Compare commits

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797 Commits
Author SHA1 Message Date
Stenzek 3cae728aba Qt: Recreate new window immediately when switching APIs 2023-04-08 12:42:34 +02:00
Stenzek 7f24a5cf82 GS: Fix crash when resizing window 2023-04-08 04:05:45 +01:00
refractionpcsx2 1b8f5f232a GS-HW: Fix bug with looping invalidation 2023-04-08 00:08:08 +01:00
refractionpcsx2 77d37de18c GameDB: Add mipmapping to Hasbro Family Game Night 2023-04-07 20:34:03 +01:00
Mrlinkwii 5ea3fb8e1e Github: Update issue template 2023-04-07 19:52:50 +01:00
refractionpcsx2 d683aa43d8 GS: Clean up Host->Local code 2023-04-07 17:18:33 +01:00
refractionpcsx2 d4c3501bb8 GS: Retool downloads to buffer full read 2023-04-07 17:18:33 +01:00
Stenzek f2229a0007 GS/OGL: Don't leak shader objects when compiling 2023-04-07 17:18:21 +01:00
Stenzek 2a06bb6e2c GS/OGL: Use VS/GS selectors from base class 2023-04-07 17:18:21 +01:00
lightningterror a06f890ab9 GS: Fix Wunused-variable warning. 2023-04-07 01:26:00 +02:00
refractionpcsx2 bbe22f95d1 GS: Avoid modifying single QW downloads as they go to a register
Also avoid downloading more than requested
2023-04-06 23:26:59 +01:00
Stenzek 631f75a79c GS/HW: Don't break out of target search loop on dirty target 2023-04-06 14:28:19 +01:00
Stenzek c121aae8f1 GS: Add VS natvis files for FastList and TC Targets 2023-04-06 14:27:36 +01:00
refractionpcsx2 fed7629632 GS: Fix typo in ResizeTexture which was causing a crash 2023-04-06 14:27:08 +01:00
Stenzek 0825ca736f GS/HW: Add other StretchRect() calls to texture copies counter
Better reflects GPU work.
2023-04-06 14:20:20 +01:00
Stenzek 660974c9d1 GS/HW: Update target in new format when reinterpreting
Fixes block scrambling in Budokai 3 during screen transitions.
2023-04-06 14:20:20 +01:00
Stenzek 4404b06d2a Qt: Fix lockup when cancelling shutdown and fullscreen 2023-04-06 08:48:07 +01:00
Stenzek daef69099b Qt: Fix improper shutdown with CTRL+C 2023-04-06 08:48:07 +01:00
Stenzek 6362994fd8 GS: Default to Vulkan for suitable GPUs on Linux 2023-04-06 08:48:07 +01:00
Stenzek 398cf43782 GS: Combine HostDisplay with GSDevice
GS/DX11: Don't throw bad_alloc on surface creation fail

GS: Link device and host display construction/destruction

FullscreenUI: Replace HostDisplayTexture with GSTexture

GS: Purge HostDisplayTexture

GS: Move everything in HostDisplay to GSDevice

GS: Move ImGui rendering to GSDevice

GS: Get rid of reset/store API state
2023-04-06 08:48:07 +01:00
refractionpcsx2 77f8a0f5f6 Counters: Retool UpdateVSyncRate 2023-04-06 08:47:35 +01:00
lightningterror d7e54ccbed CDVD: Fix struct member variables not used.
Codacy.
2023-04-05 20:15:18 +02:00
lightningterror 53a8855696 INISettingsInterface: Fix scope of variable warning.
Codacy.
2023-04-05 20:15:18 +02:00
lightningterror bd16ed1340 iR5900: Fix scope of variable warning.
Codacy.
2023-04-05 20:15:18 +02:00
lightningterror dd365fe334 GS-hw/tc: Fix Wsign-compare warnings. 2023-04-05 20:15:18 +02:00
refractionpcsx2 2a6ba739bc GS-HW: Fix stretch rects errantly discarding data 2023-04-05 16:29:36 +01:00
refractionpcsx2 a863466f70 GS-HW: Better handle double half clears + masked channels + invalidate
Also add Auto Flush to Power Drome US, apparently it wasn't there.
2023-04-05 16:29:36 +01:00
refractionpcsx2 32f07f4aae GS-HW: Read back TC on GS CSR Reset 2023-04-05 16:29:36 +01:00
refractionpcsx2 3ed0e010be GS-TC: Improve handing of wrapping targets in tex in rt 2023-04-05 16:29:36 +01:00
GiladNir fb3c0c8138 GameDB: Added fixes for Fatal Frame and Siren 2023-04-05 15:10:48 +01:00
Stenzek 58ded2e0d0 GS/HW: Fix incorrect hashing of non-palette textures 2023-04-05 15:01:42 +01:00
Stenzek 369b9a4808 Misc: Fix up a few recent clang warnings 2023-04-05 12:43:45 +01:00
Stenzek 0bd57986a9 GS/HW: Don't try to use forced trilinear on shuffles 2023-04-05 12:43:45 +01:00
refractionpcsx2 559b88438b GS: Fix some Scanmask situations in PCRTC 2023-04-04 17:33:32 +01:00
refractionpcsx2 5d140f7db3 GS: Fix missing PSM references. 2023-04-04 17:32:59 +01:00
Stenzek 7b512ce296 GS/HW: Fix Final Fantasy XII CRC hack 2023-04-04 17:27:57 +01:00
refractionpcsx2 ada291c0f6 GS: Remove redundant PSM enum naming 2023-04-04 13:56:44 +01:00
refractionpcsx2 857cb36707 GS-HW: Add CRC hack for NFS Undercover to handle weird shuffle 2023-04-04 13:56:44 +01:00
refractionpcsx2 4a702e0585 EE: Clear reset required status on JIT overflow reset 2023-04-04 11:16:31 +01:00
refractionpcsx2 eac420f205 GameDB: Replace Tex in RT with Partial Target Invalidation, Dark Cloud 2 2023-04-03 21:54:31 +01:00
TellowKrinkle 23d4fa9d9e GS:MTL: Process uv in place
The separate uv_out made it easy to make mistakes, especially when copying code from other renderers
2023-04-03 20:21:15 +01:00
From: TellowKrinkle f6523f34d8 GS:MTL: Implement region rect 2023-04-03 20:21:15 +01:00
TellowKrinkle 82971d3ef7 GS:MTL: Test and sample depth should be supported
Untested, but we restart the render pass if it's detected, which should be accurate, even if it's not the most efficient.
2023-04-03 20:21:15 +01:00
PCSX2 Bot 8d9a5111a1 PAD: Update to latest controller database. 2023-04-03 18:10:16 +02:00
Stenzek e8dac0051c GS: Move expanded dither storage to software renderer
Hardware doesn't use it.
2023-04-03 14:19:46 +01:00
Stenzek 72802aa125 GS/HW: Move channel shuffle test to top of Draw() 2023-04-03 14:19:46 +01:00
Stenzek f77a5c23fc GS/HW: Get rid of GSFrameInfo 2023-04-03 14:19:46 +01:00
Stenzek cf772fcdd6 GS: Reuse backup environment instead of copying 2023-04-03 14:19:46 +01:00
Stenzek 4313c64d9d GS: Remove unused offsets (tex/fzb) 2023-04-03 14:19:46 +01:00
refractionpcsx2 38bf916231 GS: Update fixes for Sacred Blaze 2023-04-02 19:44:11 +01:00
refractionpcsx2 cf59c0b854 GS/Counters: Catch SMODE changes and update VSync rate 2023-04-02 16:19:11 +01:00
refractionpcsx2 10e192deed GS/Counters: Use progressive check, not GSSetCRT for interlace mode 2023-04-02 16:19:11 +01:00
refractionpcsx2 b3fb6e7822 GS: Don't reset CRT mode on reset 2023-04-02 13:11:27 +02:00
Stenzek 3f640ed7eb GS/HW: Fix blue screen in GT4 transitions 2023-04-02 13:10:08 +02:00
Stenzek cc814585ee GS/OGL: Fix incorrect binding in multi stretch rect 2023-04-02 04:29:56 +01:00
refractionpcsx2 b0d26c8242 EE: Correct FPU_MUL_HACK result value 2023-04-02 04:09:47 +01:00
Stuart Kenny 4133be28c6 USB: Remove force feedback logspam 2023-04-02 01:56:00 +01:00
JordanTheToaster 6e81879436 GameDB: Various fixes
Fixes for Driv3r and VP2.
2023-04-01 23:45:10 +01:00
refractionpcsx2 5ea670ece4 GS-HW: Handle triangle memory clears 2023-04-01 16:47:29 +01:00
Stenzek e8e9702d7e GS/HW: Swap Crash WoC CRC hack for native palette draws 2023-04-01 15:45:14 +01:00
Stenzek 4cbdbaabdb GS/HW: Add NativePaletteDraw upscaling fix 2023-04-01 15:45:14 +01:00
Stenzek f332d4f880 GS/HW: Set no_ds if Z tests are disabled and masked 2023-04-01 15:45:14 +01:00
Stenzek 5ce418cdaf GS/HW: Set m_channel_shuffle if late tests succeed 2023-04-01 15:45:14 +01:00
Stenzek 81ab2b9cd1 GS/HW: Minor texture cache cleanups 2023-04-01 15:45:14 +01:00
Stenzek c441d76b7b GS/HW: Fix some asserts tripping in debug builds 2023-04-01 15:45:14 +01:00
Stenzek fcbc027abc GS: Unify D3D device creation paths
Also makes Vulkan the device for Intel Arc GPUs.
2023-04-01 14:15:18 +01:00
Stenzek 8989b69ce8 GS: Fix crash on shutdown when using software renderer 2023-04-01 14:14:19 +01:00
Stenzek e9a624ab54 Qt: Fix main window closing on fullscreen shutdown 2023-04-01 14:14:00 +01:00
Stuart Kenny 8a9df89bf6 SDLInputSource: SDL raw input as config option. 2023-04-01 02:32:01 +01:00
JordanTheToaster e95d75e01f GameDB: Fix missing Tekken 5 demo
Fixes for missing Tekken 5 demo that caused camera issues.
2023-04-01 01:44:17 +01:00
Mrlinkwii bbe58b07a8 GameDB: fixes for Super Trucks Racing 2023-03-31 21:29:46 +01:00
tangomike99 7886c9ea27 GameDB: Fix fog line in Over the Hedge 2023-03-31 21:29:34 +01:00
tangomike99 1c072f38bb GameDB: Fix blurriness in Sitting Ducks 2023-03-31 21:29:34 +01:00
KamFretoZ 6c2bbdef1f Qt: Theme Polishes for Pizza and Cobalt 2023-03-31 20:16:33 +01:00
Stenzek a5ebb388a0 CMake: Enable RAIntegration on Windows builds 2023-03-31 15:46:33 +01:00
Buzzardsoul 9c91c700ac GameDB: Add roundsprite 2 to Samurai Warriors 2 2023-03-31 11:59:44 +01:00
Stenzek 28b111b669 x86/iFPU: Inline FPU_MUL_HACK to dynarec
Fixes Tales of Destiny crashing on clang builds (clang was using r8,
which was allocated by a caller, msvc was not).
2023-03-31 11:39:46 +01:00
Stenzek 1be6e1f374 Misc: Fix a bunch of warnings 2023-03-31 11:39:46 +01:00
Stenzek fff8592b4e GS/HW: Fix GT4/T5 CRC hacks in DirectX renderers 2023-03-31 11:24:31 +01:00
lightningterror 4af3856d15 GS: Bump shader cache version. 2023-03-31 10:18:27 +01:00
lightningterror 8a06fb1840 GS: Fix fxaa bad shader on opengl. 2023-03-31 10:18:27 +01:00
Stuart Kenny e2e2ab62f4 MSBuild: Enable DirectX in cmake SDL build 2023-03-31 10:12:14 +01:00
Ty Lamontagne e7e3f30fce 3rdparty: Update SDL2 2023-03-31 02:06:32 +01:00
Stenzek affc45e752 GSDumpReplayer: Fix crash when downloading Z24 targets
e.g. Lego Racers 2
2023-03-30 21:55:50 +01:00
Stenzek d70334ee57 GS/HW: Slight shader simplification
- Don't declare texture if it's not read from. Stops Vulkan validation
   layers whinging.

 - Get rid of OpenGL common_header.glsl, and use name linking instead of
   leftovers from separate shader objects.
2023-03-30 21:55:50 +01:00
Stenzek 1c600c7068 GS/HW: Remove m_used from SourceMap
Not used anymore, since we don't age the TC when there's no draws.
2023-03-30 21:55:50 +01:00
Stenzek 7a93f1fc23 GS/HW: Remove KOF2002/SVCChaos CRC hacks
10 Pin - Champions Alley needs texture-inside-RT in LookupDepthSource(),
but otherwise nothing else appears to break if we fall back to normal
lookup for Z sources.

Relaxes the page alignment requirement for split texture shuffle
detection, Psi-Ops does an A->A copy with coordinates offset by +8.
2023-03-30 21:55:50 +01:00
Stenzek 9c2f7aeb6a GS/HW: Get rid of reset-32bits-fmt flag hack
Doesn't appear to be needed anymore.
2023-03-30 21:55:50 +01:00
Stenzek 8af2d17d1f GS/HW: Cache target widths as well as heights
Avoids redundant resizes.

Also align widths to page sizes, like heights.
2023-03-30 21:55:50 +01:00
Stenzek 65d78eff57 GS/HW: Sample depth buffer instead copying when safe
OpenGL and Vulkan only.
2023-03-30 21:55:50 +01:00
Stenzek 8be9e2dc71 GameDB: Remove preload/CPU FB for Crash WoC
Fog effect works correctly now (at least at 1x).
2023-03-30 21:55:50 +01:00
Stenzek faecc6913b GS/HW: Texture cache improvements
GS/HW: Only use temporary source for recursive draw

.. and don't insert it into the page map.

GS/HW: Lookup page list for depth sources

GS/HW: Avoid target copies by using shader sampling

GS/HW: Make texture cache a global pointer

GS/HW: Remove GetID() from GSTexture

It only made sense for OpenGL, was always zero in Vulkan.

GS/HW: Rewrite texture sampling hazard detection

Also avoid redundant channel shuffle setup.

