompile Include="SDL\src\thread\windows\SDL_systls.c" />
|
||||
<ClCompile Include="SDL\src\timer\SDL_timer.c" />
|
||||
<ClCompile Include="SDL\src\timer\windows\SDL_systimer.c" />
|
||||
<ClCompile Include="SDL\src\video\dummy\SDL_nullevents.c" />
|
||||
<ClCompile Include="SDL\src\video\dummy\SDL_nullframebuffer.c" />
|
||||
<ClCompile Include="SDL\src\video\dummy\SDL_nullvideo.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_0.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_1.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_A.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_auto.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_copy.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_N.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_blit_slow.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_bmp.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_clipboard.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_egl.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_fillrect.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_pixels.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_rect.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_RLEaccel.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_shape.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_stretch.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_surface.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_video.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_vulkan_utils.c" />
|
||||
<ClCompile Include="SDL\src\video\SDL_yuv.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsclipboard.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsevents.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsframebuffer.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowskeyboard.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsmessagebox.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsmodes.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsmouse.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsopengl.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsopengles.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsshape.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsvideo.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowsvulkan.c" />
|
||||
<ClCompile Include="SDL\src\video\windows\SDL_windowswindow.c" />
|
||||
<ClCompile Include="SDL\src\video\yuv2rgb\yuv_rgb.c" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
Vendored
+1249
File diff suppressed because it is too large
Load Diff
Vendored
+260
@@ -0,0 +1,260 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef SDL_config_windows_h_
|
||||
#define SDL_config_windows_h_
|
||||
#define SDL_config_h_
|
||||
|
||||
#include "SDL_platform.h"
|
||||
|
||||
/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
|
||||
* but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
|
||||
* If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */
|
||||
#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
|
||||
#if __has_include(<winsdkver.h>)
|
||||
#define HAVE_WINSDKVER_H 1
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_WINSDKVER_H
|
||||
#include <winsdkver.h>
|
||||
#endif
|
||||
|
||||
/* This is a set of defines to configure the SDL features */
|
||||
|
||||
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
|
||||
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
|
||||
#define HAVE_STDINT_H 1
|
||||
#elif defined(_MSC_VER)
|
||||
typedef signed __int8 int8_t;
|
||||
typedef unsigned __int8 uint8_t;
|
||||
typedef signed __int16 int16_t;
|
||||
typedef unsigned __int16 uint16_t;
|
||||
typedef signed __int32 int32_t;
|
||||
typedef unsigned __int32 uint32_t;
|
||||
typedef signed __int64 int64_t;
|
||||
typedef unsigned __int64 uint64_t;
|
||||
#ifndef _UINTPTR_T_DEFINED
|
||||
#ifdef _WIN64
|
||||
typedef unsigned __int64 uintptr_t;
|
||||
#else
|
||||
typedef unsigned int uintptr_t;
|
||||
#endif
|
||||
#define _UINTPTR_T_DEFINED
|
||||
#endif
|
||||
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
|
||||
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
|
||||
#define DWORD_PTR DWORD
|
||||
#endif
|
||||
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
|
||||
#define LONG_PTR LONG
|
||||
#endif
|
||||
#else /* !__GNUC__ && !_MSC_VER */
|
||||
typedef signed char int8_t;
|
||||
typedef unsigned char uint8_t;
|
||||
typedef signed short int16_t;
|
||||
typedef unsigned short uint16_t;
|
||||
typedef signed int int32_t;
|
||||
typedef unsigned int uint32_t;
|
||||
typedef signed long long int64_t;
|
||||
typedef unsigned long long uint64_t;
|
||||
#ifndef _SIZE_T_DEFINED_
|
||||
#define _SIZE_T_DEFINED_
|
||||
typedef unsigned int size_t;
|
||||
#endif
|
||||
typedef unsigned int uintptr_t;
|
||||
#endif /* __GNUC__ || _MSC_VER */
|
||||
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
|
||||
|
||||
#ifdef _WIN64
|
||||
# define SIZEOF_VOIDP 8
|
||||
#else
|
||||
# define SIZEOF_VOIDP 4
|
||||
#endif
|
||||
|
||||
#define HAVE_DDRAW_H 1
|
||||
#define HAVE_DINPUT_H 1
|
||||
#define HAVE_DSOUND_H 1
|
||||
#define HAVE_DXGI_H 1
|
||||
#define HAVE_XINPUT_H 1
|
||||
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
|
||||
#define HAVE_WINDOWS_GAMING_INPUT_H 1
|
||||
#endif
|
||||
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
|
||||
#define HAVE_D3D11_H 1
|
||||
#endif
|
||||
#define HAVE_MMDEVICEAPI_H 1
|
||||
#define HAVE_AUDIOCLIENT_H 1
|
||||
#define HAVE_TPCSHRD_H 1
|
||||
#define HAVE_SENSORSAPI_H 1
|
||||
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
|
||||
#define HAVE_IMMINTRIN_H 1
|
||||
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
|
||||
# if __has_include(<immintrin.h>)
|
||||
# define HAVE_IMMINTRIN_H 1
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* Useful headers */
|
||||
#define HAVE_LIBC 1
|
||||
#define STDC_HEADERS 1
|
||||
#define HAVE_CTYPE_H 1
|
||||
#define HAVE_FLOAT_H 1
|
||||
#define HAVE_LIMITS_H 1
|
||||
#define HAVE_MATH_H 1
|
||||
#define HAVE_SIGNAL_H 1
|
||||
#define HAVE_STDIO_H 1
|
||||
#define HAVE_STRING_H 1
|
||||
|
||||
/* C library functions */
|
||||
#define HAVE_MALLOC 1
|
||||
#define HAVE_CALLOC 1
|
||||
#define HAVE_REALLOC 1
|
||||
#define HAVE_FREE 1
|
||||
#define HAVE_ALLOCA 1
|
||||
#define HAVE_QSORT 1
|
||||
#define HAVE_ABS 1
|
||||
#define HAVE_MEMSET 1
|
||||
#define HAVE_MEMCPY 1
|
||||
#define HAVE_MEMMOVE 1
|
||||
#define HAVE_MEMCMP 1
|
||||
#define HAVE_STRLEN 1
|
||||
#define HAVE__STRREV 1
|
||||
#define HAVE__STRUPR 1
|
||||
#define HAVE_STRCHR 1
|
||||
#define HAVE_STRRCHR 1
|
||||
#define HAVE_STRSTR 1
|
||||
#define HAVE_STRTOL 1
|
||||
#define HAVE_STRTOUL 1
|
||||
#define HAVE_STRTOD 1
|
||||
#define HAVE_ATOI 1
|
||||
#define HAVE_ATOF 1
|
||||
#define HAVE_STRCMP 1
|
||||
#define HAVE_STRNCMP 1
|
||||
#define HAVE__STRICMP 1
|
||||
#define HAVE__STRNICMP 1
|
||||
#define HAVE__WCSICMP 1
|
||||
#define HAVE__WCSNICMP 1
|
||||
#define HAVE__WCSDUP 1
|
||||
#define HAVE_ACOS 1
|
||||
#define HAVE_ACOSF 1
|
||||
#define HAVE_ASIN 1
|
||||
#define HAVE_ASINF 1
|
||||
#define HAVE_ATAN 1
|
||||
#define HAVE_ATANF 1
|
||||
#define HAVE_ATAN2 1
|
||||
#define HAVE_ATAN2F 1
|
||||
#define HAVE_CEILF 1
|
||||
#define HAVE__COPYSIGN 1
|
||||
#define HAVE_COS 1
|
||||
#define HAVE_COSF 1
|
||||
#define HAVE_EXP 1
|
||||
#define HAVE_EXPF 1
|
||||
#define HAVE_FABS 1
|
||||
#define HAVE_FABSF 1
|
||||
#define HAVE_FLOOR 1
|
||||
#define HAVE_FLOORF 1
|
||||
#define HAVE_FMOD 1
|
||||
#define HAVE_FMODF 1
|
||||
#define HAVE_LOG 1
|
||||
#define HAVE_LOGF 1
|
||||
#define HAVE_LOG10 1
|
||||
#define HAVE_LOG10F 1
|
||||
#define HAVE_POW 1
|
||||
#define HAVE_POWF 1
|
||||
#define HAVE_SIN 1
|
||||
#define HAVE_SINF 1
|
||||
#define HAVE_SQRT 1
|
||||
#define HAVE_SQRTF 1
|
||||
#define HAVE_TAN 1
|
||||
#define HAVE_TANF 1
|
||||
#if defined(_MSC_VER)
|
||||
/* These functions were added with the VC++ 2013 C runtime library */
|
||||
#if _MSC_VER >= 1800
|
||||
#define HAVE_STRTOLL 1
|
||||
#define HAVE_STRTOULL 1
|
||||
#define HAVE_VSSCANF 1
|
||||
#define HAVE_LROUND 1
|
||||
#define HAVE_LROUNDF 1
|
||||
#define HAVE_ROUND 1
|
||||
#define HAVE_ROUNDF 1
|
||||
#define HAVE_SCALBN 1
|
||||
#define HAVE_SCALBNF 1
|
||||
#define HAVE_TRUNC 1
|
||||
#define HAVE_TRUNCF 1
|
||||
#endif
|
||||
/* This function is available with at least the VC++ 2008 C runtime library */
|
||||
#if _MSC_VER >= 1400
|
||||
#define HAVE__FSEEKI64 1
|
||||
#endif
|
||||
#endif
|
||||
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
|
||||
#define HAVE_M_PI 1
|
||||
#endif
|
||||
|
||||
/* Enable various input drivers */
|
||||
#define SDL_JOYSTICK_DINPUT 1
|
||||
#define SDL_JOYSTICK_HIDAPI 1
|
||||
#ifndef __WINRT__
|
||||
#define SDL_JOYSTICK_RAWINPUT 1
|
||||
#endif
|
||||
#define SDL_JOYSTICK_VIRTUAL 1
|
||||
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
|
||||
#define SDL_JOYSTICK_WGI 1
|
||||
#endif
|
||||
#define SDL_JOYSTICK_XINPUT 1
|
||||
#define SDL_HAPTIC_DINPUT 1
|
||||
#define SDL_HAPTIC_XINPUT 1
|
||||
|
||||
/* Enable various shared object loading systems */
|
||||
#define SDL_LOADSO_WINDOWS 1
|
||||
|
||||
/* Enable various threading systems */
|
||||
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
|
||||
#define SDL_THREAD_WINDOWS 1
|
||||
|
||||
/* Enable various timer systems */
|
||||
#define SDL_TIMER_WINDOWS 1
|
||||
|
||||
/* Enable various video drivers */
|
||||
#define SDL_VIDEO_DRIVER_DUMMY 1
|
||||
#define SDL_VIDEO_DRIVER_WINDOWS 1
|
||||
|
||||
/* Enable filesystem support */
|
||||
#define SDL_FILESYSTEM_WINDOWS 1
|
||||
|
||||
/* Enable assembly routines (Win64 doesn't have inline asm) */
|
||||
#ifndef _WIN64
|
||||
#define SDL_ASSEMBLY_ROUTINES 1
|
||||
#endif
|
||||
|
||||
#define SDL_AUDIO_DISABLED 1
|
||||
#define SDL_CPUINFO_DISABLED 1
|
||||
#define SDL_SENSOR_DISABLED 1
|
||||
#define SDL_RENDER_DISABLED 1
|
||||
#define SDL_POWER_DISABLED 1
|
||||
#define SDL_VIDEO_DISABLED 1
|
||||
#define SDL_LOCALE_DISABLED 1
|
||||
#define SDL_MISC_DISABLED 1
|
||||
|
||||
#endif /* SDL_config_windows_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
