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2459145dbf |
@@ -20,11 +20,14 @@ body:
|
||||
|
||||
### Please Avoid Issues Pertaining to the Following:
|
||||
- We are **not** accepting bug reports for **PSX mode** at this time
|
||||
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use a [proper PSX emulator](https://emulation.gametechwiki.com/index.php/PlayStation_emulators)
|
||||
- If you are interested in helping contribute to PSX mode please do so on the forums. Otherwise our recommendation is that you use [Duckstation](https://github.com/stenzek/duckstation/releases/tag/latest)
|
||||
- We do **not** accept issues relating to **upscaling** at this time
|
||||
- We are aware of the various problems with upscaling. The issue spans many games and having hundreds of issues for the same fundamental issues isn't particularly helpful. There are several workarounds for graphical problems that come as a result of upscaling
|
||||
- Please try your game at native resolution before creating an issue
|
||||
- If your bug is the result of upscaling please use the forums or discord for assistance with various upscaling workarounds. Additionally, the unofficial PCSX2 [Wiki](https://wiki.pcsx2.net/Main_Page) often lists various fixes for upscaling issues
|
||||
- We do **not** accept issues relating to Widescreen/no-interlace patches at this time
|
||||
- Any issues pertaining to Widescreen/no-interlace patches please forward them to the [patches repository](https://github.com/PCSX2/pcsx2_patches).
|
||||
|
||||
- type: textarea
|
||||
id: desc
|
||||
attributes:
|
||||
|
||||
+18
-6
@@ -32,6 +32,8 @@
|
||||
- '**/GameIndex.*'
|
||||
'Installer | Package':
|
||||
- 'build.sh'
|
||||
'Translations':
|
||||
- 'pcsx2-qt/Translations/*'
|
||||
|
||||
# Tools / Features
|
||||
'Debugger':
|
||||
@@ -45,6 +47,9 @@
|
||||
'TAS Functionality':
|
||||
- 'pcsx2/Recording/*'
|
||||
- 'pcsx2/Recording/**/*'
|
||||
'RetroAchievements':
|
||||
- 'pcsx2/Frontend/Achievements.*'
|
||||
- 'pcsx2/Achievements.*'
|
||||
|
||||
# Emulation Components
|
||||
'Counters':
|
||||
@@ -64,21 +69,31 @@
|
||||
'GS':
|
||||
- 'pcsx2/GS/*'
|
||||
- 'pcsx2/GS/**/*'
|
||||
- 'bin/resources/shaders/*'
|
||||
- 'bin/resources/shaders/**/*'
|
||||
'GS: Direct3D 11':
|
||||
- 'pcsx2/GS/Renderers/DX11/*'
|
||||
- 'pcsx2/GS/Renderers/DX11/**/*'
|
||||
- 'bin/resources/shaders/dx11/*'
|
||||
- 'bin/resources/shaders/dx11/**/*'
|
||||
'GS: Direct3D 12':
|
||||
- 'pcsx2/GS/Renderers/DX12/*'
|
||||
- 'pcsx2/GS/Renderers/DX12/**/*'
|
||||
- 'bin/resources/shaders/dx11/*'
|
||||
- 'bin/resources/shaders/dx11/**/*'
|
||||
'GS: Hardware':
|
||||
- 'pcsx2/GS/Renderers/HW/*'
|
||||
- 'pcsx2/GS/Renderers/HW/**/*'
|
||||
'GS: OpenGL':
|
||||
- 'pcsx2/GS/Renderers/OpenGL/*'
|
||||
- 'pcsx2/GS/Renderers/OpenGL/**/*'
|
||||
- 'bin/resources/shaders/opengl/*'
|
||||
- 'bin/resources/shaders/opengl/**/*'
|
||||
'GS: Vulkan':
|
||||
- 'pcsx2/GS/Renderers/Vulkan/*'
|
||||
- 'pcsx2/GS/Renderers/Vulkan/**/*'
|
||||
- 'bin/resources/shaders/vulkan/*'
|
||||
- 'bin/resources/shaders/vulkan/**/*'
|
||||
'GS: Metal':
|
||||
- 'pcsx2/GS/Renderers/Metal/*'
|
||||
- 'pcsx2/GS/Renderers/Metal/**/*'
|
||||
@@ -102,12 +117,9 @@
|
||||
'Memory Card':
|
||||
- 'pcsx2/gui/MemoryCard*'
|
||||
- 'pcsx2/gui/**/MemoryCard*'
|
||||
'PAD: Linux/Mac':
|
||||
- 'pcsx2/PAD/Linux/*'
|
||||
- 'pcsx2/PAD/Linux/**/*'
|
||||
'PAD: Windows':
|
||||
- 'pcsx2/PAD/Windows/*'
|
||||
- 'pcsx2/PAD/Windows/**/*'
|
||||
'PAD':
|
||||
- 'pcsx2/PAD/*'
|
||||
- 'pcsx2/PAD/**/*'
|
||||
'SPU2':
|
||||
- 'pcsx2/SPU2/*'
|
||||
- 'pcsx2/SPU2/**/*'
|
||||
|
||||
@@ -9,25 +9,12 @@ on:
|
||||
- master
|
||||
|
||||
jobs:
|
||||
build_linux_qt_sse4:
|
||||
build_linux_qt:
|
||||
name: "AppImage"
|
||||
uses: ./.github/workflows/linux_build_qt.yml
|
||||
with:
|
||||
jobName: "Qt SSE4"
|
||||
jobName: "Qt"
|
||||
compiler: clang
|
||||
cmakeflags: ""
|
||||
simd: "SSE4"
|
||||
buildAppImage: true
|
||||
secrets: inherit
|
||||
|
||||
build_linux_qt_avx2:
|
||||
name: "AppImage"
|
||||
uses: ./.github/workflows/linux_build_qt.yml
|
||||
with:
|
||||
jobName: "Qt AVX2"
|
||||
detail: ""
|
||||
compiler: clang
|
||||
cmakeflags: "-DARCH_FLAG=-march=haswell"
|
||||
simd: "AVX2"
|
||||
buildAppImage: true
|
||||
secrets: inherit
|
||||
|
||||
@@ -28,10 +28,6 @@ on:
|
||||
required: false
|
||||
type: string
|
||||
default: ""
|
||||
simd:
|
||||
required: false
|
||||
type: string
|
||||
default: ""
|
||||
cheats_url:
|
||||
required: false
|
||||
type: string
|
||||
@@ -63,7 +59,6 @@ jobs:
|
||||
OS: linux
|
||||
GUI_FRAMEWORK: QT
|
||||
ARCH: ${{ inputs.platform }}
|
||||
SIMD: ${{ inputs.simd }}
|
||||
EVENT_NAME: ${{ github.event_name }}
|
||||
PR_TITLE: ${{ github.event.pull_request.title }}
|
||||
PR_NUM: ${{ github.event.pull_request.number }}
|
||||
@@ -79,8 +74,8 @@ jobs:
|
||||
uses: actions/cache@v3
|
||||
with:
|
||||
path: .ccache
|
||||
key: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }} ${{ inputs.simd }} ${{ inputs.detail }} ccache ${{ steps.ccache_cache_timestamp.outputs.timestamp }}
|
||||
restore-keys: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }} ${{ inputs.simd }} ${{ inputs.detail }} ccache
|
||||
key: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }} ${{ inputs.detail }} ccache ${{ steps.ccache_cache_timestamp.outputs.timestamp }}
|
||||
restore-keys: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }} ${{ inputs.detail }} ccache
|
||||
|
||||
- name: Install Packages
|
||||
env:
|
||||
|
||||
@@ -49,7 +49,6 @@ jobs:
|
||||
OS: macos
|
||||
GUI_FRAMEWORK: ${{ inputs.gui }}
|
||||
ARCH: ${{ inputs.platform }}
|
||||
SIMD: ''
|
||||
EVENT_NAME: ${{ github.event_name }}
|
||||
PR_TITLE: ${{ github.event.pull_request.title }}
|
||||
PR_NUM: ${{ github.event.pull_request.number }}
|
||||
@@ -131,6 +130,7 @@ jobs:
|
||||
done
|
||||
|
||||
- name: Run Tests
|
||||
if: inputs.gui == 'Qt'
|
||||
working-directory: build
|
||||
run: make -j$(getconf _NPROCESSORS_ONLN) unittests
|
||||
|
||||
@@ -144,12 +144,12 @@ jobs:
|
||||
APPNAME="PCSX2-$TAG"
|
||||
fi
|
||||
mv build/pcsx2*/PCSX2.app "$APPNAME.app"
|
||||
tar cvzf "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.gz" "$APPNAME.app"
|
||||
tar --options xz:compression-level=9 -cvJf "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.xz" "$APPNAME.app"
|
||||
mkdir ci-artifacts
|
||||
cp "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.gz" ci-artifacts/macOS-${{ inputs.gui }}.tar.gz
|
||||
cp "${{ steps.artifact-metadata.outputs.artifact-name }}.tar.xz" ci-artifacts/macOS-${{ inputs.gui }}.tar.xz
|
||||
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ steps.artifact-metadata.outputs.artifact-name }}
|
||||
path: "*.tar.gz"
|
||||
path: "*.tar.xz"
|
||||
|
||||
@@ -8,49 +8,27 @@ on:
|
||||
jobs:
|
||||
# Build Everything
|
||||
# Linux
|
||||
build_linux_qt_sse4:
|
||||
build_linux_qt:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
name: "Linux - AppImage SSE4"
|
||||
name: "Linux"
|
||||
uses: ./.github/workflows/linux_build_qt.yml
|
||||
with:
|
||||
jobName: "Qt"
|
||||
compiler: clang
|
||||
cmakeflags: ""
|
||||
simd: "SSE4"
|
||||
buildAppImage: true
|
||||
secrets: inherit
|
||||
|
||||
build_linux_qt_avx2:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
name: "Linux - AppImage AVX2"
|
||||
uses: ./.github/workflows/linux_build_qt.yml
|
||||
with:
|
||||
jobName: "Qt"
|
||||
detail: ""
|
||||
compiler: clang
|
||||
cmakeflags: "-DARCH_FLAG=-march=haswell"
|
||||
simd: "AVX2"
|
||||
buildAppImage: true
|
||||
secrets: inherit
|
||||
|
||||
# Windows
|
||||
build_qt_sse4:
|
||||
build_windows_qt:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
name: "Windows - SSE4"
|
||||
name: "Windows"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt
|
||||
configuration: Release
|
||||
simd: "SSE4"
|
||||
secrets: inherit
|
||||
|
||||
build_qt_avx2:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
name: "Windows - AVX2"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt
|
||||
configuration: Release AVX2
|
||||
configuration: CMake
|
||||
buildSystem: cmake
|
||||
cmakeFlags: -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl
|
||||
secrets: inherit
|
||||
|
||||
# MacOS
|
||||
@@ -67,10 +45,8 @@ jobs:
|
||||
upload_artifacts:
|
||||
if: github.repository == 'PCSX2/pcsx2'
|
||||
needs:
|
||||
- build_linux_qt_sse4
|
||||
- build_linux_qt_avx2
|
||||
- build_qt_sse4
|
||||
- build_qt_avx2
|
||||
- build_linux_qt
|
||||
- build_windows_qt
|
||||
- build_macos_qt
|
||||
name: "Upload Artifacts"
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
@@ -21,7 +21,7 @@ NAME=""
|
||||
|
||||
if [ "${OS}" == "macos" ]; then
|
||||
NAME="PCSX2-${OS}-${GUI_FRAMEWORK}"
|
||||
elif [[ ("${OS}" == "windows" && "$BUILD_SYSTEM" != "cmake") || ("$OS" == "linux" && "$GUI_FRAMEWORK" == "QT") ]]; then
|
||||
elif [[ ("${OS}" == "windows" && "$BUILD_SYSTEM" != "cmake") ]]; then
|
||||
NAME="PCSX2-${OS}-${GUI_FRAMEWORK}-${ARCH}-${SIMD}"
|
||||
else
|
||||
NAME="PCSX2-${OS}-${GUI_FRAMEWORK}-${ARCH}"
|
||||
|
||||
@@ -25,6 +25,9 @@
|
||||
#
|
||||
# For more information, please refer to <http://unlicense.org/>
|
||||
|
||||
SCRIPTDIR=$(dirname "${BASH_SOURCE[0]}")
|
||||
source "$SCRIPTDIR/functions.sh"
|
||||
|
||||
if [ "$#" -ne 4 ]; then
|
||||
echo "Syntax: $0 <path to pcsx2 directory> <path to build directory> <deps prefix> <output name>"
|
||||
exit 1
|
||||
@@ -190,7 +193,7 @@ declare -a QTPLUGINS=(
|
||||
set -e
|
||||
|
||||
if [ ! -f appimagetool-x86_64.AppImage ]; then
|
||||
wget https://github.com/AppImage/AppImageKit/releases/download/continuous/appimagetool-x86_64.AppImage
|
||||
retry_command wget -O appimagetool-x86_64.AppImage https://github.com/AppImage/AppImageKit/releases/download/continuous/appimagetool-x86_64.AppImage
|
||||
chmod +x appimagetool-x86_64.AppImage
|
||||
fi
|
||||
|
||||
|
||||
@@ -4,23 +4,26 @@ set -e
|
||||
|
||||
INSTALLDIR="$HOME/deps"
|
||||
NPROCS="$(getconf _NPROCESSORS_ONLN)"
|
||||
SDL=SDL2-2.26.0
|
||||
QT=6.3.1
|
||||
SDL=SDL2-2.26.4
|
||||
QT=6.4.3
|
||||
LIBBACKTRACE=ad106d5fdd5d960bd33fae1c48a351af567fd075
|
||||
|
||||
mkdir -p deps-build
|
||||
cd deps-build
|
||||
|
||||
cat > SHASUMS <<EOF
|
||||
8000d7169febce93c84b6bdf376631f8179132fd69f7015d4dadb8b9c2bdb295 $SDL.tar.gz
|
||||
0a64421d9c2469c2c48490a032ab91d547017c9cc171f3f8070bc31888f24e03 qtbase-everywhere-src-$QT.tar.xz
|
||||
7b19f418e6f7b8e23344082dd04440aacf5da23c5a73980ba22ae4eba4f87df7 qtsvg-everywhere-src-$QT.tar.xz
|
||||
c412750f2aa3beb93fce5f30517c607f55daaeb7d0407af206a8adf917e126c1 qttools-everywhere-src-$QT.tar.xz
|
||||
d7bdd55e2908ded901dcc262157100af2a490bf04d31e32995f6d91d78dfdb97 qttranslations-everywhere-src-$QT.tar.xz
|
||||
6f14fea2d172a5b4170be3efcb0e58535f6605b61bcd823f6d5c9d165bb8c0f0 qtwayland-everywhere-src-$QT.tar.xz
|
||||
1a0f686498fb768ad9f3f80b39037a7d006eac093aad39cb4ebcc832a8887231 $SDL.tar.gz
|
||||
fd6f417fe9e3a071cf1424a5152d926a34c4a3c5070745470be6cf12a404ed79 $LIBBACKTRACE.zip
|
||||
5087c9e5b0165e7bc3c1a4ab176b35d0cd8f52636aea903fa377bdba00891a60 qtbase-everywhere-src-$QT.tar.xz
|
||||
88315f886cf81898705e487cedba6e6160724359d23c518c92c333c098879a4a qtsvg-everywhere-src-$QT.tar.xz
|
||||
867df829cd5cd3ae8efe62e825503123542764b13c96953511e567df70c5a091 qttools-everywhere-src-$QT.tar.xz
|
||||
79e56b7800d49649a8a8010818538c367a829e0b7a09d5f60bd3aecf5abe972c qttranslations-everywhere-src-$QT.tar.xz
|
||||
c6b161da8f4c01e48c10b7b558a0a01ac07dba9b907b13a98ff5d89f46bc4789 qtwayland-everywhere-src-$QT.tar.xz
|
||||
EOF
|
||||
|
||||
curl -L \
|
||||
-O "https://libsdl.org/release/$SDL.tar.gz" \
|
||||
-O "https://github.com/ianlancetaylor/libbacktrace/archive/$LIBBACKTRACE.zip" \
|
||||
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qtbase-everywhere-src-$QT.tar.xz" \
|
||||
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qtsvg-everywhere-src-$QT.tar.xz" \
|
||||
-O "https://download.qt.io/official_releases/qt/${QT%.*}/$QT/submodules/qttools-everywhere-src-$QT.tar.xz" \
|
||||
@@ -37,6 +40,14 @@ make "-j$NPROCS"
|
||||
make install
|
||||
cd ..
|
||||
|
||||
echo "Building libbacktrace..."
|
||||
unzip "$LIBBACKTRACE.zip"
|
||||
cd "libbacktrace-$LIBBACKTRACE"
|
||||
./configure --prefix="$HOME/deps"
|
||||
make
|
||||
make install
|
||||
cd ..
|
||||
|
||||
# Couple notes:
|
||||
# -fontconfig is needed otherwise Qt Widgets render only boxes.
|
||||
# -qt-doubleconversion avoids a dependency on libdouble-conversion.
|
||||
@@ -65,19 +76,6 @@ cd ../../
|
||||
echo "Building Qt Wayland..."
|
||||
tar xf "qtwayland-everywhere-src-$QT.tar.xz"
|
||||
cd "qtwayland-everywhere-src-$QT"
|
||||
# qtwayland does not build without qml/qtdeclarative in 6.3.1. Work around it.
|
||||
patch -u src/compositor/CMakeLists.txt <<EOF
|
||||
--- src/compositor/CMakeLists.txt 2022-06-08 13:44:30.000000000 +1000
|
||||
+++ src/compositor/CMakeLists.txt 2022-07-17 20:05:25.461881785 +1000
|
||||
@@ -46,7 +46,6 @@
|
||||
global/qtwaylandcompositorglobal.h
|
||||
global/qtwaylandqmlinclude.h
|
||||
global/qwaylandcompositorextension.cpp global/qwaylandcompositorextension.h global/qwaylandcompositorextension_p.h
|
||||
- global/qwaylandquickextension.cpp global/qwaylandquickextension.h
|
||||
global/qwaylandutils_p.h
|
||||
hardware_integration/qwlclientbufferintegration.cpp hardware_integration/qwlclientbufferintegration_p.h
|
||||
wayland_wrapper/qwlbuffermanager.cpp wayland_wrapper/qwlbuffermanager_p.h
|
||||
EOF
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -G Ninja -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=Release ..
|
||||
@@ -103,6 +101,30 @@ patch -u src/linguist/CMakeLists.txt <<EOF
|
||||
add_subdirectory(linguist)
|
||||
endif()
|
||||
EOF
|
||||
|
||||
# Also force disable clang scanning, it gets very confused.
|
||||
patch -u configure.cmake <<EOF
|
||||
--- configure.cmake
|
||||
+++ configure.cmake
|
||||
@@ -14,12 +14,12 @@
|
||||
# Presumably because 6.0 ClangConfig.cmake files are not good enough?
|
||||
# In any case explicitly request a minimum version of 8.x for now, otherwise
|
||||
# building with CMake will fail at compilation time.
|
||||
-qt_find_package(WrapLibClang 8 PROVIDED_TARGETS WrapLibClang::WrapLibClang)
|
||||
+#qt_find_package(WrapLibClang 8 PROVIDED_TARGETS WrapLibClang::WrapLibClang)
|
||||
# special case end
|
||||
|
||||
-if(TARGET WrapLibClang::WrapLibClang)
|
||||
- set(TEST_libclang "ON" CACHE BOOL "Required libclang version found." FORCE)
|
||||
-endif()
|
||||
+#if(TARGET WrapLibClang::WrapLibClang)
|
||||
+# set(TEST_libclang "ON" CACHE BOOL "Required libclang version found." FORCE)
|
||||
+#endif()
|
||||
|
||||
|
||||
|
||||
EOF
|
||||
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -G Ninja -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DCMAKE_BUILD_TYPE=Release -DFEATURE_assistant=OFF -DFEATURE_clang=OFF -DFEATURE_designer=OFF -DFEATURE_kmap2qmap=OFF -DFEATURE_pixeltool=OFF -DFEATURE_pkg_config=OFF -DFEATURE_qev=OFF -DFEATURE_qtattributionsscanner=OFF -DFEATURE_qtdiag=OFF -DFEATURE_qtplugininfo=OFF ..
|
||||
|
||||
Executable
+16
@@ -0,0 +1,16 @@
|
||||
#!/bin/bash
|
||||
|
||||
function retry_command {
|
||||
# Package servers tend to be unreliable at times..
|
||||
# Retry a bunch of times.
|
||||
local RETRIES=10
|
||||
|
||||
for i in $(seq 1 "$RETRIES"); do
|
||||
"$@" && break
|
||||
if [ "$i" == "$RETRIES" ]; then
|
||||
echo "Command \"$@\" failed after ${RETRIES} retries."
|
||||
exit 1
|
||||
fi
|
||||
done
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
#!/bin/bash
|
||||
|
||||
SCRIPTDIR=$(dirname "${BASH_SOURCE[0]}")
|
||||
source "$SCRIPTDIR/functions.sh"
|
||||
|
||||
set -e
|
||||
|
||||
# Packages - Build and Qt
|
||||
@@ -57,18 +60,18 @@ declare -a PCSX2_PACKAGES=(
|
||||
)
|
||||
|
||||
if [ "${COMPILER}" = "gcc" ]; then
|
||||
BUILD_PACKAGES+=("g++-10")
|
||||
BUILD_PACKAGES+=("g++-10")
|
||||
else
|
||||
BUILD_PACKAGES+=("llvm-12" "lld-12" "clang-12")
|
||||
BUILD_PACKAGES+=("llvm-12" "lld-12" "clang-12")
|
||||
fi
|
||||
|
||||
sudo apt-get -qq update
|
||||
retry_command sudo apt-get -qq update && break
|
||||
|
||||
# Install packages needed for building
|
||||
echo "Will install the following packages for building - ${BUILD_PACKAGES[*]}"
|
||||
sudo apt-get -y install "${BUILD_PACKAGES[@]}"
|
||||
retry_command sudo apt-get -y install "${BUILD_PACKAGES[@]}"
|
||||
|
||||
# Install packages needed by pcsx2
|
||||
PCSX2_PACKAGES=("${PCSX2_PACKAGES[@]}")
|
||||
echo "Will install the following packages for pcsx2 - ${PCSX2_PACKAGES[*]}"
|
||||
sudo apt-get -y install "${PCSX2_PACKAGES[@]}"
|
||||
retry_command sudo apt-get -y install "${PCSX2_PACKAGES[@]}"
|
||||
|
||||
@@ -4,7 +4,7 @@ import shutil
|
||||
tag = os.environ['TAG'].split("refs/tags/")[1]
|
||||
scan_dir = os.environ['SCAN_DIR']
|
||||
output_dir = os.environ['OUT_DIR']
|
||||
accepted_exts = ["AppImage", "tar.gz", "7z"]
|
||||
accepted_exts = ["AppImage", "tar.xz", "7z"]
|
||||
|
||||
|
||||
for dir_name in os.listdir(scan_dir):
|
||||
|
||||
@@ -38,11 +38,40 @@ jobs:
|
||||
configuration: Release AVX2
|
||||
secrets: inherit
|
||||
|
||||
build_qt_sse4_cmake:
|
||||
name: "CMake SSE4"
|
||||
build_qt_cmake:
|
||||
name: "CMake"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt
|
||||
configuration: CMake
|
||||
buildSystem: cmake
|
||||
secrets: inherit
|
||||
|
||||
build_qt_clang_sse4:
|
||||
needs: lint_vs_proj_files
|
||||
name: "SSE4"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt Clang
|
||||
configuration: Release Clang
|
||||
simd: "SSE4"
|
||||
secrets: inherit
|
||||
|
||||
build_qt_clang_avx2:
|
||||
needs: lint_vs_proj_files
|
||||
name: "AVX2"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt Clang
|
||||
configuration: Release Clang AVX2
|
||||
secrets: inherit
|
||||
|
||||
build_qt_cmake_clang:
|
||||
name: "CMake"
|
||||
uses: ./.github/workflows/windows_build_qt.yml
|
||||
with:
|
||||
jobName: Qt Clang
|
||||
configuration: CMake
|
||||
buildSystem: cmake
|
||||
cmakeFlags: -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl -DPCSX2_EXE_NAME=pcsx2-qt-clang
|
||||
secrets: inherit
|
||||
|
||||
@@ -25,6 +25,10 @@ on:
|
||||
required: false
|
||||
type: string
|
||||
default: msbuild
|
||||
cmakeFlags:
|
||||
required: false
|
||||
type: string
|
||||
default: ""
|
||||
qt_binary_url:
|
||||
required: false
|
||||
type: string
|
||||
@@ -92,7 +96,7 @@ jobs:
|
||||
shell: cmd
|
||||
run: |
|
||||
call "%ProgramFiles%\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvars64.bat"
|
||||
cmake . -B build "-DCMAKE_PREFIX_PATH=%cd%\${{ inputs.qt_dir }}" -DQT_BUILD=ON -DCMAKE_BUILD_TYPE=Release -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON -DDISABLE_ADVANCE_SIMD=ON -G Ninja
|
||||
cmake . -B build ${{ inputs.cmakeFlags }} "-DCMAKE_PREFIX_PATH=%cd%\${{ inputs.qt_dir }}" -DQT_BUILD=ON -DCMAKE_BUILD_TYPE=Release -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON -DDISABLE_ADVANCE_SIMD=ON -G Ninja
|
||||
|
||||
- name: Build PCSX2
|
||||
shell: cmd
|
||||
@@ -105,6 +109,13 @@ jobs:
|
||||
msbuild "PCSX2_qt.sln" /m /v:m /p:Configuration="${{ inputs.configuration }}" /p:Platform="${{ inputs.platform }}"
|
||||
)
|
||||
|
||||
- name: Run Tests
|
||||
if: inputs.configuration == 'CMake'
|
||||
shell: cmd
|
||||
run: |
|
||||
call "%ProgramFiles%\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvars64.bat"
|
||||
cmake --build build --config Release --target unittests
|
||||
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
|
||||
@@ -90,8 +90,6 @@ oprofile_data/
|
||||
/ipch
|
||||
|
||||
!/3rdparty/libjpeg/change.log
|
||||
/3rdparty/**/include/wx/setup.h
|
||||
/3rdparty/**/wx/msw/rcdefs.h
|
||||
/pcsx2/gui/Resources/*.h
|
||||
!/pcsx2/gui/Resources/EmbeddedImage.h
|
||||
/tools/bin
|
||||
|
||||
Vendored
-1
@@ -10,7 +10,6 @@
|
||||
<ClCompile>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StructMemberAlignment>16Bytes</StructMemberAlignment>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<RuntimeTypeInfo>false</RuntimeTypeInfo>
|
||||
<WarningLevel>TurnOffAllWarnings</WarningLevel>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+1
-1
Submodule 3rdparty/gtest updated: e2239ee604...58d77fa807
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
+3
-2
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
@@ -29,7 +30,7 @@
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup>
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>Use</PrecompiledHeader>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pngpriv.h</PrecompiledHeaderFile>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+10
@@ -0,0 +1,10 @@
|
||||
add_library(rainterface
|
||||
RA_Consoles.h
|
||||
RA_Emulators.h
|
||||
RA_Interface.cpp
|
||||
RA_Interface.h
|
||||
)
|
||||
|
||||
target_include_directories(rainterface PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
target_include_directories(rainterface INTERFACE "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
|
||||
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+1
-1
@@ -18,7 +18,7 @@ set(SDL_X11 OFF CACHE BOOL "")
|
||||
set(SDL_WAYLAND OFF CACHE BOOL "")
|
||||
set(SDL_RPI OFF CACHE BOOL "")
|
||||
set(SDL_COCOA ON CACHE BOOL "")
|
||||
set(SDL_DIRECTX OFF CACHE BOOL "")
|
||||
set(SDL_DIRECTX ON CACHE BOOL "")
|
||||
set(SDL_WASAPI OFF CACHE BOOL "")
|
||||
set(SDL_RENDER_D3D OFF CACHE BOOL "")
|
||||
set(SDL_RENDER_METAL OFF CACHE BOOL "")
|
||||
|
||||
Vendored
+1
-1
Submodule 3rdparty/sdl2/SDL updated: 0bfeed061b...4fb81fdff9
Vendored
+5
-4
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
@@ -34,10 +35,10 @@
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PreprocessorDefinitions>_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)SDL\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
|
||||
<!-- Needed to use SSE3 intrinsics in clang build. -->
|
||||
<AdditionalOptions Condition="$(Configuration.Contains(Clang))">-march=core2 -Wno-deprecated-declarations %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Lib>
|
||||
<AdditionalDependencies>version.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="SDL\include\begin_code.h" />
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -9,7 +9,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-2
@@ -8,8 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
<UseDebugLibraries Condition="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
Vendored
+2
-1
@@ -8,7 +8,8 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="!$(Configuration.Contains(Clang))">$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<PlatformToolset Condition="$(Configuration.Contains(Clang))">ClangCL</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<WholeProgramOptimization Condition="$(Configuration.Contains(Release))">true</WholeProgramOptimization>
|
||||
<UseDebugLibraries Condition="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
|
||||
|
||||
@@ -2,6 +2,10 @@
|
||||
# versions as well, avoiding setting policies.
|
||||
cmake_minimum_required(VERSION 3.12...3.24)
|
||||
|
||||
#Enabling this cmake policy gets rid of warnings regarding LTO.