GS/HW: Turn Haunting Ground CRC into an OI fix
2023-03-30 21:55:50 +01:00
Stenzek ed90c8868f GS/HW: Don't leave ZBUF_TEX0 partially uninitialized 2023-03-30 21:55:50 +01:00
Stenzek 71edce43ca GS/HW: Fix incorrect condition for continuing channel shuffle 2023-03-30 21:55:50 +01:00
Stenzek 4e9ef34f58 GS/HW: Fix incorrect end block computation in Overlaps() 2023-03-30 21:55:50 +01:00
Stenzek de55596926 GS/Vulkan: Include source code in shader debug info 2023-03-30 21:55:50 +01:00
JordanTheToaster 316bc422bc GameDB: Various fixes
Fixes lack of sun intensity in WRC texture distortion in Ultimate Spiderman and missing serials and fixes for those serials for Sakura Taisen.
2023-03-30 20:40:03 +01:00
Stenzek c73ae3dfb3 x86/iR5900: Get rid of eeRecIsReset
It was preventing the rec being reset inbetween launching different games.
2023-03-30 19:45:11 +01:00
Stenzek 27b45276ae SPU2: Remove GetLongName() from SndOutModule
Unused since WX.
2023-03-30 16:55:17 +01:00
JordanTheToaster b00852fada GameDB: More WWE text fixes
Adds the text fix to WWE 2007 to 2010
2023-03-30 11:03:29 +01:00
refractionpcsx2 663f61f4e1 GS-TC: only escape Local Mem Invalidate early on exact BP match 2023-03-30 11:03:10 +01:00
refractionpcsx2 110bc64ee4 GS-TC: Fix up page translation logic, clean up variables 2023-03-30 11:03:10 +01:00
refractionpcsx2 3764e773b3 GS-HW: Check what channel is being read during a possible split shuffle 2023-03-30 11:03:01 +01:00
icup321 682f0c7984 GameDB: Add Mipmap/Trilinear to SpongeBob Movie & Incredibles
Update settings for The Incredibles + ROTU and The SpongeBob Movie Game
2023-03-30 09:46:43 +01:00
JordanTheToaster 93014bfede CI: Switch Windows Qt builds to Clang
Switches the Qt builds over to using Clang by default which should be a bit faster overall.
2023-03-30 09:27:10 +01:00
JordanTheToaster 4dd946bc8a CI: Remove separate Windows builds
Removes the AVX2 and SSE4 builds in favour of the unified Qt build.
2023-03-29 20:00:51 -05:00
JordanTheToaster 2222007516 GameDB: WWE 2011 Text fixes
Fixes for the broken text in WWE 2011.
2023-03-29 17:28:55 +01:00
refractionpcsx2 b09e3b0613 GS: Split ModXY in to its own function 2023-03-29 17:08:41 +01:00
refractionpcsx2 3a193956ff GS: Provide HPO Normal offsets when there is no RT. 2023-03-29 17:08:41 +01:00
Mrlinkwii 786eedf2f2 GameDB: fixes for various games 2023-03-29 15:18:16 +01:00
Stuart Kenny f217519e97 GameDB: Fix WRC 4 car discolouration 2023-03-29 11:50:13 +01:00
Buzzardsoul 4caaa70726 GameDB: Add Mipmap and Trilinear to The Incredibles 2023-03-28 21:54:57 +01:00
JordanTheToaster 02a27a6974 GameDB: Rogue Galaxy character fix
Fixes broken characters in Rogue Galaxy.
2023-03-28 19:52:17 +02:00
Stenzek 6d7eceb4f1 GS/HW: Remove JakGames/JakX CRC hack 2023-03-28 11:21:47 +01:00
Stenzek f52e72b026 GS/HW: Swap OI_JakGames CRC hack for CPU sprite render 2023-03-28 11:21:47 +01:00
Stenzek ebeb646e4d GS/HW: Relax CPU sprite render requirements further via levels 2023-03-28 11:21:47 +01:00
refractionpcsx2 70c1620a87 GameDB: Add Partial Target Invalidation for Fatal Frame III
aka Project Zero 3
2023-03-28 11:09:44 +01:00
refractionpcsx2 d45964d0c7 GS-HW: improve dirty handling with expanded tex is rt's 2023-03-28 11:09:44 +01:00
refractionpcsx2 e67aa73e75 GS-HW: Round up rect for hardware draws 2023-03-28 11:09:44 +01:00
refractionpcsx2 cb2fe3792a GS-HW: Resize RT used as larger source 2023-03-28 11:09:44 +01:00
Stenzek 2b94cfe782 GS/HW: Allow strip channel shuffles to be detected
Fixes fog wall in WRC 4.
2023-03-27 18:29:01 +02:00
PCSX2 Bot a1c99f3e7a PAD: Update to latest controller database. 2023-03-27 18:28:13 +02:00
Stenzek 57fa3ac653 ChdFileReader: Prefer using TOC for file size over header
The header is incorrect, and pads each track to 4 frames.
2023-03-27 10:21:10 +01:00
refractionpcsx2 01b6e1b88d CDVD: Add missing TOC information 2023-03-27 10:21:10 +01:00
refractionpcsx2 294aca82c4 GS-TC: Give option to match target on exact memory addresses
Chances of it being the wrong thing but having the same start/end address is pretty slim. Hopefully
2023-03-26 22:28:23 +01:00
refractionpcsx2 d080e7e7bd VTLB: Show rough EE PC when a TLB miss happens 2023-03-26 22:14:28 +01:00
refractionpcsx2 66a13d4c3a GS-TC: Only stop checking for RT's if whole read is inside that RT. 2023-03-26 15:28:14 +01:00
JordanTheToaster 87c76ad010 GameDB: Various fixes
Helps alleviate some issues in Shrek 2 and removes round sprite and merge sprite from Driv3r as they cause issues
2023-03-25 06:16:25 +00:00
Dreadmoth 822d292e2f GameDB: Ratchet & Clank 1&2
Fixes broken pause menu.
2023-03-25 06:06:24 +00:00
KamFretoZ 42155dd11b Qt: Add a New Light Theme and Cobalt Theme Fix (#8471) 2023-03-24 12:03:05 +00:00
Stenzek 9b1a2d9eaf GS/DX11: Fix incorrect UBO for P8 conversion 2023-03-24 11:43:51 +00:00
TellowKrinkle 8d0307cedd UI: Fix build with achievements disabled 2023-03-23 23:48:40 -05:00
refractionpcsx2 72b38ce712 CDVD: Don't auto mount disc again if game ejects it. 2023-03-23 20:40:45 +00:00
refractionpcsx2 caf8eedd76 CDVD: Correct SCMD error states and init SCMD result 2023-03-23 20:40:45 +00:00
refractionpcsx2 181b05daf0 CDVD: Don't let it try to close the tray if it isn't open 2023-03-23 20:40:45 +00:00
refractionpcsx2 92b21ac9c2 CDVD: Correct status sequence during disc swap. 2023-03-23 20:40:45 +00:00
Berylskid ad12a3f735 UI: Correct Recommended Values for a few items (#8465) 2023-03-22 13:25:31 +00:00
Stenzek badca7c20b GS/HW: Fix texture replacement precaching option 2023-03-22 10:03:31 +00:00
Stenzek 7cdcfd4b1a Qt: Remove backup AppImage on next launch 2023-03-21 13:48:50 +00:00
Stenzek b02af117f8 CMake: Swap -g for -g1 in Linux Release builds
-g tends to blow the AppImage sizes up a bit too much...
2023-03-21 13:48:16 +00:00
Stenzek 87d269512e GS/HW: Compiler warning fixes 2023-03-21 13:15:31 +00:00
Stenzek 3346349bba GS: Remove GSDeviceNull
It hasn't been used in a while, we just use a normal device
and null renderer instead.
2023-03-21 13:15:31 +00:00
Mrlinkwii 280a41806f GameDB: fixes for Metal Gear Solid 3 Snake Eater 2023-03-20 21:27:03 +00:00
Ikko Eltociear Ashimine 134937082d Counters: fix typo
recieve -> receive
2023-03-20 15:46:56 +00:00
Stenzek 1499994143 CI: Update Linux to Qt 6.4.3 and SDL2 2.26.4 2023-03-20 15:46:32 +00:00
Stenzek 5805142fd7 CrashHandler: Print backtrace on Linux 2023-03-20 15:46:32 +00:00
Stenzek 5fc855e519 CMake: Add libbacktrace module 2023-03-20 15:46:32 +00:00
Stenzek 8c8bf22892 CI: Build libbacktrace in Linux deps 2023-03-20 15:46:32 +00:00
Stenzek ec927e5dd9 CMake: Force debug symbols in Linux Release builds 2023-03-20 15:46:32 +00:00
refractionpcsx2 3a042d8c14 GS: Compensate for misaligned 24bit partial local->host transfers 2023-03-20 14:35:31 +00:00
JordanTheToaster fc88d1de85 GameDB: From Soft game fixes
Adds partial target invalidation to every From Soft game because they used way too much glue.
2023-03-20 11:19:49 +00:00
JordanTheToaster 6cf48e9e2b GameDB: Various fixes
Fixes R&C 3 broken pause menu and broken textures in AC Last Raven.
2023-03-20 10:05:00 +00:00
refractionpcsx2 db22377a0d GS: Remove ExpandTarget on EE Write 2023-03-19 23:32:17 +00:00
Silent 443cc08229 VMManager: Fix "X widescreen patches loaded" text when loading from files 2023-03-19 23:31:52 +00:00
Stenzek 6ad222117d GS: Reduce MAD buffering draw size
It's silly to draw to the whole double-sized render target, but discard
half the pixels.

Also centralizes the constant setup, get rid of the duplication.
2023-03-19 23:31:37 +00:00
Stenzek b26acad721 GS: Sample LOD 0 explicitly in interlace shaders
Can't use normal sampling because the derivates are undefined in
non-uniform control flow (in MAD).
2023-03-19 23:31:37 +00:00
refractionpcsx2 76e8bfe42f GS-TC: Make sure drawn/target coords match for adjusting drawn rect 2023-03-19 15:18:54 +00:00
refractionpcsx2 1f6704dbda GS-TC: mask target rect with drawn area before download. 2023-03-19 15:18:54 +00:00
Toastarrr 33ea4e6225 Debugger: fix memory search crash 2023-03-19 13:44:11 +00:00
Toastarrr d9cecbde7d Debugger: use unsigned long long for memory search 2023-03-19 13:44:11 +00:00
JordanTheToaster 84fab9ccd3 ImGuiOverlays: Fix incorrect fix naming
Fixes incorrect target partial invalidation overlay name and makes autoflush more distinct from anisotropic filtering.
2023-03-19 13:18:37 +00:00
JordanTheToaster 137dfc20fa GameDB: Various fixes
Fixes for Smash Cars This is Football 2002 and Champions Return to Arms.
2023-03-19 13:18:37 +00:00
TellowKrinkle f39e856fee iR5900: Don't limit block sizes to 16 bits 2023-03-19 11:40:51 +00:00
Connor McLaughlin e91aabc843 Qt: Fix graphics settings opening to other pages
Regression from 2b49614df9
2023-03-19 11:15:53 +00:00
Mrlinkwii f85a99b6f0 GameDB: fixes for True Crime - Streets of L.A. 2023-03-19 00:15:29 +00:00
TellowKrinkle a59f95317a Core: Use auto for ryml noderefs
The return type switched between 0.4 and 0.5, so this will be compatible with both
2023-03-18 17:28:30 -05:00
Mrlinkwii 6923000b52 GameDB: remove SoftwareRendererFMVHack from Siren 2 2023-03-18 22:26:41 +00:00
Víctor "IlDucci 83471bdacd Qt:i18n: Adding I18N comments for translators, minor typo fixes (#8048) 2023-03-18 16:14:55 -05:00
refractionpcsx2 18045c195a GameDB: Readd Tex in RT for Xenosaga Ep.III 2023-03-18 17:07:29 +00:00
refractionpcsx2 b1edadfe3a GameDB: Add partial target invalidation to Ratchet Gladiator/Deadlocked 2023-03-18 17:07:29 +00:00
refractionpcsx2 ed5984aa3a GS-TC: Update draw rect on draw + invalidate bad match old targets 2023-03-18 17:07:29 +00:00
refractionpcsx2 bfca8b8461 GS-HW: Update dirty PCRTC framebuffer on output 2023-03-18 17:07:29 +00:00
refractionpcsx2 63cb0f3577 GameDB: Add partial target invalidation to ZoE 2nd Runner + MGS2 2023-03-18 17:07:29 +00:00
refractionpcsx2 2b49614df9 GS-HW: Don't bilinear dirty rects by default, added as upscale hack. 2023-03-18 17:07:29 +00:00
refractionpcsx2 fa439a465d GS-TC: Fix dirty rect sizes and merging. 2023-03-18 17:07:29 +00:00
refractionpcsx2 11a74c2c05 GS: Fix up some dirty behaviour, allow dirtying by page 2023-03-18 17:07:29 +00:00
refractionpcsx2 a693efad1e GameDB: Correct Dog's Life fixes 2023-03-18 17:07:29 +00:00
refractionpcsx2 75357a2f0a GS-TC: Remove uses of Surface Offsets where possible. 2023-03-18 17:07:29 +00:00
refractionpcsx2 a70f5ebc08 GS-TC: Rewrite rect translation 2023-03-18 17:07:29 +00:00
refractionpcsx2 b161df69e1 GS-TC: Fix up expand targets when mixing 24 and 32bit. 2023-03-18 17:07:29 +00:00
refractionpcsx2 85a0e75e28 GameDB: Add needed updates for Siren 2 and Legion 2023-03-18 17:07:29 +00:00
refractionpcsx2 56022a9af3 GS-TC: Remove uses of Surface Offsets where possible. 2023-03-18 17:07:29 +00:00
refractionpcsx2 5cbcf706e9 GS-HW: use page aligned rects for inexact matches when possible 2023-03-18 17:07:29 +00:00
refractionpcsx2 500b449422 GS-HW: Correct region size when source is in render target 2023-03-18 15:36:18 +00:00
Mrlinkwii 8b78388834 GameDB: various fixes 2023-03-18 13:49:37 +00:00
Mrlinkwii b44d40d919 GameDB: remove not needed game fix for Yakuza 2023-03-18 13:49:17 +00:00
Mrlinkwii f8310e0a35 GS/CRC : purge Yakuza CRC hack 2023-03-18 13:49:17 +00:00
refractionpcsx2 59dc0e2cbf GS-SW: Fix rects for sw dumps 2023-03-18 12:49:15 +00:00
refractionpcsx2 6a4a7b1a3b HW-CRC: Draw glass smash on CPU in Burnout 3 2023-03-18 12:49:15 +00:00
lightningterror d62a7999fb GS-hw: Clean up Wunused-variable warnings. 2023-03-17 20:20:10 +01:00
TellowKrinkle 0ba1a42867 CI:macOS: Use xz for distribution
macOS 10.14 fixed a bug where Archive Utility couldn't decompress .tar.xz and is now our minimum version
2023-03-17 03:18:02 +01:00
JordanTheToaster 68ef49aef5 GameDB: SMT DS Fixes
Fixes broken effects when using lower than high blending.
2023-03-17 00:55:51 +00:00
Buzzardsoul d0a65153df GameDB: Add Mipmap and Trilinear to Spyro: Enter the Dragonfly 2023-03-17 00:55:36 +00:00
refractionpcsx2 ac113b48e7 COP2: Mask R register on CFC2 reads 2023-03-17 00:43:23 +00:00
Mrlinkwii 6e14680ac7 GameDB: add fixes for Lupin III - Columbus no Isan wa Akenisomaru and fix game names 2023-03-16 13:23:09 +00:00
Mrlinkwii ba03a533d8 GameDB: fixes for Biker Mice from Mars 2023-03-15 23:21:34 +00:00
JordanTheToaster 9abbecb286 GameDB: Various fixes
Fixes for incorrect region codes and adding merge sprite to Zone of Enders 2 to fix beeg bloom.
2023-03-15 20:39:44 +00:00
refractionpcsx2 9a20ea5c21 GS: Detect double width texture shuffles 2023-03-14 18:13:07 +00:00
refractionpcsx2 8ac4b125d2 UI: Fix masking of Target Partial Invalidation with Tex in RT 2023-03-14 15:04:10 +00:00
refractionpcsx2 f9b682ad10 GS: Fix integer scaling when using Bilinear (Sharp) 2023-03-14 14:51:00 +00:00
TellowKrinkle 58959b6114 CMake: Output test logs on failure 2023-03-13 20:45:12 +00:00
TellowKrinkle b90405a7d2 GHActions:Windows: Add CMake clang-cl build 2023-03-13 20:45:12 +00:00
TellowKrinkle e0a1613ad9 CMake: Allow overriding the exe name 2023-03-13 20:45:12 +00:00
TellowKrinkle 11930ed7a2 CMake: Clang-cl support 2023-03-13 20:45:12 +00:00
JordanTheToaster f3ff1cec54 Documentation: Remove unused files
Removes old or unused files from the docs folder.
2023-03-13 20:29:27 +00:00
Stenzek 435e73d838 GS/HW: Texture cache improvements
Change texture scale from vector to scalar

 - Independent X and Y scaling is long gone.
 - Also separate size and scale in TC lookup

Move clear value for texture to base class

Align heights to page size

 - Since FRAME and Z are in page units, we can't have two targets
 - overlapping within the same page.
 - Stops some small resizes too.
 - Test cases: Genji and Spider-Man 2 shadows.