+8
-7
@@ -2,6 +2,10 @@
|
||||
# versions as well, avoiding setting policies.
|
||||
cmake_minimum_required(VERSION 3.11...3.22)
|
||||
|
||||
if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_BINARY_DIR})
|
||||
message(FATAL_ERROR "PCSX2 does not support in-tree builds. Please make a build directory that is not the PCSX2 source directory and generate your CMake project there using either `cmake -B build_directory` or by running cmake from the build directory.")
|
||||
endif()
|
||||
|
||||
# Project Name
|
||||
project(Pcsx2)
|
||||
|
||||
@@ -30,19 +34,16 @@ include(SearchForStuff)
|
||||
get_git_version_info()
|
||||
write_svnrev_h()
|
||||
|
||||
if(NOT NO_TRANSLATION)
|
||||
# make the translation
|
||||
if(EXISTS "${CMAKE_SOURCE_DIR}/locales")
|
||||
add_subdirectory(locales)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# make common
|
||||
add_subdirectory(common)
|
||||
|
||||
# make pcsx2
|
||||
add_subdirectory(pcsx2)
|
||||
|
||||
if (QT_BUILD)
|
||||
add_subdirectory(pcsx2-qt)
|
||||
endif()
|
||||
|
||||
# tests
|
||||
if(ACTUALLY_ENABLE_TESTS)
|
||||
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
|
||||
|
||||
+389
@@ -0,0 +1,389 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.0.31606.5
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "3rdparty", "3rdparty", "{78EBE642-7A4D-4EA7-86BE-5639C6646C38}"
|
||||
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|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Devel AVX2|x64.Build.0 = Devel|x64
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Devel|x64.ActiveCfg = Devel|x64
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Devel|x64.Build.0 = Devel|x64
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Release AVX2|x64.ActiveCfg = Release|x64
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Release AVX2|x64.Build.0 = Release|x64
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Release|x64.ActiveCfg = Release|x64
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180}.Release|x64.Build.0 = Release|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Debug AVX2|x64.ActiveCfg = Debug|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Debug AVX2|x64.Build.0 = Debug|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Debug|x64.Build.0 = Debug|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Devel AVX2|x64.ActiveCfg = Devel|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Devel AVX2|x64.Build.0 = Devel|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Devel|x64.ActiveCfg = Devel|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Devel|x64.Build.0 = Devel|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Release AVX2|x64.ActiveCfg = Release|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Release AVX2|x64.Build.0 = Release|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Release|x64.ActiveCfg = Release|x64
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(NestedProjects) = preSolution
|
||||
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{677B7D11-D5E1-40B3-88B1-9A4DF83D2213} = {2D6F0A62-A247-4CCF-947F-FCD54BE16103}
|
||||
{BC236261-77E8-4567-8D09-45CD02965EB6} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{01F4CE10-2CFB-41A8-B41F-E54337868A1D} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{3FCC50C2-81E9-5DB2-B8D8-2129427568B1} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{D6973076-9317-4EF2-A0B8-B7A18AC0713E} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{0FAE817D-9A32-4830-857E-81DA57246E16} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{27F17499-A372-4408-8AFA-4F9F4584FBD3} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{12728250-16EC-4DC6-94D7-E21DD88947F8} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{449AD25E-424A-4714-BABC-68706CDCC33B} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{47AFDBEF-F15F-4BC0-B436-5BE443C3F80F} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{A0D2B3AD-1F72-4EE3-8B5C-F2C358DA35F0} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{ED2F21FD-0A36-4A8F-9B90-E7D92A2ACB63} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{C0293B32-5ACF-40F0-AA6C-E6DA6F3BF33A} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{88FB34EC-845E-4F21-A552-F1573B9ED167} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{1EC8B3C0-8FB3-46DE-A2E0-A9121203F266} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{BF74C473-DC04-44B3-92E8-4145F4E77342} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{DE9653B6-17DD-356A-9EE0-28A731772587} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{EF6834A9-11F3-4331-BC34-21B325ABB180} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
{812B4434-FD6B-4CB2-8865-5FD8EB34B046} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {0BC474EA-3628-45D3-9DBC-E22D0B7E0F77}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
@@ -44,6 +44,7 @@ _Note: Recommended GPU is based on 3x Internal, ~1080p resolution requirements.
|
||||
- Because of copyright issues, and the complexity of trying to work around it, you need a BIOS dump extracted from a legitimately-owned PS2 console to use the emulator. For more information about the BIOS and how to get it from your console, visit [this page](pcsx2/Docs/PCSX2_FAQ.md#question-13-where-do-i-get-a-ps2-bios).
|
||||
- PCSX2 uses two CPU cores for emulation by default. A third core can be used via the MTVU speed hack, which is compatible with most games. This can be a significant speedup on CPUs with 3+ cores, but it may be a slowdown on GS-limited games (or on CPUs with fewer than 2 cores). Software renderers will then additionally use however many rendering threads it is set to and will need higher core counts to run efficiently.
|
||||
- Requirements benchmarks are based on a statistic from the Passmark CPU bench marking software. When we say "STR", we are referring to Passmark's "Single Thread Rating" statistic. You can look up your CPU on [Passmark's website for CPUs](https://cpubenchmark.net) to see how it compares to PCSX2's requirements.
|
||||
- Vulkan requires an up-to-date GPU driver; old drivers may cause graphical problems.
|
||||
|
||||
### Screenshots
|
||||
|
||||
|
||||
Binary file not shown.
+427
-467
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 81 KiB |
File diff suppressed because it is too large
Load Diff
@@ -72,6 +72,11 @@ PS_OUTPUT ps_copy(PS_INPUT input)
|
||||
return output;
|
||||
}
|
||||
|
||||
float ps_depth_copy(PS_INPUT input) : SV_Depth
|
||||
{
|
||||
return sample_c(input.t).r;
|
||||
}
|
||||
|
||||
PS_OUTPUT ps_filter_transparency(PS_INPUT input)
|
||||
{
|
||||
PS_OUTPUT output;
|
||||
@@ -109,15 +114,12 @@ float4 ps_scanlines(PS_INPUT input, int i)
|
||||
return sample_c(input.t) * saturate(mask[i] + 0.5f);
|
||||
}
|
||||
|
||||
// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
|
||||
uint ps_convert_rgba8_16bits(PS_INPUT input) : SV_Target0
|
||||
{
|
||||
float4 c = sample_c(input.t);
|
||||
uint4 i = sample_c(input.t) * float4(255.5f, 255.5f, 255.5f, 255.5f);
|
||||
|
||||
c.a *= 256.0f / 127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
|
||||
|
||||
uint4 i = c * float4(0x001f, 0x03e0, 0x7c00, 0x8000);
|
||||
|
||||
return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
|
||||
return ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
|
||||
}
|
||||
|
||||
PS_OUTPUT ps_datm1(PS_INPUT input)
|
||||
@@ -216,12 +218,8 @@ PS_OUTPUT ps_convert_float32_rgba8(PS_INPUT input)
|
||||
PS_OUTPUT output;
|
||||
|
||||
// Convert a FLOAT32 depth texture into a RGBA color texture
|
||||
const float4 bitSh = float4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||||
const float4 bitMsk = float4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
|
||||
float4 res = frac(float4(sample_c(input.t).rrrr) * bitSh);
|
||||
|
||||
output.c = (res - res.xxyz * bitMsk) * 256.0f / 255.0f;
|
||||
uint d = uint(sample_c(input.t).r * exp2(32.0f));
|
||||
output.c = float4(uint4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / 255.0f;
|
||||
|
||||
return output;
|
||||
}
|
||||
@@ -231,21 +229,16 @@ PS_OUTPUT ps_convert_float16_rgb5a1(PS_INPUT input)
|
||||
PS_OUTPUT output;
|
||||
|
||||
// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
|
||||
const float4 bitSh = float4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||||
const uint4 bitMsk = uint4(0x1F, 0x1F, 0x1F, 0x1);
|
||||
uint4 color = uint4(float4(sample_c(input.t).rrrr) * bitSh) & bitMsk;
|
||||
|
||||
output.c = float4(color) / float4(32.0f, 32.0f, 32.0f, 1.0f);
|
||||
uint d = uint(sample_c(input.t).r * exp2(32.0f));
|
||||
output.c = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / float4(32.0f, 32.0f, 32.0f, 1.0f);
|
||||
|
||||
return output;
|
||||
}
|
||||
float ps_convert_rgba8_float32(PS_INPUT input) : SV_Depth
|
||||
{
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const float4 bitSh = float4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * (float4)255.0;
|
||||
|
||||
return dot(sample_c(input.t), bitSh);
|
||||
uint4 c = uint4(sample_c(input.t) * 255.0f + 0.5f);
|
||||
return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
|
||||
}
|
||||
|
||||
float ps_convert_rgba8_float24(PS_INPUT input) : SV_Depth
|
||||
@@ -253,9 +246,8 @@ float ps_convert_rgba8_float24(PS_INPUT input) : SV_Depth
|
||||
// Same as above but without the alpha channel (24 bits Z)
|
||||