|
||||
cmake_policy(SET CMP0069 NEW)
|
||||
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
|
||||
|
||||
if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_BINARY_DIR})
|
||||
message(FATAL_ERROR "PCSX2 does not support in-tree builds. Please make a build directory that is not the PCSX2 source directory and generate your CMake project there using either `cmake -B build_directory` or by running cmake from the build directory.")
|
||||
endif()
|
||||
|
||||
@@ -0,0 +1,127 @@
|
||||
{
|
||||
"version": 6,
|
||||
"cmakeMinimumRequired": {
|
||||
"major": 3,
|
||||
"minor": 19,
|
||||
"patch": 0
|
||||
},
|
||||
"configurePresets": [
|
||||
{
|
||||
"name": "gcc-base",
|
||||
"displayName": "GCC Base",
|
||||
"description": "Base preset for GCC. Only for inheriting from.",
|
||||
"hidden": true,
|
||||
"binaryDir": "${sourceDir}/build"
|
||||
},
|
||||
{
|
||||
"name": "clang-base",
|
||||
"displayName": "Base",
|
||||
"description": "Base preset for Clang. Only for inheriting from.",
|
||||
"hidden": true,
|
||||
"binaryDir": "${sourceDir}/build",
|
||||
"generator": "Ninja",
|
||||
"cacheVariables": {
|
||||
"CMAKE_EXE_LINKER_FLAGS_INIT": "-fuse-ld=lld",
|
||||
"CMAKE_MODULE_LINKER_FLAGS_INIT": "-fuse-ld=lld",
|
||||
"CMAKE_SHARED_LINKER_FLAGS_INIT": "-fuse-ld=lld",
|
||||
"CMAKE_C_COMPILER": "clang",
|
||||
"CMAKE_CXX_COMPILER": "clang++"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ninja-multi",
|
||||
"displayName": "Ninja Multi Config",
|
||||
"description": "Generate multiple ninja build files.",
|
||||
"inherits": "gcc-base",
|
||||
"generator": "Ninja Multi-Config"
|
||||
},
|
||||
{
|
||||
"name": "gcc-debug",
|
||||
"displayName": "GCC Debug",
|
||||
"description": "GCC Debug build with make.",
|
||||
"inherits": "gcc-base",
|
||||
"generator": "Unix Makefiles",
|
||||
"cacheVariables": {
|
||||
"CMAKE_BUILD_TYPE": "Debug"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "gcc-devel",
|
||||
"displayName": "GCC Devel",
|
||||
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|
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||||
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||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{C0293B32-5ACF-40F0-AA6C-E6DA6F3BF33A}.Devel AVX2|x64.ActiveCfg = Devel|x64
|
||||
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|
||||
{C0293B32-5ACF-40F0-AA6C-E6DA6F3BF33A}.Devel Clang AVX2|x64.ActiveCfg = Devel Clang|x64
|
||||
{C0293B32-5ACF-40F0-AA6C-E6DA6F3BF33A}.Devel Clang AVX2|x64.Build.0 = Devel Clang|x64
|
||||
{C0293B32-5ACF-40F0-AA6C-E6DA6F3BF33A}.Devel Clang|x64.ActiveCfg = Devel Clang|x64
|
||||
{C0293B32-5ACF-40F0-AA6C-E6DA6F3BF33A}.Devel Clang|x64.Build.0 = Devel Clang|x64
|
||||
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EndGlobalSection
|
||||
|
||||
@@ -22,7 +22,7 @@ Installers and binaries for both stable and development builds are available fro
|
||||
|
||||
| Operating System | CPU | GPU | RAM |
|
||||
| ------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 20.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports SSE4.1 <br/> - [PassMark Single Thread Performance](https://www.cpubenchmark.net/singleThread.html) rating near or greater than 1800 <br/> - Two physical cores, with hyperthreading | - Direct3D10 support <br/> - OpenGL 3.x support <br/> - Vulkan 1.1 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 3000 (Geforce GTX 750 Radeon RX 560 Intel Arc A380) <br/> - 2 GB Video Memory | 4 GB |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 20.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports SSE4.1 <br/> - [PassMark Thread Performance](https://www.cpubenchmark.net/CPU_mega_page.html) rating near or greater than 1800<br/> - Two physical cores, with hyperthreading | - Direct3D10 support <br/> - OpenGL 3.x support <br/> - Vulkan 1.1 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 3000 (Geforce GTX 750, Radeon RX 560, Intel Arc A380) <br/> - 2 GB Video Memory | 4 GB |
|
||||
|
||||
_Note: Recommended Single Thread Performance is based on moderately complex games. Games that pushed the PS2 hardware to its limits will struggle on CPUs at this level. Some release titles and 2D games which underutilized the PS2 hardware may run on CPUs rated as low as 1200. A quick reference for CPU **intensive games**: [Wiki](https://wiki.pcsx2.net/Category:CPU_intensive_games), [Forum](https://forums.pcsx2.net/Thread-LIST-The-Most-CPU-Intensive-Games) and CPU **light** games: [Forum](https://forums.pcsx2.net/Thread-LIST-Games-that-don-t-need-a-strong-CPU-to-emulate)_
|
||||
|
||||
@@ -30,16 +30,16 @@ _Note: Recommended Single Thread Performance is based on moderately complex game
|
||||
|
||||
| Operating System | CPU | GPU | RAM |
|
||||
| ----------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 22.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports AVX2 <br/> - [PassMark Single Thread Performance](https://www.cpubenchmark.net/singleThread.html) rating near or greater than 2600 <br/> - Four physical cores, with or without hyperthreading | - Direct3D12 support <br/> - OpenGL 4.6 support <br/> - Vulkan 1.3 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 6000 (GeForce GTX 1650 Radeon RX 570) <br/> - 4 GB Video Memory | 8 GB |
|
||||
| - Windows 10 21H2 (1809 or later) (64-bit) <br/> - Ubuntu 22.04/Debian or newer, Arch Linux, or other distro (64-bit) <br/> - macOS 10.14 | - Supports AVX2 <br/> - [PassMark Single Thread Performance](https://www.cpubenchmark.net/CPU_mega_page.html) rating near or greater than 2600<br/> - Four physical cores, with or without hyperthreading | - Direct3D12 support <br/> - OpenGL 4.6 support <br/> - Vulkan 1.3 support <br/> - Metal support <br/> - [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 6000 (GeForce GTX 1650, Radeon RX 570) <br/> - 4 GB Video Memory | 8 GB |
|
||||
|
||||
_Note: Recommended GPU is based on 3x Internal, ~1080p resolution requirements. Higher resolutions will require stronger cards; 6x Internal, ~4K resolution will require a [PassMark G3D Mark](https://www.videocardbenchmark.net/high_end_gpus.html) rating around 12000 (GeForce RTX 2060 Radeon RX 6600 Intel Arc A750). Just like CPU requirements, this is also highly game dependent. A quick reference for GPU **intensive games**: [Wiki](https://wiki.pcsx2.net/Category:GPU_intensive_games)_
|
||||
|
||||
### Technical Notes
|
||||
|
||||
- You need the [Visual C++ 2019 x64 Redistributables](https://support.microsoft.com/en-us/help/2977003/) to run PCSX2.
|
||||
- You need the [Visual C++ 2019 x64 Redistributables](https://support.microsoft.com/en-us/help/2977003/) to run PCSX2 on Windows.
|
||||
- Windows XP and Direct3D9 support was dropped after stable release 1.4.0.
|
||||
- Windows 7, Windows 8.0, and Windows 8.1 support was dropped after stable release 1.6.0.
|
||||
- 32-bit and wxwidgets support was dropped after stable release 1.6.0, with the wxwidgets code being removed completely on 25th December 2022.
|
||||
- 32-bit and wxWidgets support was dropped after stable release 1.6.0, with the wxWidgets code being removed completely on 25th December 2022.
|
||||
- Make sure to update your operating system and drivers to ensure you have the best experience possible. Having a newer GPU is also recommended so you have the latest supported drivers.
|
||||
- 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.
|
||||
|
||||
@@ -1,189 +0,0 @@
|
||||
.\" Copyright 2002-2017 PCSX2 Dev Team
|
||||
.\"
|
||||
.\" This is free documentation; you can redistribute it and/or
|
||||
.\" modify it under the terms of the GNU General Public License as
|
||||
.\" published by the Free Software Foundation; either version 3 of
|
||||
.\" the License, or (at your option) any later version.
|
||||
.\"
|
||||
.\" The GNU General Public License's references to "object code"
|
||||
.\" and "executables" are to be interpreted as the output of any
|
||||
.\" document formatting or typesetting system, including
|
||||
.\" intermediate and printed output.
|
||||
.\"
|
||||
.\" This manual is distributed in the hope that it will be useful,
|
||||
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
.\" GNU General Public License for more details.
|
||||
.\"
|
||||
.\" You should have received a copy of the GNU General Public
|
||||
.\" License along with this manual; if not, see
|
||||
.\" http://www.gnu.org/licenses.
|
||||
.Dd January 10, 2017
|
||||
.Dt PCSX2 1
|
||||
.Os
|
||||
.Sh NAME
|
||||
.Nm PCSX2
|
||||
.Nd PlayStation(R)2 Console Emulator
|
||||
.Sh SYNOPSIS
|
||||
.Nm
|
||||
.Op Fl h
|
||||
.Op Fl \-cfg Ns = Ns Ar file
|
||||
.Op Fl \-cfgpath Ns = Ns Ar path
|
||||
.Op Fl \-console
|
||||
.Op Fl \-forcewiz
|
||||
.Op Fl \-portable
|
||||
.Op Fl \-profiling
|
||||
.Op Fl \-elf Ns = Ns Ar file
|
||||
.Op Fl \-irx Ns = Ns Ar file
|
||||
.Op Fl \-nogui
|
||||
.Op Fl \-noguiprompt
|
||||
.Op Fl \-nodisc
|
||||
.Op Fl \-usecd
|
||||
.Op Fl \-fullscreen
|
||||
.Op Fl \-windowed
|
||||
.Op Fl \-nohacks
|
||||
.Op Fl \-fullboot
|
||||
.Op Fl \-gamefixes Ns = Ns Ar string
|
||||
.Op Fl \-gs Ns = Ns Ar file
|
||||
.Op Fl \-pad Ns = Ns Ar file
|
||||
.Op Fl \-spu2 Ns = Ns Ar file
|
||||
.Op Fl \-cdvd Ns = Ns Ar file
|
||||
.Op Fl \-usb Ns = Ns Ar file
|
||||
.Op Fl \-fw Ns = Ns Ar file
|
||||
.Op Fl \-dev9 Ns = Ns Ar file
|
||||
.Op Ar iso
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
is an open-source PlayStation 2 (AKA PS2) emulator.
|
||||
Its purpose is to emulate the PS2 hardware, using a combination of MIPS CPU
|
||||
interpreters, recompilers and a virtual machine that manages hardware states and
|
||||
PS2 memory.
|
||||
This allows you to play PS2 games on your PC, with many additional features and
|
||||
benefits.
|
||||
.Sh GENERAL OPTIONS
|
||||
.Bl -tag -width Ds
|
||||
.It Fl h , Fl \-help
|
||||
Displays the list of available command line options.
|
||||
.It Fl \-cfg Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
instead of PCSX2_vm.ini as the configuration file.
|
||||
It does not affect plugins.
|
||||
.It Fl \-cfgpath Ns = Ns Ar path
|
||||
Specifies
|
||||
.Ar path
|
||||
as the configuration file path.
|
||||
It affects both
|
||||
.Nm
|
||||
and the plugins.
|
||||
.It Fl \-console
|
||||
Forces the program log to be visible.
|
||||
.It Fl \-forcewiz
|
||||
Forces the First-Time Wizard to run.
|
||||
.It Fl \-portable
|
||||
Runs
|
||||
.Nm
|
||||
in portable mode.
|
||||
.It Fl \-profiling
|
||||
Makes it easier to use profiling tools.
|
||||
.El
|
||||
.Sh AUTO-RUN OPTIONS
|
||||
.Bl -tag -width Ds
|
||||
.It Ar iso
|
||||
Loads and runs
|
||||
.Ar iso
|
||||
at startup using the
|
||||
.Nm
|
||||
internal ISO loader.
|
||||
.It Fl \-elf Ns = Ns Ar file
|
||||
Executes
|
||||
.Ar file
|
||||
as an ELF image.
|
||||
.It Fl \-irx Ns = Ns Ar file
|
||||
Executes
|
||||
.Ar file
|
||||
as an IRX image.
|
||||
.It Fl \-nogui
|
||||
Disables display of the GUI while running games.
|
||||
.Nm
|
||||
will terminate when the game window is closed.
|
||||
.It Fl \-noguiprompt
|
||||
Prompt before exiting when
|
||||
.Fl \-nogui
|
||||
is used.
|
||||
.It Fl \-nodisc
|
||||
Boots with an empty DVD tray.
|
||||
Use this to boot into the PS2 system menu.
|
||||
.It Fl \-usecd
|
||||
Boots using the configured CDVD plugin instead of booting
|
||||
.Ar iso .
|
||||
.It Fl \-fullscreen
|
||||
Runs the game in fullscreen mode.
|
||||
.It Fl \-windowed
|
||||
Runs the game in windowed mode.
|
||||
.El
|
||||
.Sh COMPATIBILITY OPTIONS
|
||||
.Bl -tag -width Ds
|
||||
.It Fl \-nohacks
|
||||
Disables all speedhacks.
|
||||
.It Fl \-fullboot
|
||||
Disables the fast boot feature.
|
||||
.It Fl \-gamefixes= Ns Ar string
|
||||
Enable specific gamefixes for this session.
|
||||
.Ar string
|
||||
is a comma-separated list of gamefixes.
|
||||
.Pp
|
||||
Valid gamefixes: VuAddSub, VuClipFlag, FpuCompare, FpuMul, FpuNegDiv, XGKick,
|
||||
IpuWait, EETiming, SkipMpeg, OPHFlag, DMABusy,VIFFIFO, VIF1Stall, GIFFIFO,
|
||||
FMVinSoftware, GoemonTlb, ScarfaceIbit.
|
||||
.El
|
||||
.Sh PLUGIN OVERRIDES
|
||||
.Bl -tag -width Ds
|
||||
.It Fl \-gs Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the GS plugin.
|
||||
.It Fl \-pad Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the PAD plugin.
|
||||
.It Fl \-spu2 Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the SPU2 plugin.
|
||||
.It Fl \-cdvd Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the CDVD plugin.
|
||||
.It Fl \-usb Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the USB plugin.
|
||||
.It Fl \-fw Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the FW plugin.
|
||||
.It Fl \-dev9 Ns = Ns Ar file
|
||||
Uses
|
||||
.Ar file
|
||||
as the DEV9 plugin.
|
||||
.El
|
||||
.Sh FILES
|
||||
.Bl -tag -width Ds
|
||||
.It $XDG_CONFIG_DIR/PCSX2 or $HOME/PCSX2
|
||||
User configuration and data directory.
|
||||
.El
|
||||
.Sh AUTHORS
|
||||
.An PCSX2 Dev Team and many other contributors
|
||||
.Sh BUGS
|
||||
Bugs can be reported by submitting an issue at the
|
||||
.Lk https://github.com/PCSX2/pcsx2/issues "PCSX2 GitHub issue tracker" .
|
||||
.Sh PCSX2 RELATED WEBSITES
|
||||
.Bl -bullet
|
||||
.It
|
||||
.Lk http://github.com/PCSX2/pcsx2 "PCSX2 git repository"
|
||||
.It
|
||||
.Lk http://pcsx2.net "PCSX2 website"
|
||||
.It
|
||||
.Lk http://forums.pcsx2.net "PCSX2 forums"
|
||||
.El
|
||||
Binary file not shown.
+3288
-1006
File diff suppressed because it is too large
Load Diff
@@ -66,12 +66,12 @@
|
||||
03000000c82d00000021000000000000,8BitDo SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000121000000000000,8BitDo SN30 Pro for Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000260000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000261000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00001130000000000000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001130000000000000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001230000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001330000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000121000000000000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000a00500003232000000000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
@@ -105,6 +105,8 @@
|
||||
03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,start:b3,platform:Windows,
|
||||
03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000e4150000103f000000000000,Batarang,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000d6200000e557000000000000,Batarang PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows,
|
||||
@@ -188,9 +190,9 @@
|
||||
03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows,
|
||||
03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows,
|
||||
03000000b40400001024000000000000,Flydigi Apex,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000151900004000000000000000,Flydigi Vader 2,a:b11,b:b10,back:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,leftstick:b1,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b0,righttrigger:b4,rightx:a3,righty:a4,start:b2,x:b9,y:b8,platform:Windows,
|
||||
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
|
||||
03000000b40400001224000000000000,Flydigi Vader 2 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,paddle3:b17,paddle4:b18,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,misc1:b15,paddle1:b11,paddle2:b10,paddle3:b13,paddle4:b12,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows,
|
||||
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b14,paddle1:b4,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
|
||||
03000000b40400001224000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows,
|
||||
0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,
|
||||
03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -302,6 +304,7 @@
|
||||
03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows,
|
||||
03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows,
|
||||
03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows,
|
||||
03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows,
|
||||
03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows,
|
||||
03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000d81d00001000000000000000,iBuffalo BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
@@ -374,7 +377,7 @@
|
||||
030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
|
||||
030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -383,7 +386,7 @@
|
||||
0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000007918000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows,
|
||||
030000008f0e00001030000000000000,Mayflash Sega Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,rightshoulder:b2,righttrigger:b7,start:b9,x:b3,y:b4,platform:Windows,
|
||||
030000008f0e00001030000000000000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows,
|
||||
0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
|
||||
03000000790000000318000000000000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,
|
||||
03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -407,7 +410,6 @@
|
||||
03000000c62400002b89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c62400001a89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c62400001b89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000efbe0000edfe000000000000,Monect Virtual Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows,
|
||||
03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows,
|
||||
@@ -447,7 +449,7 @@
|
||||
03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000002201000000000000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000006f0e00008501000000000000,PDP Fightpad Pro,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b0,platform:Windows,
|
||||
030000006f0e00000901000000000000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00000901000000000000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows,
|
||||
03000000666600006706000000000000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows,
|
||||
03000000e30500009605000000000000,PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
@@ -484,8 +486,8 @@
|
||||
030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows,
|
||||
030000004f1f00000800000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000632500007505000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
|
||||
03000000888800000804000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,leftshoulder:b10,leftstick:b1,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Windows,
|
||||
03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows,
|
||||
03000000888800000804000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Windows,
|
||||
030000008f0e00000300000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000008f0e00001431000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000ba2200002010000000000000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Windows,
|
||||
@@ -542,9 +544,11 @@
|
||||
030000009b2800005600000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800005700000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800001e00000000000000,Raphnet Vectrex Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a1,lefty:a2,x:b2,y:b3,platform:Windows,
|
||||
030000009b2800002b00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800002b00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
|
||||
03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000f8270000bf0b000000000000,Razer Kishi,a:b6,b:b7,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b18,leftshoulder:b12,leftstick:b19,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b13,rightstick:b20,righttrigger:b15,rightx:a2,righty:a5,start:b17,x:b9,y:b10,platform:Windows,
|
||||
03000000321500000204000000000000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000321500000104000000000000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000321500000010000000000000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -574,7 +578,7 @@
|
||||
030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00008701000000000000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00008701000000000000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000050b0000e318000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows,
|
||||
03000000050b0000e518000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows,
|
||||
03000000050b00005819000000000000,ROG Chakram Core,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows,
|
||||
@@ -657,6 +661,7 @@
|
||||
03000000ba2200000701000000000000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows,
|
||||
03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows,
|
||||
03000000790000002601000000000000,TGZ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000591c00002400000000000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f0400000ed0000000000000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -798,7 +803,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000260000001000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00001130000000020000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c82d00001130000000020000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c82d00001330000001000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c82d00001330000000020000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
@@ -812,6 +817,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
|
||||
03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -824,8 +831,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000791d00000103000009010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000006e0500000720000010020000,Elecom JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Mac OS X,
|
||||
030000006f0e00008401000003010000,Faceoff Premiere Wired Pro Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle3:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000151900004000000001000000,Flydigi Vader 2,a:b14,b:b15,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Mac OS X,
|
||||
03000000b40400001124000001040000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000b40400001224000003030000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,
|
||||
03000000ac0500001a06000002020000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -850,6 +858,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f00003801000008010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Mac OS X,
|
||||
030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f0000aa00000072050000,Hori Real Arcade Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000000d0f00000002000015010000,Hori Switch Split Pad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f00006e00000000010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f00006600000000010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f00006600000000000000,Horipad FPS Plus 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -882,11 +891,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X,
|
||||
0300000079000000d218000026010000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000d620000010a7000003010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000008f0e00001030000011010000,Mayflash Saturn Adapter,a:b0,b:b2,dpdown:b28,dpleft:b30,dpright:b26,dpup:b24,leftshoulder:b10,lefttrigger:b14,rightshoulder:b12,righttrigger:b4,start:b18,x:b6,y:b8,platform:Mac OS X,
|
||||
0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X,
|
||||
03000000790000000318000000010000,Mayflash Wii DolphinBar,a:b8,b:b12,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b44,leftshoulder:b16,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b4,platform:Mac OS X,
|
||||
03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,
|
||||
03000000790000000018000000010000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,
|
||||
030000005e0400002800000002010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Mac OS X,
|
||||
030000005e0400000300000006010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e0400000700000006010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e0400002700000001010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
@@ -898,11 +910,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000d620000011a7000010050000,Nintendo Switch PowerA Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
050000007e05000009200000ff070000,Nintendo Switch Pro Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b3,y:b2,platform:Mac OS X,
|
||||
030000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Mac OS X,
|
||||
030000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000550900001472000025050000,NVIDIA Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X,
|
||||
030000004b120000014d000000010000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
030000006f0e00000901000002010000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006f0e00000901000002010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000666600006706000088020000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X,
|
||||
030000004c050000da0c000000010000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
@@ -920,6 +933,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
030000005e040000e002000001000000,PXN P30 Pro Mobile,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000222c00000225000000010000,Qanba Dragon Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000222c00000020000000010000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -941,7 +955,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000341200000400000000000000,RetroUSB N64 RetroPort,+rightx:b8,+righty:b10,-rightx:b9,-righty:b11,a:b7,b:b6,dpdown:b2,dpleft:b1,dpright:b0,dpup:b3,leftshoulder:b13,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b12,start:b4,platform:Mac OS X,
|
||||
030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006b140000130d000000010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000004c0500006802000002100000,Rii RK707,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b3,righttrigger:b9,rightx:a2,righty:a3,start:b1,x:b15,y:b12,platform:Mac OS X,
|
||||
03000000c6240000fefa000000000000,Rock Candy PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000006f0e00008701000005010000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000e804000000a000001b010000,Samsung EIGP20,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b11,leftx:a1,lefty:a3,rightshoulder:b12,rightx:a4,righty:a5,start:b16,x:b7,y:b9,platform:Mac OS X,
|
||||
03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Mac OS X,
|
||||
03000000a30c00002500000006020000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Mac OS X,
|
||||
03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X,
|
||||
@@ -964,6 +981,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000457500002211000000010000,SZMY Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000790000001c18000003100000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000591c00002400000021000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,
|
||||
030000004f0400000ed0000000020000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,
|
||||
@@ -987,6 +1005,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e040000130b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000200b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000200b000013050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000200b000015050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -1031,8 +1050,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000751000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000660000011010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001030000011010000,8BitDo Pro 2 Wired Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000631000014010000,8BitDo Pro 2 Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00001030000011010000,8BitDo Pro 2 Wired Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000020000000000000,8BitDo Pro 2 Wired Controller for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
06000000c82d00000020000006010000,8BitDo Pro 2 Wired Controller for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000131000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000231000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000331000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
@@ -1055,10 +1077,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000260000011010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000202800000900000000010000,8BitDo SNES30,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001130000011010000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001130000011010000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000760000011010000,8BitDo Ultimate Wireless,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001230000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001330000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
|
||||
@@ -1116,14 +1140,17 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006e0500000720000010010000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
|
||||
030000007d0400000640000010010000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
|
||||
03000000430b00000300000000010000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000b40400001224000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000007e0500003703000000000000,GameCube Adapter,a:b0,b:b1,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
|
||||
19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000558500001b06000010010000,GameSir G4 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000ac0500001a06000011010000,GameSir-T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000008f0e00000800000010010000,Gasia PlayStation Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1166,6 +1193,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f00006a00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00006b00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00001600000000010000,Hori Real Arcade Pro EXSE,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000000d0f00008501000015010000,Hori Switch Split Pad Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000000d0f00006e00000011010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00006600000011010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f0000ee00000011010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1175,6 +1203,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
|
||||
05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux,
|
||||
03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux,
|
||||
03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Linux,
|
||||
03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000f00300008d03000011010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
|
||||
@@ -1234,31 +1263,35 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000242f0000f700000001010000,Mayflash Magic S Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000008f0e00001030000010010000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux,
|
||||
0300000025090000e803000001010000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
03000000790000000318000011010000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux,
|
||||
03000000790000000018000011010000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000b50700001203000010010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
|
||||
03000000780000000600000010010000,Microntek Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000005e0400002800000000010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Linux,
|
||||
030000005e0400000e00000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000700000000010000,Microsoft SideWinder Gamepad,a:b0,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000300000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000700000000010000,Microsoft SideWinder,a:b0,b:b1,back:b8,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000e00000000010000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400002700000000010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008502000000010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008902000021010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008e02000001000000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.1,dpleft:h0.2,dpright:h0.8,dpup:h0.4,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000004010000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000056210000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000062230000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b00000b050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000d102000001010000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000d102000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000dd02000003020000,Microsoft Xbox One 2015,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000dd02000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000008040000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000e302000003020000,Microsoft Xbox One Elite,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000000b000008040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000050b000003090000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000005e040000ea02000008040000,Microsoft Xbox One S,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008902000021010000,Microsoft Xbox pad v2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e040000120b00000b050000,Microsoft Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
|
||||
050000004d4f435554452d3035335800,Mocute 053X,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
05000000e80400006e0400001b010000,Mocute 053X M59,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000004d4f435554452d3035305800,Mocute 054X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000d6200000e589000001000000,Moga 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
|
||||
05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
|
||||
@@ -1280,14 +1313,16 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000009b2800008000000020020000,Nintendo Classic Controller,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux,
|
||||
030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux,
|
||||
03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux,
|
||||
060000004e696e74656e646f20537700,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
060000007e0500000620000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
060000007e0500000820000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
050000004c69632050726f20436f6e00,Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500000620000001800000,Nintendo Switch Left Joy-Con,a:b16,b:b15,back:b4,leftshoulder:b6,leftstick:b12,leftx:a1,lefty:a0~,rightshoulder:b8,start:b9,x:b14,y:b17,platform:Linux,
|
||||
03000000d620000013a7000011010000,Nintendo Switch PowerA Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000d620000011a7000011010000,Nintendo Switch PowerA Core Plus Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000007e0500000920000000026803,Nintendo Switch Pro Controller,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Linux,
|
||||
030000007e0500000920000011810000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500000920000001800000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
050000007e0500000720000001800000,Nintendo Switch Right Joy-Con,a:b1,b:b2,back:b9,leftshoulder:b4,leftstick:b10,leftx:a1~,lefty:a0,rightshoulder:b6,start:b8,x:b0,y:b3,platform:Linux,
|
||||
05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
@@ -1316,10 +1351,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00008501000011010000,PDP Nintendo Switch Fightpad Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006f0e00002801000011010000,PDP PS3 Rock Candy Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00008701000011010000,PDP Rock Nintendo Switch Candy Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006f0e00000901000011010000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00000901000011010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000ad1b000004f9000000010000,PDP Xbox 360 Versus Fighting,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e0000a802000023020000,PDP Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e0000a702000023020000,PDP Xbox One Raven Black,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e0000d802000006640000,PDP Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000666600006706000000010000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux,
|
||||
030000004c050000da0c000011010000,PlayStation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000d9040000160f000000010000,PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1334,6 +1370,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000d62000000228000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c62400001a54000001010000,PowerA Xbox One Mini Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000d62000000240000001010000,PowerA Xbox One Spectra Infinity,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000d62000000f20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1373,6 +1410,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000300f00001211000011010000,Qanba Arcade Joystick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux,
|
||||
03000000222c00000225000011010000,Qanba Dragon Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000222c00000025000011010000,Qanba Dragon Arcade Joystick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000222c00000020000011010000,Qanba Drone Arcade PS4 Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000300f00001210000010010000,Qanba Joystick Plus,a:b0,b:b1,back:b8,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000222c00000223000011010000,Qanba Obsidian Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000222c00000023000011010000,Qanba Obsidian Arcade Joystick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1404,6 +1442,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006b140000130d000011010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00008701000011010000,Rock Candy Switch Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000c6240000fefa000000010000,Rock Candy Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000a306000023f6000011010000,Saitek Cyborg V1 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1416,6 +1455,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,
|
||||
03000000a30600000b04000000010000,Saitek P990 Dual Analog,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
|
||||
03000000a306000020f6000011010000,Saitek PS2700 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
05000000e804000000a000001b010000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux,
|
||||
03000000a30c00002500000011010000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Linux,
|
||||
03000000790000001100000011010000,Sega Saturn,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1433,6 +1473,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000d11800000094000011010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000d11800000094000000010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000112000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
@@ -1508,14 +1549,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
0000000058626f782047616d65706100,Xbox Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
030000005e040000120b000009050000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000001030000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000007050000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000e302000002090000,Xbox One Elite,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000220b000013050000,Xbox One Elite 2 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
@@ -1523,16 +1562,20 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
060000005e040000ea0200000d050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000001050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000005050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000009050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b00000d050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b00000f050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000007050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000011050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000015050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
060000005e040000120b000007050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b00000b050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000120b000007050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000130b000007050000,Xbox Series X Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000130b000011050000,Xbox Series X Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000013050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000450c00002043000010010000,XEOX SL6556 BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
05000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
in vec2 PSin_t;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
#elif (FXAA_GLSL_VK == 1)
|
||||
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
||||
|
||||
#ifndef PS_SCALE_FACTOR
|
||||
#define PS_SCALE_FACTOR 1
|
||||
#endif
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 p : POSITION;
|
||||
@@ -23,7 +19,7 @@ cbuffer cb0 : register(b0)
|
||||
float4 BGColor;
|
||||
int EMODA;
|
||||
int EMODC;
|
||||
int cb0_pad[2];
|
||||
int DOFFSET;
|
||||
};
|
||||
|
||||
static const float3x3 rgb2yuv =
|
||||
@@ -273,16 +269,25 @@ PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
|
||||
uint2 subblock = pos & uint2(7u, 1u);
|
||||
uint2 coord = block | subblock;
|
||||
|
||||
// Compensate for potentially differing page pitch.