Don't modify target TEX0 on shuffle/clear

Move upscale multiplier to uniform

Make P8 conversion page-aware

Fix incorrect depth preload shader

Improve HLE of texture shuffles

When a texture shuffle is split into two half-screen draws, we skip the
first, and draw the whole thing in the second, taking care of when both
the texture and framebuffer are offset.
2023-03-13 20:29:05 +00:00
Stenzek 2fdea258fa GS/HW: Fix incorrect depth preload shader 2023-03-13 20:29:05 +00:00
Stenzek b453a6a46d GS/Vulkan: Actually disable shader cache when requested 2023-03-13 20:29:05 +00:00
Stenzek 5b88e637d8 GS/Vulkan: Fix clear order in Merge/Interlace
Fixes blank frame when changing resolutions.
2023-03-13 20:29:05 +00:00
Stenzek ac02bcbe33 GSRunner: Default to window but surfaceless when scripted 2023-03-13 20:29:05 +00:00
Stenzek 9efdeae3ac GSRunner: Reduce log spam 2023-03-13 20:29:05 +00:00
Stenzek 54e59e2f7b GSRunner: Support upscale parameter 2023-03-13 20:29:05 +00:00
PCSX2 Bot 2c4e02ff34 PAD: Update to latest controller database. 2023-03-13 17:56:18 +01:00
Berylskid 2a306cbd91 GS-OGL: Remove available_vram (#8389) 2023-03-13 09:07:34 +00:00
Víctor "IlDucci b244136179 GUI/Qt: Minor text corrections, nitpicks (#8213)
- Adding the actual corrections from #8048 that were not added by #8119.
 - Fixing typos and missing ending periods.
 - Unifying the writing of certain terms:
   - Memory Card uppercased following Sony's writing (taken from PS2 manual).
   - gamefixes/game fixes -> game fixes
   - fast forward/fastforward/fast-forward -> fast-forward (taken from Oxford)
   - slowmotion/slow motion/slow-motion -> slow-motion (following the same convention as before, as I could not find this in Oxford's)
   - framebuffer/frame buffer -> framebuffer
   - Xbox name properly uppercased (for Controller settings)
 - Correcting RA's Rich Presence to separate it from Discord's Rich Presence (after discussions in the Translations channel).
 - Unification of option names in the option area and the hint area.
 - Adding a fix for the (currently broken) Stretch Height/Vertical Stretch tooltip.
2023-03-12 19:34:20 -05:00
Stenzek b897f367ce FullscreenUI: Mirror Qt graphics settings changes 2023-03-12 16:21:36 +00:00
refractionpcsx2 6c46418f68 CI: Remove WrapGS from GameDB Schema 2023-03-12 15:11:29 +00:00
refractionpcsx2 f0d5d21e64 GS-Config: Remove remnants of the WrapMem setting. 2023-03-12 15:11:29 +00:00
Stenzek 93490876c9 Qt: Fix crash when changing renderer 2023-03-12 15:11:16 +00:00
Stenzek 74763d2156 Qt: Hide manual hardware fixes from global settings 2023-03-12 14:27:20 +00:00
Stenzek b849d9862d Qt: Move CRC Fix Level to HW Fixes 2023-03-12 14:27:20 +00:00
Stenzek cd575e0ed8 Qt: Move GPU Palette Conversion to HW Fixes 2023-03-12 14:27:20 +00:00
Stenzek b5fbd88c34 GS/HW: Move old-target invalidation to after draw
Fixes crash in Radiata Stories.
2023-03-12 14:25:45 +00:00
refractionpcsx2 6003673165 GS-HW: Correct page aligned end blocks 2023-03-12 12:52:53 +00:00
refractionpcsx2 4555667554 GS: Rename bad_shader files to pcsx2_bad_shader for linux clarity 2023-03-12 00:07:52 +00:00
TellowKrinkle c0db6d49f4 GS:MTL: Fix wrong function constant type 2023-03-11 23:34:56 +00:00
Buzzardsoul 6630066f0b GameDB: Add missing Tony Hawk's Underground 2 fixes. 2023-03-11 21:43:54 +00:00
Buzzardsoul 20e6a55dd1 GameDB: Add blending level 3 to Tony Hawk's Underground 2 2023-03-11 21:22:35 +00:00
Mrlinkwii d3f82c800f GameDB: add fixes to Crouching Tiger, Hidden Dragon 2023-03-11 21:06:08 +00:00
JordanTheToaster e0e525d9ae ImGuiOverlays: Add missing fix to status bar
Adds Estimate Texture Region and GPU CLUT to the status bar as well as amends the names of CPU CLUT and GPU CLUT.
2023-03-11 20:41:19 +00:00
Buzzardsoul 12f4d6f872 GameDB: Add Mipmap and Trilinear to Tony Hawk's Underground 2 (#8372) 2023-03-11 20:40:39 +00:00
lightningterror 0668e9bad9 GS: Bump shader cache version. 2023-03-11 20:44:11 +01:00
lightningterror 06aed8491c GS-hw: Separate the Alpha masked Ad case from blend hw bit.
Allows for cleaner code.
2023-03-11 20:44:11 +01:00
lightningterror df2d11e70d GS-hw: Blend table formatting. 2023-03-11 20:44:11 +01:00
lightningterror 2dde8a5e90 GS-hw: No need to set both BLEND_NO_REC and BLEND_A_MAX in table.
Setting only BLEND_NO_REC is enough as blending is free.
2023-03-11 20:44:11 +01:00
lightningterror 674b13fb3f GS-hw: Cleanup BLEND_C_CLR blend flags.
Rename BLEND_C_CLR to BLEND_HW_CLR.
Merge CLR2_AF and CLR2_AS to CLR2, don't need to be separate as we rely on PS_BLEND_C in shader.
2023-03-11 20:44:11 +01:00
lightningterror ab17c3693f Gs-hw: Clean up blend flags.
Re arrange them from hw to sw.
2023-03-11 20:44:11 +01:00
lightningterror a6c372de46 GS-hw: Rename clr_hw to blend_hw PSSampler bit. 2023-03-11 20:44:11 +01:00
lightningterror 62497b9300 GS-hw: Rename PS_CLR_HW to PS_BLEND_HW shader macro. 2023-03-11 20:44:11 +01:00
Yiays 1461a3f8d7 Readme: Update cpubenchmark links (#8331) 2023-03-11 16:40:37 +00:00
JordanTheToaster 686b31765d GameDB: Various fixes
Adds estimate texture region to Combat Elite WWII Paratroopers and round sprite half to Champions Return To Arms to fix lines in HUD and menus.
2023-03-11 16:34:06 +00:00
lightningterror 05e4e98e64 GS: Bump shader cache version. 2023-03-09 21:08:52 +01:00
lightningterror e95b60d527 GS-hw: Cleanup hw blend clr cases.
Cleanup redundant Blend C sets, they are already set properly beforehand.
Cleanup multiple barrier sets for Ad cases, set one at the end instead.
Cleanup conditions, reduce and cleanup the code.
2023-03-09 21:08:52 +01:00
lightningterror 59aba9f757 GS-hw: Support Ad masked alpha on blend mix 1 and 2 clr cases. 2023-03-09 21:08:52 +01:00
Buzzardsoul 248e94dc4c GameDB: Add autoflush to Dirge of Cerberus: Final Fantasy VII (#8351) 2023-03-09 16:09:53 +00:00
kamfretoz a7d574cff0 Qt: Fix description for Trigger & Button Deadzone 2023-03-09 16:04:35 +00:00
Stenzek ad05193916 GameDatabase: Fix recommended blending message
It was reading from the GS thread copy instead of the CPU thread config.
2023-03-09 12:44:21 +01:00
Stenzek b24b353b2d Qt: Change Profile label to Editing Profile
Hopefully less confusing this way.
2023-03-09 08:40:35 +01:00
Stenzek 18e4a04dba PAD: Add pressure option to macros 2023-03-09 08:40:35 +01:00
Stenzek 30989761e2 Qt: Fix sensitivity/deadzone showing for shift-click macro trigger 2023-03-09 08:40:35 +01:00
Stenzek b219ee9049 GS/Metal: Align texture upload pitch to 32 bytes 2023-03-09 08:40:09 +01:00
TellowKrinkle 98c611e404 GS:MTL: Don't start render passes with no targets 2023-03-09 08:37:57 +01:00
TellowKrinkle 7a4ef32210 Qt: Restore main menu settings button
Required for expected behavior on macOS
2023-03-09 08:36:48 +01:00
lightningterror c3359cea1f Qt: Disable framebuffer fetch option on d3d. 2023-03-08 20:23:01 +01:00
JordanTheToaster f73a2d571f GameDB: Add missing Ponkotsu Roman Fixes
Adds missing JP fixes for Ponkotsu Roman Daikatsugeki Bumpy Trot.
2023-03-07 18:59:59 +00:00
JordanTheToaster 6dfb02c826 GSDumpReplayer: Fix widescreen patch crashing
Fixes a regression which caused PCSX2 to crash if you loaded a dump with widescreen patches enabled.
2023-03-07 14:19:55 +01:00
lightningterror 6c093fc81e GS: Bump shader cache version. 2023-03-06 23:36:54 +01:00
lightningterror 911d35e800 GS-hw: Fix invert rounding for accumulation blend on gl.
Also make the checks consistent for all renderers.
2023-03-06 23:36:54 +01:00
lightningterror 084fdc0a65 GS: Bump shader cache version. 2023-03-06 19:49:27 +01:00
lightningterror 1382fe9c6c GS-metal: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror b33242830e GS-vk: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror 8c0ee33c4c GS-ogl: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror e8cf4822b1 GS-d3d: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
PCSX2 Bot 3462f02ce2 PAD: Update to latest controller database. 2023-03-06 17:07:54 +01:00
Stenzek 1a67b2146a GS/HW: Fix incorrect condition in DX11/OGL 2023-03-06 09:11:51 +00:00
Stenzek eb0d18f484 GSDumpReplayer: Fix resetting
And get rid of memory reset, it's never used.
2023-03-06 09:11:08 +00:00
Stenzek c783fc0f59 GSDumpReplayer: Update serial on dump load
Fixes title and HW fixes not applying when dragging a new GS dump onto a
running PCSX2.
2023-03-05 15:41:42 +00:00
refractionpcsx2 31d02c1278 GS-TC: Allow TBW expansion 2023-03-05 11:17:33 +00:00
JordanTheToaster 85f96bb248 GameDB: Various recommendations and fixes
Adds a variety of fixes and recommendation's for users to ignore.
2023-03-05 10:06:51 +00:00
Stenzek 229cf908b7 GS/HW: Use multi stretch for preloading 2023-03-05 10:03:15 +00:00
Stenzek 89b18275c0 GS/DX11: Get rid of runtime blend state creation 2023-03-05 10:03:15 +00:00
Stenzek b8a86baec7 GS/HW: Implement multi stretch for DX11/DX12/OpenGL 2023-03-05 10:03:15 +00:00
Stenzek 8505e9203a Qt: Support changing running GS dump by drag/dropping 2023-03-03 16:43:16 +00:00
Stenzek 5d95a503bf Qt: Fix crash when spamming shutdown button 2023-03-03 16:43:16 +00:00
Stenzek 36c7f96a1e GS/HW: Get rid of GetOutputSize()
And use PCRTCDisplays instead.
2023-03-03 16:42:54 +00:00
Mrlinkwii b40b606608 GameDB: update Oneechanbara2Special 2023-03-03 16:42:24 +00:00
Mrlinkwii 03764a624f GS/CRC: purge Oneechanbara2Special CRC 2023-03-03 16:42:24 +00:00
RedDevilus 962cfa9441 GameDB: Steambot Chronicles + typo fix
- Steambot Chronicles has quite an extensive hack for a game doing weird stuff with their Z-buffer, it does mess with the sea being green which is incorrect but the game also looks off for rest of the cutscene.

- misalgined typo to misaligned
2023-03-03 16:42:09 +00:00
lightningterror b2f30ab080 GS: Bump shader cache version. 2023-03-03 16:35:10 +01:00
lightningterror 24c42ae2d9 GS-hw: Replace alpha factor/alpha source1 with source 1 color.
Output 1 will be used since we want to modify each color channel based on overflow value.
2023-03-03 16:35:10 +01:00
lightningterror af9353298c GS-metal: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
lightningterror a3ecf0b0bd GS-vk: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
lightningterror 58cb6ab728 GS-ogl: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
lightningterror f478b3959c GS-d3d: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
Stenzek 35ce680859 GameDB: Add PCRTCOffsets to Xiaolin Showdown
Stops screen shaking.
2023-03-03 15:33:47 +00:00
Stenzek 7df189ced4 GameDB: Add PCRTC and blending HW fixes 2023-03-03 15:33:47 +00:00
Stenzek c35092504c GS/HW: Avoid copying an empty rectangle
Fixes a possible validation error in Ultraman Fighting Evolution -
Rebirth.
2023-03-03 14:59:07 +00:00
Stenzek 0bff6f7ad9 GS/HW: Require FBW=1 for Jak OI fix
The legit palette draws all seem to use FBW 1.

There's a couple of draws which use the alpha channel of the FB which
are currently falsely triggering.
2023-03-03 14:04:43 +00:00
JordanTheToaster 805f985144 GameDB: Gun fixes
Fixes for rainbowing at the edges of the screen missing bloom intensity and alignment and reflections on water and ground textures.
2023-03-02 21:16:57 +00:00
Stenzek 12e578b93c GS/Vulkan: Don't skip barrier with colclip+readwrite date
Value written from HDR setup must be visible for any DATE reads. Fixes
flickering in DBZ BT2.
2023-03-02 17:01:50 +00:00
JordanTheToaster 1312952305 GameDB: Various fixes
Adds Tex In RT 2 to Armoured Core 2 to fix texture corruption in future and adds merge sprite to Destroy All Humans 1&2 to further fix misaligned bloom.
2023-03-02 15:50:02 +00:00
Stenzek 6118b94f9e GS/Vulkan: Fix a bunch of validation warnings
None of these were errors, but it's still good to have clean output.
2023-03-02 15:49:13 +00:00
Stenzek 520320535e Qt: Clear all keyboard bind states when focus is lost 2023-03-02 15:49:04 +00:00
Mrlinkwii 262b5f1dc0 GameDB: add fixes to Knight Rider - The Game 2023-03-02 11:07:28 +00:00
Mrlinkwii ac36162ddc GameDB: upscaling fixes for Springdale 2023-03-02 09:50:38 +00:00
Stenzek 9b813f4ae3 Qt: Fix skipdraw not being hidden globally again
And slience a warning in TC.
2023-03-02 09:34:41 +00:00
JordanTheToaster 35d05b8653 GameDB: DAH 1&2 Fixes
Fixes for misaligned bloom and sun occlusion and intensity in Destroy All Humans 1 and 2.
2023-03-02 09:18:18 +00:00
Mrlinkwii e4d6b87e5d GameDB: add textureInsideRT to NBA '07 featuring The Life Vol.2 2023-03-02 01:34:39 +00:00
Stenzek 64b38e5a4a GS/HW: Add "Merge Targets" texture-in-RT mode
Can take several targets from the cache, and create a combined/merged
source from them.

Fixes shadow maps in Destroy All Humans.
2023-03-01 21:13:37 +00:00
Stenzek 75957c84e3 GS: Add "multi stretch rect" drawing to device 2023-03-01 21:13:37 +00:00
Silent c33fb2adbd Qt: Add a context menu to the toolbar's Settings button when the game is running
A new small context menu that allows to select between global settings
and game settings.
2023-03-01 20:38:42 +00:00
Silent 97d3baba35 Qt: Move "Game Properties" from View to Settings 2023-03-01 20:38:42 +00:00
Stenzek e91f9925f8 Qt: Display a slightly more helpful error on display create failure 2023-03-01 20:37:18 +00:00
Stenzek b484f7aef0 Context/Vulkan: Handle VK_INCOMPLETE return from vkEnumeratePhysicalDevices() 2023-03-01 20:37:18 +00:00
Stenzek 9a3904103a GS/HW: Fix off by one in estimate texture region
And enable it for Justice League.
2023-03-01 20:36:36 +00:00
refractionpcsx2 2a2d39b392 GS-TC: On invalidate of the alpha of 32bit, drop back to 24bit 2023-03-01 20:35:38 +00:00
Stenzek 3005ba629f GS/Vulkan: Fix RT being left bound as texture 2023-03-01 21:02:57 +01:00
Mrlinkwii 795741a341 GameDB: various fixes 2023-02-28 21:39:50 +00:00
JordanTheToaster da98465d4b GameDB: Remove unneeded Midnight Club 3 fixes
Removes the texture preloading restriction as the game no longer violently blows up during gameplay with the hash cache enabled.
2023-02-28 20:52:03 +00:00
Stenzek d28e46796f GameDB: Enable estimate texture region on Snowblind games 2023-02-28 17:39:15 +00:00
Stenzek 43c6e321f5 GS/HW: Add a new option to attempt to reduce large texture sizes
For Snowblind games which use 1024x1024 textures and UVs.
2023-02-28 17:39:15 +00:00
Stenzek 4595c2feec GS/HW: Allow moves to create larger targets, align to 64 width 2023-02-28 17:39:15 +00:00
Stenzek 8b4402c517 Qt: Skipdraw shouldn't be visible in global settings 2023-02-28 11:49:26 +00:00
Stenzek e08ae7e8fa GS/HW: Handle end-of-memory wrapping for surface Overlaps() 2023-02-28 09:12:14 +00:00
Stenzek 753efd8c4a GS/HW: Track target sources in all pages
... instead of just the first page it falls within.
2023-02-28 09:12:14 +00:00
forrvalhalla cb786f0320 GameDB: Various Armored Core Improvements 2023-02-28 08:51:39 +00:00
PCSX2 Bot 6ff64cc984 PAD: Update to latest controller database. 2023-02-27 18:29:35 +01:00
Mrlinkwii 475b816280 Gamedb: remove HPO normal from Dragon Ball Z Budokai - Tenkaichi 2 2023-02-27 13:51:37 +01:00
Stenzek 229005942f GS/DX12: Add missing clip_control support flag
Fixes depth inaccuracy in WWE SmackDown! Here Comes the Pain.
2023-02-27 13:19:51 +01:00
Stenzek 4af25d20fe GS: Fix output equal check in Merge() 2023-02-27 10:21:39 +00:00
Stenzek 6bf5b9a8e3 GS/HW: Fix incorrect size of region mipmap levels 2023-02-27 07:55:58 +00:00
Stenzek be769c28fa Qt: Cancel game list refresh before GetSaveStateFileName()
Fixes lockup/crash when starting a file early.
2023-02-26 22:27:49 +00:00
JordanTheToaster 3128c48d5b GameDB: Dance Summit 2001 Fixes
Adds paltex to Dance Summit 2001 to massive increase FPS and reduce hash cache usage dramatically.
2023-02-26 22:27:39 +00:00
RedDevilus 5c7161fd2f GameDB: NASCAR '06 Total Team Control
Forces Adaptive TFF to stop bouncing/shaking vertical screen
2023-02-26 15:38:48 +00:00
Stenzek e85790b84b GS/HW: Don't try to draw with invalid TEX0 configuration
Fixes the texture cache falling apart in 007: Everything or Nothing.
2023-02-26 15:37:58 +00:00
Stenzek 980e2f67fd Qt: Don't display updater if running a game or fullscreen 2023-02-26 15:33:02 +00:00
TellowKrinkle 7781907f0e GS: Blend truncation and dither goes the other way when subtracting
Truncation happens after subtraction, so it's the equivalent of rounding the value to subtract *up* instead of down
2023-02-26 07:22:32 +01:00
TellowKrinkle 1d145dd48a GS:MTL: Clip control is supported
(Well technically, it's not but the default value is the one we want)
2023-02-26 07:22:32 +01:00
TellowKrinkle 1a1eb30e60 GS:MTL: Properly initialize has variable 2023-02-26 07:22:32 +01:00
TellowKrinkle a7e2b98dc7 Vulkan: Format tfx.glsl 2023-02-26 07:22:32 +01:00
Stenzek 2bf74622a5 GS/DX12: Fix potential crash in PrimID DATE setup 2023-02-26 03:49:40 +00:00
refractionpcsx2 6bcaef9325 GS-HW: Allow swapping of start/end block on overlap check within page 2023-02-26 01:29:49 +00:00
refractionpcsx2 0b3aac3d91 GS-HW: Add channel masks to dirty rects, allows partial updates 2023-02-26 01:29:49 +00:00
refractionpcsx2 9a53f0f853 GS-HW: Improve Local->Host and preload accuracy. 2023-02-26 01:29:49 +00:00
refractionpcsx2 a97df14064 GS-HW: Set scale on temporary depth stencil 2023-02-26 01:29:34 +00:00
RedDevilus 9a0cd1157f GameDB: Timesplitters Series + minor maintenance
- Timesplitters 2 (normal vertex screwing up bottom)
- Timesplitters Future Perfect (remove depth lines)
- Dragon Ball Z - Infinite World (dash
2023-02-26 01:13:24 +00:00
Mrlinkwii 16c41255d0 Gamedb: remove disable partial invalidation from fatal frame 2023-02-26 00:24:24 +00:00
Stenzek c2d1e5bd18 GameDB: Switch CPU CLUT for GPU CLUT in The Godfather
It can do 10+ readbacks in one frame, which is way too much.
2023-02-25 12:31:28 +00:00
Stenzek 3c85ba3eb8 GS/HW: Use 1023 for skip-target-creation threshold
Fixes target blowout in The Godfather (it does a 1023x1023 draw on
boot).
2023-02-25 12:31:28 +00:00
JordanTheToaster f3b67b158c GameDB: Gorwlanser 5&6 and Poinies Poin Fixes
Adds Texture in RT to Growlanser 5 and 6 to fix a layering issue and to Poinies Poin to fix text corruption after an FMV.
2023-02-25 12:28:05 +00:00
kamfretoz 8dac10ae36 Qt: Add a new theme, Cobalt Sky. 2023-02-25 11:00:56 +00:00
JordanTheToaster 6b81050283 GameDB: 007 EON Fixes
Adds mipmapping full and trilinear PS2 to 007 Everything Or Nothing to fix up texture detail and removes mipmapping from Fifa games to prevent players from going bald or having rainbow vomit shirts.
2023-02-25 10:55:53 +00:00
Stenzek b4beacfc43 GS/OGL: Avoid framebuffer swaps when depth is being alternated 2023-02-25 08:18:34 +00:00
Stenzek 1b607a8c4d GameDB: Add partial target invalidation to affected games 2023-02-25 08:18:34 +00:00
Stenzek 4583c64ff7 GS/HW: Add partial target invalidation option
Eventually hopefully we can make this the default, but it breaks too
much at the moment.