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
const float3 bitSh = float3(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f)) * (float3)255.0;
|
||||
|
||||
return dot(sample_c(input.t).rgb, bitSh);
|
||||
uint3 c = uint3(sample_c(input.t).rgb * 255.0f + 0.5f);
|
||||
return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
|
||||
}
|
||||
|
||||
float ps_convert_rgba8_float16(PS_INPUT input) : SV_Depth
|
||||
@@ -263,21 +255,15 @@ float ps_convert_rgba8_float16(PS_INPUT input) : SV_Depth
|
||||
// Same as above but without the A/B channels (16 bits Z)
|
||||
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const float2 bitSh = float2(exp2(-32.0f), exp2(-24.0f)) * (float2)255.0;
|
||||
|
||||
return dot(sample_c(input.t).rg, bitSh);
|
||||
uint2 c = uint2(sample_c(input.t).rg * 255.0f + 0.5f);
|
||||
return float(c.r | (c.g << 8)) * exp2(-32.0f);
|
||||
}
|
||||
|
||||
float ps_convert_rgb5a1_float16(PS_INPUT input) : SV_Depth
|
||||
{
|
||||
// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const float4 bitSh = float4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));
|
||||
// Trunc color to drop useless lsb
|
||||
float4 color = trunc(sample_c(input.t) * (float4)255.0 / float4(8.0f, 8.0f, 8.0f, 128.0f));
|
||||
|
||||
return dot(float4(color), bitSh);
|
||||
uint4 c = uint4(sample_c(input.t) * 255.0f + 0.5f);
|
||||
return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
|
||||
}
|
||||
|
||||
PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
#define PS_ATST 1
|
||||
#define PS_FOG 0
|
||||
#define PS_IIP 0
|
||||
#define PS_CLR1 0
|
||||
#define PS_CLR_HW 0
|
||||
#define PS_FBA 0
|
||||
#define PS_FBMASK 0
|
||||
#define PS_LTF 1
|
||||
@@ -49,13 +49,14 @@
|
||||
#define PS_BLEND_B 0
|
||||
#define PS_BLEND_C 0
|
||||
#define PS_BLEND_D 0
|
||||
#define PS_ALPHA_CLAMP 0
|
||||
#define PS_BLEND_MIX 0
|
||||
#define PS_PABE 0
|
||||
#define PS_DITHER 0
|
||||
#define PS_ZCLAMP 0
|
||||
#define PS_SCANMSK 0
|
||||
#define PS_AUTOMATIC_LOD 0
|
||||
#define PS_MANUAL_LOD 0
|
||||
#define PS_TEX_IS_FB 0
|
||||
#endif
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
@@ -107,8 +108,7 @@ struct PS_OUTPUT
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
Texture2D<float4> Palette : register(t1);
|
||||
Texture2D<float4> RtSampler : register(t3);
|
||||
Texture2D<float4> RawTexture : register(t4);
|
||||
Texture2D<float4> RtTexture : register(t2);
|
||||
SamplerState TextureSampler : register(s0);
|
||||
SamplerState PaletteSampler : register(s1);
|
||||
|
||||
@@ -137,12 +137,15 @@ cbuffer cb1
|
||||
float4 MinMax;
|
||||
int4 ChannelShuffle;
|
||||
float2 TC_OffsetHack;
|
||||
float2 pad_cb1;
|
||||
float2 STScale;
|
||||
float4x4 DitherMatrix;
|
||||
};
|
||||
|
||||
float4 sample_c(float2 uv, float uv_w)
|
||||
{
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return RtTexture.Load(int3(int2(uv * WH.zw), 0));
|
||||
#else
|
||||
if (PS_POINT_SAMPLER)
|
||||
{
|
||||
// Weird issue with ATI/AMD cards,
|
||||
@@ -153,6 +156,7 @@ float4 sample_c(float2 uv, float uv_w)
|
||||
// As of 2018 this issue is still present.
|
||||
uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw;
|
||||
}
|
||||
uv *= STScale;
|
||||
|
||||
#if PS_AUTOMATIC_LOD == 1
|
||||
return Texture.Sample(TextureSampler, uv);
|
||||
@@ -172,6 +176,7 @@ float4 sample_c(float2 uv, float uv_w)
|
||||
#else
|
||||
return Texture.SampleLevel(TextureSampler, uv, 0); // No lod
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 sample_p(float u)
|
||||
@@ -287,13 +292,21 @@ float4x4 sample_4p(float4 u)
|
||||
|
||||
int fetch_raw_depth(int2 xy)
|
||||
{
|
||||
float4 col = RawTexture.Load(int3(xy, 0));
|
||||
#if PS_TEX_IS_FB == 1
|
||||
float4 col = RtTexture.Load(int3(xy, 0));
|
||||
#else
|
||||
float4 col = Texture.Load(int3(xy, 0));
|
||||
#endif
|
||||
return (int)(col.r * exp2(32.0f));
|
||||
}
|
||||
|
||||
float4 fetch_raw_color(int2 xy)
|
||||
{
|
||||
return RawTexture.Load(int3(xy, 0));
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return RtTexture.Load(int3(xy, 0));
|
||||
#else
|
||||
return Texture.Load(int3(xy, 0));
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 fetch_c(int2 uv)
|
||||
@@ -377,26 +390,19 @@ float4 sample_depth(float2 st, float2 pos)
|
||||
}
|
||||
else if (PS_DEPTH_FMT == 1)
|
||||
{
|
||||
// Based on ps_main11 of convert
|
||||
// Based on ps_convert_float32_rgba8 of convert
|
||||
|
||||
// Convert a FLOAT32 depth texture into a RGBA color texture
|
||||
const float4 bitSh = float4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||||
const float4 bitMsk = float4(0.0, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f);
|
||||
|
||||
float4 res = frac((float4)fetch_c(uv).r * bitSh);
|
||||
|
||||
t = (res - res.xxyz * bitMsk) * 256.0f;
|
||||
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
||||
t = float4(uint4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
|
||||
}
|
||||
else if (PS_DEPTH_FMT == 2)
|
||||
{
|
||||
// Based on ps_main12 of convert
|
||||
// Based on ps_convert_float16_rgb5a1 of convert
|
||||
|
||||
// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
|
||||
const float4 bitSh = float4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||||
const uint4 bitMsk = uint4(0x1F, 0x1F, 0x1F, 0x1);
|
||||
uint4 color = (uint4)((float4)fetch_c(uv).r * bitSh) & bitMsk;
|
||||
|
||||
t = (float4)color * float4(8.0f, 8.0f, 8.0f, 128.0f);
|
||||
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
||||
t = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * float4(8.0f, 8.0f, 8.0f, 128.0f);
|
||||
}
|
||||
else if (PS_DEPTH_FMT == 3)
|
||||
{
|
||||
@@ -680,7 +686,7 @@ void ps_fbmask(inout float4 C, float2 pos_xy)
|
||||
{
|
||||
if (PS_FBMASK)
|
||||
{
|
||||
float4 RT = trunc(RtSampler.Load(int3(pos_xy, 0)) * 255.0f + 0.1f);
|
||||
float4 RT = trunc(RtTexture.Load(int3(pos_xy, 0)) * 255.0f + 0.1f);
|
||||
C = (float4)(((uint4)C & ~FbMask) | ((uint4)RT & FbMask));
|
||||
}
|
||||
}
|
||||
@@ -704,14 +710,14 @@ void ps_color_clamp_wrap(inout float3 C)
|
||||
{
|
||||
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
||||
// so we need to limit the color depth on dithered items
|
||||
if (SW_BLEND || PS_DITHER)
|
||||
if (SW_BLEND || PS_DITHER || PS_FBMASK)
|
||||
{
|
||||
// Standard Clamp
|
||||
if (PS_COLCLIP == 0 && PS_HDR == 0)
|
||||
C = clamp(C, (float3)0.0f, (float3)255.0f);
|
||||
|
||||
// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
|
||||
if (PS_DFMT == FMT_16)
|
||||
if (PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0))
|
||||
C = (float3)((int3)C & (int3)0xF8);
|
||||
else if (PS_COLCLIP == 1 && PS_HDR == 0)
|
||||
C = (float3)((int3)C & (int3)0xFF);
|
||||
@@ -730,7 +736,7 @@ void ps_blend(inout float4 Color, float As, float2 pos_xy)
|
||||
return;
|
||||
}
|
||||
|
||||
float4 RT = trunc(RtSampler.Load(int3(pos_xy, 0)) * 255.0f + 0.1f);
|
||||
float4 RT = trunc(RtTexture.Load(int3(pos_xy, 0)) * 255.0f + 0.1f);
|
||||
|
||||
float Ad = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
|
||||
|
||||
@@ -743,28 +749,35 @@ void ps_blend(inout float4 Color, float As, float2 pos_xy)
|
||||
float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
if (PS_ALPHA_CLAMP)
|
||||
if (PS_BLEND_MIX)
|
||||
C = min(C, (float)1.0f);
|
||||
|
||||
Color.rgb = (PS_BLEND_A == PS_BLEND_B) ? D : trunc(((A - B) * C) + D);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
if (PS_CLR1 == 1)
|
||||
if (PS_CLR_HW == 1 || PS_CLR_HW == 5)
|
||||
{
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
|
||||
Color.rgb = (float3)255.0f;
|
||||
}
|
||||
else if (PS_CLR1 > 1)
|
||||
else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
|
||||
{
|
||||
// PS_CLR1 2 Af, PS_CLR1 3 As
|
||||
// Cd*As or Cd*F
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
float Alpha = PS_CLR1 == 2 ? Af : As;
|
||||
float Alpha = PS_BLEND_C == 2 ? Af : As;
|
||||
|
||||
Color.rgb = max((float3)0.0f, (Alpha - (float3)1.0f));
|
||||
Color.rgb *= (float3)255.0f;
|
||||
}
|
||||
else if (PS_CLR_HW == 3)
|
||||
{
|
||||
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
|
||||
|
||||
Color.rgb *= (255.0f / 128.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -809,7 +822,16 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
}
|
||||
|
||||
// Must be done before alpha correction
|
||||
float alpha_blend = C.a / 128.0f;
|
||||
float alpha_blend;
|
||||
if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
{
|
||||
float4 RT = trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
|
||||
alpha_blend = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha_blend = C.a / 128.0f;
|
||||
}
|
||||
|
||||
// Alpha correction
|
||||
if (PS_DFMT == FMT_16)
|
||||
|
||||
@@ -82,7 +82,7 @@ layout(std140, binding = 0) uniform cb21
|
||||
ivec4 ChannelShuffle;
|
||||
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 pad_cb21;
|
||||
vec2 STScale;
|
||||
|
||||
mat4 DitherMatrix;
|
||||
};
|
||||
|
||||
@@ -66,48 +66,20 @@ void ps_copy()
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba8_16bits
|
||||
void ps_convert_rgba8_16bits()
|
||||
#ifdef ps_depth_copy
|
||||
void ps_depth_copy()
|
||||
{
|
||||
// Input Color is RGBA8
|
||||
|
||||
// We want to output a pixel on the PSMCT16* format
|
||||
// A1-BGR5
|
||||
|
||||
#if 0
|
||||
// Note: dot is a good idea from pseudo. However we must be careful about float accuraccy.
