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File pcsx2-unstable.changes of Package pcsx2-unstable
------------------------------------------------------------------- Sun May 22 13:39:12 UTC 2022 - i@guoyunhe.me - Update to version 1.7.0~git20220522: * Everything: Get rid of wx entirely from the Qt build * Everything: Remove a **lot** of wx, and px nonsense * Common/StringUtil: Handle error returns in StdStringFromFormatV() * Qt: Get rid of wx module init * Optionally use system libs (#6094) ------------------------------------------------------------------- Sat May 21 02:27:05 UTC 2022 - i@guoyunhe.me - Update to version 1.7.0~git20220521: * GameDB: Fix 'Hajime no Ippo - Victorious Boxers' serial * gs-ogl: fix depth copy shader in stretch rect. * GameDB: fix 'R: Racing Evolution' serial * Core: Refactor code for shutting down internal PS2 components. * Core: Remove unused code/includes. * GameDB: Add new serials, GS (HW) Fixes * Host: Reset imgui state when there's no frame to present * 3rdparty/imgui: Update to 60bea05 * PAD: Update to latest controller database. * GS: Support creating/replaying dumps in zstandard format * GS: Fix aspect ratio cycle hotkey in Qt * GS: Refactor screenshots/GS dumping triggers * GameDB: Modify .hack // games to use 'dot hack' and '-'(#6086) * GameDB: update EyeToy - Play 2 compat * GS: Redo a bunch of the ignore offset code Plus clean up a bunch of stuff which isn't needed * GS/TextureCache: Handle edge cases of paltex and texture replacement * GS/TextureCache: Fix partial replacement of textures with same hash and paltex on * README.md: update website links (#6073) * GS/TextureCache: Force hash caching for replaced textures * Qt: Hook up screenshot button. (#6070) * GameDB: add some missing serials * Qt: Fix building on Linux * Build: Fix revision extractor for Qt auto updater * GS/TextureReplacements: Use aligned buffer for texture dumping * Common/AlignedMalloc: Add move constructor/assignment * Qt: Add auto updater UI * Qt: Add update extractor source * libchdr: Use in-tree lzma instead of bundled * 3rdparty: Add lzma/7Z SDK 21.07 * Misc: Remove __fastcall, __fc, __concall and friends * GameDB: Add OPHFlagHack to Naruto - Uzumaki Chronicles 2. * GameDB: Add textureInsideRT to Turok Evolution. ------------------------------------------------------------------- Wed May 11 15:29:59 UTC 2022 - i@guoyunhe.me - Update to version 1.7.0~git20220511: * GS: Add texture dumping/replacement/reload replacement hotkeys * GS/TextureReplacements: Add options to filter dumping to direct/palette textures * GS/TextureReplacements: Fix queued items not getting purged after shutdown * Vulkan/Context: Don't write timestamp on an unreset query * GUI: update hyperlink in WX * DEV9: Fix double calling freeifaddrs() * Qt: Fix nightly builds not showing version in title bar ------------------------------------------------------------------- Tue May 10 13:25:19 UTC 2022 - i@guoyunhe.me - Update to version 1.7.0~git20220509: * PAD: Update to latest controller database. * GS/TextureCache: Flush dirty areas of textures during TC move * GS:MTL: Disable blending when color isn't written * GS: Fix TextureMinMax when coordinates are completely outside of min/max * GS:SW: Clamp Z with unsigned clamp * GameDB: add VUclamping to 'Monster Hunter 2' and 'Monster Hunter G' * CI: Update SDL * Tests: Set PCSX2_CORE macro * Common/Dependencies: Use deletion for declaring non-copyable * Common/Threading: Replace TLS macros with standard thread_local * Common: Remove references to pthreads4w * Common/Threading: Move a bunch of unnecessary wrappers to gui * Misc: Replace use of Threading::Mutex with std::mutex in core code * SaveState: Misc refactoring and improvements * Qt: Implement save-state-on-shutdown * 3rdparty/SDL2: Bump to 2.0.22 release * GS: Scissor opt - handle reverse read sprites * Common: Remove RwMutex * Misc: Move pxThread and friends to gui * Misc: Replace core usage of Semaphore with KernelSemaphore * System: Move old SysThread junk to gui * Threading: Move a couple of function declarations to correct location * Common: Add WIN32_LEAN_AND_MEAN and NOMINMAX to RedtapeWindows.h * ThreadedFileReader: Fix possible race with synchronous reads * GameDB: Add HPO for Dog's Life * GS: Improve read heights with screen offset disabled * GameDB: Monster Hunter 1 * GameDB: Star Ocean 3 * GUI-WX: Restore panel size override. * MTGS: Purge pxThread * MTVU: Purge pxThread * GS: Adding KOF2002 CRC IDs * GS-TC: Don't skip depth lookup on KOF2002 * GS: Adding KOF2002 CRC Title * Qt: Add placeholder for when no games are in list * Qt: Rework VM pausing when popup dialogs are opened * Qt: Confirm disc change type when switching to game list * Qt: Rework display widget swapping * Remove macros that 'might be needed again in the future'. * Delete various unused px stuff. * Remove unused code in Dependencies.h * GS/DX11: Fix a possible texture leak with sw blend and tex-is-ds * GL/Context: Load wayland-egl dynamically * MetalHostDisplay: Fix fullscreen in Qt interface * Vulkan/SwapChain: Fix crash on fullscreen toggle with Mac * GSWindow: Remove force disable full screen hack now the GS Window doesn't suck * microVU : correct logging and remove not needed comments * Qt: Fix incorrect resources directory on config reset * Qt: Use app bundle resources directory on Mac * Qt: Fix possible race when shutting down (Mac) * Qt: Remove unused host display includes from EmuThread.cpp * Qt: Hook up axis/vibration scale in controller settings * Qt: Implement more command line arguments * Qt: Fix not-render-to-main after start fullscreen+toggle * Qt: Make win32 console less garbage * Common/FileSystem: Don't recompress already compressed files * GameDB: Add patches for remaining KOF series * GS-d3d11: Get rid of vendor check in device. * GS: Adjust default renderer based on vendor and feature level. * GS: Add missing CRC for SNK vs Capcom Chaos (J) * Wayland fixes (#5979) * Allow commandline params to be passed through to the patched apprun file (#5777) * GS:SW: Fix lod on C rasterizer * GS:SW: Prevent CDrawScanline from trashing unused Z bits * GS: Formatting * GS:SW: Only run zclamp once * GS: Cleanup variable declarations/initalizations. * GameDB: add 'VIF1StallHack' to 'Ikusa Gami' * GS-hw: Add brackets to the recommended crc selection just in case. * GS-hw: Fix recommended crc for dx12. * GS:SW: Merge SSE and AVX implementations of CDrawScanline * GS:SW: Merge SSE and AVX implementations of CSetupPrim * PAD: Update to latest controller database. * GameDB: Sniper Elite + Naruto Shippuuden Ninja 3-5 + GT4 * GSHWHack: Comment CrashBandicoot * GSCrc: Add missing Crash Bandicoot * GameDB: Crash Bandicoot - Wrath of Cortex * Common: Remove ThreadCPUTimer as it's unused now * PerformanceMetrics: Switch to ThreadHandle * Threading: Add ThreadHandle class * Threading/Win32: Use QueryThreadCycleTime() for thread CPU time * DEV9: Fix Auto Adapter in Socket backend on Mac and FreeBSD * DEV9: Allow DHCP Server to find Gateway on Mac and FreeBSD * GS: Limit scissor optimisation, fix repeat condition * GS: Fix up SW FMV switch behaviour * GameDB: Add SoftwareRendererFMVHack for KOF Orochi/Nests. (#5987) * GS: Account for frame offset in output circuit * Remove iMisc.cpp, and move the code to System.cpp/h. * GS/HW: Implement moves in texture cache * VMManager: Don't load WS patches zip multiple times * Counters: Fix software renderer FMV fix with auto renderer * microVU: Remove unused VSync() callback * GS: Remove GSState.cpp * Gamedb:add 'XGKickHack' to 'WRC II Extreme' * GS-hw: Cleanup Half pixel offset Normal. * IopCounters: missing include * build: Remove i386_flag, as it is no longer used. (#5897) * GameDB: Japanese entries Batch 3 * GS: limit merge circuit memory read height * Qt: Append warning for Manual Hardware Renderer Fixes * WX: Append warning for Manual HW Hacks * InputManager: Switch InputEventHandler to std::variant * Qt: Fix firing multiple bindings with chords * GS: Fix ReadTexture on unaligned reads * Patch: Merge patch and patchHelper * Patch: Fix incorrect format string on patch error * GameDB: Japanese entries Batch 2 * GS: Merge GSRendererNew and GSRendererHW * MTGS: Prevent the emulator from crashing if GS fails to init * GS:MTL: Report error if no Metal devices are available * WX: Make GSDumpViewer override picker properly show only enabled options * CI:macOS: Disable OpenGL * CMake: Set version based on git tag * CI:macOS: Add MoltenVK to build * CI: Enable macOS artifacts * macOS: Build dependencies manually * GameDB: Add preload frame data for Ninja Assault. * GS: Ignore fractional parts when reducing tex ranges * GS: Make renderer a global * GS/HW: Don't clear temporary copies for HDR/DS * GS: Adjust texture coverage based on scissor * GS: Only copy texture coverage area for current FRAME/Z sources * GS: Make CopyRect() take a destination offset * PAD: Fix race on shutdown * GameDB: SOCOM Combined Assault NTSC Patch (#5964) * GS: Correct display offsets for Interlaced (FFMD) Framebuffers * Qt: Fix VuClamp