|
||||
uint SBW = uint(EMODA);
|
||||
uint DBW = uint(EMODC);
|
||||
uint2 block_xy = coord / uint2(64, 32);
|
||||
uint block_num = (block_xy.y * (DBW / 128)) + block_xy.x;
|
||||
uint2 block_offset = uint2((block_num % (SBW / 64)) * 64, (block_num / (SBW / 64)) * 32);
|
||||
coord = (coord % uint2(64, 32)) + block_offset;
|
||||
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
|
||||
if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
|
||||
coord = uint2(float2(coord) * PS_SCALE_FACTOR);
|
||||
float ScaleFactor = BGColor.x;
|
||||
if (floor(ScaleFactor) != ScaleFactor)
|
||||
coord = uint2(float2(coord) * ScaleFactor);
|
||||
else
|
||||
coord *= PS_SCALE_FACTOR;
|
||||
coord *= uint(ScaleFactor);
|
||||
|
||||
float4 pixel = Texture.Load(int3(int2(coord), 0));
|
||||
float2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
@@ -291,6 +296,41 @@ PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
|
||||
return output;
|
||||
}
|
||||
|
||||
PS_OUTPUT ps_convert_clut_4(PS_INPUT input)
|
||||
{
|
||||
// Borrowing the YUV constant buffer.
|
||||
float scale = BGColor.x;
|
||||
uint2 offset = uint2(uint(EMODA), uint(EMODC)) + uint(DOFFSET);
|
||||
|
||||
// CLUT4 is easy, just two rows of 8x8.
|
||||
uint index = uint(input.p.x);
|
||||
uint2 pos = uint2(index % 8u, index / 8u);
|
||||
|
||||
int2 final = int2(floor(float2(offset + pos) * scale));
|
||||
PS_OUTPUT output;
|
||||
output.c = Texture.Load(int3(final, 0), 0);
|
||||
return output;
|
||||
}
|
||||
|
||||
PS_OUTPUT ps_convert_clut_8(PS_INPUT input)
|
||||
{
|
||||
float scale = BGColor.x;
|
||||
uint2 offset = uint2(uint(EMODA), uint(EMODC));
|
||||
uint index = min(uint(input.p.x) + uint(DOFFSET), 255u);
|
||||
|
||||
// CLUT is arranged into 8 groups of 16x2, with the top-right and bottom-left quadrants swapped.
|
||||
// This can probably be done better..
|
||||
uint subgroup = (index / 8u) % 4u;
|
||||
uint2 pos;
|
||||
pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
|
||||
pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
|
||||
|
||||
int2 final = int2(floor(float2(offset + pos) * scale));
|
||||
PS_OUTPUT output;
|
||||
output.c = Texture.Load(int3(final, 0), 0);
|
||||
return output;
|
||||
}
|
||||
|
||||
PS_OUTPUT ps_yuv(PS_INPUT input)
|
||||
{
|
||||
PS_OUTPUT output;
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
cbuffer vertexBuffer : register(b0)
|
||||
{
|
||||
float4x4 ProjectionMatrix;
|
||||
};
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float2 pos : POSITION;
|
||||
float4 col : COLOR0;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR0;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
PS_INPUT vs_main(VS_INPUT input)
|
||||
{
|
||||
PS_INPUT output;
|
||||
output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
|
||||
output.col = input.col;
|
||||
output.uv = input.uv;
|
||||
return output;
|
||||
}
|
||||
|
||||
sampler sampler0 : register(s0);
|
||||
Texture2D texture0 : register(t0);
|
||||
|
||||
float4 ps_main(PS_INPUT input) : SV_Target
|
||||
{
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv);
|
||||
return out_col;
|
||||
}
|
||||
@@ -23,7 +23,7 @@ float4 ps_main0(PS_INPUT input) : SV_Target0
|
||||
const int vpos = int(input.p.y); // vertical position of destination texture
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
return Texture.Sample(Sampler, input.t);
|
||||
return Texture.SampleLevel(Sampler, input.t, 0);
|
||||
else
|
||||
discard;
|
||||
|
||||
@@ -34,7 +34,7 @@ float4 ps_main0(PS_INPUT input) : SV_Target0
|
||||
// Bob shader
|
||||
float4 ps_main1(PS_INPUT input) : SV_Target0
|
||||
{
|
||||
return Texture.Sample(Sampler, input.t);
|
||||
return Texture.SampleLevel(Sampler, input.t, 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -42,9 +42,9 @@ float4 ps_main1(PS_INPUT input) : SV_Target0
|
||||
float4 ps_main2(PS_INPUT input) : SV_Target0
|
||||
{
|
||||
float2 vstep = float2(0.0f, ZrH.y);
|
||||
float4 c0 = Texture.Sample(Sampler, input.t - vstep);
|
||||
float4 c1 = Texture.Sample(Sampler, input.t);
|
||||
float4 c2 = Texture.Sample(Sampler, input.t + vstep);
|
||||
float4 c0 = Texture.SampleLevel(Sampler, input.t - vstep, 0);
|
||||
float4 c1 = Texture.SampleLevel(Sampler, input.t, 0);
|
||||
float4 c2 = Texture.SampleLevel(Sampler, input.t + vstep, 0);
|
||||
|
||||
return (c0 + c1 * 2 + c2) / 4;
|
||||
}
|
||||
@@ -66,15 +66,11 @@ float4 ps_main3(PS_INPUT input) : SV_Target0
|
||||
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
||||
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
||||
const int vpos = int(input.p.y) + lofs; // vertical position of destination texture
|
||||
const float2 bofs = float2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
|
||||
const float2 vscale = float2(1.0f, 2.0f); // scaling factor from source to destination texture
|
||||
const float2 optr = input.t - bofs; // used to check if the current destination line is within the current bank
|
||||
const float2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
||||
|
||||
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
||||
// we leave the old line in the destination buffer
|
||||
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
|
||||
return Texture.Sample(Sampler, iptr);
|
||||
if ((vpos & 1) == field)
|
||||
return Texture.SampleLevel(Sampler, input.t, 0);
|
||||
else
|
||||
discard;
|
||||
|
||||
@@ -133,13 +129,13 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
|
||||
|
||||
// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
|
||||
|
||||
float4 hn = Texture.Sample(Sampler, p_t0 - lofs); // new high pixel
|
||||
float4 cn = Texture.Sample(Sampler, p_t1); // new center pixel
|
||||
float4 ln = Texture.Sample(Sampler, p_t0 + lofs); // new low pixel
|
||||
float4 hn = Texture.SampleLevel(Sampler, p_t0 - lofs, 0); // new high pixel
|
||||
float4 cn = Texture.SampleLevel(Sampler, p_t1, 0); // new center pixel
|
||||
float4 ln = Texture.SampleLevel(Sampler, p_t0 + lofs, 0); // new low pixel
|
||||
|
||||
float4 ho = Texture.Sample(Sampler, p_t2 - lofs); // old high pixel
|
||||
float4 co = Texture.Sample(Sampler, p_t3); // old center pixel
|
||||
float4 lo = Texture.Sample(Sampler, p_t2 + lofs); // old low pixel
|
||||
float4 ho = Texture.SampleLevel(Sampler, p_t2 - lofs, 0); // old high pixel
|
||||
float4 co = Texture.SampleLevel(Sampler, p_t3, 0); // old center pixel
|
||||
float4 lo = Texture.SampleLevel(Sampler, p_t2 + lofs, 0); // old low pixel
|
||||
|
||||
float3 mh = hn.rgb - ho.rgb; // high pixel motion
|
||||
float3 mc = cn.rgb - co.rgb; // center pixel motion
|
||||
@@ -164,7 +160,7 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
|
||||
if ((vpos & 1) == field)
|
||||
{
|
||||
// output coordinate present on current field
|
||||
return Texture.Sample(Sampler, p_t0);
|
||||
return Texture.SampleLevel(Sampler, p_t0, 0);
|
||||
}
|
||||
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
||||
{
|
||||
|
||||
@@ -21,6 +21,8 @@
|
||||
#define PS_FST 0
|
||||
#define PS_WMS 0
|
||||
#define PS_WMT 0
|
||||
#define PS_ADJS 0
|
||||
#define PS_ADJT 0
|
||||
#define PS_AEM_FMT FMT_32
|
||||
#define PS_AEM 0
|
||||
#define PS_TFX 0
|
||||
@@ -28,22 +30,23 @@
|
||||
#define PS_ATST 1
|
||||
#define PS_FOG 0
|
||||
#define PS_IIP 0
|
||||
#define PS_CLR_HW 0
|
||||
#define PS_BLEND_HW 0
|
||||
#define PS_A_MASKED 0
|
||||
#define PS_FBA 0
|
||||
#define PS_FBMASK 0
|
||||
#define PS_LTF 1
|
||||
#define PS_TCOFFSETHACK 0
|
||||
#define PS_POINT_SAMPLER 0
|
||||
#define PS_REGION_RECT 0
|
||||
#define PS_SHUFFLE 0
|
||||
#define PS_READ_BA 0
|
||||
#define PS_READ16_SRC 0
|
||||
#define PS_DFMT 0
|
||||
#define PS_DEPTH_FMT 0
|
||||
#define PS_PAL_FMT 0
|
||||
#define PS_CHANNEL_FETCH 0
|
||||
#define PS_TALES_OF_ABYSS_HLE 0
|
||||
#define PS_URBAN_CHAOS_HLE 0
|
||||
#define PS_INVALID_TEX0 0
|
||||
#define PS_SCALE_FACTOR 1.0
|
||||
#define PS_HDR 0
|
||||
#define PS_COLCLIP 0
|
||||
#define PS_BLEND_A 0
|
||||
@@ -51,6 +54,7 @@
|
||||
#define PS_BLEND_C 0
|
||||
#define PS_BLEND_D 0
|
||||
#define PS_BLEND_MIX 0
|
||||
#define PS_ROUND_INV 0
|
||||
#define PS_FIXED_ONE_A 0
|
||||
#define PS_PABE 0
|
||||
#define PS_DITHER 0
|
||||
@@ -68,6 +72,7 @@
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
@@ -130,7 +135,6 @@ Texture2D<float4> Palette : register(t1);
|
||||
Texture2D<float4> RtTexture : register(t2);
|
||||
Texture2D<float> PrimMinTexture : register(t3);
|
||||
SamplerState TextureSampler : register(s0);
|
||||
SamplerState PaletteSampler : register(s1);
|
||||
|
||||
#ifdef DX12
|
||||
cbuffer cb0 : register(b0)
|
||||
@@ -159,20 +163,24 @@ cbuffer cb1
|
||||
float2 TA;
|
||||
float MaxDepthPS;
|
||||
float Af;
|
||||
uint4 MskFix;
|
||||
uint4 FbMask;
|
||||
float4 HalfTexel;
|
||||
float4 MinMax;
|
||||
float4 STRange;
|
||||
int4 ChannelShuffle;
|
||||
float2 TC_OffsetHack;
|
||||
float2 STScale;
|
||||
float4x4 DitherMatrix;
|
||||
float ScaledScaleFactor;
|
||||
float RcpScaleFactor;
|
||||
};
|
||||
|
||||
float4 sample_c(float2 uv, float uv_w)
|
||||
{
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return RtTexture.Load(int3(int2(uv * WH.zw), 0));
|
||||
#elif PS_REGION_RECT == 1
|
||||
return Texture.Load(int3(int2(uv), 0));
|
||||
#else
|
||||
if (PS_POINT_SAMPLER)
|
||||
{
|
||||
@@ -184,7 +192,20 @@ 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;
|
||||
}
|
||||
#if !PS_ADJS && !PS_ADJT
|
||||
uv *= STScale;
|
||||
#else
|
||||
#if PS_ADJS
|
||||
uv.x = (uv.x - STRange.x) * STRange.z;
|
||||
#else
|
||||
uv.x = uv.x * STScale.x;
|
||||
#endif
|
||||
#if PS_ADJT
|
||||
uv.y = (uv.y - STRange.y) * STRange.w;
|
||||
#else
|
||||
uv.y = uv.y * STScale.y;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if PS_AUTOMATIC_LOD == 1
|
||||
return Texture.Sample(TextureSampler, uv);
|
||||
@@ -207,23 +228,31 @@ float4 sample_c(float2 uv, float uv_w)
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 sample_p(float u)
|
||||
float4 sample_p(uint u)
|
||||
{
|
||||
return Palette.Sample(PaletteSampler, u);
|
||||
return Palette.Load(int3(int(u), 0, 0));
|
||||
}
|
||||
|
||||
float4 sample_p_norm(float u)
|
||||
{
|
||||
return sample_p(uint(u * 255.5f));
|
||||
}
|
||||
|
||||
float4 clamp_wrap_uv(float4 uv)
|
||||
{
|
||||
float4 tex_size;
|
||||
|
||||
if (PS_INVALID_TEX0 == 1)
|
||||
tex_size = WH.zwzw;
|
||||
else
|
||||
tex_size = WH.xyxy;
|
||||
float4 tex_size = WH.xyxy;
|
||||
|
||||
if(PS_WMS == PS_WMT)
|
||||
{
|
||||
if(PS_WMS == 2)
|
||||
if(PS_REGION_RECT != 0 && PS_WMS == 0)
|
||||
{
|
||||
uv = frac(uv);
|
||||
}
|
||||
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
|
||||
{
|
||||
uv = saturate(uv);
|
||||
}
|
||||
else if(PS_WMS == 2)
|
||||
{
|
||||
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
}
|
||||
@@ -234,12 +263,20 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
// textures. Fixes Xenosaga's hair issue.
|
||||
uv = frac(uv);
|
||||
#endif
|
||||
uv = (float4)(((uint4)(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
|
||||
uv = (float4)(((uint4)(uv * tex_size) & asuint(MinMax.xyxy)) | asuint(MinMax.zwzw)) / tex_size;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(PS_WMS == 2)
|
||||
if(PS_REGION_RECT != 0 && PS_WMS == 0)
|
||||
{
|
||||
uv.xz = frac(uv.xz);
|
||||
}
|
||||
else if(PS_REGION_RECT != 0 && PS_WMS == 1)
|
||||
{
|
||||
uv.xz = saturate(uv.xz);
|
||||
}
|
||||
else if(PS_WMS == 2)
|
||||
{
|
||||
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
}
|
||||
@@ -248,9 +285,17 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
#if PS_FST == 0
|
||||
uv.xz = frac(uv.xz);
|
||||
#endif
|
||||
uv.xz = (float2)(((uint2)(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
|
||||
uv.xz = (float2)(((uint2)(uv.xz * tex_size.xx) & asuint(MinMax.xx)) | asuint(MinMax.zz)) / tex_size.xx;
|
||||
}
|
||||
if(PS_WMT == 2)
|
||||
if(PS_REGION_RECT != 0 && PS_WMT == 0)
|
||||
{
|
||||
uv.yw = frac(uv.yw);
|
||||
}
|
||||
else if(PS_REGION_RECT != 0 && PS_WMT == 1)
|
||||
{
|
||||
uv.yw = saturate(uv.yw);
|
||||
}
|
||||
else if(PS_WMT == 2)
|
||||
{
|
||||
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
}
|
||||
@@ -259,10 +304,16 @@ float4 clamp_wrap_uv(float4 uv)
|
||||
#if PS_FST == 0
|
||||
uv.yw = frac(uv.yw);
|
||||
#endif
|
||||
uv.yw = (float2)(((uint2)(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
|
||||
uv.yw = (float2)(((uint2)(uv.yw * tex_size.yy) & asuint(MinMax.yy)) | asuint(MinMax.ww)) / tex_size.yy;
|
||||
}
|
||||
}
|
||||
|
||||
if(PS_REGION_RECT != 0)
|
||||
{
|
||||
// Normalized -> Integer Coordinates.
|
||||
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
|
||||
}
|
||||
|
||||
return uv;
|
||||
}
|
||||
|
||||
@@ -278,7 +329,7 @@ float4x4 sample_4c(float4 uv, float uv_w)
|
||||
return c;
|
||||
}
|
||||
|
||||
float4 sample_4_index(float4 uv, float uv_w)
|
||||
uint4 sample_4_index(float4 uv, float uv_w)
|
||||
{
|
||||
float4 c;
|
||||
|
||||
@@ -288,25 +339,26 @@ float4 sample_4_index(float4 uv, float uv_w)
|
||||
c.w = sample_c(uv.zw, uv_w).a;
|
||||
|
||||
// Denormalize value
|
||||
uint4 i = uint4(c * 255.0f + 0.5f);
|
||||
uint4 i = uint4(c * 255.5f);
|
||||
|
||||
if (PS_PAL_FMT == 1)
|
||||
{
|
||||
// 4HL
|
||||
c = float4(i & 0xFu) / 255.0f;
|
||||
return i & 0xFu;
|
||||
}
|
||||
else if (PS_PAL_FMT == 2)
|
||||
{
|
||||
// 4HH
|
||||
c = float4(i >> 4u) / 255.0f;
|
||||
return i >> 4u;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 8
|
||||
return i;
|
||||
}
|
||||
|
||||
// Most of texture will hit this code so keep normalized float value
|
||||
// 8 bits
|
||||
return c * 255./256 + 0.5/256;
|
||||
}
|
||||
|
||||
float4x4 sample_4p(float4 u)
|
||||
float4x4 sample_4p(uint4 u)
|
||||
{
|
||||
float4x4 c;
|
||||
|
||||
@@ -348,7 +400,7 @@ float4 fetch_c(int2 uv)
|
||||
|
||||
int2 clamp_wrap_uv_depth(int2 uv)
|
||||
{
|
||||
int4 mask = (int4)MskFix << 4;
|
||||
int4 mask = asint(MinMax) << 4;
|
||||
if (PS_WMS == PS_WMT)
|
||||
{
|
||||
if (PS_WMS == 2)
|
||||
@@ -384,7 +436,7 @@ int2 clamp_wrap_uv_depth(int2 uv)
|
||||
|
||||
float4 sample_depth(float2 st, float2 pos)
|
||||
{
|
||||
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)PS_SCALE_FACTOR * (float2)(1.0f / 16.0f);
|
||||
float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)ScaledScaleFactor;
|
||||
int2 uv = (int2)uv_f;
|
||||
|
||||
float4 t = (float4)(0.0f);
|
||||
@@ -468,7 +520,7 @@ float4 fetch_red(int2 xy)
|
||||
rt = fetch_raw_color(xy);
|
||||
}
|
||||
|
||||
return sample_p(rt.r) * 255.0f;
|
||||
return sample_p_norm(rt.r) * 255.0f;
|
||||
}
|
||||
|
||||
float4 fetch_green(int2 xy)
|
||||
@@ -485,7 +537,7 @@ float4 fetch_green(int2 xy)
|
||||
rt = fetch_raw_color(xy);
|
||||
}
|
||||
|
||||
return sample_p(rt.g) * 255.0f;
|
||||
return sample_p_norm(rt.g) * 255.0f;
|
||||
}
|
||||
|
||||
float4 fetch_blue(int2 xy)
|
||||
@@ -502,19 +554,19 @@ float4 fetch_blue(int2 xy)
|
||||
rt = fetch_raw_color(xy);
|
||||
}
|
||||
|
||||
return sample_p(rt.b) * 255.0f;
|
||||
return sample_p_norm(rt.b) * 255.0f;
|
||||
}
|
||||
|
||||
float4 fetch_alpha(int2 xy)
|
||||
{
|
||||
float4 rt = fetch_raw_color(xy);
|
||||
return sample_p(rt.a) * 255.0f;
|
||||
return sample_p_norm(rt.a) * 255.0f;
|
||||
}
|
||||
|
||||
float4 fetch_rgb(int2 xy)
|
||||
{
|
||||
float4 rt = fetch_raw_color(xy);
|
||||
float4 c = float4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
|
||||
float4 c = float4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0);
|
||||
return c * 255.0f;
|
||||
}
|
||||
|
||||
@@ -545,7 +597,7 @@ float4 sample_color(float2 st, float uv_w)
|
||||
float4x4 c;
|
||||
float2 dd;
|
||||
|
||||
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
{
|
||||
c[0] = sample_c(st, uv_w);
|
||||
}
|
||||
@@ -671,11 +723,7 @@ float4 fog(float4 c, float f)
|
||||
|
||||
float4 ps_color(PS_INPUT input)
|
||||
{
|
||||
#if PS_FST == 0 && PS_INVALID_TEX0 == 1
|
||||
// Re-normalize coordinate from invalid GS to corrected texture size
|
||||
float2 st = (input.t.xy * WH.xy) / (input.t.w * WH.zw);
|
||||
float2 st_int = (input.ti.zw * WH.xy) / (input.t.w * WH.zw);
|
||||
#elif PS_FST == 0
|
||||
#if PS_FST == 0
|
||||
float2 st = input.t.xy / input.t.w;
|
||||
float2 st_int = input.ti.zw / input.t.w;
|
||||
#else
|
||||
@@ -728,9 +776,13 @@ void ps_dither(inout float3 C, float2 pos_xy)
|
||||
if (PS_DITHER == 2)
|
||||
fpos = int2(pos_xy);
|
||||
else
|
||||
fpos = int2(pos_xy / (float)PS_SCALE_FACTOR);
|
||||
fpos = int2(pos_xy * RcpScaleFactor);
|
||||
|
||||
C += DitherMatrix[fpos.x & 3][fpos.y & 3];
|
||||
float value = DitherMatrix[fpos.x & 3][fpos.y & 3];
|
||||
if (PS_ROUND_INV)
|
||||
C -= value;
|
||||
else
|
||||
C += value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -740,6 +792,9 @@ void ps_color_clamp_wrap(inout float3 C)
|
||||
// so we need to limit the color depth on dithered items
|
||||
if (SW_BLEND || PS_DITHER || PS_FBMASK)
|
||||
{
|
||||
if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV)
|
||||
C += 7.0f; // Need to round up, not down since the shader will invert
|
||||
|
||||
// Standard Clamp
|
||||
if (PS_COLCLIP == 0 && PS_HDR == 0)
|
||||
C = clamp(C, (float3)0.0f, (float3)255.0f);
|
||||
@@ -752,8 +807,10 @@ void ps_color_clamp_wrap(inout float3 C)
|
||||
}
|
||||
}
|
||||
|
||||
void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
|
||||
{
|
||||
float As = As_rgba.a;
|
||||
|
||||
if (SW_BLEND)
|
||||
{
|
||||
// PABE
|
||||
@@ -777,9 +834,9 @@ void ps_blend(inout float4 Color, inout 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
|
||||
// We shouldn't clamp blend mix with clr1 as we want alpha higher
|
||||
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
||||
float C_clamped = C;
|
||||
if (PS_BLEND_MIX > 0 && PS_CLR_HW != 1)
|
||||
if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1)
|
||||
C_clamped = min(C_clamped, 1.0f);
|
||||
|
||||
if (PS_BLEND_A == PS_BLEND_B)
|
||||
@@ -798,21 +855,19 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
else
|
||||
Color.rgb = trunc(((A - B) * C) + D);
|
||||
|
||||
if (PS_CLR_HW == 1)
|
||||
if (PS_BLEND_HW == 1)
|
||||
{
|
||||
// Replace Af with As so we can do proper compensation for Alpha.
|
||||
if (PS_BLEND_C == 2)
|
||||
As = Af;
|
||||
// As or Af
|
||||
As_rgba.rgb = (float3)C;
|
||||
// Subtract 1 for alpha to compensate for the changed equation,
|
||||
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
||||
// we pick the lowest overflow from all colors because it's the safest,
|
||||
// we divide by 255 the color because we don't know Cd value,
|
||||
// changed alpha should only be done for hw blend.
|
||||
float min_color = min(min(Color.r, Color.g), Color.b);
|
||||
float alpha_compensate = max(1.0f, min_color / 255.0f);
|
||||
As -= alpha_compensate;
|
||||
float3 alpha_compensate = max((float3)1.0f, Color.rgb / (float3)255.0f);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
}
|
||||
else if (PS_CLR_HW == 2)
|
||||
else if (PS_BLEND_HW == 2)
|
||||
{
|
||||
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
||||
// The initial factor we chose is 1 (0.00392)
|
||||
@@ -822,16 +877,26 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
float color_compensate = 1.0f * (C + 1.0f);
|
||||
Color.rgb -= (float3)color_compensate;
|
||||
}
|
||||
else if (PS_BLEND_HW == 3)
|
||||
{
|
||||
// As, Ad or Af clamped.
|
||||
As_rgba.rgb = (float3)C_clamped;
|
||||
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
||||
// that is sent on second output to compensate.
|
||||
float3 overflow_check = (Color.rgb - (float3)255.0f) / 255.0f;
|
||||
float3 alpha_compensate = max((float3)0.0f, overflow_check);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PS_CLR_HW == 1 || PS_CLR_HW == 5)
|
||||
if (PS_BLEND_HW == 1)
|
||||
{
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
|
||||
Color.rgb = (float3)255.0f;
|
||||
}
|
||||
else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
|
||||
else if (PS_BLEND_HW == 2)
|
||||
{
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
@@ -840,12 +905,16 @@ void ps_blend(inout float4 Color, inout float As, float2 pos_xy)
|
||||
Color.rgb = max((float3)0.0f, (Alpha - (float3)1.0f));
|
||||
Color.rgb *= (float3)255.0f;
|
||||
}
|
||||
else if (PS_CLR_HW == 3)
|
||||
else if (PS_BLEND_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);
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
||||
// When any color channel is higher than 128 then adjust the compensation automatically
|
||||
// to give us more accurate colors, otherwise they will be wrong.