Fixes missing/corrupted textures in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek a06a07d961 GS/HW: Allow sw prim render when texture rect is dirty
Gets rid of an unnecessary readback in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek 520a369872 GS/HW: Prevent out of bounds copy in OI_BlitFMV() 2023-02-25 08:18:34 +00:00
Stenzek 1eaec773e2 GS/HW: Don't allocate Z buffer if tests always pass
.. and Z is masked.

Stops some offscreen targets from expanding in size.

Partial fix for regressions in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek 3433a42e42 GS/DX12: Fix incorrect pipeline RT format 2023-02-25 03:04:50 +00:00
lightningterror e01eac615d GS-tc: Fix Wreorder-ctor warning. 2023-02-24 11:29:53 +01:00
lightningterror 8116646dee GS: Bump shader cache version. 2023-02-24 02:06:00 +01:00
lightningterror 7f7950cd6b GS-d3d: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
lightningterror 2eb11ded52 GS-metal: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
lightningterror bd64ad510b GS-vk: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
lightningterror 4e9b7e61a7 GS-ogl: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
lightningterror 37b19495a8 GS-hw: Use rgb color for second output instead of alpha.
We want different alpha value for each channel.
2023-02-24 02:06:00 +01:00
refractionpcsx2 c12b412e87 GS-HW: Remove debug message, partial Clang format GSRendererHW.cpp 2023-02-23 23:21:53 +00:00
refractionpcsx2 17f137f8be GS-HW: Slightly better check for target expanding 2023-02-23 20:13:01 +00:00
JordanTheToaster fcc627c65c GameDB: Various fixes
Fixes for missing bloom intensity in Ferrari Challenge mipmapping in Dark Cloud and adjusts HPO on The Dog Island and adding missing Scandinavia entrys.
2023-02-23 19:37:29 +00:00
refractionpcsx2 5bb3d8e60d GS-HW: Improve GS read target detection, avoid reading dirty targets. 2023-02-23 18:27:01 +00:00
refractionpcsx2 264086e0aa GS-HW: Improve clear detection and avoid making bad render targets 2023-02-23 18:27:01 +00:00
refractionpcsx2 6013d7172a GS-HW: Drop to CPU CLUT w/e invalidate only if dirty covers whole tex 2023-02-23 18:27:01 +00:00
refractionpcsx2 a7714b2725 MCD: Stop Memcard Folders spamming the console/OSD when saving a game 2023-02-23 18:02:07 +00:00
Stenzek f9dcac8cd0 GS/HW: Make readback-on-close a HW fix
Unfortunately it's too risky to enable by default all the time. So,
we'll make it a hw fix, and hopefully one day can make it default on.

Also makes save states readback the TC as well.
2023-02-23 17:25:03 +00:00
Stenzek 2487322e47 GS/HW: Track which bits are actually written to targets
Fixes Burnout 3 sky getting corrupted when flushing.
2023-02-23 17:25:03 +00:00
Stenzek c7e9c9542e GS/HW: Don't try to dirty targets which don't overlap
The current invalidation code sucks, but at least this stops things
which are blatently wrong from happening.
2023-02-23 10:12:05 +00:00
Stenzek c1bc1af302 GS/HW: Don't mess with the buffer width of the target on invalidate 2023-02-23 10:12:05 +00:00
Stenzek 739f9ec758 GS/HW: Set valid rect on targets created by Move 2023-02-23 10:12:05 +00:00
refractionpcsx2 f70a140f42 GS-HW: Fix Download readbacks and limit FB resizing 2023-02-22 11:50:11 +00:00
refractionpcsx2 a716e69dc0 GameDB: Remove no longer needed SW FMV switch fixes 2023-02-21 16:15:29 +00:00
refractionpcsx2 0c6e1a4d56 GS-HW: Invalidate overlapped target when expanding. 2023-02-21 16:15:29 +00:00
Stenzek faf36ecba6 GS/D3D: Default to D3D11 for Intel 2023-02-21 15:49:59 +00:00
Stenzek 49f2900e1f GS/D3D: Combine driver version lookup for D3D11+D3D12 2023-02-21 15:49:59 +00:00
AKuHAK 8bd522d283 BiosTools: Implement SysGetBiosDiscID function, for Bios Serial used EXTINFO build unique timestamp 2023-02-21 15:24:36 +00:00
AKuHAK e9034a1ba1 Biostools: remove unused external variable BiosZone 2023-02-21 15:24:36 +00:00
Stenzek 03feacd69a GS/HW: Use FB size instead of output size for target lookup
Fixes render target height doubling unnecessarily in Ridge Racer V.
2023-02-21 15:22:09 +00:00
Stenzek 0c9f44d8a4 GS/HW: Don't allow region textures to make sources larger
Currently not handled. Fixes Ridge Racer V intro again.
2023-02-21 15:22:09 +00:00
RedDevilus 39fb64cdcd GameDB: Dark Cloud 2 + Dark Chronicle
I had a dark joke on the fix, but let's not jester about it. The clown now has more colors than just 1.
2023-02-21 14:10:14 +00:00
JordanTheToaster d531a7f1af GameDB: Remove CPU CLUT from Transformers The Game
Something changed and now this just causes rainbow vomit in game and in menus instead of fixing the issue it was originally put in for.
2023-02-21 09:36:49 +00:00
PCSX2 Bot bb7ff414ae PAD: Update to latest controller database. 2023-02-21 02:14:48 +01:00
JordanTheToaster 215f112521 GameDB: Port patch to PAL Transformers ROTF
Ports a patch over to the PAL version to fix the pause menu hud and other parts.
2023-02-19 15:50:05 +00:00
Florin9doi 644766d965 USB: Fix Sega Seamic buttons 2023-02-19 13:15:53 +01:00
JordanTheToaster 1e1a555d3b GameDB: Various fixes
Fixes for Transformers Revenge of the Fallen misaligned bloom and soft shadows and Legend of Kay broken shadow rectangles and misaligned bloom.
2023-02-19 03:53:20 +00:00
refractionpcsx2 c64ae2684d GS-PCRTC: Handle extended height when there's a negative offset 2023-02-19 00:57:52 +00:00
refractionpcsx2 50ed04436d GS-HW: Preserve width of frame textures 2023-02-19 00:57:38 +00:00
Stenzek 2fb9beca52 GS/HW: Use block instead of page pointer for height lookup
Some callers were using blocks, others were using pages before.

Enables target expansion in Stuntman, which slightly improves rendering
without CPU sprite. The full "fix" needs page handling in P8 conversion.
2023-02-19 00:57:24 +00:00
refractionpcsx2 cd4c1e920e GS: Flush targets back to GS memory when swapping renderers 2023-02-19 00:57:01 +00:00
refractionpcsx2 e846ac367a GS-HW: Fix downloads in offset BP and different widths 2023-02-19 00:03:49 +00:00
Mrlinkwii ef31c733ee Gamedb: update Armored Core - Nexus 2023-02-18 15:53:30 +00:00
Stenzek 724aa657f3 Qt: Fix window geometry not saving on exit 2023-02-18 14:50:09 +00:00
kenshen112 0284c35f4c GameDB: Add Fatal Frame 1 / Project Zero final boss game bug fix patch 2023-02-18 05:04:20 +00:00
TheTechnician27 6ce33de287 UI: Update and Add mouseover dialog (#8119) 2023-02-18 01:58:32 +00:00
refractionpcsx2 6ccfa011d4 Pad/Counters: Rearrange Pad/Core updates on VSync
Apparently this gets around some weird input lag issue.
2023-02-18 01:13:39 +00:00
refractionpcsx2 c9078af45e GS: Bump shader cache version 2023-02-17 19:40:16 +00:00
refractionpcsx2 6745428d0c GS-SW: Fix SW texture dumping 2023-02-17 19:06:35 +00:00
refractionpcsx2 925e874ada GS-HW: Fix real 16bit value shuffles 2023-02-17 19:06:35 +00:00
lightningterror 03f0f2f803 GameDB: Add missing db entry for Silent Scope 3.
Korean version.
2023-02-17 16:35:46 +01:00
lightningterror 857360d6b2 GameDB: Add full mipmap with ps2 trilinear to Matrix, The - Path of Neo.
Improves ground textures to match sw renderer.
2023-02-17 16:35:46 +01:00
Stenzek 2dd76c3f12 GS/HW: Force region match on fixed TEX0
Fixes lightmapping in Spinter Cell - Double Agent.
2023-02-17 13:20:04 +00:00
Stenzek 666de3a874 GS/HW: Allow hardware sampling when clamp_max is larger
Fixes some mipmapping issues in GT4.
2023-02-17 13:20:04 +00:00
Stenzek e0e9b64db6 GS/HW: Fix region textures being used when redundant 2023-02-17 13:20:04 +00:00
JordanTheToaster 2f521348c6 GameDB: Add VU Sync hack to Salt Lake 2002
Fixes the awful flickering and missing textures that happens all over the game.
2023-02-17 13:12:33 +00:00
Stenzek 8ac2949a1f GS/HW: Fix incorrect bitfield width in height cache
This lead to duplication and possibly larger-than-intended heights.
2023-02-16 16:44:40 +00:00
Stenzek d0d5d991ce GS/HW: Fix repeat sampler being used for region clamp/repeat
The coordinates are clamped in the shader, but normalized UV of 1 and
bilinear may repeat.
2023-02-16 16:44:40 +00:00
Mrlinkwii 1fc2d7de3c GameDB : remove skipdraw from Need for Speed - Undercover 2023-02-16 15:00:27 +00:00
refractionpcsx2 2598e8d9b9 GS-PCRTC: Fix Anti-blur in screen offset.
No this doesn't mean it won't look blurry, that's a downside of screen offsets in some games, but it might look *less* blurry.
2023-02-16 14:47:09 +00:00
refractionpcsx2 01f65e98e6 GS-PCRTC: Fix up some PCRTC anti-blur behaviour + code cleanup 2023-02-16 14:47:09 +00:00
Ganael Laplanche c5330cf166 Common: FreeBSD fixes. (#8163)
* Fix SIGSEGV handler on FreeBSD

* Fix config dir location on FreeBSD
2023-02-16 09:30:18 +01:00
JordanTheToaster b78796d0c1 GameDB: Add HPO Special to Arthur and the minimoys
Fixes misaligned bloom that looks gross.
2023-02-16 00:32:17 +00:00
RedDevilus da1e9db2c0 GameDB: Ruff Trigger
Rename Europe serial and fix offset and blooming.
2023-02-15 19:18:11 +00:00
RedDevilus 6beb6aa05b GameDB: Bakugan Battle Brawlers
Se Deinterlace to Adaptive TFF. I thought this was fixed but needs to be checked later.
2023-02-15 19:15:49 +00:00
Mrlinkwii 6ea7777a3a GS-HW: remove Fighting Beauty Wulong & Spartan Total Warrior CRC (#8158) 2023-02-15 14:56:53 +00:00
Stenzek f97191e241 GS/HW: Split up consecutive channel shuffles 2023-02-15 11:04:05 +00:00
Stenzek 51420dade4 VMManager: Clear host root on booting ISO 2023-02-15 10:04:39 +00:00
Tokman5 cc55c01197 GameDB: Add EETimingHack to Crazy Taxi 2023-02-15 10:04:04 +00:00
JordanTheToaster 86ce464ee3 GameDB: Fix V-Rally 3 graphical corruption
Fixes random graphical corruption that can happen by adding EE Timing hack.
2023-02-15 00:04:44 +00:00
refractionpcsx2 0fa52a75ad GS-HW: Optimise readback performance for some cases 2023-02-14 22:27:35 +00:00
Mrlinkwii c91e7dc3b0 GameDB: remove not needed hw fixes for Metal Slug 6 2023-02-14 22:27:17 +00:00
Mrlinkwii 88034b176c GS-HW:purge MetalSlug6 CRC 2023-02-14 22:27:17 +00:00
JordanTheToaster efeaff488c GameDB: Add HPO Special to 007 EON
Lines bad must fix lines.
2023-02-14 17:49:53 +00:00
Berylskid 5df30f5bdd OSD: Change the lower limit of OSD Scale from 100 to 50 (#8135) 2023-02-14 14:03:24 +00:00
C.W. Betts cf179c42b8 cmake: Quiet macOS building warning, we can build on macOS just fine. (#8136) 2023-02-14 11:32:39 +01:00
Berylskid a615f8bf17 Qt: Change "Save State On Shutdown" to Unchecked (#8147) 2023-02-14 10:30:34 +00:00
refractionpcsx2 b38964e814 GS: Partial revert of #8101 pending investigation.
Sometimes great ideas don't always go smoothly to plan, this is one of those, but it will be back when we work out what's up with Soul Calibur 2 and DBZ BT3 :)
2023-02-14 10:23:09 +00:00
JordanTheToaster 013c9eec58 GameDB: Various fixes
Some fixes I missed in the last PR because I am a doughnut and can't remember what I needed to do.
2023-02-14 00:20:52 +00:00
refractionpcsx2 ddbd6eddf7 GameDB: Add Autoflush for Astro Boy and CPU Sprite for Alias 2023-02-14 00:18:08 +00:00
refractionpcsx2 982fd42683 GS: Preload whenever it matches an upload. GUI option forces preloads. 2023-02-14 00:18:08 +00:00
RedDevilus 90e28e7957 GameDB: Fix Japanese KH2 - Final Mix
Change Normal Vertex halfpixel with roundsprite
2023-02-13 23:59:41 +00:00
JordanTheToaster f4201f3947 GameDB: Remove fix from Soulcalibur 3
No longer needed as the hash cache no longer does an explosion.
2023-02-13 23:27:27 +00:00
PCSX2 Bot 7844b40243 PAD: Update to latest controller database. 2023-02-13 17:37:59 +01:00
JordanTheToaster d0839a3d55 GameDB: Fixes for graphics in Mana Khemia 2
Fixes missing graphical effects in battles by disabling mvu speedhack.
2023-02-13 16:07:31 +00:00
JordanTheToaster 876fd9ba9e GameDB: Vexx underwater rendering fixes
Adds Tex in RT to fix underwater rendering being totally broken.
2023-02-13 09:37:31 +00:00
lightningterror e12717c108 CDVD: Fix FreeBSD compile. 2023-02-13 03:02:59 +01:00
refractionpcsx2 af0b17bb7a Counters: Present at VSync End 2023-02-12 21:13:42 +00:00
Stenzek 6f595b7d87 GS/HW: Allow previous frame in depth source lookup
Fixes pulling random junk from local memory in Black after adjusting
vsync timing.
2023-02-12 21:13:42 +00:00
JordanTheToaster 59cbdc79f5 GameDB: Fixes for V-Rally 3 and Berserk
Fixes sun occlusion in V-Rally 3 and fixes missing subtitles in FMVs in Berserk.
2023-02-12 19:28:13 +00:00
refractionpcsx2 50ff3649b1 GS: Fix divide by zero error 2023-02-12 19:14:54 +00:00
refractionpcsx2 9ca9db8770 GS: Fix undefined behaviour bug in PCRTC 2023-02-12 15:03:24 +00:00
Stenzek fa70f0e764 GS/HW: Don't age texture cache on idle frames 2023-02-12 08:34:39 +00:00
Stenzek 3eb629f133 InputManager: Restore passing wheel events to ImGui 2023-02-12 07:25:56 +00:00
Stenzek c9aba6bbe1 GS/TextureCache: Allow tex-in-rt for 16/24/32-bit targets
Fixes swirl battle transition in Valkyrie Profile 2.
Fixes top-left screen rendering in Lego Racers 2.
2023-02-12 07:07:52 +00:00
Stenzek 0a26adae76 GS/TextureCache: Dirty with target PSM/TBW, not the EE write 2023-02-12 07:07:52 +00:00
Stenzek f0798f6510 GS/HW: Combine dirty rectangles for target updates
Fewer texture uploads makes Intel GPUs happy.
2023-02-12 07:07:52 +00:00
refractionpcsx2 245b03e208 GS: Limit the height of framebuffer reads 2023-02-12 07:07:26 +00:00
refractionpcsx2 4e31e5fdc2 GS: Use linear interpolation for Screen Offsets 2023-02-12 04:34:07 +00:00
Stenzek 750a74206c InputManager: Warning fix/default interia value 2023-02-12 04:32:47 +00:00
Stenzek 7e64dc2576 GS/HW: Don't defer TC reset until next vsync 2023-02-12 04:32:47 +00:00
Stenzek 8a08e2fd97 GS: Make sure everything in GSState is initialized 2023-02-12 04:32:47 +00:00
Stenzek d0a933cda8 GS/TextureCache: Clear surface offset cache on reset
Also get rid of RemovePartial(), it's never called.
2023-02-12 04:32:47 +00:00
lightningterror d00845f56b GameDB: Add missing Need for Speed - Carbon entry. 2023-02-12 00:46:01 +00:00
lightningterror 3350e5ebb1 GameDB: Replace DMABusyHack with InstantDMAHack for MGS2 Sons of Liberty.
DMA timing problem.
Fixes broken half-bottom artifacts.
2023-02-12 00:46:01 +00:00
SideProjectsLab aeb4445cad Qt/Input: Improved how mouse movements are mapped to analog (#7910) 2023-02-11 23:58:58 +00:00
refractionpcsx2 73abae8cb9 GameDB: Remove forced deinterlacing modes which are no longer required 2023-02-11 20:08:36 +00:00
refractionpcsx2 7ecc7b76ba GS-PCRTC: Improve automatic de-interlacing to avoid it more often. 2023-02-11 20:08:36 +00:00
refractionpcsx2 71d0bbbc25 GS: Rework of PCRTC code. 2023-02-11 20:08:36 +00:00
JordanTheToaster 26e691ba93 GameDB: Update HPO on Spider Man 2
Changes HPO to HPO Special to fix rainbow garbage on the top and left side of the screen when moving.
2023-02-11 17:43:05 +00:00
Stenzek c7352d9e10 GS: Attempt to recreate device if GPU crashes 2023-02-11 15:33:55 +00:00
Stenzek 7b8f9a54ec GS/HW: Purge FFX-2 depth clear CRC hack 2023-02-11 15:26:04 +00:00
JordanTheToaster 28980af858 GameDB: Port COP2 patch for Disneys Cars
Ports patch to fix broken collisions to PAL Disney's Cars
2023-02-11 15:24:23 +00:00
Stenzek 80dce398e0 GS/HW: Carefully allow move to create new targets
Xenosaga I does a move from BP 1C00 to E00, then from E00 to 2A00 a few
frames later for its cutscene transitions. 2A00 then gets used as a
texture and blended on top of the later frames. Because there's no
target at 2A00, the move falls back to the CPU, and E00 contains junk
which gets moved and eventually preloaded instead.