values * GameDB: SOCOM 3 + Combined Assault * GameDB: game fixes for 'DMC', 'Fatal Frame' and 'MX vs. ATV - Untamed' * PAD: Update to latest controller database. * MTGS: Combine init/read FIFO and remove several MTGS waits * UI: Rename Ultra Blending to Maximum Blending * GS/DX11: Fix possible use-after-free on cached RT/DS * GS: fbfetch full_barrier and one_barrier are identical * GS:MTL: Avoid uchar in shaders * Qt: Implement proper data directory selection * GS: Correct SetScaling when ignoring offsets (FB size) * GS: Clean up some code and correct heights when offset by 1 * build: Include CrashHandler.cpp in cmake. Fixes #5938. * BUILD: exclude libgmodule-2.0 * ElfObject: Ignore section headers when offset is invalid * GS/SW: Get rid of extra pointers to perfmon * GS/SW: Fix use-after-free on worker thread shutdown * build: use system wayland libs if available (appimage) * Qt: Install crash handler on startup * Common: Add CrashHandler * ReadMe.md: Clarify only Windows 8.0 dropped. * GameDB: Mosquito + RE Dead Aim + Ice Age * VMManager: Fix disc path when specifying source type * vcxproj.filters: Adjust d3d shader and source file group naming to accommodate d3d12 addition. * GS-qt: Gray out texture barriers and geometry shaders on d3d or sw renderers. * readme: Remove broken screenshots. * GS-wx: Gray out texture barriers and geometry shader options on d3d. * pine: Fix Wswitch-bool warning. * spu2: Fix Wunused-private-field warning. * PAD: Update to latest controller database. * GS-d3d11: Purge the NVIDIA hack. * CDVD: Rename cdrom files to Ps1CD for clarity of function (#5907) * GameDB:add 'EETimingHack' to'Harry Potter and the Chamber of Secrets' * GS/DX11: Fix MMOD=1 merge background color * GS: fix display width calculation for frame when offsets off * GS: Per-selector C draw scanline * Add more values to GSScanlineSelector ToString * Add to_string to GSScanlineSelector * GS: Always compile C rasterizer * Qt: Fix fullscreening in Wayland * CdRom: Fix clear error bit in StartReading() * CdRom: Remove Speed field/add accessor instead * Dmac: LegacyDmac.cpp -> Dmac.cpp * GameDB: Transformers Tatakai, T3: The Redemption, Urban Reign * Common/Timer: Fix closing invalid handle on Win32 * Common: Avoid libstdc++ assert * GameDB: upscaling fixes and documentation updates * GS: Add stat for barriers * GS/HW: Skip unnecessary barriers (usually two pass alpha) * GS/Vulkan: PrimID DATE doesn't need feedback loop * GS: Get display width for frame when offsets off * Frontend/OpenGLHostDisplay: Remove unused variables * GS/DX12: Fix DATE not being set in shader macros * microVU: Clean up warnings * USB: Clean up warnings * SPU2: Clean up warnings * App/BIOS: Clean up warnings * Recording: Clean up warnings * GS: Clean up warnings * CDVD.cpp: Remove Elf parser from ps1 mode. * cdrom: Update status flags and implementations for PSX CD-Rom. Added SEEKERROR and IDERROR status. Set StatP to account for SEEKS, READS and shell open. Added speed to cdrom struct instead of cdvd. Adjustments to cdlPlay to be in line with No$ description. Added MODE_INIT. Removed old needless hack. Added ToDo in cdlPlay * GameDB: Several game fixes and a gamelist entry correction (#5872) * BIOS/GUI: Mark Qt only variables as maybe unused * SPU2: Clean up warnings * GS: Clean up warnings, fix a small error. * GS: Fix undefined behaviour on interlacing * OSD: Minor clean up * GameDB: Black * PCSX2: Fix Interlacing Ini * Wx: Fix widescreen patch loading * Common/Semaphore: Fix WaitWithYield() returning immediately * GameDB: Japanese entries * Vulkan/Context: Use static loading for vk_mem_alloc * VulkanHostDisplay: Handle surface loss better * Vulkan/Loader: Make vkDestroyInstance() a module import * GS/HW: Clear blend bits for color dest blend * GS: Add Direct3D 12 renderer * Frontend: Add D3D12HostDisplay * Common: Add D3D12 wrapper/helper classes * Common/StringUtil: Optimize equal stride copy case * 3rdparty/imgui: Enable DX12 backend * 3rdparty: Add D3D12MemoryAllocator * Wx: Reset/restore API state after window resize * Wx: Fix incorrect OSD scale after resize on Windows * GS: Fix edge case of broken alpha with no-DSB+ATST * GL/ContextEGL: Fix broken surface creation * GS: Maintain framebuffer size when not using offsets * GS: Set correct framebuffer size for output * GS: Clean up new DISPLAY Merging code. * GS: Redesign some of the offset code for FFMD * GS/Window: Add Automatic 4:3/3:2 mode, keep 4:3 separate * GS: Added automatic 3:2 aspect for 480p mode * GS: Implement PCRTC Offsets * GS: Remove NTSC Saturation option (No longer required) * GS: Saturate DISPLAY heights and limit max height * CI/Windows: Switch to Qt 6.3.0 * Qt: Switch to QtEntryPoint.lib instead of explicit main() * VSProps: Fix Qt TLS plugins not getting copied * Qt: Move to Qt 6.3.0 * 3rdparty/wx: Fix compilation in MSVC conformance mode * memcard: Detect and attempt to repair broken index files from the v1.7.2115 bug * BiosTools: Allow BIOS region patching * PAD: Process keycodes the same way on Linux and macOS * Documentation: Update recommended OpenGL version * Common: Prefer standard algorithms * Common: Prefer pre-built array-form to assign values. * Common: Prefer returning std::array by lambda expression * Core: Switch MTGS and SysThreadBase to WorkSema * Common: Add dead thread support to WorkSema * GS: Switch GSJobQueue to WorkSema * MTVU: Use WorkSema * Common: Add WorkSema * GameDB: Fixes for Wrestle Kingdom 1 + 2 (#5863) * 3rdparty: Update fmt to 8.1.1 * GameDB: add missing serials * XInputSource: Add support for SCP API extension * XInputSource: Fix triggers input range * System: Purge WinCompressNTFS.cpp * HwRegs: Swap wxString desc() for std::string * CDVD: Purge wxString * FileSystem: Add path splitting helpers * SaveState: Switch to zstd compression * 3rdparty: Add zstd * Common: Move IniInterface to WX GUI * Common: Purge pxStreams and some other wx string routines * CDVD: Remove wxStr from SYSTEM.CNF parsing * Patch: Store gamedb patches as single string * Patch: Remove all wx usage * StringUtil: Add more whitespace cleaners and ParseAssignmentString * SaveState: Use libzip instead of wx * 3rdparty: Add libzip * Qt: Fix compiling without Vulkan renderer * GS: Support compiling without OpenGL renderer * Remove wx code from build.sh and a bit of cleanup. (#5817) * GS: Remove unused default configs. * GS: Fix some log warnings. * Remove IopCommon.h added proper includes to files. Removing circle includes in several files that sometimes was several layers deep * Emitter: Fix s8 problem with displacements * PAD: Update to latest controller database. * Bump actions/upload-artifact from 2 to 3 * wx: Fix compile on wx 3.1.6 * i18n: Formatting * GSState: Remove transfer direction warning * GS: Flush PRIM on write if pending PRIM draw had TME * Qt: Fix interlacing * Qt: Add Gzipped * LnxMisc: Use clock_gettime() instead of gettimeofday() * GameDB: Fix name + add comment * Gamedb: add 'VUSyncHack' to 'Next Generation Tennis 2003' * PCSX2: Interlacing to Deinterlacing * GameDB: God Of War 1 / 2 * R3000A/R5900: Refactor interpreter/recompiler exits * VMManager: Add frame advance hotkey * R5900: Make CPU exits consistent and safe * Qt: Add QtHost::RunOnUIThread() * Qt: Implement Host::RunOnCPUThread() * Gamedb: Add Bumpy Trot Trial serial * gitignore: ignore bin/textures * Gamedb: Add Hachi-One Diver serial. (#5828) * GSDump: Drop last packet of truncated dumps * PAD: Update to latest controller database. * Core: Move Applying GameFixes into GameEntry * Config: Fix saving/loading EnableGameFixes in Core * GameDB: Update Simple Series entries * Remove erroneous unmanaged cleanup of managed code * GS: Fix reversed reversed GS copies. * GS: Force min/mag linear when trilinear is forced * GS: Make hardware renderer trilinear consistent * GS: Add automatic trilinear filtering level * GameDB: Metal Gear Solid 3 PAL - Fix blurry characters (#5819) * GS: Improve autoflush rect checks * Qt: Add performance metrics to status bar * Gamedb: update changes to pdf * CI/Docs: Update validation and document * GS: Add interlace override to gamedb, revert earlier change * BiosTools: Bounds check strings in LoadBiosVersion() * VMManager: Make EE rec toggles reliable * EERec: Purge PCSX2_SEH define * iR5900: Exit on NeedsReset not IsReset * gitignore: Remove unused portaudio files * GS-hw: Purge custom resolution entirely. * GS-tc-hw: Fix Normal Half pixel offset on 7x upscale. * GS: Only flush on PRIM if a new draw is requested * GS: Improve interlace handling and odd frames * releases: simplify discord announcements, and link to the right page * GS: Add Metal renderer to settings * GS: Add Metal renderer * GS: Give names to blend enums * GS: Rename Int32 texture to PrimID * Common: Add helpers for enum classes * CMake: Disable PCH for mm files * Config: Format Pcsx2Config * GameDB: Caspian * GameDB: Fixes for Tomb Raider Games * GameDB: Add Zwei AutoFix * GameDB: Silent Hill Origins * GameDB : Atelier Marie + Elie: Salburg no Renkinjutsushi 1&2 (#5784) * GameDB: Corrected GSHW