|
||||
// Here a global idea example:
|
||||
//
|
||||
// SV_Target1 = dot(round(sample_c() * vec4(31.f, 31.f, 31.f, 1.f)), vec4(1.f, 32.f, 1024.f, 32768.f));
|
||||
//
|
||||
|
||||
// For me this code is more accurate but it will require some tests
|
||||
|
||||
vec4 c = sample_c() * 255.0f + 0.5f; // Denormalize value to avoid float precision issue
|
||||
|
||||
// shift Red: -3
|
||||
// shift Green: -3 + 5
|
||||
// shift Blue: -3 + 10
|
||||
// shift Alpha: -7 + 15
|
||||
highp uvec4 i = uvec4(c * vec4(1/8.0f, 4.0f, 128.0f, 256.0f)); // Shift value
|
||||
|
||||
// bit field operation requires GL4 HW. Could be nice to merge it with step/mix below
|
||||
SV_Target1 = (i.r & uint(0x001f)) | (i.g & uint(0x03e0)) | (i.b & uint(0x7c00)) | (i.a & uint(0x8000));
|
||||
|
||||
#else
|
||||
// Old code which is likely wrong.
|
||||
|
||||
vec4 c = sample_c();
|
||||
|
||||
c.a *= 256.0f / 127.0f; // hm, 0.5 won't give us 1.0 if we just multiply with 2
|
||||
|
||||
highp uvec4 i = uvec4(c * vec4(uint(0x001f), uint(0x03e0), uint(0x7c00), uint(0x8000)));
|
||||
|
||||
// bit field operation requires GL4 HW.
|
||||
SV_Target1 = (i.x & uint(0x001f)) | (i.y & uint(0x03e0)) | (i.z & uint(0x7c00)) | (i.w & uint(0x8000));
|
||||
gl_FragDepth = sample_c().r;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba8_16bits
|
||||
// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
|
||||
void ps_convert_rgba8_16bits()
|
||||
{
|
||||
highp uvec4 i = uvec4(sample_c() * vec4(255.5f, 255.5f, 255.5f, 255.5f));
|
||||
|
||||
SV_Target1 = ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -123,12 +95,8 @@ void ps_convert_float32_32bits()
|
||||
void ps_convert_float32_rgba8()
|
||||
{
|
||||
// Convert a GL_FLOAT32 depth texture into a RGBA color texture
|
||||
const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||||
const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);
|
||||
|
||||
vec4 res = fract(vec4(sample_c().r) * bitSh);
|
||||
|
||||
SV_Target0 = (res - res.xxyz * bitMsk) * 256.0f/255.0f;
|
||||
uint d = uint(sample_c().r * exp2(32.0f));
|
||||
SV_Target0 = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / vec4(255.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -136,11 +104,8 @@ void ps_convert_float32_rgba8()
|
||||
void ps_convert_float16_rgb5a1()
|
||||
{
|
||||
// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
|
||||
const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||||
const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);
|
||||
uvec4 color = uvec4(vec4(sample_c().r) * bitSh) & bitMsk;
|
||||
|
||||
SV_Target0 = vec4(color) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
|
||||
uint d = uint(sample_c().r * exp2(32.0f));
|
||||
SV_Target0 = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -148,9 +113,8 @@ void ps_convert_float16_rgb5a1()
|
||||
void ps_convert_rgba8_float32()
|
||||
{
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * vec4(255.0);
|
||||
gl_FragDepth = dot(sample_c(), bitSh);
|
||||
uvec4 c = uvec4(sample_c() * vec4(255.0f) + vec4(0.5f));
|
||||
gl_FragDepth = float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -160,9 +124,8 @@ void ps_convert_rgba8_float24()
|
||||
// Same as above but without the alpha channel (24 bits Z)
|
||||
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec3 bitSh = vec3(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f)) * vec3(255.0);
|
||||
gl_FragDepth = dot(sample_c().rgb, bitSh);
|
||||
uvec3 c = uvec3(sample_c().rgb * vec3(255.0f) + vec3(0.5f));
|
||||
gl_FragDepth = float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -172,9 +135,8 @@ void ps_convert_rgba8_float16()
|
||||
// Same as above but without the A/B channels (16 bits Z)
|
||||
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec2 bitSh = vec2(exp2(-32.0f), exp2(-24.0f)) * vec2(255.0);
|
||||
gl_FragDepth = dot(sample_c().rg, bitSh);
|
||||
uvec2 c = uvec2(sample_c().rg * vec2(255.0f) + vec2(0.5f));
|
||||
gl_FragDepth = float(c.r | (c.g << 8)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -182,11 +144,8 @@ void ps_convert_rgba8_float16()
|
||||
void ps_convert_rgb5a1_float16()
|
||||
{
|
||||
// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));
|
||||
// Trunc color to drop useless lsb
|
||||
vec4 color = trunc(sample_c() * vec4(255.0f) / vec4(8.0f, 8.0f, 8.0f, 128.0f));
|
||||
gl_FragDepth = dot(vec4(color), bitSh);
|
||||
uvec4 c = uvec4(sample_c() * vec4(255.0f) + vec4(0.5f));
|
||||
gl_FragDepth = float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -43,8 +43,7 @@ layout(location = 0, index = 0) out vec4 SV_Target0;
|
||||
layout(location = 0, index = 1) out vec4 SV_Target1;
|
||||
|
||||
layout(binding = 1) uniform sampler2D PaletteSampler;
|
||||
layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the image below
|
||||
layout(binding = 4) uniform sampler2D RawTextureSampler;
|
||||
layout(binding = 2) uniform sampler2D RtSampler; // note 2 already use by the image below
|
||||
|
||||
#ifndef DISABLE_GL42_image
|
||||
#if PS_DATE > 0
|
||||
@@ -52,7 +51,7 @@ layout(binding = 4) uniform sampler2D RawTextureSampler;
|
||||
// require extra shader validation.
|
||||
|
||||
// FIXME how to declare memory access
|
||||
layout(r32i, binding = 2) uniform iimage2D img_prim_min;
|
||||
layout(r32i, binding = 3) uniform iimage2D img_prim_min;
|
||||
// WARNING:
|
||||
// You can't enable it if you discard the fragment. The depth is still
|
||||
// updated (shadow in Shin Megami Tensei Nocturne)
|
||||
@@ -92,6 +91,7 @@ vec4 sample_c(vec2 uv)
|
||||
// As of 2018 this issue is still present.