|
||||
// The higher the value (>128) the lower the compensation will be.
|
||||
float max_color = max(max(Color.r, Color.g), Color.b);
|
||||
float color_compensate = 255.0f / max(128.0f, max_color);
|
||||
Color.rgb *= (float3)color_compensate;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -867,26 +936,37 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
{
|
||||
uint4 denorm_c = uint4(C);
|
||||
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
|
||||
|
||||
// Mask will take care of the correct destination
|
||||
if (PS_READ_BA)
|
||||
C.rb = C.bb;
|
||||
else
|
||||
C.rb = C.rr;
|
||||
|
||||
if (PS_READ_BA)
|
||||
|
||||
if (PS_READ16_SRC)
|
||||
{
|
||||
C.rb = (float2)float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5));
|
||||
if (denorm_c.a & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u));
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
C.ga = (float2)float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (denorm_c.g & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
// Mask will take care of the correct destination
|
||||
if (PS_READ_BA)
|
||||
C.rb = C.bb;
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
C.rb = C.rr;
|
||||
|
||||
if (PS_READ_BA)
|
||||
{
|
||||
if (denorm_c.a & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (denorm_c.g & 0x80u)
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -898,15 +978,15 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
C.a = 128.0f;
|
||||
}
|
||||
|
||||
float alpha_blend;
|
||||
if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
float4 alpha_blend;
|
||||
if (SW_AD_TO_HW)
|
||||
{
|
||||
float4 RT = trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
|
||||
alpha_blend = RT.a / 128.0f;
|
||||
alpha_blend = (float4)(RT.a / 128.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha_blend = C.a / 128.0f;
|
||||
alpha_blend = (float4)(C.a / 128.0f);
|
||||
}
|
||||
|
||||
// Alpha correction
|
||||
@@ -956,12 +1036,12 @@ PS_OUTPUT ps_main(PS_INPUT input)
|
||||
#if !PS_NO_COLOR
|
||||
output.c0 = PS_HDR ? float4(C.rgb / 65535.0f, C.a / 255.0f) : C / 255.0f;
|
||||
#if !PS_NO_COLOR1
|
||||
output.c1 = (float4)(alpha_blend);
|
||||
output.c1 = alpha_blend;
|
||||
#endif
|
||||
|
||||
#if PS_NO_ABLEND
|
||||
// write alpha blend factor into col0
|
||||
output.c0.a = alpha_blend;
|
||||
output.c0.a = alpha_blend.a;
|
||||
#endif
|
||||
#if PS_ONLY_ALPHA
|
||||
// rgb isn't used
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
//#version 420 // Keep it for editor detection
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Common Interface Definition
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
#if !pGL_ES
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[1];
|
||||
#endif
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifdef GEOMETRY_SHADER
|
||||
|
||||
#if !pGL_ES
|
||||
in gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[1];
|
||||
#endif
|
||||
} gl_in[];
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
#if !pGL_ES
|
||||
float gl_ClipDistance[1];
|
||||
#endif
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Constant Buffer Definition
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Performance note, some drivers (nouveau) will validate all Constant Buffers
|
||||
// even if only one was updated.
|
||||
|
||||
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
|
||||
layout(std140, binding = 1) uniform cb20
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
|
||||
vec2 TextureScale;
|
||||
vec2 TextureOffset;
|
||||
|
||||
vec2 PointSize;
|
||||
uint MaxDepth;
|
||||
uint pad_cb20;
|
||||
};
|
||||
#endif
|
||||
|
||||
#if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER)
|
||||
layout(std140, binding = 0) uniform cb21
|
||||
{
|
||||
vec3 FogColor;
|
||||
float AREF;
|
||||
|
||||
vec4 WH;
|
||||
|
||||
vec2 TA;
|
||||
float MaxDepthPS;
|
||||
float Af;
|
||||
|
||||
uvec4 MskFix;
|
||||
|
||||
uvec4 FbMask;
|
||||
|
||||
vec4 HalfTexel;
|
||||
|
||||
vec4 MinMax;
|
||||
|
||||
ivec4 ChannelShuffle;
|
||||
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
|
||||
mat4 DitherMatrix;
|
||||
};
|
||||
#endif
|
||||
|
||||
//layout(std140, binding = 22) uniform cb22
|
||||
//{
|
||||
// vec4 rt_size;
|
||||
//};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Default Sampler
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
#endif
|
||||
@@ -35,6 +35,8 @@ in vec4 PSin_p;
|
||||
in vec2 PSin_t;
|
||||
in vec4 PSin_c;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
// Give a different name so I remember there is a special case!
|
||||
#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
|
||||
layout(location = 0) out uint SV_Target1;
|
||||
@@ -234,6 +236,10 @@ void ps_convert_rgb5a1_float16_biln()
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba_8i
|
||||
uniform uint SBW;
|
||||
uniform uint DBW;
|
||||
uniform float ScaleFactor;
|
||||
|
||||
void ps_convert_rgba_8i()
|
||||
{
|
||||
// Convert a RGBA texture into a 8 bits packed texture
|
||||
@@ -252,16 +258,22 @@ void ps_convert_rgba_8i()
|
||||
uvec2 subblock = pos & uvec2(7u, 1u);
|
||||
uvec2 coord = block | subblock;
|
||||
|
||||
// Compensate for potentially differing page pitch.
|
||||
uvec2 block_xy = coord / uvec2(64u, 32u);
|
||||
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
|
||||
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 32u);
|
||||
coord = (coord % uvec2(64u, 32u)) + block_offset;
|
||||
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
|
||||
if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
|
||||
coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
|
||||
if (floor(ScaleFactor) != ScaleFactor)
|
||||
coord = uvec2(vec2(coord) * ScaleFactor);
|
||||
else
|
||||
coord *= uvec2(PS_SCALE_FACTOR);
|
||||
coord *= uvec2(ScaleFactor);
|
||||
|
||||
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
|
||||
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
@@ -314,6 +326,41 @@ void ps_hdr_resolve()
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_clut_4
|
||||
uniform uvec3 offset;
|
||||
uniform float scale;
|
||||
|
||||
void ps_convert_clut_4()
|
||||
{
|
||||
// CLUT4 is easy, just two rows of 8x8.
|
||||
uint index = uint(gl_FragCoord.x) + offset.z;
|
||||
uvec2 pos = uvec2(index % 8u, index / 8u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * vec2(scale)));
|
||||
SV_Target0 = texelFetch(TextureSampler, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_clut_8
|
||||
uniform uvec3 offset;
|
||||
uniform float scale;
|
||||
|
||||
void ps_convert_clut_8()
|
||||
{
|
||||
uint index = min(uint(gl_FragCoord.x) + offset.z, 255u);
|
||||
|
||||
// CLUT is arranged into 8 groups of 16x2, with the top-right and bottom-left quadrants swapped.
|
||||
// This can probably be done better..
|
||||
uint subgroup = (index / 8u) % 4u;
|
||||
uvec2 pos;
|
||||
pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
|
||||
pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * vec2(scale)));
|
||||
SV_Target0 = texelFetch(TextureSampler, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_yuv
|
||||
uniform ivec2 EMOD;
|
||||
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout(location = 0) in vec2 Position;
|
||||
layout(location = 1) in vec2 UV;
|
||||
layout(location = 2) in vec4 Color;
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void vs_main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
layout(binding = 0) uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
layout(location = 0) out vec4 Out_Color;
|
||||
|
||||
void ps_main()
|
||||
{
|
||||
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -8,6 +8,8 @@ in vec4 PSin_c;
|
||||
|
||||
uniform vec4 ZrH;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
|
||||
@@ -19,7 +21,7 @@ void ps_main0()
|
||||
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
SV_Target0 = texture(TextureSampler, PSin_t);
|
||||
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -28,7 +30,7 @@ void ps_main0()
|
||||
// Bob shader
|
||||
void ps_main1()
|
||||
{
|
||||
SV_Target0 = texture(TextureSampler, PSin_t);
|
||||
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -36,9 +38,9 @@ void ps_main1()
|
||||
void ps_main2()
|
||||
{
|
||||
vec2 vstep = vec2(0.0f, ZrH.y);
|
||||
vec4 c0 = texture(TextureSampler, PSin_t - vstep);
|
||||
vec4 c1 = texture(TextureSampler, PSin_t);
|
||||
vec4 c2 = texture(TextureSampler, PSin_t + vstep);
|
||||
vec4 c0 = textureLod(TextureSampler, PSin_t - vstep, 0);
|
||||
vec4 c1 = textureLod(TextureSampler, PSin_t, 0);
|
||||
vec4 c2 = textureLod(TextureSampler, PSin_t + vstep, 0);
|
||||
|
||||
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
|
||||
}
|
||||
@@ -60,15 +62,11 @@ void ps_main3()
|
||||
int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
||||
int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
||||
int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
|
||||
vec2 bofs = vec2(0.0f, 0.5f * float(bank)); // vertical offset of the current bank relative to source texture size
|
||||
vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
|
||||
vec2 optr = PSin_t - bofs; // used to check if the current destination line is within the current bank
|
||||
vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
||||
|
||||
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
||||
// we leave the old line in the destination buffer
|
||||
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
|
||||
SV_Target0 = texture(TextureSampler, iptr);
|
||||
if ((vpos & 1) == field)
|
||||
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -126,13 +124,13 @@ void ps_main4()
|
||||
// calculating motion, only relevant for missing lines where the "center line" is pointed
|
||||
// by p_t1
|
||||
|
||||
vec4 hn = texture(TextureSampler, p_t0 - lofs); // new high pixel
|
||||
vec4 cn = texture(TextureSampler, p_t1); // new center pixel
|
||||
vec4 ln = texture(TextureSampler, p_t0 + lofs); // new low pixel
|
||||
vec4 hn = textureLod(TextureSampler, p_t0 - lofs, 0); // new high pixel
|
||||
vec4 cn = textureLod(TextureSampler, p_t1, 0); // new center pixel
|
||||
vec4 ln = textureLod(TextureSampler, p_t0 + lofs, 0); // new low pixel
|
||||
|
||||
vec4 ho = texture(TextureSampler, p_t2 - lofs); // old high pixel
|
||||
vec4 co = texture(TextureSampler, p_t3); // old center pixel
|
||||
vec4 lo = texture(TextureSampler, p_t2 + lofs); // old low pixel
|
||||
vec4 ho = textureLod(TextureSampler, p_t2 - lofs, 0); // old high pixel
|
||||
vec4 co = textureLod(TextureSampler, p_t3, 0); // old center pixel
|
||||
vec4 lo = textureLod(TextureSampler, p_t2 + lofs, 0); // old low pixel
|
||||
|
||||
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
|
||||
vec3 mc = cn.rgb - co.rgb; // center pixel motion
|
||||
@@ -158,7 +156,7 @@ void ps_main4()
|
||||
if ((vpos & 1) == field)
|
||||
{
|
||||
// output coordinate present on current field
|
||||
SV_Target0 = texture(TextureSampler, p_t0);
|
||||
SV_Target0 = textureLod(TextureSampler, p_t0, 0);
|
||||
}
|
||||
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
||||
{
|
||||
|
||||
@@ -8,6 +8,8 @@ in vec4 PSin_c;
|
||||
|
||||
uniform vec4 BGColor;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
void ps_main0()
|
||||
|
||||
@@ -46,6 +46,8 @@ in vec4 PSin_p;
|
||||
in vec2 PSin_t;
|
||||
in vec4 PSin_c;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
vec4 sample_c()
|
||||
|
||||
@@ -17,6 +17,8 @@ in vec4 PSin_p;
|
||||
in vec2 PSin_t;
|
||||
in vec4 PSin_c;
|
||||
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
|
||||
layout(location = 0) out vec4 SV_Target0;
|
||||
|
||||
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
|
||||
|
||||
@@ -1,15 +1,9 @@
|
||||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
// Require for bit operation
|
||||
//#extension GL_ARB_gpu_shader5 : enable
|
||||
|
||||
#define FMT_32 0
|
||||
#define FMT_24 1
|
||||
#define FMT_16 2
|
||||
|
||||
// APITRACE_DEBUG enables forced pixel output to easily detect
|
||||
// the fragment computed by primitive
|
||||
#define APITRACE_DEBUG 0
|
||||
// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
|
||||
// to detect bad sampling due to upscaling
|
||||
//#define TEX_COORD_DEBUG
|
||||
@@ -21,16 +15,41 @@
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
|
||||
#define PS_PRIMID_INIT (PS_DATE == 1 || PS_DATE == 2)
|
||||
#define NEEDS_RT_EARLY (PS_TEX_IS_FB == 1 || PS_DATE >= 5)
|
||||
#define NEEDS_RT (NEEDS_RT_EARLY || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)))
|
||||
#define NEEDS_TEX (PS_TFX != 4)
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
layout(std140, binding = 0) uniform cb21
|
||||
{
|
||||
vec3 FogColor;
|
||||
float AREF;
|
||||
|
||||
vec4 WH;
|
||||
|
||||
vec2 TA;
|
||||
float MaxDepthPS;
|
||||
float Af;
|
||||
|
||||
uvec4 FbMask;
|
||||
|
||||
vec4 HalfTexel;
|
||||
|
||||
vec4 MinMax;
|
||||
vec4 STRange;
|
||||
|
||||
ivec4 ChannelShuffle;
|
||||
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
|
||||
mat4 DitherMatrix;
|
||||
|
||||
float ScaledScaleFactor;
|
||||
float RcpScaleFactor;
|
||||
};
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
in SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
@@ -70,7 +89,10 @@ in SHADER
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
layout(binding = 0) uniform sampler2D TextureSampler;
|
||||
layout(binding = 1) uniform sampler2D PaletteSampler;
|
||||
#endif
|
||||
|
||||
#if !HAS_FRAMEBUFFER_FETCH && NEEDS_RT
|
||||
layout(binding = 2) uniform sampler2D RtSampler; // note 2 already use by the image below
|
||||
@@ -94,10 +116,14 @@ vec4 fetch_rt()
|
||||
#endif
|
||||
}
|
||||
|
||||
#if NEEDS_TEX
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
{
|
||||
#if PS_TEX_IS_FB == 1
|
||||
return fetch_rt();
|
||||
#elif PS_REGION_RECT
|
||||
return texelFetch(TextureSampler, ivec2(uv), 0);
|
||||
#else
|
||||
|
||||
#if PS_POINT_SAMPLER
|
||||
@@ -109,7 +135,20 @@ 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_ADJS && !PS_ADJT
|
||||
uv *= STScale;
|
||||
#else
|
||||
#if PS_ADJS
|
||||
uv.x = (uv.x - STRange.x) * STRange.z;
|
||||
#else
|
||||
uv.x = uv.x * STScale.x;
|
||||
#endif
|
||||
#if PS_ADJT
|
||||
uv.y = (uv.y - STRange.y) * STRange.w;
|
||||
#else
|
||||
uv.y = uv.y * STScale.y;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if PS_AUTOMATIC_LOD == 1
|
||||
return texture(TextureSampler, uv);
|
||||
@@ -133,23 +172,28 @@ vec4 sample_c(vec2 uv)
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 sample_p(float idx)
|
||||
vec4 sample_p(uint idx)
|
||||
{
|
||||
return texture(PaletteSampler, vec2(idx, 0.0f));
|
||||
return texelFetch(PaletteSampler, ivec2(int(idx), 0), 0);
|
||||
}
|
||||
|
||||
vec4 sample_p_norm(float u)
|
||||
{
|
||||
return sample_p(uint(u * 255.5f));
|
||||
}
|
||||
|
||||
vec4 clamp_wrap_uv(vec4 uv)
|
||||
{
|
||||
vec4 uv_out = uv;
|
||||
#if PS_INVALID_TEX0 == 1
|
||||
vec4 tex_size = WH.zwzw;
|
||||
#else
|
||||
vec4 tex_size = WH.xyxy;
|
||||
#endif
|
||||
|
||||
#if PS_WMS == PS_WMT
|
||||
|
||||
#if PS_WMS == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMS == 0
|
||||
uv_out = fract(uv);
|
||||
#elif PS_REGION_RECT == 1 && PS_WMS == 1
|
||||
uv_out = clamp(uv, vec4(0.0f), vec4(1.0f));
|
||||
#elif PS_WMS == 2
|
||||
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
#elif PS_WMS == 3
|
||||
#if PS_FST == 0
|
||||
@@ -157,32 +201,49 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
// textures. Fixes Xenosaga's hair issue.
|
||||
uv = fract(uv);
|
||||
#endif
|
||||
uv_out = vec4((uvec4(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
|
||||
uv_out = vec4((uvec4(uv * tex_size) & floatBitsToUint(MinMax.xyxy)) | floatBitsToUint(MinMax.zwzw)) / tex_size;
|
||||
#endif
|
||||
|
||||
#else // PS_WMS != PS_WMT
|
||||
|
||||
#if PS_WMS == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMS == 0
|
||||
uv.xz = fract(uv.xz);
|
||||
|
||||
#elif PS_REGION_RECT == 1 && PS_WMS == 1
|
||||
uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
|
||||
|
||||
#elif PS_WMS == 2
|
||||
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
|
||||
#elif PS_WMS == 3
|
||||
#if PS_FST == 0
|
||||
uv.xz = fract(uv.xz);
|
||||
#endif
|
||||
uv_out.xz = vec2((uvec2(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
|
||||
uv_out.xz = vec2((uvec2(uv.xz * tex_size.xx) & floatBitsToUint(MinMax.xx)) | floatBitsToUint(MinMax.zz)) / tex_size.xx;
|
||||
|
||||
#endif
|
||||
|
||||
#if PS_WMT == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMT == 0
|
||||
uv_out.yw = fract(uv.yw);
|
||||
|
||||
#elif PS_REGION_RECT == 1 && PS_WMT == 1
|
||||
uv_out.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
|
||||
|
||||
#elif PS_WMT == 2
|
||||
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
|
||||
#elif PS_WMT == 3
|
||||
#if PS_FST == 0
|
||||
uv.yw = fract(uv.yw);
|
||||
#endif
|
||||
uv_out.yw = vec2((uvec2(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
|
||||
uv_out.yw = vec2((uvec2(uv.yw * tex_size.yy) & floatBitsToUint(MinMax.yy)) | floatBitsToUint(MinMax.ww)) / tex_size.yy;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if PS_REGION_RECT == 1
|
||||
// Normalized -> Integer Coordinates.
|
||||
uv_out = clamp(uv_out * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
|
||||
#endif
|
||||
|
||||
return uv_out;
|
||||
@@ -202,7 +263,7 @@ mat4 sample_4c(vec4 uv)
|
||||
return c;
|
||||
}
|
||||
|
||||
vec4 sample_4_index(vec4 uv)
|
||||
uvec4 sample_4_index(vec4 uv)
|
||||
{
|
||||
vec4 c;
|
||||
|
||||
@@ -218,26 +279,22 @@ vec4 sample_4_index(vec4 uv)
|
||||
c.z = sample_c(uv.xw).a;
|
||||
c.w = sample_c(uv.zw).a;
|
||||
|
||||
uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
|
||||
uvec4 i = uvec4(c * 255.5f); // Denormalize value
|
||||
|
||||
#if PS_PAL_FMT == 1
|
||||
// 4HL
|
||||
return vec4(i & 0xFu) / 255.0f;
|
||||
|
||||
return i & 0xFu;
|
||||
#elif PS_PAL_FMT == 2
|
||||
// 4HH
|
||||
return vec4(i >> 4u) / 255.0f;
|
||||
|
||||
return i >> 4u;
|
||||
#else
|
||||
// Most of texture will hit this code so keep normalized float value
|
||||
|
||||
// 8 bits
|
||||
return c;
|
||||
// 8
|
||||
return i;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
mat4 sample_4p(vec4 u)
|
||||
mat4 sample_4p(uvec4 u)
|
||||
{
|
||||
mat4 c;
|
||||
|
||||
@@ -287,7 +344,7 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
||||
|
||||
// Keep the full precision
|
||||
// It allow to multiply the ScalingFactor before the 1/16 coeff
|
||||
ivec4 mask = ivec4(MskFix) << 4;
|
||||
ivec4 mask = floatBitsToInt(MinMax) << 4;
|
||||
|
||||
#if PS_WMS == PS_WMT
|
||||
|
||||
@@ -318,7 +375,7 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
||||
|
||||
vec4 sample_depth(vec2 st)
|
||||
{
|
||||
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(float(PS_SCALE_FACTOR)) * vec2(1.0f/16.0f);
|
||||
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
|
||||
ivec2 uv = ivec2(uv_f);
|
||||
|
||||
vec4 t = vec4(0.0f);
|
||||
@@ -398,7 +455,7 @@ vec4 fetch_red()
|
||||
#else
|
||||
vec4 rt = fetch_raw_color();
|
||||
#endif
|
||||
return sample_p(rt.r) * 255.0f;
|
||||
return sample_p_norm(rt.r) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_green()
|
||||
@@ -409,7 +466,7 @@ vec4 fetch_green()
|
||||
#else
|
||||
vec4 rt = fetch_raw_color();
|
||||
#endif
|
||||
return sample_p(rt.g) * 255.0f;
|
||||
return sample_p_norm(rt.g) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_blue()
|
||||
@@ -420,19 +477,19 @@ vec4 fetch_blue()
|
||||
#else
|
||||
vec4 rt = fetch_raw_color();
|
||||
#endif
|
||||
return sample_p(rt.b) * 255.0f;
|
||||
return sample_p_norm(rt.b) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_alpha()
|
||||
{
|
||||
vec4 rt = fetch_raw_color();
|
||||
return sample_p(rt.a) * 255.0f;
|
||||
return sample_p_norm(rt.a) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_rgb()
|
||||
{
|
||||
vec4 rt = fetch_raw_color();
|
||||
vec4 c = vec4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0f);
|
||||
vec4 c = vec4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0f);
|
||||
return c * 255.0f;
|
||||
}
|
||||
|
||||
@@ -463,7 +520,7 @@ vec4 sample_color(vec2 st)
|
||||
vec2 dd;
|
||||
|
||||
// FIXME I'm not sure this condition is useful (I think code will be optimized)
|
||||
#if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
#if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
||||
// No software LTF and pure 32 bits RGBA texure without special texture wrapping
|
||||
c[0] = sample_c(st);
|
||||
#ifdef TEX_COORD_DEBUG
|
||||
@@ -532,6 +589,8 @@ vec4 sample_color(vec2 st)
|
||||
return trunc(t * 255.0f + 0.05f);
|
||||
}
|
||||
|
||||
#endif // NEEDS_TEX
|
||||
|
||||
vec4 tfx(vec4 T, vec4 C)
|
||||
{
|
||||
vec4 C_out;
|
||||
@@ -590,11 +649,7 @@ void fog(inout vec4 C, float f)
|
||||
vec4 ps_color()
|
||||
{
|
||||
//FIXME: maybe we can set gl_Position.w = q in VS
|
||||
#if (PS_FST == 0) && (PS_INVALID_TEX0 == 1)
|
||||
// Re-normalize coordinate from invalid GS to corrected texture size
|
||||
vec2 st = (PSin.t_float.xy * WH.xy) / (vec2(PSin.t_float.w) * WH.zw);
|
||||
vec2 st_int = (PSin.t_int.zw * WH.xy) / (vec2(PSin.t_float.w) * WH.zw);
|
||||
#elif (PS_FST == 0)
|
||||
#if (PS_FST == 0)
|
||||
vec2 st = PSin.t_float.xy / vec2(PSin.t_float.w);
|
||||
vec2 st_int = PSin.t_int.zw / vec2(PSin.t_float.w);
|
||||
#else
|
||||
@@ -603,7 +658,9 @@ vec4 ps_color()
|
||||
vec2 st_int = PSin.t_int.zw;
|
||||
#endif
|
||||
|
||||
#if PS_CHANNEL_FETCH == 1
|
||||
#if !NEEDS_TEX
|
||||
vec4 T = vec4(0.0);
|
||||
#elif PS_CHANNEL_FETCH == 1
|
||||
vec4 T = fetch_red();
|
||||
#elif PS_CHANNEL_FETCH == 2
|
||||
vec4 T = fetch_green();
|
||||
@@ -646,9 +703,14 @@ void ps_dither(inout vec3 C)
|
||||
#if PS_DITHER == 2
|
||||
ivec2 fpos = ivec2(gl_FragCoord.xy);
|
||||
#else
|
||||
ivec2 fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
|
||||
ivec2 fpos = ivec2(gl_FragCoord.xy * RcpScaleFactor);
|
||||
#endif
|
||||
float value = DitherMatrix[fpos.y&3][fpos.x&3];
|
||||
#if PS_ROUND_INV
|
||||
C -= value;
|
||||
#else
|
||||
C += value;
|
||||
#endif
|
||||
C += DitherMatrix[fpos.y&3][fpos.x&3];
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -658,6 +720,10 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
// so we need to limit the color depth on dithered items
|
||||
#if SW_BLEND || PS_DITHER || PS_FBMASK
|
||||
|
||||
#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
|
||||
C += 7.0f; // Need to round up, not down since the shader will invert
|
||||
#endif
|
||||
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
// Standard Clamp
|
||||
@@ -680,8 +746,10 @@ void ps_color_clamp_wrap(inout vec3 C)
|
||||
#endif
|
||||
}
|
||||
|
||||
void ps_blend(inout vec4 Color, inout float As)
|
||||
void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
||||
{
|
||||
float As = As_rgba.a;
|
||||
|
||||
#if SW_BLEND
|
||||
|
||||
// PABE
|
||||
@@ -736,9 +804,9 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
#endif
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
// We shouldn't clamp blend mix with clr1 as we want alpha higher
|
||||
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
||||
float C_clamped = C;
|
||||
#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
|
||||
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1
|
||||
C_clamped = min(C_clamped, 1.0f);
|
||||
#endif
|
||||
|
||||
@@ -759,20 +827,17 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
Color.rgb = trunc((A - B) * C + D);
|
||||
#endif
|
||||
|
||||
#if PS_CLR_HW == 1
|
||||
// Replace Af with As so we can do proper compensation for Alpha.
|
||||
#if PS_BLEND_C == 2
|
||||
As = Af;
|
||||
#endif
|
||||
#if PS_BLEND_HW == 1
|
||||
// As or Af
|
||||
As_rgba.rgb = vec3(C);
|
||||
// Subtract 1 for alpha to compensate for the changed equation,
|
||||
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
||||
// we pick the lowest overflow from all colors because it's the safest,
|
||||
// we divide by 255 the color because we don't know Cd value,
|
||||
// changed alpha should only be done for hw blend.
|
||||
float min_color = min(min(Color.r, Color.g), Color.b);
|
||||
float alpha_compensate = max(1.0f, min_color / 255.0f);
|
||||
As -= alpha_compensate;
|
||||
#elif PS_CLR_HW == 2
|
||||
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
#elif PS_BLEND_HW == 2
|
||||
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
||||
// The initial factor we chose is 1 (0.00392)
|
||||
// as that is the minimum color Cd can be,
|
||||
@@ -780,13 +845,21 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
// blended value it can be.
|
||||
float color_compensate = 1.0f * (C + 1.0f);
|
||||
Color.rgb -= vec3(color_compensate);
|
||||
#elif PS_BLEND_HW == 3
|
||||
// As, Ad or Af clamped.
|
||||
As_rgba.rgb = vec3(C_clamped);
|
||||
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
||||
// that is sent on second output to compensate.
|
||||
vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f;
|
||||
vec3 alpha_compensate = max(vec3(0.0f), overflow_check);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
#endif
|
||||
|
||||
#else
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
#if PS_CLR_HW == 1 || PS_CLR_HW == 5
|
||||
#if PS_BLEND_HW == 1
|
||||
Color.rgb = vec3(255.0f);
|
||||
#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
|
||||
#elif PS_BLEND_HW == 2
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
#if PS_BLEND_C == 2
|
||||
@@ -797,11 +870,15 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
|
||||
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
||||
Color.rgb *= vec3(255.0f);
|
||||
#elif PS_CLR_HW == 3
|
||||
#elif PS_BLEND_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);
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
||||
// When any color channel is higher than 128 then adjust the compensation automatically
|
||||
// to give us more accurate colors, otherwise they will be wrong.