Fixes for Radiata Stories * GameDB: ':' to '-' + GS and other fixes * Vulkan/ShaderCache: Don't delete cache when running 2 instances * D3D11/ShaderCache: Don't delete cache when running 2 instances * PAD: Update to latest controller database. * Qt: Reduce max SPU - Change Speed Preset * gamedb: Add alignSprite to GOW 2. * GS-hw: Purge GodOfWar 1 and 2 crc hacks. * GS/OpenGL: Don't emit #extension after #define for FXAA * Shaders/FXAA: Fix warnings with Vulkan compiler * GS/Vulkan: Remove unused color attribute * GS/Vulkan: Implement FXAA * GS/Vulkan: Implement shadeboost * Qt: Add shadeboost settings * GS: Put shadeboost params in uniforms * Bump peter-evans/create-pull-request from 3 to 4 * Bump actions/cache from 2.1.7 to 3 * Build: Remove cross compiling from build.sh. (#5713) * DEV9: Add Socket api mode * DEV9: Add code for reading ARP, TCP & ICMP packets * DEV9: Add cloning of packets * DEV9: Add PayloadData classes * DEV9: Add adapter reset function * DEV9: Add GetHeaderLength() to IP_Packet * DEV9: Make internal servers protected * DEV9: Make DHCP_Server::GetGatewaysLinux() public * DEV9: Allow user DHCP settings to be overridden * DEV9: Fix typo in DHCP_Packet * DEV9: Correct PayloadPtr::WriteBytes() * GS/OpenGL: Fix fb target conflict without fbfetch * GS/HW: Fix fbmask not inserting barriers * Build: Don't install pcsx2 core static lib on Linux * Qt: Fix compile issues on Linux * Qt: Fix double entries in audio output modules * Qt: Add missing null terminator in audio settings * GameDB : various game improvements * GameDB: GS HW Fix XI * DEV9: Add Qt UI * DEV9: Separate HddCreate code from Wx * Config: Integrate internal DNS host list on Qt * Config: Allow setting DNS1/2 internal instead of manual/auto * Qt: Hook up automatic mapping * PAD: Add automatic mapping functions * InputManager: Add generic input mappings * PAD: Add macro buttons * StringUtil: Add SplitString() * Qt: Add shutdown hotkey * VMManager: Add BIOS check on startup * GSDumpReplayer: Add missing license header * Qt: GS Settings Fixes * Qt: Add memory card settings * Qt: Implement (partial) audio settings * MemoryCardFile: Add formatted/mtime to query, rename/delete ops * FileSystem: Add DeleteDirectory() and recursive variant * GUI/Docs : update compatibility URLs * GameDB: Megaman + Nicktoons * GameDB: Remove outdated comments * GSDumpReplayer: Fix ReadFIFO2 packet executing on wrong thread * Gamedb: add 'VUSyncHack' to Totally Spies! Totally Party * Gamedb: Fix 'SLES-54453' title * Qt: Fix incorrect setting binding for display linear * Qt: Correct EE/IOP console defaults * Qt: Log machine caps on startup * GS: Fix some edge cases with fbfetch * GameDB: Fix Midnightclub 3 + Add Evangelion Jo * GameDB: Fixes to TeamICO games. * misc: A few more 32bit cleanups. * readme: Update to reflect recent drop of 32bit. * emitter test: Cleanup 32bit code. * build: Remove _M_X86_64, __M_X86_64, _M_X86_32 defines. * core: Clean up 32bit code. * common: Clean up 32bit code. * emitter: Clean up 32bit code. * GS/Vulkan: Fix crash is vertex/index buffer causes exec * GS-hw: Purge Evangelion crc hack. * PAD: Update to latest controller database. * GameDB: GS HW Batch X * GS: Fix inverted DSB check * GS: Clean up leftover definitions * GS: Add NO_COLOR flag to PS (depth-only) * GS/Vulkan: Use VK_ARM_rasterization_order_attachment_access if available * GS/Vulkan: Support rendering without D32S8 * GS: Make factors part of blend state * GS: Draw alpha pass when dual source blend is missing * GS: Utilize GL_EXT_framebuffer_fetch where available * GS: Add option to disable texture barriers/geometry shaders * Gamedb: add missing serials * GS: Use pixel format mask for FBMSK checks * GameDB: adds 'VUSyncHack' to Panzer Elite Action - Fields of Glory * Gamedb: Remove VU rounding form 'Hitman - Contracts' * Core: Remove memcmp_mmx. * Build: Remove 32bit configs from vsprops * GS: Properly detect 16bit format on Texture Shuffle + Convert * GameDB: Even more GS HW Fixes * CI: Update labeler to expand WX * Qt: Fix bugs relating to per-game settings * fix comment format * Add files via upload * GameDB: remove duplicate YAML keys * deps: update `rapid-yaml` to `v0.4.1` * common: fix method name and clarify some behaviour * memcard: update ryml parsing for folder memory cards * gamedb: move away from deprecated `ryml::parse` func * deps: update `rapid-yaml` to latest commit * Core: Remove unused code * Misc: Fix incorrect printf of std::string_view * GameDB: Add fixes for Tak Games * PCSX2-GUI: Rename skipdraw