|
||||
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
|
||||
#endif
|
||||
uv *= STScale;
|
||||
|
||||
#if PS_AUTOMATIC_LOD == 1
|
||||
return texture(TextureSampler, uv);
|
||||
@@ -233,12 +233,20 @@ mat4 sample_4p(vec4 u)
|
||||
|
||||
int fetch_raw_depth()
|
||||
{
|
||||
return int(texelFetch(RawTextureSampler, ivec2(gl_FragCoord.xy), 0).r * exp2(32.0f));
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return int(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).r * exp2(32.0f));
|
||||
#else
|
||||
return int(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0).r * exp2(32.0f));
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 fetch_raw_color()
|
||||
{
|
||||
return texelFetch(RawTextureSampler, ivec2(gl_FragCoord.xy), 0);
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
|
||||
#else
|
||||
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy), 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 fetch_c(ivec2 uv)
|
||||
@@ -318,25 +326,16 @@ vec4 sample_depth(vec2 st)
|
||||
|
||||
|
||||
#elif PS_DEPTH_FMT == 1
|
||||
// Based on ps_main11 of convert
|
||||
|
||||
// Based on ps_convert_float32_rgba8 of convert
|
||||
// Convert a GL_FLOAT32 depth texture into a RGBA color texture
|
||||
const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||||
const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);
|
||||
|
||||
vec4 res = fract(vec4(fetch_c(uv).r) * bitSh);
|
||||
|
||||
t = (res - res.xxyz * bitMsk) * 256.0f;
|
||||
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
||||
t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
|
||||
|
||||
#elif PS_DEPTH_FMT == 2
|
||||
// Based on ps_main12 of convert
|
||||
|
||||
// Based on ps_convert_float16_rgb5a1 of convert
|
||||
// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
|
||||
const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||||
const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);
|
||||
uvec4 color = uvec4(vec4(fetch_c(uv).r) * bitSh) & bitMsk;
|
||||
|
||||
t = vec4(color) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
|
||||
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
||||
t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
|
||||
|
||||
#elif PS_DEPTH_FMT == 3
|
||||
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
|
||||
@@ -625,7 +624,7 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
{
|
||||
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
||||
// so we need to limit the color depth on dithered items
|
||||
#if SW_BLEND || PS_DITHER
|
||||
#if SW_BLEND || PS_DITHER || PS_FBMASK
|
||||
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
@@ -639,7 +638,7 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
|
||||
// GS: Color = 1, Alpha = 255 => output 1
|
||||
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
|
||||
#if PS_DFMT == FMT_16
|
||||
#if PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0)
|
||||
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
|
||||
C = vec3(ivec3(C) & ivec3(0xF8));
|
||||
#elif PS_COLCLIP == 1 && PS_HDR == 0
|
||||
@@ -707,7 +706,7 @@ void ps_blend(inout vec4 Color, float As)
|
||||
#endif
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
#if PS_ALPHA_CLAMP
|
||||
#if PS_BLEND_MIX
|
||||
C = min(C, float(1.0f));
|
||||
#endif
|
||||
|
||||
@@ -719,13 +718,12 @@ void ps_blend(inout vec4 Color, float As)
|
||||
|
||||
#else
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
#if PS_CLR1 == 1
|
||||
#if PS_CLR_HW == 1 || PS_CLR_HW == 5
|
||||
Color.rgb = vec3(255.0f);
|
||||
#elif PS_CLR1 > 1
|
||||
// PS_CLR1 2 Af, PS_CLR1 3 As
|
||||
// Cd*As or Cd*F
|
||||
#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
#if PS_CLR1 == 2
|
||||
#if PS_BLEND_C == 2
|
||||
float Alpha = Af;
|
||||
#else
|
||||
float Alpha = As;
|
||||
@@ -733,6 +731,11 @@ void ps_blend(inout vec4 Color, float As)
|
||||
|
||||
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
||||
Color.rgb *= vec3(255.0f);
|
||||
#elif PS_CLR_HW == 3
|
||||
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
|
||||
|
||||
Color.rgb *= (255.0f / 128.0f);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -841,7 +844,12 @@ void ps_main()
|
||||
#endif
|
||||
|
||||
// Must be done before alpha correction
|
||||
#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
|
||||
float alpha_blend = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
|
||||
#else
|
||||
float alpha_blend = C.a / 128.0f;
|
||||
#endif
|
||||
|
||||
// Correct the ALPHA value based on the output format
|
||||
#if (PS_DFMT == FMT_16)
|
||||
|
||||
@@ -68,6 +68,13 @@ void ps_copy()
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_depth_copy
|
||||
void ps_depth_copy()
|
||||
{
|
||||
gl_FragDepth = sample_c(v_tex).r;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_filter_transparency
|
||||
void ps_filter_transparency()
|
||||
{
|
||||
@@ -80,15 +87,12 @@ void ps_filter_transparency()
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba8_16bits
|
||||
// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
|
||||
void ps_convert_rgba8_16bits()
|
||||
{
|
||||
vec4 c = sample_c(v_tex);
|
||||
uvec4 i = uvec4(sample_c(v_tex) * vec4(255.5f, 255.5f, 255.5f, 255.5f));
|
||||
|
||||
c.a *= 256.0f / 127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
|
||||
|
||||
uvec4 i = uvec4(c * vec4(0x001f, 0x03e0, 0x7c00, 0x8000));
|
||||
|
||||
o_col0 = (i.x & 0x001fu) | (i.y & 0x03e0u) | (i.z & 0x7c00u) | (i.w & 0x8000u);
|
||||
o_col0 = ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -176,12 +180,8 @@ void ps_convert_float32_32bits()
|
||||
void ps_convert_float32_rgba8()
|
||||
{
|
||||
// Convert a vec32 depth texture into a RGBA color texture
|
||||
const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||||
const vec4 bitMsk = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
|
||||
vec4 res = fract(vec4(sample_c(v_tex).rrrr) * bitSh);
|
||||
|
||||
o_col0 = (res - res.xxyz * bitMsk) * 256.0f / 255.0f;
|
||||
uint d = uint(sample_c(v_tex).r * exp2(32.0f));
|
||||
o_col0 = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / vec4(255.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -189,11 +189,8 @@ void ps_convert_float32_rgba8()
|
||||
void ps_convert_float16_rgb5a1()
|
||||
{
|
||||
// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
|
||||
const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||||
const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);
|
||||
uvec4 color = uvec4(vec4(sample_c(v_tex).rrrr) * bitSh) & bitMsk;
|
||||
|
||||
o_col0 = vec4(color) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
|
||||
uint d = uint(sample_c(v_tex).r * exp2(32.0f));
|
||||
o_col0 = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -201,10 +198,8 @@ void ps_convert_float16_rgb5a1()
|
||||
void ps_convert_rgba8_float32()
|
||||
{
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * vec4(255.0);
|
||||
|
||||
gl_FragDepth = dot(sample_c(v_tex), bitSh);
|
||||
uvec4 c = uvec4(sample_c(v_tex) * vec4(255.0f) + vec4(0.5f));
|
||||
gl_FragDepth = float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -214,9 +209,8 @@ void ps_convert_rgba8_float24()
|
||||
// Same as above but without the alpha channel (24 bits Z)
|
||||
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
const vec3 bitSh = vec3(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f)) * vec3(255.0);
|
||||
|
||||
gl_FragDepth = dot(sample_c(v_tex).rgb, bitSh);
|
||||
uvec3 c = uvec3(sample_c(v_tex).rgb * vec3(255.0f) + vec3(0.5f));
|
||||
gl_FragDepth = float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -226,10 +220,8 @@ void ps_convert_rgba8_float16()
|
||||
// Same as above but without the A/B channels (16 bits Z)
|
||||
|
||||
// Convert a RRGBA texture into a float depth texture
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec2 bitSh = vec2(exp2(-32.0f), exp2(-24.0f)) * vec2(255.0);
|
||||
|
||||
gl_FragDepth = dot(sample_c(v_tex).rg, bitSh);
|
||||
uvec2 c = uvec2(sample_c(v_tex).rg * vec2(255.0f) + vec2(0.5f));
|
||||
gl_FragDepth = float(c.r | (c.g << 8)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -237,12 +229,8 @@ void ps_convert_rgba8_float16()
|
||||
void ps_convert_rgb5a1_float16()
|
||||
{
|
||||
// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
|
||||
// FIXME: I'm afraid of the accuracy
|
||||
const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));
|
||||
// Trunc color to drop useless lsb
|
||||
vec4 color = trunc(sample_c(v_tex) * vec4(255.0f) / vec4(8.0f, 8.0f, 8.0f, 128.0f));
|
||||
|
||||
gl_FragDepth = dot(vec4(color), bitSh);
|
||||
uvec4 c = uvec4(sample_c(v_tex) * vec4(255.0f) + vec4(0.5f));
|
||||
gl_FragDepth = float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -315,7 +315,7 @@ void main()
|
||||
#define PS_TCC 1
|
||||
#define PS_ATST 1
|
||||
#define PS_FOG 0
|
||||
#define PS_CLR1 0
|
||||
#define PS_CLR_HW 0
|
||||
#define PS_FBA 0
|
||||
#define PS_FBMASK 0
|
||||
#define PS_LTF 1
|
||||
@@ -363,7 +363,7 @@ layout(std140, set = 0, binding = 1) uniform cb1
|
||||
vec4 MinMax;
|
||||
ivec4 ChannelShuffle;
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 pad_cb1;
|
||||
vec2 STScale;
|
||||
mat4 DitherMatrix;
|
||||
};
|
||||
|
||||
@@ -387,14 +387,13 @@ layout(location = 0) out vec4 o_col0;
|
||||
|
||||
layout(set = 1, binding = 0) uniform sampler2D Texture;
|
||||
layout(set = 1, binding = 1) uniform sampler2D Palette;
|
||||
layout(set = 2, binding = 0) uniform texture2D RawTexture;
|
||||
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED
|
||||
layout(input_attachment_index = 0, set = 2, binding = 1) uniform subpassInput RtSampler;
|
||||
layout(input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput RtSampler;
|
||||
#endif
|
||||
|
||||
#if PS_DATE > 0
|
||||
layout(set = 2, binding = 2) uniform texture2D PrimMinTexture;
|
||||
layout(set = 2, binding = 1) uniform texture2D PrimMinTexture;
|
||||
#endif
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
@@ -411,6 +410,7 @@ vec4 sample_c(vec2 uv)
|
||||
// As of 2018 this issue is still present.