|
||||
// The higher the value (>128) the lower the compensation will be.
|
||||
float max_color = max(max(Color.r, Color.g), Color.b);
|
||||
float color_compensate = 255.0f / max(128.0f, max_color);
|
||||
Color.rgb *= vec3(color_compensate);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -849,23 +926,17 @@ void ps_main()
|
||||
#endif
|
||||
|
||||
vec4 C = ps_color();
|
||||
#if (APITRACE_DEBUG & 1) == 1
|
||||
C.r = 255.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 2) == 2
|
||||
C.g = 255.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 4) == 4
|
||||
C.b = 255.0f;
|
||||
#endif
|
||||
#if (APITRACE_DEBUG & 8) == 8
|
||||
C.a = 128.0f;
|
||||
#endif
|
||||
|
||||
#if PS_SHUFFLE
|
||||
uvec4 denorm_c = uvec4(C);
|
||||
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
|
||||
|
||||
#if PS_READ16_SRC
|
||||
C.rb = vec2(float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5)));
|
||||
if (bool(denorm_c.a & 0x80u))
|
||||
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u)));
|
||||
#else
|
||||
// Write RB part. Mask will take care of the correct destination
|
||||
#if PS_READ_BA
|
||||
C.rb = C.bb;
|
||||
@@ -901,9 +972,10 @@ void ps_main()
|
||||
// float sel = step(128.0f, c.g);
|
||||
// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
|
||||
// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
|
||||
#endif
|
||||
#endif // PS_READ_BA
|
||||
|
||||
#endif
|
||||
#endif // READ16_SRC
|
||||
#endif // PS_SHUFFLE
|
||||
|
||||
// Must be done before alpha correction
|
||||
|
||||
@@ -914,9 +986,9 @@ void ps_main()
|
||||
|
||||
#if SW_AD_TO_HW
|
||||
vec4 RT = trunc(fetch_rt() * 255.0f + 0.1f);
|
||||
float alpha_blend = RT.a / 128.0f;
|
||||
vec4 alpha_blend = vec4(RT.a / 128.0f);
|
||||
#else
|
||||
float alpha_blend = C.a / 128.0f;
|
||||
vec4 alpha_blend = vec4(C.a / 128.0f);
|
||||
#endif
|
||||
|
||||
// Correct the ALPHA value based on the output format
|
||||
@@ -956,12 +1028,12 @@ void ps_main()
|
||||
SV_Target0 = C / 255.0f;
|
||||
#endif
|
||||
#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
|
||||
SV_Target1 = vec4(alpha_blend);
|
||||
SV_Target1 = alpha_blend;
|
||||
#endif
|
||||
|
||||
#if PS_NO_ABLEND
|
||||
// write alpha blend factor into col0
|
||||
SV_Target0.a = alpha_blend;
|
||||
SV_Target0.a = alpha_blend.a;
|
||||
#endif
|
||||
#if PS_ONLY_ALPHA
|
||||
// rgb isn't used
|
||||
@@ -973,5 +1045,3 @@ void ps_main()
|
||||
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,5 +1,18 @@
|
||||
//#version 420 // Keep it for text editor detection
|
||||
|
||||
layout(std140, binding = 1) uniform cb20
|
||||
{
|
||||
vec2 VertexScale;
|
||||
vec2 VertexOffset;
|
||||
|
||||
vec2 TextureScale;
|
||||
vec2 TextureOffset;
|
||||
|
||||
vec2 PointSize;
|
||||
uint MaxDepth;
|
||||
uint pad_cb20;
|
||||
};
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
layout(location = 0) in vec2 i_st;
|
||||
layout(location = 2) in vec4 i_c;
|
||||
@@ -9,9 +22,6 @@ layout(location = 5) in uint i_z;
|
||||
layout(location = 6) in uvec2 i_uv;
|
||||
layout(location = 7) in vec4 i_f;
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
out SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
@@ -36,12 +46,12 @@ void texture_coord()
|
||||
|
||||
// Integer coordinate => normalized
|
||||
VSout.t_int.xy = uv * TextureScale;
|
||||
#if VS_INT_FST == 1
|
||||
// Some games uses float coordinate for post-processing effect
|
||||
VSout.t_int.zw = st / TextureScale;
|
||||
#else
|
||||
#if VS_FST
|
||||
// Integer coordinate => integral
|
||||
VSout.t_int.zw = uv;
|
||||
#else
|
||||
// Some games uses float coordinate for post-processing effect
|
||||
VSout.t_int.zw = st / TextureScale;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -77,7 +87,7 @@ void vs_main()
|
||||
VSout.t_float.z = i_f.x; // pack for with texture
|
||||
|
||||
#if VS_POINT_SIZE
|
||||
gl_PointSize = float(VS_POINT_SIZE_VALUE);
|
||||
gl_PointSize = PointSize.x;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -85,9 +95,6 @@ void vs_main()
|
||||
|
||||
#ifdef GEOMETRY_SHADER
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
in SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
@@ -99,9 +106,6 @@ in SHADER
|
||||
#endif
|
||||
} GSin[];
|
||||
|
||||
#if !defined(BROKEN_DRIVER) && (pGL_ES || defined(GL_ARB_enhanced_layouts) && GL_ARB_enhanced_layouts)
|
||||
layout(location = 0)
|
||||
#endif
|
||||
out SHADER
|
||||
{
|
||||
vec4 t_float;
|
||||
@@ -125,7 +129,7 @@ void out_vertex(in vec4 position, in vertex v)
|
||||
GSout.t_float = v.t_float;
|
||||
GSout.t_int = v.t_int;
|
||||
// Flat output
|
||||
#if GS_POINT == 1
|
||||
#if GS_PRIM == 0
|
||||
GSout.c = GSin[0].c;
|
||||
#else
|
||||
GSout.c = GSin[1].c;
|
||||
@@ -135,14 +139,14 @@ void out_vertex(in vec4 position, in vertex v)
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
#if GS_POINT == 1
|
||||
#if GS_PRIM == 0
|
||||
layout(points) in;
|
||||
#else
|
||||
layout(lines) in;
|
||||
#endif
|
||||
layout(triangle_strip, max_vertices = 4) out;
|
||||
|
||||
#if GS_POINT == 1
|
||||
#if GS_PRIM == 0
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
@@ -168,7 +172,7 @@ void gs_main()
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#elif GS_LINE == 1
|
||||
#elif GS_PRIM == 1
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
@@ -199,7 +203,7 @@ void gs_main()
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#else
|
||||
#else // GS_PRIM == 3
|
||||
|
||||
void gs_main()
|
||||
{
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifndef PS_SCALE_FACTOR
|
||||
#define PS_SCALE_FACTOR 1.0
|
||||
#endif
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout(location = 0) in vec4 a_pos;
|
||||
@@ -23,7 +19,17 @@ layout(location = 0) in vec2 v_tex;
|
||||
|
||||
#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
|
||||
layout(location = 0) out uint o_col0;
|
||||
#else
|
||||
#elif !defined(ps_datm1) && \
|
||||
!defined(ps_datm0) && \
|
||||
!defined(ps_convert_rgba8_float32) && \
|
||||
!defined(ps_convert_rgba8_float24) && \
|
||||
!defined(ps_convert_rgba8_float16) && \
|
||||
!defined(ps_convert_rgb5a1_float16) && \
|
||||
!defined(ps_convert_rgba8_float32_biln) && \
|
||||
!defined(ps_convert_rgba8_float24_biln) && \
|
||||
!defined(ps_convert_rgba8_float16_biln) && \
|
||||
!defined(ps_convert_rgb5a1_float16_biln) && \
|
||||
!defined(ps_depth_copy)
|
||||
layout(location = 0) out vec4 o_col0;
|
||||
#endif
|
||||
|
||||
@@ -69,8 +75,6 @@ void ps_convert_rgba8_16bits()
|
||||
#ifdef ps_datm1
|
||||
void ps_datm1()
|
||||
{
|
||||
o_col0 = vec4(0, 0, 0, 0);
|
||||
|
||||
if(sample_c(v_tex).a < (127.5f / 255.0f)) // >= 0x80 pass
|
||||
discard;
|
||||
|
||||
@@ -80,8 +84,6 @@ void ps_datm1()
|
||||
#ifdef ps_datm0
|
||||
void ps_datm0()
|
||||
{
|
||||
o_col0 = vec4(0, 0, 0, 0);
|
||||
|
||||
if((127.5f / 255.0f) < sample_c(v_tex).a) // < 0x80 pass (== 0x80 should not pass)
|
||||
discard;
|
||||
}
|
||||
@@ -238,6 +240,15 @@ void ps_convert_rgb5a1_float16_biln()
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_rgba_8i
|
||||
layout(push_constant) uniform cb10
|
||||
{
|
||||
uint SBW;
|
||||
uint DBW;
|
||||
uvec2 cb_pad1;
|
||||
float ScaleFactor;
|
||||
vec3 cb_pad2;
|
||||
};
|
||||
|
||||
void ps_convert_rgba_8i()
|
||||
{
|
||||
// Convert a RGBA texture into a 8 bits packed texture
|
||||
@@ -249,28 +260,81 @@ void ps_convert_rgba_8i()
|
||||
// 1: 8 R | 8 B
|
||||
// 2: 8 G | 8 A
|
||||
// 3: 8 G | 8 A
|
||||
uvec2 pos = uvec2(gl_FragCoord.xy);
|
||||
uvec2 pos = uvec2(gl_FragCoord.xy);
|
||||
|
||||
// Collapse separate R G B A areas into their base pixel
|
||||
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
|
||||
uvec2 subblock = pos & uvec2(7u, 1u);
|
||||
uvec2 coord = block | subblock;
|
||||
// Collapse separate R G B A areas into their base pixel
|
||||
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
|
||||
uvec2 subblock = pos & uvec2(7u, 1u);
|
||||
uvec2 coord = block | subblock;
|
||||
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
// Compensate for potentially differing page pitch.
|
||||
uvec2 block_xy = coord / uvec2(64u, 32u);
|
||||
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
|
||||
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 32u);
|
||||
coord = (coord % uvec2(64u, 32u)) + block_offset;
|
||||
|
||||
if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
|
||||
coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
|
||||
else
|
||||
coord *= uvec2(PS_SCALE_FACTOR);
|
||||
// Apply offset to cols 1 and 2
|
||||
uint is_col23 = pos.y & 4u;
|
||||
uint is_col13 = pos.y & 2u;
|
||||
uint is_col12 = is_col23 ^ (is_col13 << 1);
|
||||
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
|
||||
|
||||
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
|
||||
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
|
||||
o_col0 = vec4(sel1); // Divide by something here?
|
||||
if (floor(ScaleFactor) != ScaleFactor)
|
||||
coord = uvec2(vec2(coord) * ScaleFactor);
|
||||
else
|
||||
coord *= uvec2(ScaleFactor);
|
||||
|
||||
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
|
||||
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
|
||||
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
|
||||
o_col0 = vec4(sel1); // Divide by something here?
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_clut_4
|
||||
layout(push_constant) uniform cb10
|
||||
{
|
||||
uvec2 offset;
|
||||
uint doffset;
|
||||
uint cb_pad1;
|
||||
float scale;
|
||||
vec3 cb_pad2;
|
||||
};
|
||||
|
||||
void ps_convert_clut_4()
|
||||
{
|
||||
// CLUT4 is easy, just two rows of 8x8.
|
||||
uint index = uint(gl_FragCoord.x) + doffset;
|
||||
uvec2 pos = uvec2(index % 8u, index / 8u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset + pos) * vec2(scale)));
|
||||
o_col0 = texelFetch(samp0, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ps_convert_clut_8
|
||||
layout(push_constant) uniform cb10
|
||||
{
|
||||
uvec2 offset;
|
||||
uint doffset;
|
||||
uint cb_pad1;
|
||||
float scale;
|
||||
vec3 cb_pad2;
|
||||
};
|
||||
|
||||
void ps_convert_clut_8()
|
||||
{
|
||||
uint index = min(uint(gl_FragCoord.x) + doffset, 255u);
|
||||
|
||||
// CLUT is arranged into 8 groups of 16x2, with the top-right and bottom-left quadrants swapped.
|
||||
// This can probably be done better..
|
||||
uint subgroup = (index / 8u) % 4u;
|
||||
uvec2 pos;
|
||||
pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
|
||||
pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
|
||||
|
||||
ivec2 final = ivec2(floor(vec2(offset + pos) * vec2(scale)));
|
||||
o_col0 = texelFetch(samp0, final, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout(location = 0) in vec2 Position;
|
||||
layout(location = 1) in vec2 UV;
|
||||
layout(location = 2) in vec4 Color;
|
||||
|
||||
layout(push_constant) uniform PushConstants
|
||||
{
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 Frag_UV;
|
||||
layout(location = 1) out vec4 Frag_Color;
|
||||
|
||||
void vs_main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
layout(binding = 0) uniform sampler2D Texture;
|
||||
|
||||
layout(location = 0) in vec2 Frag_UV;
|
||||
layout(location = 1) in vec4 Frag_Color;
|
||||
|
||||
layout(location = 0) out vec4 Out_Color;
|
||||
|
||||
void ps_main()
|
||||
{
|
||||
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -35,7 +35,7 @@ void ps_main0()
|
||||
const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
|
||||
|
||||
if ((vpos & 1) == field)
|
||||
o_col0 = texture(samp0, v_tex);
|
||||
o_col0 = textureLod(samp0, v_tex, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -46,7 +46,7 @@ void ps_main0()
|
||||
#ifdef ps_main1
|
||||
void ps_main1()
|
||||
{
|
||||
o_col0 = texture(samp0, v_tex);
|
||||
o_col0 = textureLod(samp0, v_tex, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -56,9 +56,9 @@ void ps_main1()
|
||||
void ps_main2()
|
||||
{
|
||||
vec2 vstep = vec2(0.0f, ZrH.y);
|
||||
vec4 c0 = texture(samp0, v_tex - vstep);
|
||||
vec4 c1 = texture(samp0, v_tex);
|
||||
vec4 c2 = texture(samp0, v_tex + vstep);
|
||||
vec4 c0 = textureLod(samp0, v_tex - vstep, 0);
|
||||
vec4 c1 = textureLod(samp0, v_tex, 0);
|
||||
vec4 c2 = textureLod(samp0, v_tex + vstep, 0);
|
||||
|
||||
o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
|
||||
}
|
||||
@@ -82,15 +82,11 @@ void ps_main3()
|
||||
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
||||
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
||||
const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
|
||||
const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
|
||||
const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
|
||||
const vec2 optr = v_tex - bofs; // used to check if the current destination line is within the current bank
|
||||
const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
||||
|
||||
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
||||
// we leave the old line in the destination buffer
|
||||
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
|
||||
o_col0 = texture(samp0, iptr);
|
||||
if ((vpos & 1) == field)
|
||||
o_col0 = textureLod(samp0, v_tex, 0);
|
||||
else
|
||||
discard;
|
||||
}
|
||||
@@ -150,13 +146,13 @@ void ps_main4()
|
||||
|
||||
// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
|
||||
|
||||
vec4 hn = texture(samp0, p_t0 - lofs); // new high pixel
|
||||
vec4 cn = texture(samp0, p_t1); // new center pixel
|
||||
vec4 ln = texture(samp0, p_t0 + lofs); // new low pixel
|
||||
vec4 hn = textureLod(samp0, p_t0 - lofs, 0); // new high pixel
|
||||
vec4 cn = textureLod(samp0, p_t1, 0); // new center pixel
|
||||
vec4 ln = textureLod(samp0, p_t0 + lofs, 0); // new low pixel
|
||||
|
||||
vec4 ho = texture(samp0, p_t2 - lofs); // old high pixel
|
||||
vec4 co = texture(samp0, p_t3); // old center pixel
|
||||
vec4 lo = texture(samp0, p_t2 + lofs); // old low pixel
|
||||
vec4 ho = textureLod(samp0, p_t2 - lofs, 0); // old high pixel
|
||||
vec4 co = textureLod(samp0, p_t3, 0); // old center pixel
|
||||
vec4 lo = textureLod(samp0, p_t2 + lofs, 0); // old low pixel
|
||||
|
||||
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
|
||||
vec3 mc = cn.rgb - co.rgb; // center pixel motion
|
||||
@@ -181,7 +177,7 @@ void ps_main4()
|
||||
if ((vpos & 1) == field) // output coordinate present on current field
|
||||
{
|
||||
// output coordinate present on current field
|
||||
o_col0 = texture(samp0, p_t0);
|
||||
o_col0 = textureLod(samp0, p_t0, 0);
|
||||
}
|
||||
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
||||
{
|
||||
|
||||
@@ -78,7 +78,7 @@ void main()
|
||||
#endif
|
||||
|
||||
#if VS_POINT_SIZE
|
||||
gl_PointSize = float(VS_POINT_SIZE_VALUE);
|
||||
gl_PointSize = PointSize.x;
|
||||
#endif
|
||||
|
||||
vsOut.c = a_c;
|
||||
@@ -312,13 +312,16 @@ void main()
|
||||
#define PS_FST 0
|
||||
#define PS_WMS 0
|
||||
#define PS_WMT 0
|
||||
#define PS_ADJS 0
|
||||
#define PS_ADJT 0
|
||||
#define PS_FMT FMT_32
|
||||
#define PS_AEM 0
|
||||
#define PS_TFX 0
|
||||
#define PS_TCC 1
|
||||
#define PS_ATST 1
|
||||
#define PS_FOG 0
|
||||
#define PS_CLR_HW 0
|
||||
#define PS_BLEND_HW 0
|
||||
#define PS_A_MASKED 0
|
||||
#define PS_FBA 0
|
||||
#define PS_FBMASK 0
|
||||
#define PS_LTF 1
|
||||
@@ -326,14 +329,13 @@ void main()
|
||||
#define PS_POINT_SAMPLER 0
|
||||
#define PS_SHUFFLE 0
|
||||
#define PS_READ_BA 0
|
||||
#define PS_READ16_SRC 0
|
||||
#define PS_DFMT 0
|
||||
#define PS_DEPTH_FMT 0
|
||||
#define PS_PAL_FMT 0
|
||||
#define PS_CHANNEL_FETCH 0
|
||||
#define PS_TALES_OF_ABYSS_HLE 0
|
||||
#define PS_URBAN_CHAOS_HLE 0
|
||||
#define PS_INVALID_TEX0 0
|
||||
#define PS_SCALE_FACTOR 1.0
|
||||
#define PS_HDR 0
|
||||
#define PS_COLCLIP 0
|
||||
#define PS_BLEND_A 0
|
||||
@@ -350,9 +352,12 @@ void main()
|
||||
|
||||
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||||
#define SW_BLEND_NEEDS_RT (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1)
|
||||
#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
|
||||
|
||||
#define PS_FEEDBACK_LOOP_IS_NEEDED (PS_TEX_IS_FB == 1 || PS_FBMASK || SW_BLEND_NEEDS_RT || (PS_DATE >= 5))
|
||||
|
||||
#define NEEDS_TEX (PS_TFX != 4)
|
||||
|
||||
layout(std140, set = 0, binding = 1) uniform cb1
|
||||
{
|
||||
vec3 FogColor;
|
||||
@@ -361,14 +366,16 @@ layout(std140, set = 0, binding = 1) uniform cb1
|
||||
vec2 TA;
|
||||
float MaxDepthPS;
|
||||
float Af;
|
||||
uvec4 MskFix;
|
||||
uvec4 FbMask;
|
||||
vec4 HalfTexel;
|
||||
vec4 MinMax;
|
||||
vec4 STRange;
|
||||
ivec4 ChannelShuffle;
|
||||
vec2 TC_OffsetHack;
|
||||
vec2 STScale;
|
||||
mat4 DitherMatrix;
|
||||
float ScaledScaleFactor;
|
||||
float RcpScaleFactor;
|
||||
};
|
||||
|
||||
layout(location = 0) in VSOutput
|
||||
@@ -385,12 +392,14 @@ layout(location = 0) in VSOutput
|
||||
#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
|
||||
layout(location = 0, index = 0) out vec4 o_col0;
|
||||
layout(location = 0, index = 1) out vec4 o_col1;
|
||||
#else
|
||||
#elif !PS_NO_COLOR
|
||||
layout(location = 0) out vec4 o_col0;
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
layout(set = 1, binding = 0) uniform sampler2D Texture;
|
||||
layout(set = 1, binding = 1) uniform sampler2D Palette;
|
||||
layout(set = 1, binding = 1) uniform texture2D Palette;
|
||||
#endif
|
||||
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED
|
||||
#ifndef DISABLE_TEXTURE_BARRIER
|
||||
@@ -406,10 +415,14 @@ layout(set = 1, binding = 1) uniform sampler2D Palette;
|
||||
layout(set = 2, binding = 1) uniform texture2D PrimMinTexture;
|
||||
#endif
|
||||
|
||||
#if NEEDS_TEX
|
||||
|
||||
vec4 sample_c(vec2 uv)
|
||||
{
|
||||
#if PS_TEX_IS_FB
|
||||
return sample_from_rt();
|
||||
#elif PS_REGION_RECT
|
||||
return texelFetch(Texture, ivec2(uv), 0);
|
||||
#else
|
||||
#if PS_POINT_SAMPLER
|
||||
// Weird issue with ATI/AMD cards,
|
||||
@@ -420,47 +433,67 @@ 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
|
||||
#if !PS_ADJS && !PS_ADJT
|
||||
uv *= STScale;
|
||||
#else
|
||||
#if PS_ADJS
|
||||
uv.x = (uv.x - STRange.x) * STRange.z;
|
||||
#else
|
||||
uv.x = uv.x * STScale.x;
|
||||
#endif
|
||||
#if PS_ADJT
|
||||
uv.y = (uv.y - STRange.y) * STRange.w;
|
||||
#else
|
||||
uv.y = uv.y * STScale.y;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if PS_AUTOMATIC_LOD == 1
|
||||
return texture(Texture, uv);
|
||||
return texture(Texture, uv);
|
||||
#elif PS_MANUAL_LOD == 1
|
||||
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
|
||||
float K = MinMax.x;
|
||||
float L = MinMax.y;
|
||||
float bias = MinMax.z;
|
||||
float max_lod = MinMax.w;
|
||||
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
|
||||
float K = MinMax.x;
|
||||
float L = MinMax.y;
|
||||
float bias = MinMax.z;
|
||||
float max_lod = MinMax.w;
|
||||
|
||||
float gs_lod = K - log2(abs(vsIn.t.w)) * L;
|
||||
// FIXME max useful ?
|
||||
//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
|
||||
float lod = min(gs_lod, max_lod) - bias;
|
||||
float gs_lod = K - log2(abs(vsIn.t.w)) * L;
|
||||
// FIXME max useful ?
|
||||
//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
|
||||
float lod = min(gs_lod, max_lod) - bias;
|
||||
|
||||
return textureLod(Texture, uv, lod);
|
||||
return textureLod(Texture, uv, lod);
|
||||
#else
|
||||
return textureLod(Texture, uv, 0); // No lod
|
||||
return textureLod(Texture, uv, 0); // No lod
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 sample_p(float u)
|
||||
vec4 sample_p(uint idx)
|
||||
{
|
||||
return texture(Palette, vec2(u, 0.0f));
|
||||
return texelFetch(Palette, ivec2(int(idx), 0), 0);
|
||||
}
|
||||
|
||||
vec4 sample_p_norm(float u)
|
||||
{
|
||||
return sample_p(uint(u * 255.5f));
|
||||
}
|
||||
|
||||
vec4 clamp_wrap_uv(vec4 uv)
|
||||
{
|
||||
vec4 tex_size;
|
||||
|
||||
#if PS_INVALID_TEX0
|
||||
tex_size = WH.zwzw;
|
||||
#else
|
||||
tex_size = WH.xyxy;
|
||||
#endif
|
||||
vec4 tex_size = WH.xyxy;
|
||||
|
||||
#if PS_WMS == PS_WMT
|
||||
{
|
||||
#if PS_WMS == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMS == 0
|
||||
{
|
||||
uv = fract(uv);
|
||||
}
|
||||
#elif PS_REGION_RECT == 1 && PS_WMS == 1
|
||||
{
|
||||
uv = clamp(uv, vec4(0.0f), vec4(1.0f));
|
||||
}
|
||||
#elif PS_WMS == 2
|
||||
{
|
||||
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||||
}
|
||||
@@ -471,13 +504,21 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
// textures. Fixes Xenosaga's hair issue.
|
||||
uv = fract(uv);
|
||||
#endif
|
||||
uv = vec4((uvec4(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
|
||||
uv = vec4((uvec4(uv * tex_size) & floatBitsToUint(MinMax.xyxy)) | floatBitsToUint(MinMax.zwzw)) / tex_size;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#else
|
||||
{
|
||||
#if PS_WMS == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMS == 0
|
||||
{
|
||||
uv.xz = fract(uv.xz);
|
||||
}
|
||||
#elif PS_REGION_RECT == 1 && PS_WMS == 1
|
||||
{
|
||||
uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
|
||||
}
|
||||
#elif PS_WMS == 2
|
||||
{
|
||||
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||||
}
|
||||
@@ -486,10 +527,18 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
#if PS_FST == 0
|
||||
uv.xz = fract(uv.xz);
|
||||
#endif
|
||||
uv.xz = vec2((uvec2(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
|
||||
uv.xz = vec2((uvec2(uv.xz * tex_size.xx) & floatBitsToUint(MinMax.xx)) | floatBitsToUint(MinMax.zz)) / tex_size.xx;
|
||||
}
|
||||
#endif
|
||||
#if PS_WMT == 2
|
||||
#if PS_REGION_RECT == 1 && PS_WMT == 0
|
||||
{
|
||||
uv.yw = fract(uv.yw);
|
||||
}
|
||||
#elif PS_REGION_RECT == 1 && PS_WMT == 1
|
||||
{
|
||||
uv.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
|
||||
}
|
||||
#elif PS_WMT == 2
|
||||
{
|
||||
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||||
}
|
||||
@@ -498,12 +547,17 @@ vec4 clamp_wrap_uv(vec4 uv)
|
||||
#if PS_FST == 0
|
||||
uv.yw = fract(uv.yw);
|
||||
#endif
|
||||
uv.yw = vec2((uvec2(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
|
||||
uv.yw = vec2((uvec2(uv.yw * tex_size.yy) & floatBitsToUint(MinMax.yy)) | floatBitsToUint(MinMax.ww)) / tex_size.yy;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#if PS_REGION_RECT == 1
|
||||
// Normalized -> Integer Coordinates.