and IDC for Partial Invalidation * Build: Remove 32bit from CMake. * GS: Remove 32bit code from SW renderer * EE/VU JIT: Remove 32bit code * Build: Remove 32bit targets from VS solution * ci: remove redundant words from job names * ci: add link to previous release page in discord announcement * ci: stop building 32-bit * Gamedb: remove no longer needed comments * GS/DX11: Fix incorrect format check for compressed textures * Qt: Partial Invalidation * GameDB: HW fixes for Mega Man/Rockman X7 + Clamping mode fix (#5694) * GameDB: Rename fastTextureInvalidation * GameDB: HW fixes for Rockman X8 * GS:SW: Fix lod on x64 * GameDB: Haunting Ground + 50 Cent and Level 5 * GUI: Rename Fast Texture Invalidation * GameDB: Add partial preloading to Stolen * GameDB: Add DMABusy fix to Shining Wind * GameDB: Add gsHWFixes for Tales of Symphonia * ImGuiManager: Cap usage percents to 100% * PerformanceMetrics: Add GPU time * GS: Compute SW CPU per-thread not per-draw * GameDB: More GS HW Fixes * Qt: Allow skipdraw up to 10k max. * GS: Fix Wunused-variable warnings. * GameDB: Add a bunch of hw fixes and upscaling fixes * GameDB: Ace Combat + Soul Calibur + Metal Gear Solid Series * GS-hw: Optimize blending equations based on alpha value. * GameDB: Dog Island and COD Final Fronts (#5671) * GameDB: Add gsHWFixes for GTA LCS/VCS (#5662) * GameDB: Upscaling GS Batch 2 * GameDB: Add Upscaling Fixes to Onimusha 3 * GameDB: Add Software FMV to Grandia 2 and Xtreme * GS Debugger: Fix hw hacks behavior not properly disabling. * GS: Adjust Auto Flush to catch edge cases Affected Beyond Good and Evil water * GameDB: GS HW renderer fixes for Tales of the Abyss * GameDB: Add gsHWFixes for Shutokou Battle 01. (#5659) * GameDB: Rogue Galaxy * GameDB: Upscaling GS Batch 1 * Qt: Fix Round sprite hack not applying. * PAD: Update to latest controller database. * GameDB: correct and update serials * GameDB: Documentation * GS: Loosen requirement for half bottom * GameDB: Added missing variants of NAMCO games * GameDB: Auto GS HW renderer fixes for some NAMCO games * GameDB: Metal Arms - Glitch in the System (PAL) * GS: Use single array for dump packets * Qt: Improve boot filename autodetection * VMManager: Support playing back GS dumps * GS: Move dump file loading to core * GameList: Add GetEntryByCRC() * StringUtil: Add StartsWithNoCase/EndsWithNoCase * GS-Config: Clear missing manual GS fixes * GS/VertexTrace: Fix min/max when last provoking vertex unsupported * Docs : Add GS hardware fixes and MTVUSpeedHack * GS-Build: Fix Dump Verticles for linux * GS-Debug: Dump verticles with draws - Move context dumping to the top so we see it as the game set, not after we've messed with it. Thanks to tadanokojin for these changes * GameDB: Give slightly clearer message for GS Fix override * GameDB: Add mipmapping/trilinear for Hot Shots/Everybody's Golf games * GS: Improvements to MTBA address calculation * GameDB: Transformers Armada: Prelude to Energon * GameDB: Added a whole host of auto GS HW renderer fixes * GS: Make TC offset changable without recreating * GS: Append game serial/name to dump filename * GSDump: Add embedded screenshot * GSDump: Add extensible header and serial * GS: Make setting change detection more fine grained * Workflows: Fix lint-gamedb for gsHWFixes * GameDB: Add HW fixes for GTASA/GOW/GOW2 * GS: Purge CRCs of unused titles * GS: Move point list palette to gamedb * GS: Move texture-inside-rt flag to gamedb * GS: Remove second source of truth for HWMipmap * GS: Move automatic mipmapping override to gamedb * GameDatabase: Add ability to override GS fixes * GS: Reference GSConfig instead of using theApp * GS-hw: Attempt to improve half screen detection * GS: Support local to local transfers that overwrite themselves * GS/Vulkan: Elide render pass restarts on depth buffer toggle * Gif_Unit: Vectorize analyzeTag() * x86emitter: Fix x64 8-bit rmw codegen * GameDB: Added MTVU disable to InstantVU off games * Git: Update GameDB Validation script * GameDB: Disable MTVU on T-Bit games * MTVU: Try to make T-Bit more reliable. Add MTVUSpeedHack option to GameDB so it can be forcefully disabled * GS/Autoflush: Handle different page widths/arrangements * GS: Add Auto Flush for Z buffer draws Adjust Burnout CRC hack * GS-hw: Move the Ad to As equation swap when alpha is masked to Basic level and higher on gl/vk. * Config: Set a sane default value for HddSizeSectors * Config: Fix manual subnet mask save/load * Filesystem: Properly convert stat return to bool. * GS/WX: Fix default