|
||||
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
|
||||
#endif
|
||||
uv *= STScale;
|
||||
|
||||
#if PS_AUTOMATIC_LOD == 1
|
||||
return texture(Texture, uv);
|
||||
@@ -548,13 +548,21 @@ mat4 sample_4p(vec4 u)
|
||||
|
||||
int fetch_raw_depth(ivec2 xy)
|
||||
{
|
||||
vec4 col = texelFetch(RawTexture, xy, 0);
|
||||
#if PS_TEX_IS_FB
|
||||
vec4 col = subpassLoad(RtSampler);
|
||||
#else
|
||||
vec4 col = texelFetch(Texture, xy, 0);
|
||||
#endif
|
||||
return int(col.r * exp2(32.0f));
|
||||
}
|
||||
|
||||
vec4 fetch_raw_color(ivec2 xy)
|
||||
{
|
||||
return texelFetch(RawTexture, xy, 0);
|
||||
#if PS_TEX_IS_FB
|
||||
return subpassLoad(RtSampler);
|
||||
#else
|
||||
return texelFetch(Texture, xy, 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 fetch_c(ivec2 uv)
|
||||
@@ -633,7 +641,7 @@ vec4 sample_depth(vec2 st, ivec2 pos)
|
||||
int depth = fetch_raw_depth(pos);
|
||||
|
||||
// Convert lsb based on the palette
|
||||
t = Palette.Load(ivec3(depth & 0xFF, 0, 0)) * 255.0f;
|
||||
t = texelFetch(Palette, ivec2(depth & 0xFF, 0), 0) * 255.0f;
|
||||
|
||||
// Msb is easier
|
||||
float green = float(((depth >> 8) & 0xFF) * 36.0f);
|
||||
@@ -642,26 +650,19 @@ vec4 sample_depth(vec2 st, ivec2 pos)
|
||||
}
|
||||
#elif (PS_DEPTH_FMT == 1)
|
||||
{
|
||||
// Based on ps_main11 of convert
|
||||
// Based on ps_convert_float32_rgba8 of convert
|
||||
|
||||
// Convert a vec32 depth texture into a RGBA color texture
|
||||
const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||||
const vec4 bitMsk = vec4(0.0, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f);
|
||||
|
||||
vec4 res = fract(vec4(fetch_c(uv).r) * bitSh);
|
||||
|
||||
t = (res - res.xxyz * bitMsk) * 256.0f;
|
||||
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
||||
t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
|
||||
}
|
||||
#elif (PS_DEPTH_FMT == 2)
|
||||
{
|
||||
// Based on ps_main12 of convert
|
||||
// Based on ps_convert_float16_rgb5a1 of convert
|
||||
|
||||
// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
|
||||
const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||||
const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);
|
||||
uvec4 color = uvec4(vec4(fetch_c(uv).r) * bitSh) & bitMsk;
|
||||
|
||||
t = vec4(color) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
|
||||
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
||||
t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
|
||||
}
|
||||
#elif (PS_DEPTH_FMT == 3)
|
||||
{
|
||||
@@ -958,7 +959,7 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
{
|
||||
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
||||
// so we need to limit the color depth on dithered items
|
||||
#if SW_BLEND || PS_DITHER
|
||||
#if SW_BLEND || PS_DITHER || PS_FBMASK
|
||||
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
@@ -972,7 +973,7 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
|
||||
// GS: Color = 1, Alpha = 255 => output 1
|
||||
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
|
||||
#if PS_DFMT == FMT_16
|
||||
#if PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0)
|
||||
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
|
||||
C = vec3(ivec3(C) & ivec3(0xF8));
|
||||
#elif PS_COLCLIP == 1 && PS_HDR == 0
|
||||
@@ -1045,7 +1046,7 @@ void ps_blend(inout vec4 Color, float As)
|
||||
#endif
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
#if PS_ALPHA_CLAMP
|
||||
#if PS_BLEND_MIX
|
||||
C = min(C, 1.0f);
|
||||
#endif
|
||||
|
||||
@@ -1056,14 +1057,13 @@ void ps_blend(inout vec4 Color, float As)
|
||||
#endif
|
||||
|
||||
#else
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
#if PS_CLR1 == 1
|
||||
#if PS_CLR_HW == 1 || PS_CLR_HW == 5
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
Color.rgb = vec3(255.0f);
|
||||
#elif PS_CLR1 > 1
|
||||
// PS_CLR1 2 Af, PS_CLR1 3 As
|
||||
// Cd*As or Cd*F
|
||||
#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
#if PS_CLR1 == 2
|
||||
#if PS_BLEND_C == 2
|
||||
float Alpha = Af;
|
||||
#else
|
||||
float Alpha = As;
|
||||
@@ -1071,6 +1071,11 @@ void ps_blend(inout vec4 Color, float As)
|
||||
|
||||
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
||||
Color.rgb *= vec3(255.0f);
|
||||
#elif PS_CLR_HW == 3
|
||||
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
|
||||
|
||||
Color.rgb *= (255.0f / 128.0f);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
@@ -1151,7 +1156,12 @@ void main()
|
||||
#endif
|
||||
|
||||
// Must be done before alpha correction
|
||||
#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
|
||||
float alpha_blend = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
|
||||
#else
|
||||
float alpha_blend = C.a / 128.0f;
|
||||
#endif
|
||||
|
||||
// Correct the ALPHA value based on the output format
|
||||
#if (PS_DFMT == FMT_16)
|
||||
|
||||
@@ -49,6 +49,7 @@ option(DISABLE_SETCAP "Do not set files capabilities")
|
||||
option(XDG_STD "Use XDG standard path instead of the standard PCSX2 path")
|
||||
option(CUBEB_API "Build Cubeb support on SPU2" ON)
|
||||
option(GTK2_API "Use GTK2 api (legacy)")
|
||||
option(QT_BUILD "Build Qt frontend instead of wx" OFF)
|
||||
|
||||
if(UNIX AND NOT APPLE)
|
||||
option(X11_API "Enable X11 support" ON)
|
||||
@@ -56,10 +57,12 @@ if(UNIX AND NOT APPLE)
|
||||
endif()
|
||||
|
||||
if(PACKAGE_MODE)
|
||||
file(RELATIVE_PATH relative_datadir ${CMAKE_INSTALL_FULL_BINDIR} ${CMAKE_INSTALL_FULL_DATADIR}/PCSX2)
|
||||
file(RELATIVE_PATH relative_docdir ${CMAKE_INSTALL_FULL_BINDIR} ${CMAKE_INSTALL_FULL_DOCDIR})
|
||||
# Compile all source codes with those defines
|
||||
list(APPEND PCSX2_DEFS
|
||||
PCSX2_APP_DATADIR="${CMAKE_INSTALL_FULL_DATADIR}/PCSX2"
|
||||
DOC_DIR_COMPILATION=${CMAKE_INSTALL_FULL_DOCDIR})
|
||||
PCSX2_APP_DATADIR="${relative_datadir}"
|
||||
PCSX2_APP_DOCDIR="${relative_docdir}")
|
||||
endif()
|
||||
|
||||
if(APPLE)
|
||||
@@ -320,6 +323,11 @@ if(CMAKE_BUILD_STRIP)
|
||||
add_link_options(-s)
|
||||
endif()
|
||||
|
||||
if(QT_BUILD)
|
||||
# We want the core PCSX2 library.
|
||||
set(PCSX2_CORE TRUE)
|
||||
endif()
|
||||
|
||||
# Enable special stuff for CI builds
|
||||
if("$ENV{CI}" STREQUAL "true")
|
||||
list(APPEND PCSX2_DEFS PCSX2_CI)
|
||||
|
||||
@@ -0,0 +1,181 @@
|
||||
|
||||
# Copyright (c) 2012, Intel Corporation
|
||||
# Copyright (c) 2019 Sony Interactive Entertainment Inc.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are met:
|
||||
#
|
||||
# * Redistributions of source code must retain the above copyright notice, this
|
||||
# list of conditions and the following disclaimer.
|
||||
# * Redistributions in binary form must reproduce the above copyright notice,
|
||||
# this list of conditions and the following disclaimer in the documentation
|
||||
# and/or other materials provided with the distribution.
|
||||
# * Neither the name of Intel Corporation nor the names of its contributors may
|
||||
# be used to endorse or promote products derived from this software without
|
||||
# specific prior written permission.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
# POSSIBILITY OF SUCH DAMAGE.
|
||||
#
|
||||
# Try to find Harfbuzz include and library directories.
|
||||
#
|
||||
# After successful discovery, this will set for inclusion where needed:
|
||||
# HarfBuzz_INCLUDE_DIRS - containg the HarfBuzz headers
|
||||
# HarfBuzz_LIBRARIES - containg the HarfBuzz library
|
||||
|
||||
#[=======================================================================[.rst:
|
||||
FindHarfBuzz
|
||||
--------------
|
||||
|
||||
Find HarfBuzz headers and libraries.
|
||||
|
||||
Imported Targets
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
``HarfBuzz::HarfBuzz``
|
||||
The HarfBuzz library, if found.
|
||||
|
||||
``HarfBuzz::ICU``
|
||||
The HarfBuzz ICU library, if found.
|
||||
|
||||
Result Variables
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
This will define the following variables in your project:
|
||||
|
||||
``HarfBuzz_FOUND``
|
||||
true if (the requested version of) HarfBuzz is available.
|
||||
``HarfBuzz_VERSION``
|
||||
the version of HarfBuzz.
|
||||
``HarfBuzz_LIBRARIES``
|
||||
the libraries to link against to use HarfBuzz.
|
||||
``HarfBuzz_INCLUDE_DIRS``
|
||||
where to find the HarfBuzz headers.