|
||||
uv = clamp(uv * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
|
||||
#endif
|
||||
|
||||
return uv;
|
||||
}
|
||||
|
||||
@@ -519,7 +573,7 @@ mat4 sample_4c(vec4 uv)
|
||||
return c;
|
||||
}
|
||||
|
||||
vec4 sample_4_index(vec4 uv)
|
||||
uvec4 sample_4_index(vec4 uv)
|
||||
{
|
||||
vec4 c;
|
||||
|
||||
@@ -529,22 +583,21 @@ vec4 sample_4_index(vec4 uv)
|
||||
c.w = sample_c(uv.zw).a;
|
||||
|
||||
// Denormalize value
|
||||
uvec4 i = uvec4(c * 255.0f + 0.5f);
|
||||
uvec4 i = uvec4(c * 255.5f);
|
||||
|
||||
#if PS_PAL_FMT == 1
|
||||
// 4HL
|
||||
c = vec4(i & 0xFu) / 255.0f;
|
||||
return i & 0xFu;
|
||||
#elif PS_PAL_FMT == 2
|
||||
// 4HH
|
||||
c = vec4(i >> 4u) / 255.0f;
|
||||
return i >> 4u;
|
||||
#else
|
||||
// 8
|
||||
return i;
|
||||
#endif
|
||||
|
||||
// Most of texture will hit this code so keep normalized float value
|
||||
// 8 bits
|
||||
return c * 255./256 + 0.5/256;
|
||||
}
|
||||
|
||||
mat4 sample_4p(vec4 u)
|
||||
mat4 sample_4p(uvec4 u)
|
||||
{
|
||||
mat4 c;
|
||||
|
||||
@@ -577,7 +630,11 @@ vec4 fetch_raw_color(ivec2 xy)
|
||||
|
||||
vec4 fetch_c(ivec2 uv)
|
||||
{
|
||||
#if PS_TEX_IS_FB
|
||||
return sample_from_rt();
|
||||
#else
|
||||
return texelFetch(Texture, uv, 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
@@ -586,7 +643,7 @@ vec4 fetch_c(ivec2 uv)
|
||||
|
||||
ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
||||
{
|
||||
ivec4 mask = ivec4(MskFix << 4);
|
||||
ivec4 mask = floatBitsToInt(MinMax) << 4;
|
||||
#if (PS_WMS == PS_WMT)
|
||||
{
|
||||
#if (PS_WMS == 2)
|
||||
@@ -626,7 +683,7 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
||||
|
||||
vec4 sample_depth(vec2 st, ivec2 pos)
|
||||
{
|
||||
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(PS_SCALE_FACTOR) * vec2(1.0f / 16.0f);
|
||||
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
|
||||
ivec2 uv = ivec2(uv_f);
|
||||
|
||||
vec4 t = vec4(0.0f);
|
||||
@@ -709,7 +766,7 @@ vec4 fetch_red(ivec2 xy)
|
||||
rt = fetch_raw_color(xy);
|
||||
#endif
|
||||
|
||||
return sample_p(rt.r) * 255.0f;
|
||||
return sample_p_norm(rt.r) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_green(ivec2 xy)
|
||||
@@ -723,7 +780,7 @@ vec4 fetch_green(ivec2 xy)
|
||||
rt = fetch_raw_color(xy);
|
||||
#endif
|
||||
|
||||
return sample_p(rt.g) * 255.0f;
|
||||
return sample_p_norm(rt.g) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_blue(ivec2 xy)
|
||||
@@ -737,19 +794,19 @@ vec4 fetch_blue(ivec2 xy)
|
||||
rt = fetch_raw_color(xy);
|
||||
#endif
|
||||
|
||||
return sample_p(rt.b) * 255.0f;
|
||||
return sample_p_norm(rt.b) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_alpha(ivec2 xy)
|
||||
{
|
||||
vec4 rt = fetch_raw_color(xy);
|
||||
return sample_p(rt.a) * 255.0f;
|
||||
return sample_p_norm(rt.a) * 255.0f;
|
||||
}
|
||||
|
||||
vec4 fetch_rgb(ivec2 xy)
|
||||
{
|
||||
vec4 rt = fetch_raw_color(xy);
|
||||
vec4 c = vec4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
|
||||
vec4 c = vec4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0);
|
||||
return c * 255.0f;
|
||||
}
|
||||
|
||||
@@ -777,7 +834,7 @@ vec4 sample_color(vec2 st)
|
||||
mat4 c;
|
||||
vec2 dd;
|
||||
|
||||
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2
|
||||
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2
|
||||
{
|
||||
c[0] = sample_c(st);
|
||||
}
|
||||
@@ -834,6 +891,8 @@ vec4 sample_color(vec2 st)
|
||||
return trunc(t * 255.0f + 0.05f);
|
||||
}
|
||||
|
||||
#endif // NEEDS_TEX
|
||||
|
||||
vec4 tfx(vec4 T, vec4 C)
|
||||
{
|
||||
vec4 C_out;
|
||||
@@ -903,11 +962,7 @@ vec4 fog(vec4 c, float f)
|
||||
|
||||
vec4 ps_color()
|
||||
{
|
||||
#if PS_FST == 0 && PS_INVALID_TEX0 == 1
|
||||
// Re-normalize coordinate from invalid GS to corrected texture size
|
||||
vec2 st = (vsIn.t.xy * WH.xy) / (vsIn.t.w * WH.zw);
|
||||
vec2 st_int = (vsIn.ti.zw * WH.xy) / (vsIn.t.w * WH.zw);
|
||||
#elif PS_FST == 0
|
||||
#if PS_FST == 0
|
||||
vec2 st = vsIn.t.xy / vsIn.t.w;
|
||||
vec2 st_int = vsIn.ti.zw / vsIn.t.w;
|
||||
#else
|
||||
@@ -915,7 +970,9 @@ vec4 ps_color()
|
||||
vec2 st_int = vsIn.ti.zw;
|
||||
#endif
|
||||
|
||||
#if PS_CHANNEL_FETCH == 1
|
||||
#if !NEEDS_TEX
|
||||
vec4 T = vec4(0.0f);
|
||||
#elif PS_CHANNEL_FETCH == 1
|
||||
vec4 T = fetch_red(ivec2(gl_FragCoord.xy));
|
||||
#elif PS_CHANNEL_FETCH == 2
|
||||
vec4 T = fetch_green(ivec2(gl_FragCoord.xy));
|
||||
@@ -958,108 +1015,119 @@ void ps_dither(inout vec3 C)
|
||||
#if PS_DITHER == 2
|
||||
fpos = ivec2(gl_FragCoord.xy);
|
||||
#else
|
||||
fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
|
||||
fpos = ivec2(gl_FragCoord.xy * RcpScaleFactor);
|
||||
#endif
|
||||
|
||||
C += DitherMatrix[fpos.y & 3][fpos.x & 3];
|
||||
float value = DitherMatrix[fpos.y & 3][fpos.x & 3];
|
||||
#if PS_ROUND_INV
|
||||
C -= value;
|
||||
#else
|
||||
C += value;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
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
|
||||
// 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 || PS_FBMASK
|
||||
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
// Standard Clamp
|
||||
C = clamp(C, vec3(0.0f), vec3(255.0f));
|
||||
#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
|
||||
C += 7.0f; // Need to round up, not down since the shader will invert
|
||||
#endif
|
||||
|
||||
// FIXME rouding of negative float?
|
||||
// compiler uses trunc but it might need floor
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
// Standard Clamp
|
||||
C = clamp(C, vec3(0.0f), vec3(255.0f));
|
||||
#endif
|
||||
|
||||
// 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
|
||||
// FIXME rouding of negative float?
|
||||
// compiler uses trunc but it might need floor
|
||||
|
||||
// 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 && 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));
|
||||
// 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 == 1
|
||||
C = vec3(ivec3(C) & ivec3(0xFF));
|
||||
C = vec3(ivec3(C) & ivec3(0xFF));
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void ps_blend(inout vec4 Color, inout float As)
|
||||
void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
||||
{
|
||||
float As = As_rgba.a;
|
||||
|
||||
#if SW_BLEND
|
||||
|
||||
// PABE
|
||||
#if PS_PABE
|
||||
// No blending so early exit
|
||||
if (As < 1.0f)
|
||||
return;
|
||||
// No blending so early exit
|
||||
if (As < 1.0f)
|
||||
return;
|
||||
#endif
|
||||
|
||||
#if PS_FEEDBACK_LOOP_IS_NEEDED
|
||||
vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
|
||||
vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
|
||||
#else
|
||||
// Not used, but we define it to make the selection below simpler.
|
||||
vec4 RT = vec4(0.0f);
|
||||
// Not used, but we define it to make the selection below simpler.
|
||||
vec4 RT = vec4(0.0f);
|
||||
#endif
|
||||
|
||||
// FIXME FMT_16 case
|
||||
// FIXME Ad or Ad * 2?
|
||||
float Ad = RT.a / 128.0f;
|
||||
// FIXME FMT_16 case
|
||||
// FIXME Ad or Ad * 2?
|
||||
float Ad = RT.a / 128.0f;
|
||||
|
||||
// Let the compiler do its jobs !
|
||||
vec3 Cd = RT.rgb;
|
||||
vec3 Cs = Color.rgb;
|
||||
// Let the compiler do its jobs !
|
||||
vec3 Cd = RT.rgb;
|
||||
vec3 Cs = Color.rgb;
|
||||
|
||||
#if PS_BLEND_A == 0
|
||||
vec3 A = Cs;
|
||||
vec3 A = Cs;
|
||||
#elif PS_BLEND_A == 1
|
||||
vec3 A = Cd;
|
||||
vec3 A = Cd;
|
||||
#else
|
||||
vec3 A = vec3(0.0f);
|
||||
vec3 A = vec3(0.0f);
|
||||
#endif
|
||||
|
||||
#if PS_BLEND_B == 0
|
||||
vec3 B = Cs;
|
||||
vec3 B = Cs;
|
||||
#elif PS_BLEND_B == 1
|
||||
vec3 B = Cd;
|
||||
vec3 B = Cd;
|
||||
#else
|
||||
vec3 B = vec3(0.0f);
|
||||
vec3 B = vec3(0.0f);
|
||||
#endif
|
||||
|
||||
#if PS_BLEND_C == 0
|
||||
float C = As;
|
||||
float C = As;
|
||||
#elif PS_BLEND_C == 1
|
||||
float C = Ad;
|
||||
float C = Ad;
|
||||
#else
|
||||
float C = Af;
|
||||
float C = Af;
|
||||
#endif
|
||||
|
||||
#if PS_BLEND_D == 0
|
||||
vec3 D = Cs;
|
||||
vec3 D = Cs;
|
||||
#elif PS_BLEND_D == 1
|
||||
vec3 D = Cd;
|
||||
vec3 D = Cd;
|
||||
#else
|
||||
vec3 D = vec3(0.0f);
|
||||
vec3 D = vec3(0.0f);
|
||||
#endif
|
||||
|
||||
// As/Af clamp alpha for Blend mix
|
||||
// We shouldn't clamp blend mix with clr1 as we want alpha higher
|
||||
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
||||
float C_clamped = C;
|
||||
#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
|
||||
C_clamped = min(C_clamped, 1.0f);
|
||||
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1
|
||||
C_clamped = min(C_clamped, 1.0f);
|
||||
#endif
|
||||
|
||||
#if PS_BLEND_A == PS_BLEND_B
|
||||
Color.rgb = D;
|
||||
Color.rgb = D;
|
||||
// In blend_mix, HW adds on some alpha factor * dst.
|
||||
// Truncating here wouldn't quite get the right result because it prevents the <1 bit here from combining with a <1 bit in dst to form a ≥1 amount that pushes over the truncation.
|
||||
// Instead, apply an offset to convert HW's round to a floor.
|
||||
@@ -1075,34 +1143,39 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
Color.rgb = trunc((A - B) * C + D);
|
||||
#endif
|
||||
|
||||
#if PS_CLR_HW == 1
|
||||
// Replace Af with As so we can do proper compensation for Alpha.
|
||||
#if PS_BLEND_C == 2
|
||||
As = Af;
|
||||
#endif
|
||||
// Subtract 1 for alpha to compensate for the changed equation,
|
||||
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
||||
// we pick the lowest overflow from all colors because it's the safest,
|
||||
// we divide by 255 the color because we don't know Cd value,
|
||||
// changed alpha should only be done for hw blend.
|
||||
float min_color = min(min(Color.r, Color.g), Color.b);
|
||||
float alpha_compensate = max(1.0f, min_color / 255.0f);
|
||||
As -= alpha_compensate;
|
||||
#elif PS_CLR_HW == 2
|
||||
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
||||
// The initial factor we chose is 1 (0.00392)
|
||||
// as that is the minimum color Cd can be,
|
||||
// then we multiply by alpha to get the minimum
|
||||
// blended value it can be.
|
||||
float color_compensate = 1.0f * (C + 1.0f);
|
||||
Color.rgb -= vec3(color_compensate);
|
||||
#if PS_BLEND_HW == 1
|
||||
// As or Af
|
||||
As_rgba.rgb = vec3(C);
|
||||
// Subtract 1 for alpha to compensate for the changed equation,
|
||||
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
||||
// we pick the lowest overflow from all colors because it's the safest,
|
||||
// we divide by 255 the color because we don't know Cd value,
|
||||
// changed alpha should only be done for hw blend.
|
||||
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
#elif PS_BLEND_HW == 2
|
||||
// Compensate slightly for Cd*(As + 1) - Cs*As.
|
||||
// The initial factor we chose is 1 (0.00392)
|
||||
// as that is the minimum color Cd can be,
|
||||
// then we multiply by alpha to get the minimum
|
||||
// blended value it can be.
|
||||
float color_compensate = 1.0f * (C + 1.0f);
|
||||
Color.rgb -= vec3(color_compensate);
|
||||
#elif PS_BLEND_HW == 3
|
||||
// As, Ad or Af clamped.
|
||||
As_rgba.rgb = vec3(C_clamped);
|
||||
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
||||
// that is sent on second output to compensate.
|
||||
vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f;
|
||||
vec3 alpha_compensate = max(vec3(0.0f), overflow_check);
|
||||
As_rgba.rgb -= alpha_compensate;
|
||||
#endif
|
||||
|
||||
#else
|
||||
#if PS_CLR_HW == 1 || PS_CLR_HW == 5
|
||||
#if PS_BLEND_HW == 1
|
||||
// Needed for Cd * (As/Ad/F + 1) blending modes
|
||||
Color.rgb = vec3(255.0f);
|
||||
#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
|
||||
#elif PS_BLEND_HW == 2
|
||||
// Cd*As,Cd*Ad or Cd*F
|
||||
|
||||
#if PS_BLEND_C == 2
|
||||
@@ -1113,11 +1186,15 @@ void ps_blend(inout vec4 Color, inout float As)
|
||||
|
||||
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
||||
Color.rgb *= vec3(255.0f);
|
||||
#elif PS_CLR_HW == 3
|
||||
#elif PS_BLEND_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);
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
||||
// When any color channel is higher than 128 then adjust the compensation automatically
|
||||
// to give us more accurate colors, otherwise they will be wrong.
|
||||
// The higher the value (>128) the lower the compensation will be.
|
||||
float max_color = max(max(Color.r, Color.g), Color.b);
|
||||
float color_compensate = 255.0f / max(128.0f, max_color);
|
||||
Color.rgb *= vec3(color_compensate);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
@@ -1126,40 +1203,40 @@ void main()
|
||||
{
|
||||
#if PS_SCANMSK & 2
|
||||
// fail depth test on prohibited lines
|
||||
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
||||
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
||||
discard;
|
||||
#endif
|
||||
#if PS_DATE >= 5
|
||||
|
||||
#if PS_WRITE_RG == 1
|
||||
// Pseudo 16 bits access.
|
||||
float rt_a = sample_from_rt().g;
|
||||
// Pseudo 16 bits access.
|
||||
float rt_a = sample_from_rt().g;
|
||||
#else
|
||||
float rt_a = sample_from_rt().a;
|
||||
float rt_a = sample_from_rt().a;
|
||||
#endif
|
||||
|
||||
#if (PS_DATE & 3) == 1
|
||||
// DATM == 0: Pixel with alpha equal to 1 will failed
|
||||
bool bad = (127.5f / 255.0f) < rt_a;
|
||||
// DATM == 0: Pixel with alpha equal to 1 will failed
|
||||
bool bad = (127.5f / 255.0f) < rt_a;
|
||||
#elif (PS_DATE & 3) == 2
|
||||
// DATM == 1: Pixel with alpha equal to 0 will failed
|
||||
bool bad = rt_a < (127.5f / 255.0f);
|
||||
// DATM == 1: Pixel with alpha equal to 0 will failed
|
||||
bool bad = rt_a < (127.5f / 255.0f);
|
||||
#endif
|
||||
|
||||
if (bad) {
|
||||
discard;
|
||||
}
|
||||
if (bad) {
|
||||
discard;
|
||||
}
|
||||
|
||||
#endif // PS_DATE >= 5
|
||||
|
||||
#if PS_DATE == 3
|
||||
int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
|
||||
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
|
||||
// the bad alpha value so we must keep it.
|
||||
int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
|
||||
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
|
||||
// the bad alpha value so we must keep it.
|
||||
|
||||
if (gl_PrimitiveID > stencil_ceil) {
|
||||
discard;
|
||||
}
|
||||
if (gl_PrimitiveID > stencil_ceil) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 C = ps_color();
|
||||
@@ -1167,98 +1244,105 @@ void main()
|
||||
#if PS_SHUFFLE
|
||||
uvec4 denorm_c = uvec4(C);
|
||||
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
|
||||
|
||||
// Mask will take care of the correct destination
|
||||
#if PS_READ_BA
|
||||
C.rb = C.bb;
|
||||
#else
|
||||
C.rb = C.rr;
|
||||
#endif
|
||||
|
||||
#if PS_READ_BA
|
||||
#if PS_READ16_SRC
|
||||
C.rb = vec2(float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5)));
|
||||
if ((denorm_c.a & 0x80u) != 0u)
|
||||
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u)));
|
||||
#else
|
||||
if ((denorm_c.g & 0x80u) != 0u)
|
||||
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
// Mask will take care of the correct destination
|
||||
#if PS_READ_BA
|
||||
C.rb = C.bb;
|
||||
#else
|
||||
C.rb = C.rr;
|
||||
#endif
|
||||
|
||||
#if PS_READ_BA
|
||||
if ((denorm_c.a & 0x80u) != 0u)
|
||||
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
#else
|
||||
if ((denorm_c.g & 0x80u) != 0u)
|
||||
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
||||
else
|
||||
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Must be done before alpha correction
|
||||
// Must be done before alpha correction
|
||||
|
||||
// AA (Fixed one) will output a coverage of 1.0 as alpha
|
||||
// AA (Fixed one) will output a coverage of 1.0 as alpha
|
||||
#if PS_FIXED_ONE_A
|
||||
C.a = 128.0f;
|
||||
C.a = 128.0f;
|
||||
#endif
|
||||
|
||||
#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
||||
vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
|
||||
float alpha_blend = RT.a / 128.0f;
|
||||
#if (SW_AD_TO_HW)
|
||||
vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
|
||||
vec4 alpha_blend = vec4(RT.a / 128.0f);
|
||||
#else
|
||||
float alpha_blend = C.a / 128.0f;
|
||||
vec4 alpha_blend = vec4(C.a / 128.0f);
|
||||
#endif
|
||||
|
||||
// Correct the ALPHA value based on the output format
|
||||
#if (PS_DFMT == FMT_16)
|
||||
float A_one = 128.0f; // alpha output will be 0x80
|
||||
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
|
||||
float A_one = 128.0f; // alpha output will be 0x80
|
||||
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
|
||||
#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
|
||||
if(C.a < 128.0f) C.a += 128.0f;
|
||||
if(C.a < 128.0f) C.a += 128.0f;
|
||||
#endif
|
||||
|
||||
// Get first primitive that will write a failling alpha value
|
||||
// Get first primitive that will write a failling alpha value
|
||||
#if PS_DATE == 1
|
||||
|
||||
// DATM == 0
|
||||
// Pixel with alpha equal to 1 will failed (128-255)
|
||||
// DATM == 0
|
||||
// Pixel with alpha equal to 1 will failed (128-255)
|
||||
o_col0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
|
||||
#elif PS_DATE == 2
|
||||
|
||||
// DATM == 1
|
||||
// Pixel with alpha equal to 0 will failed (0-127)
|
||||
o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
// DATM == 1
|
||||
// Pixel with alpha equal to 0 will failed (0-127)
|
||||
o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||||
|
||||
#else
|
||||
|
||||
ps_blend(C, alpha_blend);
|
||||
|
||||
ps_dither(C.rgb);
|
||||
ps_dither(C.rgb);
|
||||
|
||||
// Color clamp/wrap needs to be done after sw blending and dithering
|
||||
ps_color_clamp_wrap(C.rgb);
|
||||
// Color clamp/wrap needs to be done after sw blending and dithering
|
||||
ps_color_clamp_wrap(C.rgb);
|
||||
|
||||
ps_fbmask(C);
|
||||
ps_fbmask(C);
|
||||
|
||||
#if !PS_NO_COLOR
|
||||
#if PS_HDR == 1
|
||||
o_col0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
|
||||
#else
|
||||
o_col0 = C / 255.0f;
|
||||
#endif
|
||||
#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
|
||||
o_col1 = vec4(alpha_blend);
|
||||
#endif
|
||||
#if !PS_NO_COLOR
|
||||
#if PS_HDR == 1
|
||||
o_col0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
|
||||
#else
|
||||
o_col0 = C / 255.0f;
|
||||
#endif
|
||||
#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
|
||||
o_col1 = alpha_blend;
|
||||
#endif
|
||||
|
||||
#if PS_NO_ABLEND
|
||||
// write alpha blend factor into col0
|
||||
o_col0.a = alpha_blend;
|
||||
#endif
|
||||
#if PS_ONLY_ALPHA
|
||||
// rgb isn't used
|
||||
o_col0.rgb = vec3(0.0f);
|
||||
#endif
|
||||
#endif
|
||||
#if PS_NO_ABLEND
|
||||
// write alpha blend factor into col0
|
||||
o_col0.a = alpha_blend.a;
|
||||
#endif
|
||||
#if PS_ONLY_ALPHA
|
||||
// rgb isn't used
|
||||
o_col0.rgb = vec3(0.0f);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if PS_ZCLAMP
|
||||
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
|
||||
#endif
|
||||
#if PS_ZCLAMP
|
||||
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
|
||||
#endif
|
||||
|
||||
#endif // PS_DATE
|
||||
#endif // PS_DATE
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+17
-16
@@ -46,7 +46,10 @@ endif()
|
||||
#-------------------------------------------------------------------------------
|
||||
option(USE_ASAN "Enable address sanitizer")
|
||||
|
||||
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
|
||||
if(MSVC AND CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
set(USE_CLANG_CL TRUE)
|
||||
message(STATUS "Building with Clang-CL.")
|
||||
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
|
||||
set(USE_CLANG TRUE)
|
||||
message(STATUS "Building with Clang/LLVM.")
|
||||
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Intel")
|
||||
@@ -122,6 +125,8 @@ if(${PCSX2_TARGET_ARCHITECTURES} MATCHES "x86_64")
|
||||
#set(ARCH_FLAG "-march=native -fabi-version=6")
|
||||
set(ARCH_FLAG "-march=native")
|
||||
endif()
|
||||
elseif(NOT DEFINED ARCH_FLAG AND USE_CLANG_CL)
|
||||
set(ARCH_FLAG "-msse4.1")
|
||||
endif()
|
||||
list(APPEND PCSX2_DEFS _ARCH_64=1 _M_X86=1)
|
||||
set(_ARCH_64 1)
|
||||
@@ -143,9 +148,9 @@ option(USE_PGO_OPTIMIZE "Enable PGO optimization (use profile)")
|
||||
|
||||
# Note1: Builtin strcmp/memcmp was proved to be slower on Mesa than stdlib version.
|
||||
# Note2: float operation SSE is impacted by the PCSX2 SSE configuration. In particular, flush to zero denormal.
|
||||
if(MSVC)
|
||||
if(MSVC AND NOT USE_CLANG_CL)
|
||||
add_compile_options("$<$<COMPILE_LANGUAGE:CXX>:/Zc:externConstexpr>")
|
||||
else()
|
||||
elseif(NOT MSVC)
|
||||
add_compile_options(-pipe -fvisibility=hidden -pthread -fno-builtin-strcmp -fno-builtin-memcmp -mfpmath=sse)
|
||||
|
||||
# -fno-operator-names should only be for C++ files, not C files.
|
||||
@@ -164,6 +169,12 @@ if(WIN32)
|
||||
list(APPEND PCSX2_DEFS TIXML_USE_STL _SCL_SECURE_NO_WARNINGS _UNICODE UNICODE)
|
||||
endif()
|
||||
|
||||
# Enable debug information in release builds for Linux.
|
||||
# Makes the backtrace actually meaningful.
|
||||
if(UNIX AND NOT APPLE)
|
||||
add_compile_options($<$<CONFIG:Release>:-g1>)
|
||||
endif()
|
||||
|
||||
if(MSVC)
|
||||
# Enable PDB generation in release builds
|
||||
add_compile_options(
|
||||
@@ -201,27 +212,22 @@ endif()
|
||||
# Note: future GCC (aka GCC 5.1.1) has less false positive so warning could maybe put back
|
||||
# -Wno-unused-function: warn for function not used in release build
|
||||
# -Wno-unused-value: lots of warning for this kind of statements "0 && ...". There are used to disable some parts of code in release/dev build.
|
||||
# -Wno-overloaded-virtual: Gives a fair number of warnings under clang over in the wxwidget gui section of the code.
|
||||
# -Wno-deprecated-declarations: The USB plugins dialogs are written in straight gtk 2, which gives a million deprecated warnings. Suppress them until we can deal with them.
|
||||
# -Wno-format*: Yeah, these need to be taken care of, but...
|
||||
# -Wno-stringop-truncation: Who comes up with these compiler warnings, anyways?
|
||||
# -Wno-stringop-overflow: Probably the same people as this one...
|
||||
# -Wno-maybe-uninitialized: Lots of gcc warnings like "‘test.GSVector8i::<anonymous>.GSVector8i::<unnamed union>::m’ may be used uninitialized" if this is removed.
|
||||
|
||||
if (MSVC)
|
||||
set(DEFAULT_WARNINGS)
|
||||
else()
|
||||
set(DEFAULT_WARNINGS -Wall -Wextra -Wno-attributes -Wno-unused-function -Wno-unused-parameter -Wno-missing-field-initializers -Wno-deprecated-declarations -Wno-format -Wno-format-security -Wno-overloaded-virtual)
|
||||
set(DEFAULT_WARNINGS -Wall -Wextra -Wno-attributes -Wno-unused-function -Wno-unused-parameter -Wno-missing-field-initializers -Wno-format -Wno-format-security)
|
||||
if (NOT USE_ICC)
|
||||
list(APPEND DEFAULT_WARNINGS -Wno-unused-value)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (USE_CLANG)
|
||||
list(APPEND DEFAULT_WARNINGS -Wno-overloaded-virtual)
|
||||
endif()
|
||||
|
||||
if (USE_GCC)
|
||||
list(APPEND DEFAULT_WARNINGS -Wno-stringop-truncation -Wno-stringop-overflow)
|
||||
list(APPEND DEFAULT_WARNINGS -Wno-stringop-truncation -Wno-stringop-overflow -Wno-maybe-uninitialized )
|
||||
endif()
|
||||
|
||||
|
||||
@@ -232,11 +238,6 @@ elseif(NOT MSVC)
|
||||
set(AGGRESSIVE_WARNING -Wstrict-aliasing -Wstrict-overflow=1)
|
||||
endif()
|
||||
|
||||
if (USE_CLANG)
|
||||
# -Wno-deprecated-register: glib issue...
|
||||
list(APPEND DEFAULT_WARNINGS -Wno-deprecated-register -Wno-c++14-extensions)
|
||||
endif()
|
||||
|
||||
if (USE_PGO_GENERATE OR USE_PGO_OPTIMIZE)
|
||||
add_compile_options("-fprofile-dir=${CMAKE_SOURCE_DIR}/profile")
|
||||
endif()
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
# - Try to find libbacktrace
|
||||
# Once done this will define
|
||||
# LIBBACKTRACE_FOUND - System has libbacktrace
|
||||
# LIBBACKTRACE_INCLUDE_DIRS - The libbacktrace include directories
|
||||
# LIBBACKTRACE_LIBRARIES - The libraries needed to use libbacktrace
|
||||
|
||||
FIND_PATH(
|
||||
LIBBACKTRACE_INCLUDE_DIR backtrace.h
|
||||
HINTS /usr/include /usr/local/include
|
||||
${LIBBACKTRACE_PATH_INCLUDES}
|
||||
)
|
||||
|
||||
FIND_LIBRARY(
|
||||
LIBBACKTRACE_LIBRARY
|
||||
NAMES backtrace
|
||||
PATHS ${ADDITIONAL_LIBRARY_PATHS} ${LIBBACKTRACE_PATH_LIB}
|
||||
)
|
||||
|
||||
include(FindPackageHandleStandardArgs)
|
||||
find_package_handle_standard_args(Libbacktrace DEFAULT_MSG
|
||||
LIBBACKTRACE_LIBRARY LIBBACKTRACE_INCLUDE_DIR)
|
||||
|
||||
if(LIBBACKTRACE_FOUND)
|
||||
add_library(libbacktrace::libbacktrace UNKNOWN IMPORTED)
|
||||
set_target_properties(libbacktrace::libbacktrace PROPERTIES
|
||||
IMPORTED_LOCATION ${LIBBACKTRACE_LIBRARY}
|
||||
INTERFACE_INCLUDE_DIRECTORIES ${LIBBACKTRACE_INCLUDE_DIR}
|
||||
)
|
||||
endif()
|
||||
|
||||
mark_as_advanced(LIBBACKTRACE_INCLUDE_DIR LIBBACKTRACE_LIBRARY)
|
||||
@@ -10,8 +10,9 @@ function(detectOperatingSystem)
|
||||
if(WIN32)
|
||||
set(Windows TRUE PARENT_SCOPE)
|
||||
elseif(UNIX AND APPLE)
|
||||
# No easy way to filter out iOS.
|
||||
message(WARNING "OS X/iOS isn't supported, the build will most likely fail")
|
||||
if(IOS)
|
||||
message(WARNING "iOS isn't supported, the build will most likely fail")
|
||||
endif()
|
||||
set(MacOSX TRUE PARENT_SCOPE)
|
||||
elseif(UNIX)
|
||||
if(CMAKE_SYSTEM_NAME MATCHES "Linux")
|
||||
|
||||
@@ -86,6 +86,8 @@ else()
|
||||
if(WAYLAND_API)
|
||||
find_package(Wayland REQUIRED)
|
||||
endif()
|
||||
|
||||
find_package(Libbacktrace)
|
||||
endif()
|
||||
endif(WIN32)
|
||||
|
||||
@@ -152,6 +154,9 @@ if(QT_BUILD)
|
||||
# rcheevos backend for RetroAchievements.
|
||||
if(USE_ACHIEVEMENTS)
|
||||
add_subdirectory(3rdparty/rcheevos EXCLUDE_FROM_ALL)
|
||||
if(WIN32)
|
||||
add_subdirectory(3rdparty/rainterface EXCLUDE_FROM_ALL)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Discord-RPC library for rich presence.