adapter causing unnecessary GS restarts * Gamedb: add VU clamping to 'DT Racer' and update MGS2 hack * GameDB: Katamari games * GS-hw: Improve how we handle blending when output is Cd. * GL/Context: Drop GL string logging back to devbuilds * Qt: Log graphics driver info on startup * Wx: Log graphics driver info on startup * Vulkan/Context: Allow non-debug device when validation layers unavailable * VulkanHostDisplay: Improve Vulkan version reporting * PAD: Update to latest controller database. * Bump actions/checkout from 2 to 3 * Qt: Fix incorrect dropdown value in game properties * Qt: Fix live changing game settings not applying * VMManager: Fix brief unpause before shutdown * GS-hw: Optimize blending when ALPHA.A is equal to ALPHA.B. * GS: Handle Auto Flush across pages + scissor, add TEXFLUSH * GS: Fix compilation of GS SW Int Rasterizer * GS: Adjust Tekken 5 CRC hack for fire effect, fixes sun bleed. * Qt: Implement CTRL+C and confirm shutdown * Qt: Add log options to debug menu * Qt: Fix a few warnings on Linux * Qt: Move section/key in setting binder * Qt: Remove version check macros * GS-hw: Fix Wunused-variable warning in GSRendererHW. * GS-hw: Fix Wsign-compare warnings in GSRendererNew. * GS-hw: Fix Wunused-but-set-variable warnings in GSTextureCache. * EE/JIT: Flush const on LDL/LDR instructions * Gamedb: add patch for Cars * GS:OGL: Don't memset C++ objects * GS:Mac: Properly init vulkan on main thread * GS:Mac: Nicer message send * WX: Make texture dump location configurable * GameDB: add 'VUSyncHack' to 'Tiger Woods PGA Tour 2002' and update documentation * GS/TextureCache: Don't let hash cache memusage go negative * Disable warnings on several third party libraries. (#5519) * GUI/Qt: Update VU Sync option in Qt interface * VU: Rework VUKickstart in to VUSync, swap behaviour * VU: Run sync ahead on small blocks * PAD: Update to latest controller database. * microVU: Move VU0 micro flag instance setup to program start * EE: Add COP2 flag hack * GS/TextureCache: Don't count replacements in hash cache budget * GS/TextureReplacements: Disable generated mipmaps on compressed textures * Pad: Fix connection of macOS GameController framework controllers * Config: Clang format Pcsx2Config * Dependencies: Remove LibXml * DEV9: Don't enforce MTA requirement * DEV9: Clang format net.cpp * Config: Add DEV9 options to global struct * DEV9: Remove old settings/log directory functions * DEV9: Fix off by one error on LBA range check * DEV9: Correct DEV9 include in Tap * DEV9: Rename DEV9's Config.h to DEV9Config.h * DEV9: Use fs namespace instead of ghc * DEV9: Use UTF8 strings on windows for AdapterEntry * Bump actions/setup-node from 2 to 3 * PCSX2: Add ability to combine CLI options --elf or --irx with --gameargs * GUI/Qt: Fix startup project for debugger * GUI/Qt: Fix loading ELF files from menu * GameDB: Added patch for PowerDrome US * GS: Ignore 24bit on DATE and Handle Reversed Color and Z Clamp Framebuffer width to 1-32 * GS-hw: Adjust DATE selection. * GH-workflows: Remove os mentions for auto pad db update. * GS: Add texture dumping and replacement system * GS: Support BC1/BC2/BC3/BC7 compressed texture formats * GS: Add Swap() to GSTexture * Common/FileSystem: Add EnsureDirectoryExists() * GS: skip no output draws. * GS: upscale regardless of PCRTC enabling. * PCSX2-GUI: Rename Interlacing to Deinterlacing * GS-hw: Don't trigger no overlap check for DATE_BARRIER on d3d11. * GS: Add option to disable status indicators * GS/TextureCache: Fix target not getting invalidated in some cases * Qt: Fix qt compilation on linux. * Qt: Add themes * Qt: Resize default headersize BIOS * pad-windows/unix: Update to latest controller database. * Qt: Fix type on graphics panel (#5553) * GS: Support mipmaps in hash cache * GS: Auto-disable hash cache when it's too large * GS: Only allocate valid page array when needed * GS: Track hash cache memory usage * GS: Add full (hash cache) texture preloading option * GS/Vulkan: Fix uploading large (>64MB) textures * GS/OpenGL: Fix uploading large (>16MB) textures * GS/HW: Fix mipmap level not updating on live config change * Core: remove not needed logging * GS/Vulkan: Fix warning when compiling RGBA8->RGB5A1 shader * GS-hw: Disable dithering if blend mix is enabled. * GS-ogl: Remove GL_ARB_get_texture_sub_image. * GS-hw: Partially revert #5540 * GS-hw: Fix d3d11 depth sample shader. * GS-hw: Prefer sw blend for clr_blend1_2 on ultra blending. * GS-hw: Don't wrap on 16bit destination format for blend mix. * GS-hw: Rename