Gradius V uses moves for a screen move/wobble-like effect, by moving
chunks of the framebuffer out, then using those as a texture. It's not
broken at the moment, but it does readback (slow), and break upscaling.
2023-02-11 07:16:19 +00:00
TheTechnician27 06db8eec48 Context.cpp: fix minor typo 2023-02-11 06:46:44 +00:00
Stenzek 9c720efe46 GS/OGL: Fix possible crash downloading odd texture sizes 2023-02-11 06:43:20 +00:00
refractionpcsx2 cbf91a8d19 GS-HW: Tighten CLUT detection slightly. 2023-02-11 02:07:01 +00:00
TheTechnician27 f99414708d Readme: Two minor changes to the README (#8105) 2023-02-11 00:00:25 +00:00
refractionpcsx2 9549a6b16a GS: Fix TME processing when Alpha->IsBlack & !TEX0->TCC 2023-02-10 23:48:43 +00:00
lightningterror 3206094545 GameDB: Add full mipmap and trilinear ps2 to Hard Hitter games.
Improves ground texture rendering.
2023-02-10 22:24:33 +01:00
Stenzek 5cfae80701 GL/OpenGL: Add a hidden [EmuCore/GS] DisableGLDownloadPBO option
.. to disable the use of PBOs when reading back.
2023-02-10 14:38:21 +00:00
JordanTheToaster b4d140c6bb GameDB: Fixes for 187 Ride or Die
Add autoflush to soften bloom and HPO Special Texture to fix misaligned bloom.
2023-02-10 14:15:51 +00:00
Stenzek c65eb3c3ee GS/HW: Fix crash with AVX2 due to unaligned pitch 2023-02-10 14:15:33 +00:00
Mrlinkwii eec0984dbe Gamedb: remove skipdraw from Need for Speed - Undercover 2023-02-10 14:47:52 +01:00
Stenzek 9b1163f959 GS/HW: Use sampler for clamp/repeat when it's redundant
But only for local memory sources (not targets), it causes issues with
upscaling otherwise.
2023-02-10 11:20:37 +00:00
Stenzek 5b5edc506d Misc: Warning fixes 2023-02-10 11:20:37 +00:00
refractionpcsx2 b30b4375e7 GS: Detect 16bit source copy in to 32bit target shuffle 2023-02-10 11:19:41 +00:00
Stenzek 1b0c03d892 GS/HW: Fix fixed/invalid TEX0 case in TimeSplitters 2 2023-02-10 03:43:10 +00:00
Ziemas bca49184e7 Debugger: Fix missing return path. (#8094) 2023-02-09 19:48:54 +00:00
Stenzek 26d6c33163 GSRunner: Clear bindings and disable game settings 2023-02-09 17:29:47 +01:00
Ziemas 9420615317 Implement thread listing for IOP
Abstracts away threads behind a common interface for both EE and IOP
2023-02-09 15:49:56 +00:00
Stenzek 7198c6b8c6 GS: Use u32 instead of size_t for index storage
These are never going to be greater than 2^32-1, and they're truncated
in a bunch of places anyway.
2023-02-09 14:54:42 +00:00
Stenzek 9513864851 GS: Make prim a template parameter for auto flush
It's force inlined into VertexKick(), which also has prim as a template
parameter.
2023-02-09 14:54:42 +00:00
Stenzek f9b8aa1862 GS: Handle index swap case for auto flush
DirectX and OpenGL no longer have different draw splitting.
2023-02-09 14:54:42 +00:00
refractionpcsx2 34371c070c Mcd-Folder: Prevent crash trying to delete non-existent node. 2023-02-09 14:06:21 +00:00
Stenzek d6099dd263 GS/Vulkan: Use Bresenham line rasterization when supported 2023-02-09 13:42:05 +00:00
Stenzek a1bc39141e PAD: Fix trigger deadzone/scale setting 2023-02-09 12:30:20 +00:00
Connor McLaughlin 13ed41d077 GS/DX11: Disable multisampling in rasterizer state 2023-02-09 11:13:42 +00:00
Stenzek 8a0a8f718f GameDB: Remove preloading disable for a bunch of games
These are fine now.
2023-02-09 10:51:06 +00:00
Stenzek 7d08a54ad9 GS/HW: Optimize TC source size based on CLAMP 2023-02-09 10:51:06 +00:00
Stenzek b9b47e3ec7 GS/OGL: Fix upload row length for texture Update() 2023-02-09 10:51:06 +00:00
refractionpcsx2 16989f2122 GS-HW: On overwrite of large incompatible format texture, erase old. 2023-02-09 10:50:40 +00:00
Berylskid 892d3a370d GameDB: Fix texture flickers of Armored Core Nexus 2023-02-09 09:37:17 +00:00
Stenzek 6af7ca9867 PAD: Fix invert in deadzone computation 2023-02-09 10:03:55 +01:00
Stenzek c3c354f794 PAD: Add trigger deadzone/sensitivity settings 2023-02-09 10:03:55 +01:00
Stenzek 43572a1560 Qt: Mark widget binder functions as inline
Should also fix the unused warning without using [[maybe_unused]];
2023-02-09 10:03:55 +01:00
Stenzek 79daed63ee Qt: Handle multiplier in controller settings 2023-02-09 10:03:55 +01:00
Stenzek 21d3ad86d4 Qt: Make controller settings page scrollable 2023-02-09 10:03:55 +01:00
Stenzek 31ebe842e8 Qt: Add per-bind sensitivity/deadzone controls (shift-click) 2023-02-09 10:03:55 +01:00
eyfix 88487de72f USB: Add values to GunCon2 config. (#8078) 2023-02-09 09:55:23 +01:00
Haruka 616da8c99d CDVD: simplify code 2023-02-09 09:52:00 +01:00
Haruka ec8712cceb CDVD: use DevCon logging instead of stdout / stderr 2023-02-09 09:52:00 +01:00
Haruka 3d6923b2a1 CDVD: implement SetSpindleSpeed on macOS 2023-02-09 09:52:00 +01:00
Haruka f04337becf CDVD: fix macOS CD reading 2023-02-09 09:52:00 +01:00
Haruka 9a5dd4c19d CDVD: macOS physical disc support 2023-02-09 09:52:00 +01:00
lightningterror 643e0b1039 GameDB: Add Autoflush hw fix to MGS3 Subsistence.
Fixes lens flare.
2023-02-09 07:06:21 +01:00
Stenzek 330061a6e7 GS/OGL: Fix offseted downloads not being offset
Fixes background screen effect in Gradius V.
2023-02-09 07:04:50 +01:00
Stenzek 0a292715cf GS/OGL: Align texture uploads to 64 bytes
Fixes potential crash in some games with odd-sized targets
and preloading (e.g. Densha De Go).
2023-02-09 07:04:50 +01:00
Berylskid 52f034a513 GameDB: Add missing quatation marks in memcardFilters for Armored Core Last Raven 2023-02-08 17:32:49 +01:00
Stenzek 25e05388ba Qt: Open fullscreen window on same display as main 2023-02-08 17:29:59 +01:00
JordanTheToaster 7ad9a1af03 GameDB: Add Paltex to Gacharoku
Stops the hash cache from being silly and exploding.
2023-02-08 17:29:22 +01:00
refractionpcsx2 9346c69343 GS-HW: Iterate dirty rects in reverse to join existing ones. 2023-02-08 00:05:44 +00:00
refractionpcsx2 4a3f0ccf96 GS-HW: Process dirty rects separately, improved Tex in RT compatibility 2023-02-08 00:05:44 +00:00
refractionpcsx2 52a1396e29 GSDumpRunner: Fix new options, add missing Preload Frame 2023-02-07 23:40:01 +00:00
JordanTheToaster f556dd2584 GameDB: Add missing The Godfather fixes
Adds missing fixes for other entry's of The Godfarther.
2023-02-07 23:26:04 +00:00
refractionpcsx2 aea5c09825 GSDumpRunner: Ability to enable manual hw hacks for testing 2023-02-07 22:31:36 +00:00
refractionpcsx2 8c3c9a1219 GSDumpRunner: Tweaks to reduce console messages and redundant frame dumps 2023-02-07 22:31:36 +00:00
eyfix a4f1f383a7 USB/LightGun/GunCon2: Fix wrong code of GunCon2. (#8066)
240 is used for the default screen height elsewhere in the file.
BID_SHOOT_OFFSCREEN is already handled at line 295.
2023-02-07 06:21:48 +01:00
JordanTheToaster ee73c5c1b5 GameDB: Various small fixes
Fixes for Transformers The Game to fix bloom and mipmapping issues and add missing db entrys.
2023-02-07 06:19:59 +01:00
refractionpcsx2 c2904a4633 GS-HW: Don't enable merge sprite in native resolution 2023-02-06 23:59:06 +00:00
JordanTheToaster 6faa2249f9 GameDB: Add Disable InstantVU to MGS 3 Subsistence
Disables InstantVU1 to fix missing letters in text such as the letter E also adds more fixes and missing fixes for Forever Kingdom / Evergrace 2.
2023-02-07 00:24:47 +01:00
lightningterror 119c3acfe7 GS-tc: Cleanup hw texturecache.
Initializations, constants, casts.
2023-02-07 00:22:46 +01:00
lightningterror 138a2683f2 USB: Fix Variable is assigned a value that is never used warning.
Codacy.
2023-02-07 00:22:46 +01:00
PCSX2 Bot 463637fa10 PAD: Update to latest controller database. 2023-02-07 00:19:55 +01:00
refractionpcsx2 d5aab926bf GameDB: Add Game Fix for Scandal 2023-02-05 17:40:02 +00:00
KamFretoZ 37ba04b770 GameDB: Fixes for "Toy Story 3" & "WALL-E" (#8045) 2023-02-05 14:53:09 +00:00
refractionpcsx2 3d0b7dee71 GameDB: Update K-1 Grand Prix fixes to use Instant DMA instead.
This seems to be more reliable in correcting the issue, and for some reason the old way is no longer working properly.
2023-02-05 14:50:36 +00:00
JordanTheToaster a287c2caac GameDB: Add Align Sprite to Football Kingdom
Fixes vertical lines.
2023-02-05 14:42:58 +00:00
Stenzek 1b673d9dd0 GS/HW: Simplify m_vertex/m_index
Switches DX11 to a larger streaming buffer, adds missing texture copy
counter for colclip.
2023-02-04 12:30:24 +00:00
Stenzek d10621c201 GS/DX11: Use annotations for debug messages 2023-02-04 12:30:24 +00:00
Ziemas e1d6dfc324 Add command line boot and debug option 2023-02-04 12:30:07 +00:00
Stenzek 130ea2a7ca PAD: Fix pressure getting set to 1 after modifier 2023-02-04 12:29:53 +00:00
Stenzek c8d53253d2 Qt: Defer application quit on window close
Fixes Mac builds crashing when the Metal renderer tries to clear the
layer on a non-existant window.
2023-02-04 12:29:44 +00:00
Stenzek 5c67438925 VMManager: Only exit CPU execution if we were running
Fixes crash if you were paused when you shut down the VM with the EE
interpreter enabled.
2023-02-04 12:29:44 +00:00
lightningterror 1012dba8d7 GameDB: Add basic mipmap to Narc and Tom & Jerry War of the Whiskers.
Fixes textures.
2023-02-03 23:51:05 +01:00
Mrlinkwii e8d43f53d9 GameDB: fixes for 'Tom & Jerry - War of the Whiskers' & 'Brave - The Search for Spirit Dancer'' 2023-02-03 18:19:42 +00:00
RedDevilus a0e8ce4b13 Qt: Fix compatibility string
Playable rating was missing which is the most common rating for PCSX2. There are some other issues like the images look bad for star rating and some other stuff. Also resize the compatibility table width a bit.
2023-02-03 16:09:46 +00:00
refractionpcsx2 0e35b3edcb GS: Extend things to handle the alpha blended clear in NARC/Brave 2023-02-03 15:17:10 +00:00
refractionpcsx2 25bb5851ec GS-HW: Fix special CLUT case that uses preloading. 2023-02-03 15:17:10 +00:00
refractionpcsx2 80b0bc0869 GS-HW: Adjust clear detection for clears with FBMSK 2023-02-03 15:17:10 +00:00
refractionpcsx2 c05743b7b9 GS-HW: Improve FBW=1 clear for Singstar games 2023-02-03 15:17:10 +00:00
Stenzek 7c2a1f0f37 GS: Vectorize CLUT rect update 2023-02-03 14:36:37 +00:00
Stenzek 0b8b9e75d1 GS: Don't do CLUT auto flush test on invalid PRIM
Fixes OOB array access in Xenosaga I's cutscenes.
2023-02-03 14:36:37 +00:00
refractionpcsx2 d65c343e91 GameDB: Add preload to Siren 2 2023-02-03 06:54:56 +00:00
refractionpcsx2 cd8e7cc947 GS-HW: Queue preloads from Local->Local moves on CPU also 2023-02-03 06:54:56 +00:00
refractionpcsx2 0df5cf2e91 GS-CLUT: Handle invalidation on wrapping writes 2023-02-03 01:55:25 +00:00
refractionpcsx2 412275e40d GS: Convert ee write list to vector, fix some bugs. 2023-02-03 00:09:54 +00:00
refractionpcsx2 4c7ad66bd7 GS-HW: Check for CLUT upload before invalidating or running on GPU.
Clean up some preload code and improve the detection.
2023-02-03 00:09:54 +00:00
refractionpcsx2 8ac21357c3 GS-HW: Force preload 1 frame after reset 2023-02-03 00:09:54 +00:00
refractionpcsx2 2fd88b901b GS-TC: Don't clear on reset, only invalidate frames.
Fixes bug with counting writes before flushing.
Track what textures are used as frames.

It's possible that further to this the PCRTC disables on CSR reset, but we need to test this first, but that would fix the logo at the bottom when booting through the bios in Software mode.
2023-02-03 00:09:54 +00:00
refractionpcsx2 5697759d9e GS-HW: Try to make Preload Frame Data slightly less gross.
These changes make sure there's a matching EE transfer to texture allocation in that frame, if not, then don't allocate anything. This should reduce bad data being loaded in to the Rt.