|
||||
|
||||
@@ -27,12 +27,6 @@
|
||||
#include <malloc.h>
|
||||
#endif
|
||||
|
||||
// pxUSE_SECURE_MALLOC - enables bounds checking on scoped malloc allocations.
|
||||
|
||||
#ifndef pxUSE_SECURE_MALLOC
|
||||
#define pxUSE_SECURE_MALLOC 0
|
||||
#endif
|
||||
|
||||
// Implementation note: all known implementations of _aligned_free check the pointer for
|
||||
// NULL status (our implementation under GCC, and microsoft's under MSVC), so no need to
|
||||
// do it here.
|
||||
@@ -148,25 +142,16 @@ public:
|
||||
|
||||
T* GetPtr(uint idx = 0) const
|
||||
{
|
||||
#if pxUSE_SECURE_MALLOC
|
||||
IndexBoundsAssumeDev("ScopedAlloc", idx, m_size);
|
||||
#endif
|
||||
return &m_buffer[idx];
|
||||
}
|
||||
|
||||
T& operator[](uint idx)
|
||||
{
|
||||
#if pxUSE_SECURE_MALLOC
|
||||
IndexBoundsAssumeDev("ScopedAlloc", idx, m_size);
|
||||
#endif
|
||||
return m_buffer[idx];
|
||||
}
|
||||
|
||||
const T& operator[](uint idx) const
|
||||
{
|
||||
#if pxUSE_SECURE_MALLOC
|
||||
IndexBoundsAssumeDev("ScopedAlloc", idx, m_size);
|
||||
#endif
|
||||
return m_buffer[idx];
|
||||
}
|
||||
};
|
||||
|
||||
@@ -10,16 +10,14 @@ add_library(common)
|
||||
# x86emitter sources
|
||||
target_sources(common PRIVATE
|
||||
AlignedMalloc.cpp
|
||||
VirtualMemory.cpp
|
||||
EventSource.inl
|
||||
SafeArray.inl
|
||||
Console.cpp
|
||||
CrashHandler.cpp
|
||||
DynamicLibrary.cpp
|
||||
EventSource.cpp
|
||||
Exceptions.cpp
|
||||
FastJmp.cpp
|
||||
FileSystem.cpp
|
||||
General.cpp
|
||||
Image.cpp
|
||||
HTTPDownloader.cpp
|
||||
MemorySettingsInterface.cpp
|
||||
@@ -71,7 +69,6 @@ target_sources(common PRIVATE
|
||||
DynamicLibrary.h
|
||||
Easing.h
|
||||
EnumOps.h
|
||||
EventSource.h
|
||||
Exceptions.h
|
||||
FastJmp.h
|
||||
FileSystem.h
|
||||
@@ -88,7 +85,6 @@ target_sources(common PRIVATE
|
||||
MD5Digest.h
|
||||
MRCHelpers.h
|
||||
Path.h
|
||||
PageFaultSource.h
|
||||
PrecompiledHeader.h
|
||||
ProgressCallback.h
|
||||
ReadbackSpinManager.h
|
||||
@@ -292,6 +288,11 @@ if(NOT WIN32 AND (QT_BUILD OR NOGUI_BUILD))
|
||||
target_link_libraries(common PRIVATE CURL::libcurl)
|
||||
endif()
|
||||
|
||||
if(UNIX AND NOT APPLE AND TARGET libbacktrace::libbacktrace)
|
||||
target_compile_definitions(common PRIVATE "HAS_LIBBACKTRACE=1")
|
||||
target_link_libraries(common PRIVATE libbacktrace::libbacktrace)
|
||||
endif()
|
||||
|
||||
target_link_libraries(common PRIVATE
|
||||
${LIBC_LIBRARIES}
|
||||
PNG::PNG
|
||||
|
||||
+194
-1
@@ -1,5 +1,5 @@
|
||||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2022 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2023 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
@@ -215,6 +215,199 @@ void CrashHandler::Uninstall()
|
||||
}
|
||||
}
|
||||
|
||||
#elif defined(HAS_LIBBACKTRACE)
|
||||
|
||||
#include "FileSystem.h"
|
||||
|
||||
#include <backtrace.h>
|
||||
#include <signal.h>
|
||||
#include <sys/mman.h>
|
||||
#include <unistd.h>
|
||||
#include <cstdarg>
|
||||
#include <cstdio>
|
||||
#include <mutex>
|
||||
|
||||
namespace CrashHandler
|
||||
{
|
||||
struct BacktraceBuffer
|
||||
{
|
||||
char* buffer;
|
||||
size_t used;
|
||||
size_t size;
|
||||
};
|
||||
|
||||
static const char* GetSignalName(int signal_no);
|
||||
static void AllocateBuffer(BacktraceBuffer* buf);
|
||||
static void FreeBuffer(BacktraceBuffer* buf);
|
||||
static void AppendToBuffer(BacktraceBuffer* buf, const char* format, ...);
|
||||
static int BacktraceFullCallback(void* data, uintptr_t pc, const char* filename, int lineno, const char* function);
|
||||
static void CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx);
|
||||
static void CrashSignalHandler(int signal, siginfo_t* siginfo, void* ctx);
|
||||
|
||||
static std::recursive_mutex s_crash_mutex;
|
||||
static bool s_in_signal_handler = false;
|
||||
|
||||
static backtrace_state* s_backtrace_state = nullptr;
|
||||
static struct sigaction s_old_sigbus_action;
|
||||
static struct sigaction s_old_sigsegv_action;
|
||||
}
|
||||
|
||||
const char* CrashHandler::GetSignalName(int signal_no)
|
||||
{
|
||||
switch (signal_no)
|
||||
{
|
||||
// Don't need to list all of them, there's only a couple we register.
|
||||
// clang-format off
|
||||
case SIGSEGV: return "SIGSEGV";
|
||||
case SIGBUS: return "SIGBUS";
|
||||
default: return "UNKNOWN";
|
||||
// clang-format on
|
||||
}
|
||||
}
|
||||
|
||||
void CrashHandler::AllocateBuffer(BacktraceBuffer* buf)
|
||||
{
|
||||
buf->used = 0;
|
||||
buf->size = __pagesize;
|
||||
buf->buffer = static_cast<char*>(mmap(nullptr, buf->size, PROT_READ | PROT_WRITE, MAP_ANONYMOUS | MAP_PRIVATE, -1, 0));
|
||||
if (buf->buffer == static_cast<char*>(MAP_FAILED))
|
||||
{
|
||||
buf->buffer = nullptr;
|
||||
buf->size = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void CrashHandler::FreeBuffer(BacktraceBuffer* buf)
|
||||
{
|
||||
if (buf->buffer)
|
||||
munmap(buf->buffer, buf->size);
|
||||
}
|
||||
|
||||
void CrashHandler::AppendToBuffer(BacktraceBuffer* buf, const char* format, ...)
|
||||
{
|
||||
std::va_list ap;
|
||||
va_start(ap, format);
|
||||
|
||||
// Hope this doesn't allocate memory... it *can*, but hopefully unlikely since
|
||||
// it won't be the first call, and we're providing the buffer.
|
||||
if (buf->size > 0 && buf->used < (buf->size - 1))
|
||||
{
|
||||
const int written = std::vsnprintf(buf->buffer + buf->used, buf->size - buf->used, format, ap);
|
||||
if (written > 0)
|
||||
buf->used += static_cast<size_t>(written);
|
||||
}
|
||||
|
||||
va_end(ap);
|
||||
}
|
||||
|
||||
int CrashHandler::BacktraceFullCallback(void* data, uintptr_t pc, const char* filename, int lineno, const char* function)
|
||||
{
|
||||
BacktraceBuffer* buf = static_cast<BacktraceBuffer*>(data);
|
||||
AppendToBuffer(buf, " %016p", pc);
|
||||
if (function)
|
||||
AppendToBuffer(buf, " %s", function);
|
||||
if (filename)
|
||||
AppendToBuffer(buf, " [%s:%d]", filename, lineno);
|
||||
|
||||
AppendToBuffer(buf, "\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CrashHandler::CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
|
||||
{
|
||||
const struct sigaction& sa = (signal == SIGBUS) ? s_old_sigbus_action : s_old_sigsegv_action;
|
||||
if (sa.sa_flags & SA_SIGINFO)
|
||||
{
|
||||
sa.sa_sigaction(signal, siginfo, ctx);
|
||||
}
|
||||
else if (sa.sa_handler == SIG_DFL)
|
||||
{
|
||||
// Re-raising the signal would just queue it, and since we'd restore the handler back to us,
|
||||
// we'd end up right back here again. So just abort, because that's probably what it'd do anyway.
|
||||
abort();
|
||||
}
|
||||
else if (sa.sa_handler != SIG_IGN)
|
||||
{
|
||||
sa.sa_handler(signal);
|
||||
}
|
||||
}
|
||||
|
||||
void CrashHandler::CrashSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
|
||||
{
|
||||
std::unique_lock lock(s_crash_mutex);
|
||||
|
||||
// If we crash somewhere in libbacktrace, don't bother trying again.
|
||||
if (!s_in_signal_handler)
|
||||
{
|
||||
s_in_signal_handler = true;
|
||||
|
||||
#if defined(__APPLE__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext->__ss.__rip);
|
||||
#elif defined(__FreeBSD__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.mc_rip);
|
||||
#elif defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.gregs[REG_RIP]);
|
||||
#else
|
||||
void* const exception_pc = nullptr;
|
||||
#endif
|
||||
|
||||
BacktraceBuffer buf;
|
||||
AllocateBuffer(&buf);
|
||||
AppendToBuffer(&buf, "*************** Unhandled %s at %p ***************\n", GetSignalName(signal), exception_pc);
|
||||
|
||||
const int rc = backtrace_full(s_backtrace_state, 0, BacktraceFullCallback, nullptr, &buf);
|
||||
if (rc != 0)
|
||||
AppendToBuffer(&buf, " backtrace_full() failed: %d\n");
|
||||
|
||||
AppendToBuffer(&buf, "*******************************************************************\n");
|
||||
|
||||
if (buf.used > 0)
|
||||
write(STDERR_FILENO, buf.buffer, buf.used);
|
||||
|
||||
FreeBuffer(&buf);
|
||||
|
||||
s_in_signal_handler = false;
|
||||
}
|
||||
|
||||
// Chances are we're not going to have anything else to call, but just in case.
|
||||
lock.unlock();
|
||||
CallExistingSignalHandler(signal, siginfo, ctx);
|
||||
}
|
||||
|
||||
bool CrashHandler::Install()
|
||||
{
|
||||
const std::string progpath = FileSystem::GetProgramPath();
|
||||
s_backtrace_state = backtrace_create_state(progpath.empty() ? nullptr : progpath.c_str(), 0, nullptr, nullptr);
|
||||
if (!s_backtrace_state)
|
||||
return false;
|
||||
|
||||
struct sigaction sa;
|
||||
|
||||
sigemptyset(&sa.sa_mask);
|
||||
sa.sa_flags = SA_SIGINFO | SA_NODEFER;
|
||||
sa.sa_sigaction = CrashSignalHandler;
|
||||
if (sigaction(SIGBUS, &sa, &s_old_sigbus_action) != 0)
|
||||
return false;
|
||||
if (sigaction(SIGSEGV, &sa, &s_old_sigsegv_action) != 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CrashHandler::SetWriteDirectory(const std::string_view& dump_directory)
|
||||
{
|
||||
}
|
||||
|
||||
void CrashHandler::WriteDumpForCaller()
|
||||
{
|
||||
}
|
||||
|
||||
void CrashHandler::Uninstall()
|
||||
{
|
||||
// We can't really unchain the signal handlers... so, YOLO.
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
|
||||
bool CrashHandler::Install()
|
||||
|
||||
@@ -41,10 +41,7 @@ D3D11::ShaderCache::ShaderCache() = default;
|
||||
|
||||
D3D11::ShaderCache::~ShaderCache()
|
||||
{
|
||||
if (m_index_file)
|
||||
std::fclose(m_index_file);
|
||||
if (m_blob_file)
|
||||
std::fclose(m_blob_file);
|
||||
Close();
|
||||
}
|
||||
|
||||
bool D3D11::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
|
||||
@@ -82,6 +79,20 @@ bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feat
|
||||
return true;
|
||||
}
|
||||
|
||||
void D3D11::ShaderCache::Close()
|
||||
{
|
||||
if (m_index_file)
|
||||
{
|
||||
std::fclose(m_index_file);
|
||||
m_index_file = nullptr;
|
||||
}
|
||||
if (m_blob_file)
|
||||
{
|
||||
std::fclose(m_blob_file);
|
||||
m_blob_file = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool D3D11::ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
|
||||
{
|
||||
if (FileSystem::FileExists(index_filename.c_str()))
|
||||
|
||||
@@ -38,6 +38,7 @@ namespace D3D11
|
||||
bool UsingDebugShaders() const { return m_debug; }
|
||||
|
||||
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
|
||||
void Close();
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
|
||||
@@ -103,7 +104,6 @@ namespace D3D11
|
||||
|
||||
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
|
||||
void Close();
|
||||
|
||||
wil::com_ptr_nothrow<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code,
|
||||
const D3D_SHADER_MACRO* macros, const char* entry_point);
|
||||
|
||||
@@ -79,7 +79,7 @@ wil::com_ptr_nothrow<ID3DBlob> D3D11::ShaderCompiler::CompileShader(Type type, D
|
||||
{
|
||||
Console.WriteLn("Failed to compile '%s':\n%s", target, error_string.c_str());
|
||||
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("pcsx2_bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream::out | std::ofstream::binary);
|
||||
if (ofs.is_open())
|
||||
{
|
||||
|
||||
+28
-37
@@ -125,15 +125,18 @@ bool Context::SupportsTextureFormat(DXGI_FORMAT format)
|
||||
(support.Support1 & required) == required;
|
||||
}
|
||||
|
||||
bool Context::Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
|
||||
bool Context::Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
|
||||
{
|
||||
pxAssertRel(!g_d3d12_context, "No context exists");
|
||||
|
||||
if (!LoadD3D12Library())
|
||||
{
|
||||
Console.Error("Failed to load D3D12 library");
|
||||
return false;
|
||||
}
|
||||
|
||||
g_d3d12_context.reset(new Context());
|
||||
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter_index, enable_debug_layer) ||
|
||||
if (!g_d3d12_context->CreateDevice(dxgi_factory, adapter, enable_debug_layer) ||
|
||||
!g_d3d12_context->CreateCommandQueue() || !g_d3d12_context->CreateAllocator() ||
|
||||
!g_d3d12_context->CreateFence() || !g_d3d12_context->CreateDescriptorHeaps() ||
|
||||
!g_d3d12_context->CreateCommandLists() || !g_d3d12_context->CreateTimestampQuery() ||
|
||||
@@ -166,31 +169,9 @@ u32 Context::GetAdapterVendorID() const
|
||||
return desc.VendorId;
|
||||
}
|
||||
|
||||
bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer)
|
||||
bool Context::CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer)
|
||||
{
|
||||
ComPtr<IDXGIAdapter> adapter;
|
||||
HRESULT hr = dxgi_factory->EnumAdapters(adapter_index, &adapter);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Adapter %u not found, using default", adapter_index);
|
||||
adapter = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
DXGI_ADAPTER_DESC adapter_desc;
|
||||
if (SUCCEEDED(adapter->GetDesc(&adapter_desc)))
|
||||
{
|
||||
char adapter_name_buffer[128];
|
||||
const int name_length = WideCharToMultiByte(CP_UTF8, 0, adapter_desc.Description,
|
||||
static_cast<int>(std::wcslen(adapter_desc.Description)),
|
||||
adapter_name_buffer, std::size(adapter_name_buffer), 0, nullptr);
|
||||
if (name_length >= 0)
|
||||
{
|
||||
adapter_name_buffer[name_length] = 0;
|
||||
Console.WriteLn("D3D Adapter: %s", adapter_name_buffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
HRESULT hr;
|
||||
|
||||
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
|
||||
if (enable_debug_layer)
|
||||
@@ -208,18 +189,17 @@ bool Context::CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool e
|
||||
}
|
||||
|
||||
// Create the actual device.
|
||||
hr = s_d3d12_create_device(adapter.get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
|
||||
hr = s_d3d12_create_device(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Failed to create D3D12 device: %08X", hr);
|
||||
return false;
|
||||
}
|
||||
|
||||
// get adapter
|
||||
ComPtr<IDXGIFactory4> dxgi_factory4;
|
||||
if (SUCCEEDED(dxgi_factory->QueryInterface<IDXGIFactory4>(dxgi_factory4.put())))
|
||||
{
|
||||
const LUID luid(m_device->GetAdapterLuid());
|
||||
if (FAILED(dxgi_factory4->EnumAdapterByLuid(luid, IID_PPV_ARGS(m_adapter.put()))))
|
||||
Console.Error("Failed to get lookup adapter by device LUID");
|
||||
}
|
||||
const LUID luid(m_device->GetAdapterLuid());
|
||||
if (FAILED(dxgi_factory->EnumAdapterByLuid(luid, IID_PPV_ARGS(m_adapter.put()))))
|
||||
Console.Error("Failed to get lookup adapter by device LUID");
|
||||
|
||||
if (enable_debug_layer)
|
||||
{
|
||||
@@ -445,7 +425,7 @@ ID3D12GraphicsCommandList4* Context::GetInitCommandList()
|
||||
return res.command_lists[0].get();
|
||||
}
|
||||
|
||||
void Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
bool Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
{
|
||||
CommandListResources& res = m_command_lists[m_current_command_list];
|
||||
HRESULT hr;
|
||||
@@ -463,12 +443,21 @@ void Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
if (res.init_command_list_used)
|
||||
{
|
||||
hr = res.command_lists[0]->Close();
|
||||
pxAssertRel(SUCCEEDED(hr), "Close init command list");
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Closing init command list failed with HRESULT %08X", hr);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Close and queue command list.
|
||||
hr = res.command_lists[1]->Close();
|
||||
pxAssertRel(SUCCEEDED(hr), "Close command list");
|
||||
if (FAILED(hr))
|
||||
{
|
||||
Console.Error("Closing main command list failed with HRESULT %08X", hr);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (res.init_command_list_used)
|
||||
{
|
||||
const std::array<ID3D12CommandList*, 2> execute_lists{res.command_lists[0].get(), res.command_lists[1].get()};
|
||||
@@ -487,6 +476,8 @@ void Context::ExecuteCommandList(WaitType wait_for_completion)
|
||||
MoveToNextCommandList();
|
||||
if (wait_for_completion != WaitType::None)
|
||||
WaitForFence(res.ready_fence_value, wait_for_completion == WaitType::Spin);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Context::InvalidateSamplerGroups()
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
#include <array>
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_5.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <wil/com.h>
|
||||
@@ -60,7 +61,7 @@ namespace D3D12
|
||||
~Context();
|
||||
|
||||
/// Creates new device and context.
|
||||
static bool Create(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
|
||||
static bool Create(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
|
||||
|
||||
/// Destroys active context.
|
||||
static void Destroy();
|
||||
@@ -130,7 +131,7 @@ namespace D3D12
|
||||
};
|
||||
|
||||
/// Executes the current command list.
|
||||
void ExecuteCommandList(WaitType wait_for_completion);
|
||||
bool ExecuteCommandList(WaitType wait_for_completion);
|
||||
|
||||
/// Waits for a specific fence.
|
||||
void WaitForFence(u64 fence, bool spin);
|
||||
@@ -167,7 +168,7 @@ namespace D3D12
|
||||
|
||||
Context();
|
||||
|
||||
bool CreateDevice(IDXGIFactory* dxgi_factory, u32 adapter_index, bool enable_debug_layer);
|
||||
bool CreateDevice(IDXGIFactory5* dxgi_factory, IDXGIAdapter1* adapter, bool enable_debug_layer);
|
||||
bool CreateCommandQueue();
|
||||
bool CreateAllocator();
|
||||
bool CreateFence();
|
||||
|
||||
@@ -45,14 +45,7 @@ ShaderCache::ShaderCache() = default;
|
||||
|
||||
ShaderCache::~ShaderCache()
|
||||
{
|
||||
if (m_pipeline_index_file)
|
||||
std::fclose(m_pipeline_index_file);
|
||||
if (m_pipeline_blob_file)
|
||||
std::fclose(m_pipeline_blob_file);
|
||||
if (m_shader_index_file)
|
||||
std::fclose(m_shader_index_file);
|
||||
if (m_shader_blob_file)
|
||||
std::fclose(m_shader_blob_file);
|
||||
Close();
|
||||
}
|
||||
|
||||
bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
|
||||
@@ -109,6 +102,32 @@ bool ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_lev
|
||||
return result;
|
||||
}
|
||||
|
||||
void ShaderCache::Close()
|
||||
{
|
||||
if (m_pipeline_index_file)
|
||||
{
|
||||
std::fclose(m_pipeline_index_file);
|
||||
m_pipeline_index_file = nullptr;
|
||||
}
|
||||
if (m_pipeline_blob_file)
|
||||
{
|
||||
std::fclose(m_pipeline_blob_file);
|
||||
m_pipeline_blob_file = nullptr;
|
||||
}
|
||||
if (m_shader_index_file)
|
||||
{
|
||||
std::fclose(m_shader_index_file);
|
||||
m_shader_index_file = nullptr;
|
||||
}
|
||||
if (m_shader_blob_file)
|
||||
{
|
||||
std::fclose(m_shader_blob_file);
|
||||
m_shader_blob_file = nullptr;
|
||||
}
|
||||
|
||||
m_base_path = {};
|
||||
}
|
||||
|
||||
void ShaderCache::InvalidatePipelineCache()
|
||||
{
|
||||
m_pipeline_index.clear();
|
||||
|
||||
@@ -52,6 +52,7 @@ namespace D3D12
|
||||
__fi bool UsingDebugShaders() const { return m_debug; }
|
||||
|
||||
bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
|
||||
void Close();
|
||||
|
||||
__fi ComPtr<ID3DBlob> GetVertexShader(std::string_view shader_code,
|
||||
const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
|
||||
@@ -129,7 +130,6 @@ namespace D3D12
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
|
||||
std::FILE*& blob_file, CacheIndex& index);
|
||||
void InvalidatePipelineCache();
|
||||
void Close();
|
||||
|
||||
ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
|
||||
const D3D_SHADER_MACRO* macros, const char* entry_point);
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2009 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
* ation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
||||
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
* PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "EventSource.h"
|
||||
#include "EventSource.inl"
|
||||
|
||||
//template class EventSource< int >;
|
||||
@@ -1,94 +0,0 @@
|
||||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
* ation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
||||
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
* PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <list>
|
||||
#include <mutex>
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// EventSource< template EvtType >
|
||||
// --------------------------------------------------------------------------------------
|
||||
|
||||
template <typename ListenerType>
|
||||
class EventSource
|
||||
{
|
||||
public:
|
||||
typedef typename ListenerType::EvtParams EvtParams;
|
||||
typedef typename std::list<ListenerType*> ListenerList;
|
||||
typedef typename ListenerList::iterator ListenerIterator;
|
||||
|
||||
protected:
|
||||
typedef typename ListenerList::const_iterator ConstIterator;
|
||||
|
||||
ListenerList m_listeners;
|
||||
|
||||
// This is a cached copy of the listener list used to handle standard dispatching, which
|
||||
// allows for self-modification of the EventSource's listener list by the listeners.
|
||||
// Translation: The dispatcher uses this copy instead, to avoid iterator invalidation.
|
||||
ListenerList m_cache_copy;
|
||||
bool m_cache_valid;
|
||||
|
||||
std::mutex m_listeners_lock;
|
||||
|
||||
public:
|
||||
EventSource()
|
||||
{
|
||||
m_cache_valid = false;
|
||||
}
|
||||
|
||||
virtual ~EventSource() = default;
|
||||
|
||||
virtual ListenerIterator Add(ListenerType& listener);
|
||||
virtual void Remove(ListenerType& listener);
|
||||
virtual void Remove(const ListenerIterator& listenerHandle);
|
||||
|
||||
void Add(ListenerType* listener)
|
||||
{
|
||||
if (listener == NULL)
|
||||
return;
|
||||
Add(*listener);
|
||||
}
|
||||
|
||||
void Remove(ListenerType* listener)
|
||||
{
|
||||
if (listener == NULL)
|
||||
return;
|
||||
Remove(*listener);
|
||||
}
|
||||
|
||||
void Dispatch(const EvtParams& params);
|
||||
|
||||
protected:
|
||||
virtual ListenerIterator _AddFast_without_lock(ListenerType& listener);
|
||||
virtual void _DispatchRaw(ListenerIterator iter, const ListenerIterator& iend, const EvtParams& params);
|
||||
};
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// IEventDispatcher
|
||||
// --------------------------------------------------------------------------------------
|
||||
// This class is used as a base interface for EventListeners. It allows the listeners to do
|
||||
// customized dispatching of several event types into "user friendly" function overrides.
|
||||
//
|
||||
template <typename EvtParams>
|
||||
class IEventDispatcher
|
||||
{
|
||||
protected:
|
||||
IEventDispatcher() {}
|
||||
|
||||
public:
|
||||
virtual ~IEventDispatcher() = default;
|
||||
virtual void DispatchEvent(const EvtParams& params) = 0;
|
||||
};
|
||||
@@ -1,110 +0,0 @@
|
||||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
* ation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
||||
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
* PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "common/Pcsx2Defs.h"
|
||||
#include "common/Exceptions.h"
|
||||
#include "common/Console.h"
|
||||
|
||||
template <typename ListenerType>
|
||||
typename EventSource<ListenerType>::ListenerIterator EventSource<ListenerType>::Add(ListenerType& listener)
|
||||
{
|
||||
std::unique_lock locker(m_listeners_lock);
|
||||
|
||||
// Check for duplicates before adding the event.