|
||||
``HarfBuzz_COMPILE_OPTIONS``
|
||||
this should be passed to target_compile_options(), if the
|
||||
target is not used for linking
|
||||
|
||||
#]=======================================================================]
|
||||
|
||||
find_package(PkgConfig QUIET)
|
||||
pkg_check_modules(PC_HARFBUZZ QUIET harfbuzz)
|
||||
set(HarfBuzz_COMPILE_OPTIONS ${PC_HARFBUZZ_CFLAGS_OTHER})
|
||||
set(HarfBuzz_VERSION ${PC_HARFBUZZ_CFLAGS_VERSION})
|
||||
|
||||
find_path(HarfBuzz_INCLUDE_DIR
|
||||
NAMES hb.h
|
||||
HINTS ${PC_HARFBUZZ_INCLUDEDIR} ${PC_HARFBUZZ_INCLUDE_DIRS}
|
||||
PATH_SUFFIXES harfbuzz
|
||||
)
|
||||
|
||||
find_library(HarfBuzz_LIBRARY
|
||||
NAMES ${HarfBuzz_NAMES} harfbuzz
|
||||
HINTS ${PC_HARFBUZZ_LIBDIR} ${PC_HARFBUZZ_LIBRARY_DIRS}
|
||||
)
|
||||
|
||||
if (HarfBuzz_INCLUDE_DIR AND NOT HarfBuzz_VERSION)
|
||||
if (EXISTS "${HarfBuzz_INCLUDE_DIR}/hb-version.h")
|
||||
file(READ "${HarfBuzz_INCLUDE_DIR}/hb-version.h" _harfbuzz_version_content)
|
||||
|
||||
string(REGEX MATCH "#define +HB_VERSION_STRING +\"([0-9]+\\.[0-9]+\\.[0-9]+)\"" _dummy "${_harfbuzz_version_content}")
|
||||
set(HarfBuzz_VERSION "${CMAKE_MATCH_1}")
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
if ("${HarfBuzz_FIND_VERSION}" VERSION_GREATER "${HarfBuzz_VERSION}")
|
||||
message(FATAL_ERROR "Required version (" ${HarfBuzz_FIND_VERSION} ") is higher than found version (" ${HarfBuzz_VERSION} ")")
|
||||
endif ()
|
||||
|
||||
# Find components
|
||||
if (HarfBuzz_INCLUDE_DIR AND HarfBuzz_LIBRARY)
|
||||
set(_HarfBuzz_REQUIRED_LIBS_FOUND ON)
|
||||
set(HarfBuzz_LIBS_FOUND "HarfBuzz (required): ${HarfBuzz_LIBRARY}")
|
||||
else ()
|
||||
set(_HarfBuzz_REQUIRED_LIBS_FOUND OFF)
|
||||
set(HarfBuzz_LIBS_NOT_FOUND "HarfBuzz (required)")
|
||||
endif ()
|
||||
|
||||
if ("ICU" IN_LIST HarfBuzz_FIND_COMPONENTS)
|
||||
pkg_check_modules(PC_HARFBUZZ_ICU QUIET harfbuzz-icu)
|
||||
set(HarfBuzz_ICU_COMPILE_OPTIONS ${PC_HARFBUZZ_ICU_CFLAGS_OTHER})
|
||||
|
||||
find_library(HarfBuzz_ICU_LIBRARY
|
||||
NAMES ${HarfBuzz_ICU_NAMES} harfbuzz-icu
|
||||
HINTS ${PC_HARFBUZZ_ICU_LIBDIR} ${PC_HARFBUZZ_ICU_LIBRARY_DIRS}
|
||||
)
|
||||
|
||||
if (HarfBuzz_ICU_LIBRARY)
|
||||
if (HarfBuzz_FIND_REQUIRED_ICU)
|
||||
list(APPEND HarfBuzz_LIBS_FOUND "ICU (required): ${HarfBuzz_ICU_LIBRARY}")
|
||||
else ()
|
||||
list(APPEND HarfBuzz_LIBS_FOUND "ICU (optional): ${HarfBuzz_ICU_LIBRARY}")
|
||||
endif ()
|
||||
else ()
|
||||
if (HarfBuzz_FIND_REQUIRED_ICU)
|
||||
set(_HarfBuzz_REQUIRED_LIBS_FOUND OFF)
|
||||
list(APPEND HarfBuzz_LIBS_NOT_FOUND "ICU (required)")
|
||||
else ()
|
||||
list(APPEND HarfBuzz_LIBS_NOT_FOUND "ICU (optional)")
|
||||
endif ()
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
if (NOT HarfBuzz_FIND_QUIETLY)
|
||||
if (HarfBuzz_LIBS_FOUND)
|
||||
message(STATUS "Found the following HarfBuzz libraries:")
|
||||
foreach (found ${HarfBuzz_LIBS_FOUND})
|
||||
message(STATUS " ${found}")
|
||||
endforeach ()
|
||||
endif ()
|
||||
if (HarfBuzz_LIBS_NOT_FOUND)
|
||||
message(STATUS "The following HarfBuzz libraries were not found:")
|
||||
foreach (found ${HarfBuzz_LIBS_NOT_FOUND})
|
||||
message(STATUS " ${found}")
|
||||
endforeach ()
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
include(FindPackageHandleStandardArgs)
|
||||
find_package_handle_standard_args(HarfBuzz
|
||||
FOUND_VAR HarfBuzz_FOUND
|
||||
REQUIRED_VARS HarfBuzz_INCLUDE_DIR HarfBuzz_LIBRARY _HarfBuzz_REQUIRED_LIBS_FOUND
|
||||
VERSION_VAR HarfBuzz_VERSION
|
||||
)
|
||||
|
||||
if (HarfBuzz_LIBRARY AND NOT TARGET HarfBuzz::HarfBuzz)
|
||||
add_library(HarfBuzz::HarfBuzz UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(HarfBuzz::HarfBuzz PROPERTIES
|
||||
IMPORTED_LOCATION "${HarfBuzz_LIBRARY}"
|
||||
INTERFACE_COMPILE_OPTIONS "${HarfBuzz_COMPILE_OPTIONS}"
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${HarfBuzz_INCLUDE_DIR}"
|
||||
)
|
||||
endif ()
|
||||
|
||||
if (HarfBuzz_ICU_LIBRARY AND NOT TARGET HarfBuzz::ICU)
|
||||
add_library(HarfBuzz::ICU UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(HarfBuzz::ICU PROPERTIES
|
||||
IMPORTED_LOCATION "${HarfBuzz_ICU_LIBRARY}"
|
||||
INTERFACE_COMPILE_OPTIONS "${HarfBuzz_ICU_COMPILE_OPTIONS}"
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${HarfBuzz_INCLUDE_DIR}"
|
||||
)
|
||||
endif ()
|
||||
|
||||
mark_as_advanced(
|
||||
HarfBuzz_INCLUDE_DIR
|
||||
HarfBuzz_LIBRARY
|
||||
HarfBuzz_ICU_LIBRARY
|
||||
)
|
||||
|
||||
if (HarfBuzz_FOUND)
|
||||
set(HarfBuzz_LIBRARIES ${HarfBuzz_LIBRARY} ${HarfBuzz_ICU_LIBRARY})
|
||||
set(HarfBuzz_INCLUDE_DIRS ${HarfBuzz_INCLUDE_DIR})
|
||||
endif ()
|
||||
@@ -23,8 +23,6 @@ else()
|
||||
make_imported_target_if_missing(ALSA::ALSA ALSA)
|
||||
endif()
|
||||
find_package(PCAP REQUIRED)
|
||||
find_package(LibXml2 REQUIRED)
|
||||
make_imported_target_if_missing(LibXml2::LibXml2 LibXml2)
|
||||
find_package(Gettext) # translation tool
|
||||
find_package(LibLZMA REQUIRED)
|
||||
make_imported_target_if_missing(LibLZMA::LibLZMA LIBLZMA)
|
||||
@@ -144,7 +142,9 @@ else()
|
||||
check_lib(SOUNDTOUCH SoundTouch SoundTouch.h PATH_SUFFIXES soundtouch)
|
||||
check_lib(SAMPLERATE samplerate samplerate.h)
|
||||
|
||||
check_lib(SDL2 SDL2 SDL.h PATH_SUFFIXES SDL2)
|
||||
if(NOT QT_BUILD)
|
||||
check_lib(SDL2 SDL2 SDL.h PATH_SUFFIXES SDL2)
|
||||
endif()
|
||||
|
||||
if(UNIX AND NOT APPLE)
|
||||
find_package(X11 REQUIRED)
|
||||
@@ -161,6 +161,8 @@ else()
|
||||
check_lib(GTK3 gtk+-3.0 gtk/gtk.h)
|
||||
alias_library(GTK::gtk PkgConfig::GTK3)
|
||||
endif()
|
||||
## Use pcsx2 package to find module
|
||||
find_package(HarfBuzz)
|
||||
endif()
|
||||
endif()
|
||||
if(WAYLAND_API)
|
||||
@@ -232,7 +234,21 @@ if(NOT USE_SYSTEM_YAML)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(QT_BUILD)
|
||||
# Default to bundled Qt6 for Windows.
|
||||
if(WIN32 AND NOT DEFINED Qt6_DIR)
|
||||
set(Qt6_DIR ${CMAKE_SOURCE_DIR}/3rdparty/qt/6.2.2/msvc2019_64/lib/cmake/Qt6)
|
||||
endif()
|
||||
|
||||
# Find the Qt components that we need.
|
||||
find_package(Qt6 COMPONENTS CoreTools Core GuiTools Gui WidgetsTools Widgets Network LinguistTools REQUIRED)
|
||||
|
||||
# We use the bundled (latest) SDL version for Qt.
|
||||
add_subdirectory(3rdparty/sdl2 EXCLUDE_FROM_ALL)
|
||||
endif()
|
||||
|
||||
add_subdirectory(3rdparty/libchdr/libchdr EXCLUDE_FROM_ALL)
|
||||
target_compile_options(chdr-static PRIVATE "-w")
|
||||
|
||||
if(USE_NATIVE_TOOLS)
|
||||
add_subdirectory(tools/bin2cpp EXCLUDE_FROM_ALL)
|
||||
@@ -254,5 +270,7 @@ endif()
|
||||
|
||||
if(CUBEB_API)
|
||||
add_subdirectory(3rdparty/cubeb EXCLUDE_FROM_ALL)
|
||||
target_compile_options(cubeb PRIVATE "-w")
|
||||
target_compile_options(speex PRIVATE "-w")
|
||||
endif()
|
||||
|
||||
|
||||
+39
-42
@@ -32,40 +32,31 @@
|
||||
# OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
MACRO(GETTEXT_CREATE_TRANSLATIONS_PCSX2 _potFile _firstPoFileArg)
|
||||
# make it a real variable, so we can modify it here
|
||||
SET(_firstPoFile "${_firstPoFileArg}")
|
||||
|
||||
SET(_gmoFiles)
|
||||
FUNCTION(GETTEXT_CREATE_TRANSLATIONS_PCSX2 _potFile)
|
||||
SET(_moFiles)
|
||||
GET_FILENAME_COMPONENT(_potBasename ${_potFile} NAME_WE)
|
||||
GET_FILENAME_COMPONENT(_absPotFile ${_potFile} ABSOLUTE)
|
||||
|
||||
SET(_addToAll)
|
||||
IF(${_firstPoFile} STREQUAL "ALL")
|
||||
SET(_addToAll "ALL")
|
||||
SET(_firstPoFile)
|
||||
ENDIF(${_firstPoFile} STREQUAL "ALL")
|
||||
|
||||
FOREACH (_currentPoFile ${_firstPoFile} ${ARGN})
|
||||
FOREACH (_currentPoFile ${ARGN})
|
||||
GET_FILENAME_COMPONENT(_absFile ${_currentPoFile} ABSOLUTE)
|
||||
GET_FILENAME_COMPONENT(_abs_PATH ${_absFile} PATH)
|
||||
GET_FILENAME_COMPONENT(_gmoBase ${_absFile} NAME_WE)
|
||||
GET_FILENAME_COMPONENT(_abs_PATH ${_absFile} DIRECTORY)
|
||||
GET_FILENAME_COMPONENT(_lang ${_abs_PATH} NAME_WE)
|
||||
SET(_gmoFile ${CMAKE_BINARY_DIR}/${_lang}__${_gmoBase}.gmo)
|
||||
SET(_moFile ${CMAKE_CURRENT_BINARY_DIR}/${_lang}/${_potBasename}.mo)
|
||||
IF (APPLE)
|
||||
# CMake doesn't support generator expressions as the OUTPUT of a custom command
|
||||
# Instead, use ${_gmoFile} to detect changes, and output to the bundle as a side effect
|
||||
# In addition, we have have to preprocess the po files to remove mnemonics:
|
||||
# On MacOS, we have have to preprocess the po files to remove mnemonics:
|
||||
# On Windows, menu items have "mnemonics", the items with a letter underlined that you can use with alt to select menu items. MacOS doesn't do this.