Preload replaced for Simple 2000 Series Vol. 114 - The Onna Okappichi Torimonochou, preload worked by chance (but no more), disable depth works.
2023-02-03 00:09:54 +00:00
refractionpcsx2 ee0042c768 GameDB: Remove no longer needed Preload Frame settings 2023-02-03 00:09:54 +00:00
refractionpcsx2 a6212f1388 GS-HW: Always preload new frames for PCRTC if none found. 2023-02-03 00:09:54 +00:00
refractionpcsx2 7bfea60b35 GS-TC: Tex In RT expand target match 2023-02-02 23:46:05 +00:00
refractionpcsx2 beee740dc8 GameDB: Add Mipmapping to Jak X, replace FMV fix on Snowboard Heaven 2023-02-02 23:46:05 +00:00
refractionpcsx2 e31387b8bc GS-TC: Don't Tex in RT on old targets/PCRTC only frames. 2023-02-02 23:46:05 +00:00
TheLastRar 3586a12c46 DEV9: Remove pcap dumper
Never worked in Qt
2023-02-02 21:13:52 +00:00
TheLastRar bf21254b13 DEV9: Pcap loop instead of returning on invalid packet
Should improve pcap bridged performance when lots of unrelated network traffic is present.
2023-02-02 21:13:52 +00:00
TheLastRar dc9f61e70a DEV9: Add classes for editing packets and make PCAP use them 2023-02-02 21:13:52 +00:00
TheLastRar 3028998a43 DEV9: Move most of the pcap methods into PCAPAdapter
Also includes the following changes;
pcap_io_running checks replaced with assets in send/recv
pcap_io_running checks replaces checks on hpcap being non null.
Don't cast header->len from unsigned to signed when checking for jumbo frames
Log dropping jumbo frames
Free pcap filter code
Check return value of GetMACAddress() and handle appropriately.
2023-02-02 21:13:52 +00:00
TheLastRar 42511ce8d8 DEV9: Remove unneeded headers
by providing a typedef for Adapter
2023-02-02 21:13:52 +00:00
RedDevilus c245d2134f GameDB: Driver Parallel Lines + Godfather + ...
Godfather: remove on-screen garbage
Driver Parallel Lines: Reduce misaligned bloom issues
Simple 2000 Series Vol. 109 - The Taxi 2: name fix to be Chauffeur and not like train driver (Utenshi to Untenshu)
Rimococoron
2023-02-02 14:22:06 +00:00
JordanTheToaster f01884537d GameDB: Assorted fixes
Fixes the name of GT-R 400 and adds round sprite to fix lines in menus and text and corrects the name of 40k Fire Warrior to correctly have a space.
2023-02-01 10:23:11 +00:00
Mrlinkwii b48fb0d4da Misc : label & comment fixes
Misc : remove old comments
labeler: Add labels for Translations
2023-02-01 10:22:12 +00:00
RedDevilus 7a6470a19d CI: Add RetroAchievements/Rcheevos labels for PRs
Beats doing it manually labels for Rcheevos.
2023-02-01 09:39:30 +00:00
Silent bfd8fc771a Qt: Clear the status text after gamelist scanning
Improves UI parity with DuckStation.
2023-02-01 09:38:46 +00:00
Connor McLaughlin f96ca4ac1f GS/OGL: Fix syntax error in fragment shader 2023-02-01 09:04:52 +01:00
TheLastRar 937bfce68e DEV9: Better match HDD size per-game UI to rest of settings 2023-01-31 21:23:05 +00:00
TheLastRar 5869d35d85 DEV9: Consider placeholderText when opening File dialog
Per-game settings store the global setting as placeholderText.
If no per-game setting is present we can prefill the dialog with the global setting, before falling back to a default value
2023-01-31 21:23:05 +00:00
TheLastRar 8d3325e6cd DEV9: Fix HDD file overwrite check 2023-01-31 21:23:05 +00:00
TheLastRar 4badb5b975 DEV9: Fix HddEnable not enabling UI correctly in per-game settings 2023-01-31 21:23:05 +00:00
TheLastRar 7e4ff233ec DEV9: Fix Per-game HDD path
SettingWidgetBinder isn't capable of handling this yet
2023-01-31 21:23:05 +00:00
refractionpcsx2 0e3397239d GS: Correct GSIMR/GSCSR reg init, regression from previous release 2023-01-31 16:55:45 +00:00
refractionpcsx2 08bae3da2e GS: Fix h/vsync counters on mode change/sync. 2023-01-31 14:56:48 +00:00
refractionpcsx2 4b49c8bd6e GS: Correct CSR behaviour on mode change 2023-01-31 14:56:48 +00:00
refractionpcsx2 c1bd1fcbd4 GS: Clear Privilage registers on GS Reset via CSR 2023-01-31 14:56:48 +00:00
TheLastRar 1c3379f082 Qt: Connect close instead of accept for the close button 2023-01-31 02:06:09 +00:00
Mrlinkwii 86c97a8ba3 GameDB: fixes for Megaman X Command Mission 2023-01-30 20:55:18 +00:00
lightningterror 8e6c18d3f4 emitter: Ignore Wmissing-braces warnings on clang. 2023-01-30 20:32:33 +01:00
Goatman13 f1e80c466d IPU: Reset threshold on IPU reset. 2023-01-30 19:13:50 +00:00
Mrlinkwii 9a542bcb20 GameDB: fixes for Simple 2000 Series Vol. 48 2023-01-30 17:31:00 +00:00
JordanTheToaster 290c8ec420 GameDB: Various Tekken fixes
Disables preloading entirely on Tekken Tag Tournament and Tekken 4 and adds missing fix comments and missing db entry's for both games.
2023-01-30 14:03:58 +00:00
Mrlinkwii 517ccd5e40 GameDB:fixes for Dragon Quest VIII - Journey of the Cursed King 2023-01-29 17:14:17 +00:00
JordanTheToaster bb7bbe0a60 GameDB: Add full Mipmapping to HP COS
Adds full mipmapping and trilinear (PS2) to harry potter and the chamber of secrets to fix blurry textures also adds a missing DB entry.
2023-01-29 16:17:35 +00:00
TellowKrinkle ca25a31d79 GS: Display output ignores TEXA 2023-01-29 10:39:33 +00:00
RedDevilus e804e99013 GameDB: Harry Potter and the Chamber of Secrets
No texture preloading for Harry Potter and the chamber of secrets to improve performance.
2023-01-28 22:56:12 +00:00
Stenzek f447aded57 Qt: Better handle VM-requesting-shutdown case
This was a bit wonky in batch mode before. Now all possible exit paths
close the application at the same point.
2023-01-28 13:40:55 +00:00
Stenzek c596a51593 VMManager: Exit the CPU rec immediately on stopping 2023-01-28 13:40:55 +00:00
Stenzek ed26368a3a Achievements: Fix race in notifications
GS thread might not initialize fullscreen UI before data finishes
parsing.
2023-01-28 13:40:41 +00:00
Stenzek 1b40e4aaca Qt: Fix -nogui/-batch closing 2023-01-28 02:51:02 +00:00
Stenzek 84d7fe550b GSDumpReplayer: Fix frame limiting 2023-01-28 02:51:02 +00:00
TheLastRar e68d507659 DEV9: Unify GetAdapter method definitions
by providing a typedef for Adapter
2023-01-27 18:52:29 +00:00
TheLastRar 2db1e8fb81 DEV9: Move logic for getting MAC address into AdapterUtils 2023-01-27 18:52:29 +00:00
JordanTheToaster df674d4056 GameDB: Correct use of Norway PAL code
Uses the correct flag instead of a spooky question mark.
2023-01-27 18:51:54 +00:00
Silent 21dcda147c Host: Fix a context menu regression from #7960 2023-01-27 18:46:20 +00:00
JordanTheToaster 201d5ba219 Docs: Update sponsors in README 2023-01-27 17:59:01 +00:00
JordanTheToaster 2728462d77 GameDB: A variety of fixes
Fixes to names of games depth line fixes and misaligned bloom galore.
2023-01-27 17:59:01 +00:00
Silent f73b497b67 Host/VMManager: Remove save state cache invalidation and just populate lists every time
Fixes issues where inexistant save states are listed in dropdowns
2023-01-27 13:52:58 +00:00
Silent d2bdb85dc8 SaveState: Add a distinct error message when the file doesn't exist
It doesn't make sense to say that the file is not a valid archive,
because it doesn't exist in the first place.
2023-01-27 13:52:58 +00:00
Tyler Wilding 3572b4752e translations: initial run of lupdate for base english strings
lupdate.exe -recursive '.' -ts ./Translations/pcsx2-qt_en.ts -source-language en
2023-01-27 11:11:32 +00:00
Toastarrr 20de162a55 OSD: Fix invisible inputs
OSD: Show all button inputs and their pressure when available
2023-01-27 11:10:47 +00:00
TheLastRar 64a8e66bac DEV9: Sockets, Treat UDP connections with nearby src/dst ports as fixed
Only doing this for equal ports proved too strict for some games.
2023-01-27 11:02:29 +00:00
TheLastRar ccc1874a4b DEV9: Correct a few socket logs 2023-01-27 11:02:29 +00:00
Stenzek 4fec896378 Qt: Make behavior between both update checks consistent 2023-01-27 10:37:00 +00:00
Stenzek d485fcb3ee GameList: Fix double CDVD open 2023-01-26 18:26:32 +00:00
Stenzek c9498c3cec CDVD: Don't report host error on iso detect fail
We don't want it popping up while scanning the game list.
2023-01-26 18:26:32 +00:00
Stenzek 62fffaf56f GzippedFileReader: Fix freeing potentially-invalid pointer 2023-01-26 18:26:32 +00:00
Stenzek 553a5cc455 CDVD: Remove exceptions 2023-01-26 11:11:36 +00:00
Stenzek 957ec1d3d3 VTLB: Add option to pause on TLB miss
Rather than making it contingent on dev builds.
2023-01-26 11:11:36 +00:00
Stenzek 00c158387b x86/iR5900: Use event test to break execution on exit
Particularly relevant for TLB misses, we want to stop execution as soon
as possible.
2023-01-26 11:11:36 +00:00
Stenzek d12fa690c0 R5900: Remove exceptions 2023-01-26 11:11:36 +00:00
Stenzek 94226e83ba Common: Purge EventSource 2023-01-26 11:11:36 +00:00
Stenzek 4cf041f6cb Common: Move VirtualMemory related functionality to core
Also rewrites page fault handling to not use EventSource junk.
2023-01-26 11:11:36 +00:00
icup321 1b86a6e6f8 GameDB: Fixes for Incredibles - ROTU 2023-01-26 09:44:59 +00:00
Stenzek 6e907ae618 vtlb: Remove upper/lower 32-bit unmapped split
This was only necessary on 32-bit because the sign bit was abused for
representing handlers. Since we're 64-bit only, we use bit 63, which
won't clash with the guest's 32-bit virtual address.
2023-01-26 09:41:13 +00:00
Stenzek 39dde85d03 Qt: Fix -Wunused-lambda-capture warning 2023-01-26 09:28:13 +00:00
Stenzek 8bb9170865 Build: Enable RTTI for Clang debug builds
Qt tries to dynamic_cast as part of an assertion, which aborts at
runtime. When we next rebuild Qt, we'll disable RTTI in Qt, so this will
be a non-issue. But until then, this change makes debug clang builds
usable.
2023-01-26 09:28:13 +00:00
TellowKrinkle 2cd5ce6aea GHActions: Update release pipeline for MultiISA 2023-01-25 18:27:06 -06:00
Florin9doi 64fbaff82b DInput: Support for up to 128 buttons 2023-01-25 20:46:44 +00:00
Stenzek 15a38f5f9d x86/iR5900: Remove reset atomics
These only ever get changed on the EE thread now, this ain't no wx mess.
2023-01-25 15:51:53 +00:00
Stenzek 4c1d93a322 VMManager: Defer reset when running
Stops us resetting during the event test, which can leave things in a
pretty messed up state.
2023-01-25 15:51:53 +00:00
Silent 6a40959f3a DInputSource: Use wil on m_dinput_module 2023-01-25 13:21:51 +00:00
Mrlinkwii c4bf297f42 GameDB: clean up comments 2023-01-25 13:15:58 +00:00
Stenzek da1b408f97 GS: Remove config.h
It conflicts with the main PCSX2 Config.h, and the defines don't need to
be set in the global namespace anymore.
2023-01-25 13:15:17 +00:00
Stenzek 91c3e3b684 GS/SW: Use rip-relative addressing for constants 2023-01-25 13:15:17 +00:00
Stenzek 609a44aaf2 GS/SW: Move code buffer into main memory map 2023-01-25 13:15:17 +00:00
Stenzek 3d84443bcf GS/SW: Share JIT code between all threads 2023-01-25 13:15:17 +00:00
Stenzek 56046d4db8 GS/SW: Move scanline local data to rasterizer 2023-01-25 13:15:17 +00:00
Stenzek 90fc037833 GS/SW: Share global data between threads 2023-01-25 13:15:17 +00:00
Stenzek ee4eadf7a6 GS/SW: Make local a function parameter to DrawScanline 2023-01-25 13:15:17 +00:00
Stenzek 3292121e67 GS/SW: Make local a function parameter to SetupPrim
.. and associated 32-bit removal.
2023-01-25 13:15:17 +00:00
Stenzek c8416b820b GS/SW: Combine IDrawScanline and GSDrawScanline 2023-01-25 13:15:17 +00:00
Stenzek c9d229e336 OpenGLHostDisplay: Set colour mask before drawing OSD
Fixes OSD getting messed up when the GS output is turned off.
2023-01-25 12:08:43 +00:00
pgert bfbcd7a949 GameDB: Force English in Tomb Raider - The Angel of Darkness US (#7950)
Due to a game bug, the game will crash if your BIOS language is set to French or Spanish due to missing files on the disc.
2023-01-25 10:29:23 +00:00
JordanTheToaster bf2ba3c4d1 GameDB: Add missing demos
Adds some missing PAL demos to the DB.
2023-01-24 18:31:36 +00:00
Stenzek 9d50d44c99 GS: Show VRAM usage in statistics 2023-01-24 10:38:03 +00:00
Stenzek e76afee12d GS/TextureCache: Only expand target on write on TBW match 2023-01-24 10:20:42 +00:00
TheLastRar 06ef51db2e DEV9: Move NetLib functions into header and mark as inline 2023-01-23 18:47:28 +00:00
TheLastRar a85a2a3cc5 DEV9: Make use of MAC_Address struct 2023-01-23 18:47:28 +00:00
TheLastRar 8fbecbcdd7 DEV9: Add MAC_Address struct 2023-01-23 18:47:28 +00:00
TheLastRar b386f78d68 DEV9: Make use of WriteIPAddress 2023-01-23 18:47:28 +00:00
TheLastRar 095757044a DEV9: Add IP_Address helpers to NetLib 2023-01-23 18:47:28 +00:00
PCSX2 Bot 9b3b8aa4de PAD: Update to latest controller database. 2023-01-23 17:05:04 +01:00
Connor McLaughlin 4932834441 GSRunner: Release globals on shutdown 2023-01-23 16:49:24 +01:00
refractionpcsx2 8773ebf64b VM: Queue shutdown message when called from inside emulation. 2023-01-23 16:45:58 +01:00
Connor McLaughlin f628795b3f GS/Vulkan: Don't apply TFX state on utility draw 2023-01-23 15:01:57 +01:00
lightningterror 0c78bda328 GS-hw: Fix texture shuffle assert which broke debug builds. 2023-01-23 14:48:40 +01:00
lightningterror d9f4bc70fb common-ogl: Fix Shader compiled with warnings log spam on gl.
Observed on intel igpu.
2023-01-23 14:48:40 +01:00
lightningterror ddd2ea5f4d GS-gl/vk: Cleanup some logs.
Instead of ifdefing the longs use Devcon, does the same thing.
Hide point expansion logs behind dev/debug build.
2023-01-23 14:48:40 +01:00
JordanTheToaster a326303956 GameDB: Fixes for TC SC Pandora Tomorrow
Fixes for black loading screens and misaligned bloom.
2023-01-23 09:47:19 +00:00
refractionpcsx2 ba1eba98ea GS/Debug: Fix bitfield reading in fprintf for cross compatibility. 2023-01-22 23:49:40 +00:00
refractionpcsx2 8282ebce40 GS-HW: Don't optimise clamp on shuffle 2023-01-22 23:12:19 +00:00
Berylskid 4c3b7c45cf GameDB: Remove Preload Frame Data for AC Last Raven
On SLPS-25462, disabling Preload Frame Data no longer causes black screens during missions, so it seems no longer necessary.
2023-01-22 16:18:39 +00:00
JordanTheToaster 668251274a GameDB: Disable Instant VU in Kim Possible WTS
Disables Instant VU to dramatically decrease the load the game puts on the EE and VU for seemingly no reason.
2023-01-22 15:51:38 +00:00
KFZ e79fc72950 GameDB: Fixes for SpongeBob - The Movie (#7936) 2023-01-22 15:51:22 +00:00
JordanTheToaster bcda41120e GameDB: Add Autoflush to Dynasty Warriors 5 Xtreme
Autoflush fixes the missing sun luminosity.
2023-01-22 15:01:54 +00:00
Mrlinkwii 80fc00bb05 GameDB: fixes for 'Snowboard Heaven' 2023-01-21 18:39:45 +00:00
refractionpcsx2 f71ccab811 GameDB: Remove BFF deinterlacing from Alpine Racer 3, no longer required 2023-01-21 18:14:13 +00:00
refractionpcsx2 795951a2e8 Build: Fix some VS filers. 2023-01-21 18:14:13 +00:00
refractionpcsx2 d62999ed16 GS: Don't do fast clear if SCANMSK is enabled. 2023-01-21 18:14:13 +00:00
lightningterror 9b1699a5a4 GS-hw: Cleanup GS memory clear.
Create IsConstantDirectWriteMemClear function to reduce code duplication and making code cleaner.
2023-01-21 17:01:32 +00:00
Stenzek 88c1f00b62 GS: Add audio capture and custom resolution 2023-01-21 16:56:57 +00:00
Stenzek 6834367a3e GS: Move video capture encoding onto its own thread 2023-01-21 16:56:57 +00:00
Stenzek dedcf21a37 GSCapture: Make readback for capture asynchronous 2023-01-21 16:56:57 +00:00
Stenzek a747a5f9fa SPU2: Make SndOut.h compile in isolation 2023-01-21 16:56:57 +00:00
Stenzek fcfb9865df GS: Add GSDownloadTexture (so we can download more than one at once) 2023-01-21 16:56:57 +00:00
JordanTheToaster aa1e9cc9fa GameDB: Add AutoFlush to Battle For Volcano Island
Adds autoflush to fix texture corruptions.
2023-01-21 16:02:08 +00:00
Silent 9b7d21891d GameDB: Correct Colin McRae Rally 3 sun rendering 2023-01-21 14:18:17 +00:00
lightningterror df19baed37 labeler: Add labels to shader files changes based on renderer. 2023-01-21 01:28:59 +01:00
LeyoandLeyo1 7848f6a1c5 GameDB: Syphon Filter: The Omega Strain Beta Speed Fix (#7926)
Co-authored-by: Leyo1 <71053461+Leyo1@users.noreply.github.com>
2023-01-20 22:57:25 +00:00
JordanTheToaster 14e128337d GameDB: Add missing Bratz The Movie fix
Adds a missing fix for the NTSC-U version of the game.
2023-01-20 22:56:31 +00:00
lightningterror cb314f0a0b labeler: PAD labels are unified now. 2023-01-20 18:38:54 +01:00
Oymat ddb313fd2b GameDB: Add Mipmapping and Trilinear to Parappa the Rapper 2 (#7924)
Closes https://github.com/PCSX2/pcsx2/issues/7922
2023-01-20 15:53:13 +00:00
lightningterror 8f183955a0 GS-vk: Fix sample_4_index shader.
Macro conditions conditions should return a value.