|
||||
if (IsDebugBuild)
|
||||
{
|
||||
ListenerIterator iter = m_listeners.begin();
|
||||
while (iter != m_listeners.end())
|
||||
{
|
||||
if ((*iter) == &listener)
|
||||
return iter;
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
return _AddFast_without_lock(listener);
|
||||
}
|
||||
|
||||
template <typename ListenerType>
|
||||
void EventSource<ListenerType>::Remove(ListenerType& listener)
|
||||
{
|
||||
std::unique_lock locker(m_listeners_lock);
|
||||
m_cache_valid = false;
|
||||
m_listeners.remove(&listener);
|
||||
}
|
||||
|
||||
template <typename ListenerType>
|
||||
void EventSource<ListenerType>::Remove(const ListenerIterator& listenerHandle)
|
||||
{
|
||||
std::unique_lock locker(m_listeners_lock);
|
||||
m_cache_valid = false;
|
||||
m_listeners.erase(listenerHandle);
|
||||
}
|
||||
|
||||
template <typename ListenerType>
|
||||
typename EventSource<ListenerType>::ListenerIterator EventSource<ListenerType>::_AddFast_without_lock(ListenerType& listener)
|
||||
{
|
||||
m_cache_valid = false;
|
||||
m_listeners.push_front(&listener);
|
||||
return m_listeners.begin();
|
||||
}
|
||||
|
||||
|
||||
template <typename ListenerType>
|
||||
__fi void EventSource<ListenerType>::_DispatchRaw(ListenerIterator iter, const ListenerIterator& iend, const EvtParams& evtparams)
|
||||
{
|
||||
while (iter != iend)
|
||||
{
|
||||
try
|
||||
{
|
||||
(*iter)->DispatchEvent(evtparams);
|
||||
}
|
||||
catch (Exception::RuntimeError& ex)
|
||||
{
|
||||
if (IsDevBuild)
|
||||
{
|
||||
pxFailDev(("Ignoring runtime error thrown from event listener (event listeners should not throw exceptions!): " + ex.FormatDiagnosticMessage()).c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.Error("Ignoring runtime error thrown from event listener: %s", ex.FormatDiagnosticMessage().c_str());
|
||||
}
|
||||
}
|
||||
catch (BaseException& ex)
|
||||
{
|
||||
if (IsDevBuild)
|
||||
{
|
||||
ex.DiagMsg() = "Non-runtime BaseException thrown from event listener .. " + ex.DiagMsg();
|
||||
throw;
|
||||
}
|
||||
Console.Error("Ignoring non-runtime BaseException thrown from event listener: %s", ex.FormatDiagnosticMessage().c_str());
|
||||
}
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
|
||||
template <typename ListenerType>
|
||||
void EventSource<ListenerType>::Dispatch(const EvtParams& evtparams)
|
||||
{
|
||||
if (!m_cache_valid)
|
||||
{
|
||||
m_cache_copy = m_listeners;
|
||||
m_cache_valid = true;
|
||||
}
|
||||
|
||||
if (m_cache_copy.empty())
|
||||
return;
|
||||
_DispatchRaw(m_cache_copy.begin(), m_cache_copy.end(), evtparams);
|
||||
}
|
||||
@@ -74,33 +74,6 @@ namespace Exception
|
||||
virtual BaseException* Clone() const = 0;
|
||||
};
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Ps2Generic Exception
|
||||
// --------------------------------------------------------------------------------------
|
||||
// This class is used as a base exception for things tossed by PS2 cpus (EE, IOP, etc).
|
||||
//
|
||||
// Implementation note: does not derive from BaseException, so that we can use different
|
||||
// catch block hierarchies to handle them (if needed).
|
||||
//
|
||||
// Translation Note: Currently these exceptions are never translated. English/diagnostic
|
||||
// format only. :)
|
||||
//
|
||||
class Ps2Generic
|
||||
{
|
||||
protected:
|
||||
std::string m_message; // a "detailed" message of what disastrous thing has occurred!
|
||||
|
||||
public:
|
||||
virtual ~Ps2Generic() = default;
|
||||
|
||||
virtual u32 GetPc() const = 0;
|
||||
virtual bool IsDelaySlot() const = 0;
|
||||
virtual std::string& Message() { return m_message; }
|
||||
|
||||
virtual void Rethrow() const = 0;
|
||||
virtual Ps2Generic* Clone() const = 0;
|
||||
};
|
||||
|
||||
// Some helper macros for defining the standard constructors of internationalized constructors
|
||||
// Parameters:
|
||||
// classname - Yeah, the name of this class being defined. :)
|
||||
|
||||
+1
-14
@@ -56,17 +56,6 @@ namespace GL
|
||||
#endif
|
||||
}
|
||||
|
||||
static void DisableBrokenExtensions(const char* gl_vendor, const char* gl_renderer)
|
||||
{
|
||||
if (std::strstr(gl_vendor, "ARM"))
|
||||
{
|
||||
// GL_{EXT,OES}_copy_image seem to be implemented on the CPU in the Mali drivers...
|
||||
Console.Warning("Mali driver detected, disabling GL_{EXT,OES}_copy_image");
|
||||
GLAD_GL_EXT_copy_image = 0;
|
||||
GLAD_GL_OES_copy_image = 0;
|
||||
}
|
||||
}
|
||||
|
||||
Context::Context(const WindowInfo& wi)
|
||||
: m_wi(wi)
|
||||
{
|
||||
@@ -119,7 +108,7 @@ namespace GL
|
||||
if (!context)
|
||||
return nullptr;
|
||||
|
||||
Console.WriteLn("Created a %s context", context->IsGLES() ? "OpenGL ES" : "OpenGL");
|
||||
Console.WriteLn("Created an %s context", context->IsGLES() ? "OpenGL ES" : "OpenGL");
|
||||
|
||||
// NOTE: Not thread-safe. But this is okay, since we're not going to be creating more than one context at a time.
|
||||
static Context* context_being_created;
|
||||
@@ -154,8 +143,6 @@ namespace GL
|
||||
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);
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
|
||||
+36
-155
@@ -35,6 +35,8 @@ namespace GL
|
||||
prog.m_program_id = 0;
|
||||
m_vertex_shader_id = prog.m_vertex_shader_id;
|
||||
prog.m_vertex_shader_id = 0;
|
||||
m_geometry_shader_id = prog.m_geometry_shader_id;
|
||||
prog.m_geometry_shader_id = 0;
|
||||
m_fragment_shader_id = prog.m_fragment_shader_id;
|
||||
prog.m_fragment_shader_id = 0;
|
||||
m_uniform_locations = std::move(prog.m_uniform_locations);
|
||||
@@ -60,7 +62,10 @@ namespace GL
|
||||
GLint info_log_length = 0;
|
||||
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
if (status == GL_FALSE || info_log_length > 0)
|
||||
// Log will create a new line when there are no warnings so let's set a minimum log length of 1.
|
||||
constexpr int info_log_min_length = 1;
|
||||
|
||||
if (status == GL_FALSE || info_log_length > info_log_min_length)
|
||||
{
|
||||
std::string info_log;
|
||||
info_log.resize(info_log_length + 1);
|
||||
@@ -74,7 +79,7 @@ namespace GL
|
||||
{
|
||||
Console.Error("Shader failed to compile:\n%s", info_log.c_str());
|
||||
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream ofs(StringUtil::StdStringFromFormat("pcsx2_bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
|
||||
std::ofstream::out | std::ofstream::binary);
|
||||
if (ofs.is_open())
|
||||
{
|
||||
@@ -100,40 +105,34 @@ namespace GL
|
||||
bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader)
|
||||
{
|
||||
GLuint vertex_shader_id = 0;
|
||||
if (!vertex_shader.empty())
|
||||
{
|
||||
vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
|
||||
if (vertex_shader_id == 0)
|
||||
m_vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
|
||||
if (m_vertex_shader_id == 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint geometry_shader_id = 0;
|
||||
if (!geometry_shader.empty())
|
||||
{
|
||||
geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
|
||||
if (geometry_shader_id == 0)
|
||||
m_geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
|
||||
if (m_geometry_shader_id == 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint fragment_shader_id = 0;
|
||||
if (!fragment_shader.empty())
|
||||
{
|
||||
fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
|
||||
if (fragment_shader_id == 0)
|
||||
{
|
||||
glDeleteShader(vertex_shader_id);
|
||||
m_fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
|
||||
if (m_fragment_shader_id == 0)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
m_program_id = glCreateProgram();
|
||||
if (vertex_shader_id != 0)
|
||||
glAttachShader(m_program_id, vertex_shader_id);
|
||||
if (geometry_shader_id != 0)
|
||||
glAttachShader(m_program_id, geometry_shader_id);
|
||||
if (fragment_shader_id != 0)
|
||||
glAttachShader(m_program_id, fragment_shader_id);
|
||||
if (m_vertex_shader_id != 0)
|
||||
glAttachShader(m_program_id, m_vertex_shader_id);
|
||||
if (m_geometry_shader_id != 0)
|
||||
glAttachShader(m_program_id, m_geometry_shader_id);
|
||||
if (m_fragment_shader_id != 0)
|
||||
glAttachShader(m_program_id, m_fragment_shader_id);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -241,6 +240,9 @@ namespace GL
|
||||
if (m_vertex_shader_id != 0)
|
||||
glDeleteShader(m_vertex_shader_id);
|
||||
m_vertex_shader_id = 0;
|
||||
if (m_geometry_shader_id != 0)
|
||||
glDeleteShader(m_geometry_shader_id);
|
||||
m_geometry_shader_id = 0;
|
||||
if (m_fragment_shader_id != 0)
|
||||
glDeleteShader(m_fragment_shader_id);
|
||||
m_fragment_shader_id = 0;
|
||||
@@ -482,151 +484,28 @@ namespace GL
|
||||
glUniform4fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform1ui(const char* name, u32 x) const
|
||||
void Program::UniformMatrix2fv(int index, const float* v)
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform1ui(location, x);
|
||||
glUniformMatrix2fv(location, 1, GL_FALSE, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2ui(const char* name, u32 x, u32 y) const
|
||||
void Program::UniformMatrix3fv(int index, const float* v)
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform2ui(location, x, y);
|
||||
glUniformMatrix3fv(location, 1, GL_FALSE, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
|
||||
void Program::UniformMatrix4fv(int index, const float* v)
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
pxAssert(static_cast<size_t>(index) < m_uniform_locations.size());
|
||||
const GLint location = m_uniform_locations[index];
|
||||
if (location >= 0)
|
||||
glUniform3ui(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4ui(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform1i(const char* name, s32 x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1i(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2i(const char* name, s32 x, s32 y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2i(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3i(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4i(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform1f(const char* name, float x) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform1f(location, x);
|
||||
}
|
||||
|
||||
void Program::Uniform2f(const char* name, float x, float y) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2f(location, x, y);
|
||||
}
|
||||
|
||||
void Program::Uniform3f(const char* name, float x, float y, float z) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3f(location, x, y, z);
|
||||
}
|
||||
|
||||
void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4f(location, x, y, z, w);
|
||||
}
|
||||
|
||||
void Program::Uniform2uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4uiv(const char* name, const u32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4uiv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4iv(const char* name, const s32* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4iv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform2fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform2fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform3fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform3fv(location, 1, v);
|
||||
}
|
||||
|
||||
void Program::Uniform4fv(const char* name, const float* v) const
|
||||
{
|
||||
const GLint location = glGetUniformLocation(m_program_id, name);
|
||||
if (location >= 0)
|
||||
glUniform4fv(location, 1, v);
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, v);
|
||||
}
|
||||
|
||||
void Program::BindUniformBlock(const char* name, u32 index)
|
||||
@@ -662,6 +541,8 @@ namespace GL
|
||||
prog.m_program_id = 0;
|
||||
m_vertex_shader_id = prog.m_vertex_shader_id;
|
||||
prog.m_vertex_shader_id = 0;
|
||||
m_geometry_shader_id = prog.m_geometry_shader_id;
|
||||
prog.m_geometry_shader_id = 0;
|
||||
m_fragment_shader_id = prog.m_fragment_shader_id;
|
||||
prog.m_fragment_shader_id = 0;
|
||||
m_uniform_locations = std::move(prog.m_uniform_locations);
|
||||
|
||||
+4
-21
@@ -79,27 +79,9 @@ namespace GL
|
||||
void Uniform3fv(int index, const float* v) const;
|
||||
void Uniform4fv(int index, const float* v) const;
|
||||
|
||||
void Uniform1ui(const char* name, u32 x) const;
|
||||
void Uniform2ui(const char* name, u32 x, u32 y) const;
|
||||
void Uniform3ui(const char* name, u32 x, u32 y, u32 z) const;
|
||||
void Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const;
|
||||
void Uniform1i(const char* name, s32 x) const;
|
||||
void Uniform2i(const char* name, s32 x, s32 y) const;
|
||||
void Uniform3i(const char* name, s32 x, s32 y, s32 z) const;
|
||||
void Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const;
|
||||
void Uniform1f(const char* name, float x) const;
|
||||
void Uniform2f(const char* name, float x, float y) const;
|
||||
void Uniform3f(const char* name, float x, float y, float z) const;
|
||||
void Uniform4f(const char* name, float x, float y, float z, float w) const;
|
||||
void Uniform2uiv(const char* name, const u32* v) const;
|
||||
void Uniform3uiv(const char* name, const u32* v) const;
|
||||
void Uniform4uiv(const char* name, const u32* v) const;
|
||||
void Uniform2iv(const char* name, const s32* v) const;
|
||||
void Uniform3iv(const char* name, const s32* v) const;
|
||||
void Uniform4iv(const char* name, const s32* v) const;
|
||||
void Uniform2fv(const char* name, const float* v) const;
|
||||
void Uniform3fv(const char* name, const float* v) const;
|
||||
void Uniform4fv(const char* name, const float* v) const;
|
||||
void UniformMatrix2fv(int index, const float* v);
|
||||
void UniformMatrix3fv(int index, const float* v);
|
||||
void UniformMatrix4fv(int index, const float* v);
|
||||
|
||||
void BindUniformBlock(const char* name, u32 index);
|
||||
|
||||
@@ -117,6 +99,7 @@ namespace GL
|
||||
|
||||
GLuint m_program_id = 0;
|
||||
GLuint m_vertex_shader_id = 0;
|
||||
GLuint m_geometry_shader_id = 0;
|
||||
GLuint m_fragment_shader_id = 0;
|
||||
|
||||
std::vector<GLint> m_uniform_locations;
|
||||
|
||||
@@ -218,9 +218,17 @@ namespace GL
|
||||
{
|
||||
m_index.clear();
|
||||
if (m_index_file)
|
||||
{
|
||||
std::fclose(m_index_file);
|
||||
m_index_file = nullptr;
|
||||
}
|
||||
if (m_blob_file)
|
||||
{
|
||||
std::fclose(m_blob_file);
|
||||
m_blob_file = nullptr;
|
||||
}
|
||||
|
||||
m_base_path = {};
|
||||
}
|
||||
|
||||
bool ShaderCache::Recreate()
|
||||
|
||||
@@ -36,6 +36,7 @@ namespace GL
|
||||
~ShaderCache();
|
||||
|
||||
bool Open(bool is_gles, std::string_view base_path, u32 version);
|
||||
void Close();
|
||||
|
||||
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader,
|
||||
const std::string_view fragment_shader, const PreLinkCallback& callback = {});
|
||||
@@ -94,7 +95,6 @@ namespace GL
|
||||
|
||||
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
|
||||
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
|
||||
void Close();
|
||||
bool Recreate();
|
||||
|
||||
bool WriteToBlobFile(const CacheIndexKey& key, const std::vector<u8>& prog_data, u32 prog_format);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2021 PCSX2 Dev Team
|
||||
* Copyright (C) 2002-2010 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
@@ -14,29 +14,26 @@
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "GSTextureNull.h"
|
||||
#include "General.h"
|
||||
|
||||
GSTextureNull::GSTextureNull()
|
||||
// --------------------------------------------------------------------------------------
|
||||
// PageProtectionMode (implementations)
|
||||
// --------------------------------------------------------------------------------------
|
||||
std::string PageProtectionMode::ToString() const
|
||||
{
|
||||
memset(&m_desc, 0, sizeof(m_desc));
|
||||
}
|
||||
std::string modeStr;
|
||||
|
||||
GSTextureNull::GSTextureNull(Type type, int w, int h, int levels, GSTexture::Format format)
|
||||
{
|
||||
m_desc.type = type;
|
||||
m_desc.w = w;
|
||||
m_desc.h = h;
|
||||
m_desc.levels = levels;
|
||||
m_desc.format = format;
|
||||
}
|
||||
if (m_read)
|
||||
modeStr += "Read";
|
||||
if (m_write)
|
||||
modeStr += "Write";
|
||||
if (m_exec)
|
||||
modeStr += "Exec";
|
||||
|
||||
void GSTextureNull::Swap(GSTexture* tex)
|
||||
{
|
||||
GSTexture::Swap(tex);
|
||||
std::swap(m_desc, static_cast<GSTextureNull*>(tex)->m_desc);
|
||||
}
|
||||
if (modeStr.empty())
|
||||
return "NoAccess";
|
||||
if (modeStr.length() <= 5)
|
||||
modeStr += "Only";
|
||||
|
||||
void* GSTextureNull::GetNativeHandle() const
|
||||
{
|
||||
return nullptr;
|
||||
return modeStr;
|
||||
}
|
||||
@@ -116,6 +116,14 @@ static __fi PageProtectionMode PageAccess_Any()
|
||||
return PageProtectionMode().All();
|
||||
}
|
||||
|
||||
struct PageFaultInfo
|
||||
{
|
||||
uptr pc;
|
||||
uptr addr;
|
||||
};
|
||||
|
||||
using PageFaultHandler = bool(*)(const PageFaultInfo& info);
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// HostSys
|
||||
// --------------------------------------------------------------------------------------
|
||||
@@ -141,6 +149,12 @@ namespace HostSys
|
||||
extern void DestroySharedMemory(void* ptr);
|
||||
extern void* MapSharedMemory(void* handle, size_t offset, void* baseaddr, size_t size, const PageProtectionMode& mode);
|
||||
extern void UnmapSharedMemory(void* baseaddr, size_t size);
|
||||
|
||||
/// Installs the specified page fault handler. Only one handler can be active at once.
|
||||
bool InstallPageFaultHandler(PageFaultHandler handler);
|
||||
|
||||
/// Removes the page fault handler. handler is only specified to check against the active callback.
|
||||
void RemovePageFaultHandler(PageFaultHandler handler);
|
||||
}
|
||||
|
||||
class SharedMemoryMappingArea
|
||||
|
||||
+98
-38
@@ -21,13 +21,15 @@
|
||||
#include <fcntl.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include "fmt/core.h"
|
||||
|
||||
#include "common/Align.h"
|
||||
#include "common/PageFaultSource.h"
|
||||
#include "common/Assertions.h"
|
||||
#include "common/Console.h"
|
||||
#include "common/Exceptions.h"
|
||||
#include "common/General.h"
|
||||
|
||||
// Apple uses the MAP_ANON define instead of MAP_ANONYMOUS, but they mean
|
||||
// the same thing.
|
||||
@@ -44,72 +46,130 @@
|
||||
#include <ucontext.h>
|
||||
#endif
|
||||
|
||||
extern void SignalExit(int sig);
|
||||
static std::recursive_mutex s_exception_handler_mutex;
|
||||
static PageFaultHandler s_exception_handler_callback;
|
||||
static bool s_in_exception_handler;
|
||||
|
||||
static const uptr m_pagemask = getpagesize() - 1;
|
||||
|
||||
#if defined(__APPLE__)
|
||||
#ifdef __APPLE__
|
||||
static struct sigaction s_old_sigbus_action;
|
||||
#else
|
||||
static struct sigaction s_old_sigsegv_action;
|
||||
#endif
|
||||
|
||||
static void CallExistingSignalHandler(int signal, siginfo_t* siginfo, void* ctx)
|
||||
{
|
||||
#ifdef __APPLE__
|
||||
const struct sigaction& sa = s_old_sigbus_action;
|
||||
#else
|
||||
const struct sigaction& sa = s_old_sigsegv_action;
|
||||
#endif
|
||||
|
||||
if (sa.sa_flags & SA_SIGINFO)
|
||||
{
|
||||
sa.sa_sigaction(signal, siginfo, ctx);
|
||||
}
|
||||
else if (sa.sa_handler == SIG_DFL)
|
||||
{
|
||||
// Re-raising the signal would just queue it, and since we'd restore the handler back to us,
|
||||
// we'd end up right back here again. So just abort, because that's probably what it'd do anyway.
|
||||
abort();
|
||||
}
|
||||
else if (sa.sa_handler != SIG_IGN)
|
||||
{
|
||||
sa.sa_handler(signal);
|
||||
}
|
||||
}
|
||||
|
||||
// Linux implementation of SIGSEGV handler. Bind it using sigaction().
|
||||
static void SysPageFaultSignalFilter(int signal, siginfo_t* siginfo, void* ctx)
|
||||
{
|
||||
// [TODO] : Add a thread ID filter to the Linux Signal handler here.
|
||||
// Rationale: On windows, the __try/__except model allows per-thread specific behavior
|
||||
// for page fault handling. On linux, there is a single signal handler for the whole
|
||||
// process, but the handler is executed by the thread that caused the exception.
|
||||
// Executing the handler concurrently from multiple threads wouldn't go down well.
|
||||
std::unique_lock lock(s_exception_handler_mutex);
|
||||
|
||||
// Prevent recursive exception filtering.
|
||||
if (s_in_exception_handler)
|
||||
{
|
||||
lock.unlock();
|
||||
CallExistingSignalHandler(signal, siginfo, ctx);
|
||||
return;
|
||||
}
|
||||
|
||||
// Stdio Usage note: SIGSEGV handling is a synchronous in-thread signal. It is done
|
||||
// from the context of the current thread and stackframe. So long as the thread is not
|
||||
// the main/ui thread, use of the px assertion system should be safe. Use of stdio should
|
||||
// be safe even on the main thread.
|
||||
// (in other words, stdio limitations only really apply to process-level asynchronous
|
||||
// signals)
|
||||
|
||||
// Note: Use of stdio functions isn't safe here. Avoid console logs,
|
||||
// assertions, file logs, or just about anything else useful.
|
||||
// Note: Use of stdio functions isn't safe here. Avoid console logs, assertions, file logs,
|
||||
// or just about anything else useful. However, that's really only a concern if the signal
|
||||
// occurred within those functions. The logging which we do only happens when the exception
|
||||
// occurred within JIT code.
|
||||
|
||||
#if defined(__APPLE__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext->__ss.__rip);
|
||||
#elif defined(__FreeBSD__) && defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.mc_rip);
|
||||
#elif defined(__x86_64__)
|
||||
void* const exception_pc = reinterpret_cast<void*>(static_cast<ucontext_t*>(ctx)->uc_mcontext.gregs[REG_RIP]);
|
||||
#else
|
||||
void* const exception_pc = nullptr;
|
||||
#endif
|
||||
|
||||
// Note: This signal can be accessed by the EE or MTVU thread
|
||||
// Source_PageFault is a global variable with its own state information
|
||||
// so for now we lock this exception code unless someone can fix this better...
|
||||
std::unique_lock lock(PageFault_Mutex);
|
||||
const PageFaultInfo pfi{(uptr)exception_pc, (uptr)siginfo->si_addr & ~__pagemask};
|
||||
|
||||
Source_PageFault->Dispatch(PageFaultInfo((uptr)exception_pc, (uptr)siginfo->si_addr & ~m_pagemask));
|
||||
s_in_exception_handler = true;
|
||||
|
||||
// resumes execution right where we left off (re-executes instruction that
|
||||
// caused the SIGSEGV).
|
||||
if (Source_PageFault->WasHandled())
|
||||
const bool handled = s_exception_handler_callback(pfi);
|
||||
|
||||
s_in_exception_handler = false;
|
||||
|
||||
// Resumes execution right where we left off (re-executes instruction that caused the SIGSEGV).
|
||||
if (handled)
|
||||
return;
|
||||
|
||||
std::fprintf(stderr, "Unhandled page fault @ 0x%08x", siginfo->si_addr);
|
||||
pxFailRel("Unhandled page fault");
|
||||
// Call old signal handler, which will likely dump core.
|
||||
lock.unlock();
|
||||
CallExistingSignalHandler(signal, siginfo, ctx);
|
||||
}
|
||||
|
||||
void _platform_InstallSignalHandler()
|
||||
bool HostSys::InstallPageFaultHandler(PageFaultHandler handler)
|
||||
{
|
||||
Console.WriteLn("Installing POSIX SIGSEGV handler...");
|
||||
struct sigaction sa;
|
||||
std::unique_lock lock(s_exception_handler_mutex);
|
||||
pxAssertRel(!s_exception_handler_callback, "A page fault handler is already registered.");
|
||||
if (!s_exception_handler_callback)
|
||||
{
|
||||
struct sigaction sa;
|
||||
|
||||
sigemptyset(&sa.sa_mask);
|
||||
sa.sa_flags = SA_SIGINFO;
|
||||
sa.sa_sigaction = SysPageFaultSignalFilter;
|
||||
#if defined(__APPLE__)
|
||||
// MacOS uses SIGBUS for memory permission violations
|
||||
sigaction(SIGBUS, &sa, &s_old_sigbus_action);
|
||||
sigemptyset(&sa.sa_mask);
|
||||
sa.sa_flags = SA_SIGINFO;
|
||||
sa.sa_sigaction = SysPageFaultSignalFilter;
|
||||
#ifdef __linux__
|
||||
// Don't block the signal from executing recursively, we want to fire the original handler.
|
||||
sa.sa_flags |= SA_NODEFER;
|
||||
#endif
|
||||
#ifdef __APPLE__
|
||||
// MacOS uses SIGBUS for memory permission violations
|
||||
if (sigaction(SIGBUS, &sa, &s_old_sigbus_action) != 0)
|
||||
return false;
|
||||
#else
|
||||
sigaction(SIGSEGV, &sa, &s_old_sigsegv_action);
|
||||
if (sigaction(SIGSEGV, &sa, &s_old_sigsegv_action) != 0)
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
s_exception_handler_callback = handler;
|
||||
return true;
|
||||
}
|
||||
|
||||
void HostSys::RemovePageFaultHandler(PageFaultHandler handler)
|
||||
{
|
||||
std::unique_lock lock(s_exception_handler_mutex);
|
||||
pxAssertRel(!s_exception_handler_callback || s_exception_handler_callback == handler,
|
||||
"Not removing the same handler previously registered.");
|
||||
if (!s_exception_handler_callback)
|
||||
return;
|
||||
|
||||
s_exception_handler_callback = nullptr;
|
||||
|
||||
struct sigaction sa;
|
||||
#ifdef __APPLE__
|
||||
sigaction(SIGBUS, &s_old_sigbus_action, &sa);
|
||||
#else
|
||||
sigaction(SIGSEGV, &s_old_sigsegv_action, &sa);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -17,13 +17,6 @@
|
||||
|
||||
#include "common/Pcsx2Defs.h"
|
||||
|
||||
// pxUSE_SECURE_MALLOC - enables bounds checking on scoped malloc allocations.
|
||||
|
||||
#ifndef pxUSE_SECURE_MALLOC
|
||||
#define pxUSE_SECURE_MALLOC 0
|
||||
#endif
|
||||
|
||||
|
||||
// Microsoft Windows only macro, useful for freeing out COM objects:
|
||||
#define safe_release(ptr) \
|
||||
((void)((((ptr) != NULL) && ((ptr)->Release(), !!0)), (ptr) = NULL))
|
||||
|
||||
@@ -153,6 +153,9 @@ namespace Vulkan
|
||||
m_provoking_vertex = {};
|
||||
m_provoking_vertex.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT;
|
||||
|
||||
m_line_rasterization_state = {};
|
||||
m_line_rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_LINE_STATE_CREATE_INFO_EXT;
|
||||
|
||||
// set defaults
|
||||
SetNoCullRasterizationState();
|
||||
SetNoDepthTestState();
|
||||
@@ -255,7 +258,17 @@ namespace Vulkan
|
||||
m_ci.pRasterizationState = &m_rasterization_state;
|
||||
}
|
||||
|
||||
void GraphicsPipelineBuilder::SetLineWidth(float width) { m_rasterization_state.lineWidth = width; }
|
||||
void GraphicsPipelineBuilder::SetLineWidth(float width)
|
||||
{
|
||||
m_rasterization_state.lineWidth = width;
|
||||
}
|
||||
|
||||
void GraphicsPipelineBuilder::SetLineRasterizationMode(VkLineRasterizationModeEXT mode)
|
||||
{
|
||||
Util::AddPointerToChain(&m_rasterization_state, &m_line_rasterization_state);
|
||||
|
||||
m_line_rasterization_state.lineRasterizationMode = mode;
|
||||
}
|
||||
|
||||
void GraphicsPipelineBuilder::SetMultisamples(u32 multisamples, bool per_sample_shading)
|
||||
{
|
||||
|
||||
@@ -96,6 +96,7 @@ namespace Vulkan
|
||||
|
||||
void SetRasterizationState(VkPolygonMode polygon_mode, VkCullModeFlags cull_mode, VkFrontFace front_face);
|
||||
void SetLineWidth(float width);
|
||||
void SetLineRasterizationMode(VkLineRasterizationModeEXT mode);
|
||||
void SetMultisamples(u32 multisamples, bool per_sample_shading);
|
||||
void SetNoCullRasterizationState();
|
||||
|
||||
@@ -157,6 +158,7 @@ namespace Vulkan
|
||||
VkPipelineMultisampleStateCreateInfo m_multisample_state;
|
||||
|
||||
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT m_provoking_vertex;
|
||||
VkPipelineRasterizationLineStateCreateInfoEXT m_line_rasterization_state;
|
||||
};
|
||||
|
||||
class ComputePipelineBuilder
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user