|
||||
# Some languages don't use easily-typable characters, so it's common to add a dedicated character for the mnemonic (e.g. in Japanese on Windows, the File menu would be "ファイル(&F)").
|
||||
# On MacOS, these extra letters in parentheses are useless and should be avoided.
|
||||
SET(_mnemonicless "${CMAKE_BINARY_DIR}/${_lang}__${_gmoBase}.nomnemonic.po")
|
||||
SET(_extraCommands
|
||||
SET(_mnemonicless "${CMAKE_CURRENT_BINARY_DIR}/${_lang}/${_potBasename}.nomnemonic.po")
|
||||
SET(_compileCommand
|
||||
COMMAND sed -e "\"s/[(]&[A-Za-z][)]//g\"" "${_absFile}" > "${_mnemonicless}"
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:PCSX2>/../Resources/${_lang}/"
|
||||
COMMAND ${GETTEXT_MSGFMT_EXECUTABLE} -o "$<TARGET_FILE_DIR:PCSX2>/../Resources/${_lang}/${_potBasename}.mo" ${_mnemonicless})
|
||||
COMMAND ${GETTEXT_MSGFMT_EXECUTABLE} -o ${_moFile} ${_mnemonicless}
|
||||
BYPRODUCTS ${_mnemonicless}
|
||||
)
|
||||
ELSE (APPLE)
|
||||
SET(_extraCommands)
|
||||
SET(_compileCommand
|
||||
COMMAND ${GETTEXT_MSGFMT_EXECUTABLE} -o ${_moFile} ${_absFile}
|
||||
)
|
||||
ENDIF (APPLE)
|
||||
|
||||
IF (_currentPoFile MATCHES "\\.git")
|
||||
@@ -73,30 +64,36 @@ MACRO(GETTEXT_CREATE_TRANSLATIONS_PCSX2 _potFile _firstPoFileArg)
|
||||
ENDIF (_currentPoFile MATCHES "\\.git")
|
||||
|
||||
IF (CMAKE_BUILD_PO)
|
||||
ADD_CUSTOM_COMMAND( OUTPUT ${_gmoFile}
|
||||
ADD_CUSTOM_COMMAND(OUTPUT ${_moFile}
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_CURRENT_BINARY_DIR}/${_lang}
|
||||
COMMAND ${GETTEXT_MSGMERGE_EXECUTABLE} --quiet --update --backup=none -s ${_absFile} ${_absPotFile}
|
||||
COMMAND ${GETTEXT_MSGFMT_EXECUTABLE} -o ${_gmoFile} ${_absFile}
|
||||
${_extraCommands}
|
||||
DEPENDS ${_absPotFile} ${_absFile} )
|
||||
${_compileCommand}
|
||||
DEPENDS ${_absPotFile} ${_absFile}
|
||||
)
|
||||
ELSE (CMAKE_BUILD_PO)
|
||||
ADD_CUSTOM_COMMAND( OUTPUT ${_gmoFile}
|
||||
COMMAND ${GETTEXT_MSGFMT_EXECUTABLE} -o ${_gmoFile} ${_absFile}
|
||||
${_extraCommands}
|
||||
DEPENDS ${_absPotFile} ${_absFile} )
|
||||
ADD_CUSTOM_COMMAND(OUTPUT ${_moFile}
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_CURRENT_BINARY_DIR}/${_lang}
|
||||
${_compileCommand}
|
||||
DEPENDS ${_absFile}
|
||||
)
|
||||
ENDIF (CMAKE_BUILD_PO)
|
||||
|
||||
IF (PACKAGE_MODE)
|
||||
INSTALL(FILES ${_gmoFile} DESTINATION ${CMAKE_INSTALL_LOCALEDIR}/${_lang}/LC_MESSAGES RENAME ${_potBasename}.mo)
|
||||
ELSE (PACKAGE_MODE)
|
||||
INSTALL(FILES ${_gmoFile} DESTINATION ${CMAKE_SOURCE_DIR}/bin/Langs/${_lang} RENAME ${_potBasename}.mo)
|
||||
ENDIF (PACKAGE_MODE)
|
||||
IF(APPLE)
|
||||
target_sources(PCSX2 PRIVATE ${_moFile})
|
||||
set_source_files_properties(${_moFile} PROPERTIES MACOSX_PACKAGE_LOCATION Resources/locale/${_lang})
|
||||
source_group(Resources/locale/${__lang} FILES ${_moFile})
|
||||
ELSEIF(PACKAGE_MODE)
|
||||
INSTALL(FILES ${_moFile} DESTINATION ${CMAKE_INSTALL_DATADIR}/PCSX2/resources/locale/${_lang})
|
||||
ELSE()
|
||||
INSTALL(FILES ${_moFile} DESTINATION ${CMAKE_SOURCE_DIR}/bin/resources/locale/${_lang})
|
||||
ENDIF()
|
||||
|
||||
SET(_gmoFiles ${_gmoFiles} ${_gmoFile})
|
||||
LIST(APPEND _moFiles ${_moFile})
|
||||
|
||||
ENDFOREACH (_currentPoFile )
|
||||
ENDFOREACH (_currentPoFile)
|
||||
|
||||
IF(NOT LINUX_PACKAGE)
|
||||
ADD_CUSTOM_TARGET(translations_${_potBasename} ${_addToAll} DEPENDS ${_gmoFiles})
|
||||
ENDIF(NOT LINUX_PACKAGE)
|
||||
IF(NOT LINUX_PACKAGE AND NOT APPLE)
|
||||
ADD_CUSTOM_TARGET(translations_${_potBasename} ALL DEPENDS ${_moFiles})
|
||||
ENDIF(NOT LINUX_PACKAGE AND NOT APPLE)
|
||||
|
||||
ENDMACRO(GETTEXT_CREATE_TRANSLATIONS_PCSX2 )
|
||||
ENDFUNCTION(GETTEXT_CREATE_TRANSLATIONS_PCSX2)
|
||||
|
||||
@@ -565,6 +565,15 @@ bool FileSystem::WriteFileToString(const char* filename, const std::string_view&
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FileSystem::EnsureDirectoryExists(const char* path, bool recursive)
|
||||
{
|
||||
if (FileSystem::DirectoryExists(path))
|
||||
return true;
|
||||
|
||||
// if it fails to create, we're not going to be able to use it anyway
|
||||
return FileSystem::CreateDirectoryPath(path, recursive);
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
static u32 TranslateWin32Attributes(u32 Win32Attributes)
|
||||
|
||||
@@ -150,6 +150,10 @@ namespace FileSystem
|
||||
/// if they do not exist.
|
||||
bool CreateDirectoryPath(const char* path, bool recursive);
|
||||
|
||||
/// Creates a directory if it doesn't already exist.
|
||||
/// Returns false if it does not exist and creation failed.
|
||||
bool EnsureDirectoryExists(const char* path, bool recursive);
|
||||
|
||||
/// Returns the path to the current executable.
|
||||
std::string GetProgramPath();
|
||||
|
||||
|
||||
@@ -149,10 +149,10 @@ namespace GL
|
||||
const char* gl_renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
|
||||
const char* gl_version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
|
||||
const char* gl_shading_language_version = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
Console.WriteLn(Color_Magenta, "GL_VENDOR: %s", gl_vendor);
|
||||
Console.WriteLn(Color_Magenta, "GL_RENDERER: %s", gl_renderer);
|
||||
Console.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version);
|
||||
Console.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version);
|
||||
DevCon.WriteLn(Color_Magenta, "GL_VENDOR: %s", gl_vendor);
|
||||
DevCon.WriteLn(Color_Magenta, "GL_RENDERER: %s", gl_renderer);
|
||||
DevCon.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version);
|
||||
DevCon.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version);
|
||||
|
||||
DisableBrokenExtensions(gl_vendor, gl_renderer);
|
||||
|
||||
|
||||
+3
-3
@@ -192,20 +192,20 @@ namespace StringUtil
|
||||
std::vector<std::string> splitOnNewLine(const std::string& str);
|
||||
|
||||
/// Converts a wxString to a UTF-8 std::string.
|
||||
static std::string wxStringToUTF8String(const wxString& str)
|
||||
static inline std::string wxStringToUTF8String(const wxString& str)
|
||||
{
|
||||
const wxScopedCharBuffer buf(str.ToUTF8());
|
||||
return std::string(buf.data(), buf.length());
|
||||
}
|
||||
|
||||
/// Converts a UTF-8 std::string to a wxString.
|
||||
static wxString UTF8StringToWxString(const std::string_view& str)
|
||||
static inline wxString UTF8StringToWxString(const std::string_view& str)
|
||||
{
|
||||
return wxString::FromUTF8(str.data(), str.length());
|
||||
}
|
||||
|
||||
/// Converts a UTF-8 std::string to a wxString.
|
||||
static wxString UTF8StringToWxString(const std::string& str)
|
||||
static inline wxString UTF8StringToWxString(const std::string& str)
|
||||
{
|
||||
return wxString::FromUTF8(str.data(), str.length());
|
||||
}
|
||||
|
||||
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Reference in New Issue
Block a user