Fixes bad shader issues on games that trigger it.
Fixes Star Ocean shadows.
Fixes Keroro Gunsou - Mero Mero Battle Royale text.

Make the rounding consistent accross all renderers.
2023-01-20 10:18:03 +01:00
Mrlinkwii 536a4162c4 GameDB: upscaling fixes for 'TOCA Race Driver' 2023-01-19 21:47:36 +00:00
TheLastRar 41a47f99f7 DEV9: Use unique_ptr via typedef for ifadddrs buffer 2023-01-19 14:56:18 +01:00
TheLastRar 31fa1ea21e DEV9: AdapterUtils formatting 2023-01-19 14:56:18 +01:00
Stenzek fb49c71118 SPU2: Clean up some unused/conditionally used functions 2023-01-19 11:02:13 +00:00
Stenzek 0b87cfc7d4 SPU2: Clamp output to 32767 instead of 32512
Another air-ism which doesn't make much sense.
2023-01-19 11:02:13 +00:00
Stenzek 76fa37019e SPU2: Use 16-bit samples for output
It's clamped to 16-bit in the output anyway.

Volume application is moved to the audio thread, so the stretcher has
higher precision if the user chooses a low volume.

Also vectorizes the int->float conversion (since it happens on the EE
thread, it's beneficial for performance).
2023-01-19 11:02:13 +00:00
Tokman5 d94e861a78 GS: Add video folder and support additional arguments for video dumping 2023-01-19 10:39:22 +00:00
Oymat d9b537d334 GameDB: Add SoftwareRendererFMVHack to Onimusha: Warlords (#7916)
close https://github.com/PCSX2/pcsx2/issues/7787
2023-01-18 19:15:43 +00:00
Stenzek 93c2081d3f USB: Remove readerwriterqueue
Not used anymore, apparently forgot to remove this in the USB refactor.
2023-01-18 10:08:46 +00:00
LeyoandLeyo1 5ad8ed43fd GameDB: Syphon Filter: The Omega Strain PAL speed fix patch (#7806)
Co-authored-by: Leyo1 <71053461+Leyo1@users.noreply.github.com>
2023-01-17 20:21:13 +00:00
Mrlinkwii 1f4416a77a GameDB: upscale fixes for 'Lord of the Rings, The - The Two Towers' 2023-01-17 19:26:13 +00:00
Mrlinkwii e9d4dba64b GameDB: fixes for 'Dreamworks Madagascar' 2023-01-17 11:15:42 +00:00
lightningterror 3a2307a5c6 GS-hw: Cleanup GSRendererHW.
Constants, initializations, casts, broken commented out logs and more.
Remove unused/duplicate function EmulateAtst.
2023-01-16 20:34:10 +00:00
Stenzek d6c1af1a0c IPU: Combine source files to work around an LTO bug in clang 15
Works around an LTO bug which seems to occur in clang 15, but not in
clang 12. The entire else branch in the 0 case in get_non_intra_block()
was being removed...

Fixes Burnout 3 crashing in clang builds.
2023-01-16 20:13:46 +00:00
JordanTheToaster f6cb7ca01d GameDB: Add HPO Normal to WWE 2008 and 2009
Fixes slight blur on people and depth bleed that happens on the right hand side.
2023-01-16 18:19:27 +00:00
PCSX2 Bot bc0fdc49e0 PAD: Update to latest controller database. 2023-01-16 17:18:26 +01:00
Stenzek 43ccb63eb5 Qt: Add DS4/DS5 LED settings 2023-01-16 14:08:01 +01:00
Ty Lamontagne a0000a8547 Debugger: Implement boot and debug
Creates a breakpoint automatically on the ELF entry point
2023-01-15 17:05:35 +00:00
Stenzek a37ff0c4f2 GS/Vulkan: Fix incorrect clamp in CreateSurface() 2023-01-15 17:40:15 +01:00
Stenzek e449ad7472 GS/TextureCache: Check PSM matches before expanding target
Mercenaries is doing a 128x4095 write in PSMT4, which when upscaling,
goes beyond the limits of most GPUs.
2023-01-15 17:40:15 +01:00
Stenzek a718a785b3 GS/TextureCache: Don't recycle resized target textures
They're probably going to be oddly-sized.
2023-01-15 17:40:15 +01:00
Stenzek ea7cc08832 GameDB: Remove preload frame from Burnout games
Doesn't appear to be needed with GPU CLUT?
2023-01-15 16:20:40 +00:00
Stenzek a342f4c7e9 GS/HW: Adjust Burnout CRC hack to stop hash cache spiking 2023-01-15 16:20:40 +00:00
JordanTheToaster 0af2657bbc UI: More text descriptions for options
Adds more text descriptions for various options to help understand what a setting does better.
2023-01-15 14:49:05 +00:00
Stenzek 451c2a244f SPU2: Fix sound output
Regression from a603aed7db
2023-01-15 12:48:47 +01:00
lightningterror a603aed7db SPU2: Update WriteSamples function commented out code to work properly when enabled. 2023-01-15 11:10:46 +01:00
lightningterror f6bbf410f1 SPU2: Remove dynamic tuning commented out code.
No longer works as it relied on wx.
2023-01-15 11:10:46 +01:00
lightningterror 018692edd0 SPU2: Cleanup SndOut.cpp
const, casts, constexpr, initializations.
2023-01-15 11:10:46 +01:00
pgert 2740785df5 UI: Correct Error-messages: "SSE4.1" not "SSE4" (#7890) 2023-01-14 23:06:56 +00:00
Stenzek 613a9964a1 FullscreenUI: Fix descriptor use-after-free when deleting state 2023-01-14 14:07:30 +00:00
Ty Lamontagne 2ef2f5db1d Debugger: Fix step out 2023-01-14 12:51:14 +01:00
Ty Lamontagne 577e15a949 Debugger Expressions: Add 'target', 'load', and 'store' reference
target -> The evaluated target of the load or the store, 0 if the opcode is not a memory access
load -> The evaluated target of a load, is 0 if the opcode is not loading
store -> The evaluated target of a store, is 0 if the opcode is not storing

Fixes the disassembly widget mouse click handler
Fixes the breakpoint dialog not setting the breakpoint address or condition cpu (oops)
2023-01-14 01:58:04 +00:00
Mrlinkwii 58ff3e6c0d GameDB: add missing serial 2023-01-13 23:57:13 +00:00
Stenzek 80c471a939 Dmac: Fix incorrect condition for OPH flag hack
Fixes tutorial level in Naruto - Uzumaki Chronicles.
2023-01-13 12:20:12 +00:00
refractionpcsx2 b78fca7b91 GameDB: Add Half-Pixel Offset for Sega Superstars Tennis 2023-01-13 10:26:41 +00:00
Connor McLaughlin be76092195 USB: Correct Keyboardmania binding list 2023-01-13 09:31:27 +00:00
Stenzek 771d3c3c9d CI: Retry downloading commands on Linux
The Azure Ubuntu package server, in particular, seems to be very
unreliable. Hopefully within 10 attempts it'll complete the package
download in such cases.
2023-01-13 09:30:46 +00:00
arcum42 8c21765c0f cmake: Turn back on some warnings that no longer need to be turned off. 2023-01-13 09:27:29 +00:00
TellowKrinkle a2e3522862 GS:MTL: Implement clut shaders 2023-01-13 00:43:47 -04:00
Mrlinkwii e20c2210f5 GameDB: fixes for Made Man 2023-01-12 20:56:51 +00:00
lightningterror 11f3fecd11 GS-d3d: Fix Wmissing-braces warnings. 2023-01-12 16:26:56 +01:00
lightningterror 1a5d7c1c5d Qt: Fix Wunused-const-variable and Wunused-function warnings. 2023-01-12 16:26:56 +01:00
Connor McLaughlin 0bca1aab74 Misc: Latest round of warning cleanups 2023-01-12 11:04:29 +01:00
Connor McLaughlin 95fa15f902 Vulkan: Use pool of semaphores instead of per-image
Some drivers apparently don't iterate images in the order you expect.
2023-01-12 11:03:21 +01:00
lightningterror d586582489 GS: Purge leftover wx tooltips. 2023-01-12 01:38:35 +01:00
Stenzek 7ef46eaa29 GameDB: Swap some CPU CLUT games for GPU CLUT
Burnout series, NFS Most Wanted.
2023-01-11 23:37:43 +00:00
Stenzek 38957625ad GameDatabase: Add GPUTargetCLUT 2023-01-11 23:37:43 +00:00
Stenzek d30e076dbd GS: Add GPU Target CLUT 2023-01-11 23:37:43 +00:00
Stenzek 0619555232 GS/HW: Use texel fetch/load instead of sampler for palettes
Saves a multiply in the shaders in some cases, and frees up one
descriptor slot.
2023-01-11 23:37:43 +00:00
Stenzek 3ffa5eb613 GS: Add const to GSDirtyRect functions 2023-01-11 23:37:43 +00:00
Mrlinkwii c60583c6bb GameDB: fixes for Battle for Volcano Island 2023-01-11 23:10:14 +00:00
Stenzek 4cf7a1086d GS/HW: Adjust Barnyard fix for Jurassic Park and Nicktoons Unite
Draws its mipmaps at runtime in a very similar way, except with 24-bit
textures as well as 16/32-bit.
2023-01-11 22:40:04 +00:00
RedDevilus fa75006ca9 VMManager: Increase software thread count on multicore (4+) CPUs
3 is a nice compromise if you have 4 core or more but for some games higher numbers like 8 or even higher would work, however for a lot of games it would perhaps even reduce the performance compared to 3 software rendering threads or in more likelihood have diminishing returns.

Keep in mind that this is just a general situation, in actual use it might be less extra performance (if at all) as you have expected.
2023-01-11 21:48:36 +00:00
RedDevilus d28b2fa057 Qt: Lower audio ms + Tooltip (affinity+Cycle skip)
Lowering 100 ms audio latency to 60 ms.
Makes 100 mixing latency with 20 output latency (120) into a new default of 80 ms which is 50% lower but still is enough headroom as 40 ms even for less capable machines is too high.

Adding tooltip for Affinity Control
Changing tooltip for Cycle Skip from None to Disabled as that is a valid option.
2023-01-11 18:56:42 +00:00
arcum42 0a90765ed0 build: -Wno-maybe-uninitialized is a gcc only warning. 2023-01-11 00:55:21 +01:00
arcum42 2892f629f0 build/QT: Unmute the warnings for deprecation & overloading virtuals. Fix assorted warnings. Mute 'maybe initialized' warnings. Add a policy to take care of LTO warnings in cmake. 2023-01-11 00:55:21 +01:00
Mrlinkwii 5be05853c6 GameDB: fixes for Hawk Kawasaki Racing 2023-01-10 21:00:43 +00:00
JordanTheToaster 0f569ac5cb Format: Clang format System.cpp 2023-01-10 16:18:26 +01:00
JordanTheToaster b725c1e8e0 System: Remove unused extensions
PCSX2 does not even boot on SSE2 or SSE3 systems and we do not use SSE4a so we should remove it SSE4.1 / 4.2 is a requirement so no use being here either.
2023-01-10 16:18:26 +01:00
JordanTheToaster 4d418d1bb5 Emitter: Remove old unused code
Irrelevant and outdated code that is no longer needed.
2023-01-10 16:18:26 +01:00
Ty Lamontagne 752594f69a Debugger Breakpoints: Implement the user data role in the model
Consistent with the other models, and saves some awkward usage in the cpu widget where we have to interpret the variant as a string, to then convert it to a uint. I like this better as it provides an easy interface to get the 'raw' breakpoint data out of the model.
2023-01-10 13:57:06 +01:00
Ty Lamontagne b6125e97e9 Debugger Stack frames: (Refactor) Use model based widgets 2023-01-10 13:57:06 +01:00
Ty Lamontagne c00caa886e Debugger Threads: (Refactor) Use model based widgets 2023-01-10 13:57:06 +01:00
Ty Lamontagne 37540d1c68 Debugger Breakpoints: (Refactor) Use some reflection and item models 2023-01-10 13:57:06 +01:00
lightningterror 8fca67f0d6 FullscreenUI: Cleanup remnants of spu2 interpolation mode. 2023-01-10 13:47:41 +01:00
PCSX2 Bot 13f891c34f PAD: Update to latest controller database. 2023-01-09 17:05:52 +01:00
JordanTheToaster f924ab721a SPU2: Purge interpolation options
Removes the options menu for interpolation as all but gaussian will be removed.
2023-01-08 15:19:51 +00:00
JordanTheToaster ae3708edc6 GameDB: Correct Blood Omen 2 name
Corrects Blood Omen 2s name to properly say "The Legacy of Kain".
2023-01-08 14:08:54 +00:00
Stenzek 4ef2574ae3 GS: Separate Cd output from Cs blend cases
Fixes white screen inbetween logos in FFX.
2023-01-08 12:44:17 +00:00
Stenzek 154171e01e x86/microVU: Don't assert clearing macro mode temps 2023-01-08 09:12:44 +01:00
refractionpcsx2 17732a0b8a VU: Fix out of bounds check for Q clamp 2023-01-07 23:18:33 +00:00
Stenzek b6906d1edc FullscreenUI: Fix Threaded Presentation toggle title 2023-01-07 09:48:14 +00:00
Stenzek 26329765d1 SPU2: Apply volume on startup 2023-01-07 09:48:14 +00:00
arcum42 fab7424ebb x86regs: iCore.h cleanup. (#7769)
* VU: Make _x86regs.reg signed, as -1 is supposed to indicate that it is unassigned.

* VU: Convert a few defines to enums.

* microVU: Set bool to true rather than 1.

* xmm: Use std:array in a few spots, and make initializing some spots less verbose.

* iCore: Remove comment, as it's inaccurate. Leaving as s8 for consistency with xmm.
2023-01-06 21:40:09 -08:00
TellowKrinkle e4c9416c4a 3rdparty: Update to gtest 1.12.1 2023-01-06 20:27:18 -04:00
Víctor "IlDucci 72c661e8f5 GameDB: Fix Terminator 3 Spain region, add Buzz Brain of Spain(#7813) 2023-01-06 21:53:22 +00:00
refractionpcsx2 d5acd98eb3 UI: Correct default tab for graphics settings.
Apparently Qt Designer thinks if you're renaming a checkbox, *obviously* that means you're wanting the default tab changing too...
2023-01-06 20:56:40 +00:00
Mrlinkwii 849c754ca2 GameDB:: fixes for 'Obscure II - The Aftermath' 2023-01-06 17:39:47 +00:00
refractionpcsx2 e6f6385173 GameDB: Add Disable Instant VU to Batman - Rise of Sin Tzu 2023-01-06 16:11:09 +00:00
refractionpcsx2 d3ca2bf58f GS: Make VK threaded presentation the default 2023-01-06 15:49:49 +00:00
Mrlinkwii 82f1dbca89 memory card: Remove commented out WX code. 2023-01-06 15:35:20 +00:00
Stenzek c85b826978 PerformanceMetrics: Track min/avg/max frame time 2023-01-06 14:57:57 +00:00
Stenzek f28c40aa8e Qt: Expose Threaded Presentation setting 2023-01-06 14:57:57 +00:00
Stenzek 3fa3bc1719 Vulkan/Context: Acquire swap chain image after presenting 2023-01-06 14:57:57 +00:00
Stenzek 93bd95f4bd Vulkan/Context: Pass swap chain through to submission
Simplifies things a bit.
2023-01-06 14:57:57 +00:00
Stenzek 7d572ff794 Vulkan/SwapChain: Use a separate semaphore for each image 2023-01-06 14:57:57 +00:00
JordanTheToaster 693278a87b GameDB: More BF2 MC Fixes
Adds Tex in RT and CPU CLUT to BF2 MC to fix lights shining through objects like the moon shining through buildings.
2023-01-06 14:25:09 +00:00
RedDevilus b6bcbcac96 Qt: Fix light themes
I've given some love to dark themes, but doesn't mean light themes doesn't deserve it either. Making it better in contrast to make it more legible along with making it a bit more appealing.
2023-01-06 12:43:42 +00:00
Stenzek 4cfea01aa8 GS/HW: Add CRC hack for Battlefield 2: Modern Combat
Full blending is needed to render the terrain correctly.
2023-01-06 11:59:10 +00:00
Stenzek 9e301e1aec GS/HW: CRC hack for Barnyard 2023-01-06 11:59:10 +00:00
Stenzek 8502acffb7 GS/HW: Add mipmap support to SwPrimRender() 2023-01-06 11:59:10 +00:00
Stenzek 580b7c94fb GS/HW: Remove AfterDraw function
Not needed.
2023-01-06 11:59:10 +00:00
Stenzek fe1e432f9e GS: Move HW hacks into game database 2023-01-06 11:59:10 +00:00
Stenzek 904ccc7a91 VMManager: Log when game changes 2023-01-06 11:59:10 +00:00
Stenzek 069196704e GS: Move HW hacks into their own file and remove from GSState 2023-01-06 11:59:10 +00:00
arcum42 2db6bf399e common: Remove pxUSE_SECURE_MALLOC. 2023-01-05 14:58:54 -08:00
Mrlinkwii a5bc49ee4a Misc : remove missed wx vs filters 2023-01-05 20:54:16 +00:00
arcum42 949d455d2f cmake: Make the clang release build always lto. 2023-01-05 07:48:06 -08:00
arcum42 3254d27fc2 cmake: Changed the preset names, made clang always use lld, and added a new lto preset. 2023-01-05 07:48:06 -08:00
arcum42 4921afdb51 build: Cleanup. Fix a few names, and use cache variables for the compiler. 2023-01-05 07:48:06 -08:00
arcum42 54b653cc00 cmake: Add CMakePresets.json to project. 2023-01-05 07:48:06 -08:00
lightningterror 3066ab0d06 Qt: Fix Wunused-variable warning. 2023-01-05 15:02:17 +01:00
lightningterror 17c5acda3c microVU: Fix Wunused-function warning. 2023-01-05 15:02:17 +01:00
lightningterror ee3cacffd7 SPU2: Fix class has a constructor with 1 argument that is not explicit warnings.
Codacy.
2023-01-05 15:02:17 +01:00
lightningterror 0cd5b9072c D3D12HostDisplay: Fix class has a constructor with 1 argument that is not explicit warning.
Codacy.
2023-01-05 15:02:17 +01:00
lightningterror 987fdd32fb Frontend-imgui: Fix scope of the variable can be reduced warning.
Codacy.
2023-01-05 15:02:17 +01:00
lightningterror 314143db7a Debugger: Fix clarify calculation precedence for '&' and '?' warnings.
Codacy.
2023-01-05 15:02:17 +01:00
lightningterror 10f468dd3f USB: Fix struct member is never used warning.
Codacy.
2023-01-05 15:02:17 +01:00
Mrlinkwii c66881d4a6 gitignore: remove wx mentions 2023-01-05 14:53:10 +01:00
Mrlinkwii 45d42da528 GzippedFileReader: Remove commented out WX code. (#7796) 2023-01-05 14:31:04 +01:00
refractionpcsx2 c50e1800ec SPU2: Allow loop rewrite of LOOPSTART if block header already passed 2023-01-04 22:40:18 +00:00
Stenzek 06aa051162 UnitTests: Combine into core/common test suites
Should reduce CI run time.
2023-01-04 11:43:23 +00:00
Stenzek 33e7bcbdb8 UnitTests: Compile with PCSX2 core library
Instead of shoehorning GS source files into the unit tests, we link with
the full PCSX2 core library. We stub out all the Host functions, as,
well, there isn't one, and they may be indirectly referenced.
2023-01-04 11:43:23 +00:00
Connor McLaughlin c44266eb82 MTVU: Fix hang on shutdown if thread never opened 2023-01-04 11:43:23 +00:00
Connor McLaughlin dcbb1483b9 USB: Fix incorrect serialization of HIDKbdDevice. 2023-01-04 10:53:38 +01:00
Mrlinkwii 4620b566b9 GameDB: add fixes to Syphon Filter - The Omega Strain 2023-01-03 20:21:13 +00:00
JordanTheToaster 076b11a735 GameDB: Various fixes
Adds HPO Special Mipmapping Full and Trilinear PS2 to FIFA 06 to 10 and fixes the name and adds HPO Special to Conan.
2023-01-03 13:20:56 +00:00
Stenzek 246f783a64 CI: Generate Windows Clang builds 2023-01-03 12:16:50 +00:00
Stenzek ac3e7fbf44 MSBuild: Support building with clang-cl 2023-01-03 12:16:50 +00:00
Stenzek dda1665b9c USB: Support stereo input for Singstar Mic 2023-01-03 12:16:30 +00:00
Stenzek db4d721b93 x86/iR5900: Always break rec blocks on SYSCALL/BREAK
In all cases except for GetOsdConfigParam/GetOsdConfigParam2 the HLE
syscall handler will raise the CPU exception, changing the PC.

So, there's no point compiling the rest of the block, especially when it
may contain garbage code. No point checking the PC either, as in almost
every case, it will have changed. So just go straight to the dispatcher.

Note this will have a slight behavioral change - both SYSCALL/BREAK will
check the cycle count for an event test now, whereas before only BREAK
did. But I doubt this'll cause any issues.
2023-01-03 12:16:06 +00:00
JordanTheToaster f48824dec0 GameDB: Remove disable Instant VU from SoTC
Removes disable Instant VU1 from SoTC as it should be user choice to enable or disable it if needed.
2023-01-03 09:27:04 +00:00
Ty Lamontagne eac90c6b42 Debugger Disassembly: Add 'NOP Instruction(s)' Context menu action 2023-01-03 04:38:14 +01:00
Ty Lamontagne ec5a91b89a Debugger Breakpoints: Allow toggling from list / dialog. 2023-01-03 04:38:14 +01:00
Ty Lamontagne a9a3342519 Debugger: Disable certain actions when the VM is not alive. 2023-01-03 04:38:14 +01:00
Ty Lamontagne 51f3e1b684 Debugger Disassembly: Page Up/Down hotkey for disassembly view 2023-01-03 04:38:14 +01:00
PCSX2 Bot 2459145dbf PAD: Update to latest controller database. 2023-01-02 18:03:24 +01:00
524 changed files with 43499 additions and 29652 deletions
+4 -1
View File
@@ -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
View File
@@ -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/**/*'
+2 -15
View File
@@ -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
+2 -7
View File
@@ -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:
+4 -4
View File
@@ -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: ${{ steps.artifact-metadata.outputs.artifact-name }}
path: "*.tar.gz"
path: "*.tar.xz"
+9 -33
View File
@@ -8,49 +8,27 @@ on:
jobs:
# Build Everything
# Linux
build_linux_qt_sse4:
build_linux_qt:
if: github.repository == 'PCSX2/pcsx2'
name: "Linux - AppImage SSE4"
name: "Linux"
uses: ./.github/workflows/linux_build_qt.yml
with:
jobName: "Qt"
compiler: clang
cmakeflags: ""
simd: "SSE4"
buildAppImage: true
secrets: inherit
build_linux_qt_avx2:
if: github.repository == 'PCSX2/pcsx2'
name: "Linux - AppImage AVX2"
uses: ./.github/workflows/linux_build_qt.yml
with:
jobName: "Qt"
detail: ""
compiler: clang
cmakeflags: "-DARCH_FLAG=-march=haswell"
simd: "AVX2"
buildAppImage: true
secrets: inherit
# Windows
build_qt_sse4:
build_windows_qt:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - SSE4"
name: "Windows"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release
simd: "SSE4"
secrets: inherit
build_qt_avx2:
if: github.repository == 'PCSX2/pcsx2'
name: "Windows - AVX2"
uses: ./.github/workflows/windows_build_qt.yml
with:
jobName: Qt
configuration: Release AVX2
configuration: CMake
buildSystem: cmake
cmakeFlags: -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl
secrets: inherit
# MacOS
@@ -67,10 +45,8 @@ jobs:
upload_artifacts:
if: github.repository == 'PCSX2/pcsx2'
needs:
- build_linux_qt_sse4
- build_linux_qt_avx2
- build_qt_sse4
- build_qt_avx2
- build_linux_qt
- build_windows_qt
- build_macos_qt
name: "Upload Artifacts"
runs-on: ubuntu-latest
@@ -21,7 +21,7 @@ NAME=""
if [ "${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 ..
+16
View File
@@ -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):
+31 -2
View File
@@ -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
+12 -1
View File
@@ -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="${{ inputs.platform }}"
)
- name: Run Tests
if: inputs.configuration == 'CMake'
shell: cmd
run: |
call "%ProgramFiles%\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvars64.bat"
cmake --build build --config Release --target unittests
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
-2
View File
@@ -90,8 +90,6 @@ oprofile_data/
/ipch
!/3rdparty/libjpeg/change.log
/3rdparty/**/include/wx/setup.h
/3rdparty/**/wx/msw/rcdefs.h
/pcsx2/gui/Resources/*.h
!/pcsx2/gui/Resources/EmbeddedImage.h
/tools/bin
-1
View File
@@ -10,7 +10,6 @@
<ClCompile>
<AdditionalIncludeDirectories>$(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>
+2 -1
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -9,7 +9,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -9,7 +9,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -9,7 +9,8 @@
<Import Project="$(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>
+1 -1
+2 -1
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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>
+2 -1
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
@@ -29,7 +30,7 @@
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pngpriv.h</PrecompiledHeaderFile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<CompileAs>CompileAsC</CompileAs>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+10
View File
@@ -0,0 +1,10 @@
add_library(rainterface
RA_Consoles.h
RA_Emulators.h
RA_Interface.cpp
RA_Interface.h
)
target_include_directories(rainterface PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
target_include_directories(rainterface INTERFACE "${CMAKE_CURRENT_SOURCE_DIR}")
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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>
+1 -1
View File
@@ -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 "")
+5 -4
View File
@@ -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" />
+2 -1
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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>
+2 -1
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+2 -2
View File
@@ -8,8 +8,8 @@
<Import Project="$(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="!$(Configuration.Contains(Debug))">false</UseDebugLibraries>
+2 -1
View File
@@ -8,7 +8,8 @@
<Import Project="$(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
View File
@@ -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="$(Configuration.Contains(Debug))">true</UseDebugLibraries>
+4
View File
@@ -2,6 +2,10 @@
# versions as well, avoiding setting policies.
cmake_minimum_required(VERSION 3.12...3.24)
#Enabling this cmake policy gets rid of warnings regarding LTO.
cmake_policy(SET CMP0069 NEW)
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_BINARY_DIR})
message(FATAL_ERROR "PCSX2 does not support in-tree builds. Please make a build directory that is not the PCSX2 source directory and generate your CMake project there using either `cmake -B build_directory` or by running cmake from the build directory.")
endif()
+127
View File
@@ -0,0 +1,127 @@
{
"version": 6,
"cmakeMinimumRequired": {
"major": 3,
"minor": 19,
"patch": 0
},
"configurePresets": [
{
"name": "gcc-base",
"displayName": "GCC Base",
"description": "Base preset for GCC. Only for inheriting from.",
"hidden": true,
"binaryDir": "${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",
"description": "GCC Developer build using make.",
"inherits": "gcc-base",
"generator": "Unix Makefiles",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Devel"
}
},
{
"name": "gcc-release",
"displayName": "GCC Release",
"description": "GCC Release build using make.",
"inherits": "gcc-base",
"generator": "Unix Makefiles",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release"
}
},
{
"name": "gcc-debug-ninja",
"displayName": "GCC Debug Ninja",
"description": "Debug build using ninja.",
"inherits": "gcc-base",
"generator": "Ninja",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
{
"name": "gcc-devel-ninja",
"displayName": "GCC Devel Ninja",
"description": "GCC Developer build using ninja.",
"inherits": "gcc-base",
"generator": "Ninja",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Devel"
}
},
{
"name": "gcc-release-ninja",
"displayName": "GCC Release Ninja",
"description": "GCC Release build using ninja.",
"inherits": "gcc-base",
"generator": "Ninja",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release"
}
},
{
"name": "clang-debug",
"displayName": "Clang Debug",
"description": "Debug build using ninja and clang.",
"inherits": "clang-base",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
{
"name": "clang-devel",
"displayName": "Clang Devel",
"description": "Developer build using ninja & clang.",
"inherits": "clang-base",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Devel"
}
},
{
"name": "clang-release",
"displayName": "Clang Release",
"description": "Release lto build using ninja & clang.",
"inherits": "clang-base",
"cacheVariables": {
"CMAKE_INTERPROCEDURAL_OPTIMIZATION": "ON",
"CMAKE_BUILD_TYPE": "Release"
}
}
]
}
+360
View File
@@ -68,365 +68,725 @@ EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug AVX2|x64 = Debug AVX2|x64
Debug Clang AVX2|x64 = Debug Clang AVX2|x64
Debug Clang|x64 = Debug Clang|x64
Debug|x64 = Debug|x64
Devel AVX2|x64 = Devel AVX2|x64
Devel Clang AVX2|x64 = Devel Clang AVX2|x64
Devel Clang|x64 = Devel Clang|x64
Devel|x64 = Devel|x64
Release AVX2|x64 = Release AVX2|x64
Release Clang AVX2|x64 = Release Clang AVX2|x64
Release Clang|x64 = Release Clang|x64
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug AVX2|x64.ActiveCfg = Debug AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug AVX2|x64.Build.0 = Debug AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug Clang AVX2|x64.ActiveCfg = Debug Clang AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug Clang AVX2|x64.Build.0 = Debug Clang AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug Clang|x64.ActiveCfg = Debug Clang|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug Clang|x64.Build.0 = Debug Clang|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug|x64.ActiveCfg = Debug|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Debug|x64.Build.0 = Debug|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel AVX2|x64.ActiveCfg = Devel AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel AVX2|x64.Build.0 = Devel AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel Clang AVX2|x64.ActiveCfg = Devel Clang AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel Clang AVX2|x64.Build.0 = Devel Clang AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel Clang|x64.ActiveCfg = Devel Clang|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel Clang|x64.Build.0 = Devel Clang|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel|x64.ActiveCfg = Devel|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Devel|x64.Build.0 = Devel|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release AVX2|x64.ActiveCfg = Release AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release AVX2|x64.Build.0 = Release AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release Clang AVX2|x64.ActiveCfg = Release Clang AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release Clang AVX2|x64.Build.0 = Release Clang AVX2|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release Clang|x64.ActiveCfg = Release Clang|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release Clang|x64.Build.0 = Release Clang|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release|x64.ActiveCfg = Release|x64
{2A016F21-87AE-4154-8271-1F57E91408E9}.Release|x64.Build.0 = Release|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug AVX2|x64.ActiveCfg = Debug|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug AVX2|x64.Build.0 = Debug|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug Clang AVX2|x64.ActiveCfg = Debug Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug Clang AVX2|x64.Build.0 = Debug Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug Clang|x64.ActiveCfg = Debug Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug Clang|x64.Build.0 = Debug Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug|x64.ActiveCfg = Debug|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Debug|x64.Build.0 = Debug|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel AVX2|x64.ActiveCfg = Devel|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel AVX2|x64.Build.0 = Devel|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel Clang AVX2|x64.ActiveCfg = Devel Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel Clang AVX2|x64.Build.0 = Devel Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel Clang|x64.ActiveCfg = Devel Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel Clang|x64.Build.0 = Devel Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel|x64.ActiveCfg = Devel|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Devel|x64.Build.0 = Devel|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release AVX2|x64.ActiveCfg = Release|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release AVX2|x64.Build.0 = Release|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release Clang AVX2|x64.ActiveCfg = Release Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release Clang AVX2|x64.Build.0 = Release Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release Clang|x64.ActiveCfg = Release Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release Clang|x64.Build.0 = Release Clang|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release|x64.ActiveCfg = Release|x64
{E9B51944-7E6D-4BCD-83F2-7BBD5A46182D}.Release|x64.Build.0 = Release|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug AVX2|x64.ActiveCfg = Debug|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug AVX2|x64.Build.0 = Debug|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug Clang AVX2|x64.ActiveCfg = Debug Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug Clang AVX2|x64.Build.0 = Debug Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug Clang|x64.ActiveCfg = Debug Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug Clang|x64.Build.0 = Debug Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug|x64.ActiveCfg = Debug|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Debug|x64.Build.0 = Debug|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel AVX2|x64.ActiveCfg = Devel|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel AVX2|x64.Build.0 = Devel|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel Clang AVX2|x64.ActiveCfg = Devel Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel Clang AVX2|x64.Build.0 = Devel Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel Clang|x64.ActiveCfg = Devel Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel Clang|x64.Build.0 = Devel Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel|x64.ActiveCfg = Devel|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Devel|x64.Build.0 = Devel|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release AVX2|x64.ActiveCfg = Release|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release AVX2|x64.Build.0 = Release|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release Clang AVX2|x64.ActiveCfg = Release Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release Clang AVX2|x64.Build.0 = Release Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release Clang|x64.ActiveCfg = Release Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release Clang|x64.Build.0 = Release Clang|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release|x64.ActiveCfg = Release|x64
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47}.Release|x64.Build.0 = Release|x64
{BC236261-77E8-4567-8D09-45CD02965EB6}.Debug AVX2|x64.ActiveCfg = Debug|x64
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EndGlobalSection
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@@ -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.
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@@ -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
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@@ -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,
+1
View File
@@ -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)
+48 -8
View File
@@ -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;
+36
View File
@@ -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;
}
+14 -18
View File
@@ -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))
{
+159 -79
View File
@@ -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
+50 -3
View File
@@ -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;
+35
View File
@@ -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
+16 -18
View File
@@ -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))
{
+2
View File
@@ -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%
+160 -90
View File
@@ -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
+23 -19
View File
@@ -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()
{
+91 -27
View File
@@ -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
+39
View File
@@ -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
+14 -18
View File
@@ -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))
{
+287 -203
View File
@@ -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
View File
@@ -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()
+31
View File
@@ -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)
+3 -2
View File
@@ -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")
+5
View File
@@ -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.
-15
View File
@@ -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];
}
};
+6 -5
View File
@@ -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
View File
@@ -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()
+15 -4
View File
@@ -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()))
+1 -1
View File
@@ -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);
+1 -1
View File
@@ -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
View File
@@ -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()
+4 -3
View File
@@ -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();
+27 -8
View File
@@ -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();
+1 -1
View File
@@ -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);
-20
View File
@@ -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 >;
-94
View File
@@ -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;
};
-110
View File
@@ -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);
}
-27
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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;
+8
View File
@@ -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()
+1 -1
View File
@@ -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;
}
+14
View File
@@ -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
View File
@@ -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
}
-7
View File
@@ -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))
+14 -1
View File
@@ -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)
{
+2
View File
@@ -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

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