alpha_clamp to blend_mix. * SPU2: Don't cap pitch setting on register write. * Core: Export recompiler offsets * Qt: Add game summary and audio/memcard placeholders * Qt: Add per-game settings UI * QT: Add icon for Hk BIOS. * GameDB: Add Ratchet & Clank demo and Spider-Man 3 Fixes + several new entries as well as the removal of the virtual-on Ontario program fixes. * GS/HW: Use integers for depth conversion shaders * pad-windows/unix: Update to latest controller database. * Gamedb: add 'VUKickstartHack' to 'Jet Li - Rise to Honor' * GS-hw: Increase 32->16bit conversion accuracy * COP2: Move COP2 timing messages to release builds. * actions: Add windows category for SDL * Gamedb: add EETimingHack to 'Obscure 2' and patch to 'Snoopy Vs Red Baron' * GS-hw: Prefer sw blend when one barrier is already enabled and prims don't overlap. * GS-hw: Apply clamp/wrap when FBMask enabled * CMake: add back HarfBuzz to fix build (#5510) * CI: Label Qt into GUI/Qt * Qt: Add icon for Cn BIOS. * GameDB: Add missing Gran Turismo demos * GameDB: disable mVUFlagHack for Maken Shao * pad-linux: Update to latest controller database. * GameDB: Update Bemani game titles and add new entries for Japanese DDR X and SuperNOVA2 * Mark static functions in headers as static inline: This quiets unused function warnings (-Wunused-function) which is on by default on Xcode. * Change a couple of includes from angle brackets to quotes: This makes Xcode happy, as it interprets angled brackets as system headers or headers inside of frameworks. * GS: partially revert "c1e5e45431863bc206686c49b8fb4fa2775be9a2". * GS: update target pitch on frame lookup. * Wx: Fix live vsync changes not applying * Vulkan: Implement adaptive vsync (FIFO-relaxed) * HostDisplay: Fix vsync getting lost on window changes * cmake: copy resources in build folder. * GS-hw: Cleanup crc stuff. * GS-hw-tc: Remove JackieChanAdv crc hack. * GameDB: Add missing NTSC-J games (#5491) * Game DB: Add missing PAL games to GameIndex Correct AFL Football serial * QT: Add missing Texture Inside RT option. * GS:HW: Fix scale of color → 8 bit converted textures * GS: remove bw equality check in tex in rt. * GS: Don't process CLUT load condition on invalid PSM * Qt: Resize Windows + Change Framerate Presets + Lower OSD time * InputManager: Missing motor bindings are not errors * Qt: Fix current tab resetting when switching renderers * Qt: Fix default values for software mipmap/AA1 * CRC: Gran Turismo 4 [PlayStation 2 Racing Pack] * GameDB: Gran Turismo 4 [PlayStation 2 Racing Pack] * DEV9: Check for null ifa_addr in PCAPGetIfAdapter * GS-hw: Properly enable/disable each channel based on fbmask, adjust fbmask detection when to do blending for 16bit/24bit. * GS-hw: Optimize fbmask on 16bit format. * GS-hw: Purge LordOfTheRingsThirdAge crc hack. * GS/Vulkan: Fix HDR resolve to cleared target * Debugger: Make memory search size depend on platform * Debugger: Fix memory search drawing and sizing * Core: Lighten IOP breakpoint load * Debugger: add register name pattern * Qt: More sizing + improve hotkeys code * GS-hw: Re add alpha c check for clr_blend1_2. * GS-hw: No PABE for hw clr_blend1_2 optimization. * Qt: Fix type table sizing + spaces * GS: Add depth copy convert shader * GS-hw: Enable Ad to As blend swap when it detects barrier(fbmask) on d3d11.. * GS-hw: Cleanup some stuff from clr3 blend. * GS-hw: Allow to run clr_blend1 and clr_blend2 over sw blending. * GS-hw: Move the sw blend for BLEND_C_CLR3 to High level and upper. * GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked. * GS-hw: Combine BLEND_C_CLR2_AF and BLEND_C_CLR3_AS in one shader bit. * GameDB: Beatmania entries * CMake: Use relative paths for package mode * CMake: Require gettext for translations on macOS * CMake: Make translation macro a function * CMake: Remove all argument option from translations macro * CMake: Move translation file processing to main pcsx2 directory * CMake: Properly use MACOSX_PACKAGE_LOCATION for translations on macOS * GUI: Move translations to resources directory * GS: Fix OSD scaling on hidpi displays * GUI: Fix scale factor on macOS * GS: Track DPI change events * GS/DX11: Fix binding depth as tex + fbmask * Vulkan/Context: Remove unused memory type functions * Vulkan/Context: Fix incorrect app name/version * GS/Vulkan: Use fence counter for upload cmdbuffer selection * CI: Automatically label Qt * ImGui/Vulkan: Don't leak font image/memory on reupload * ImGuiManager: Fix double init of font texture * GS: Reset/restore API state when changing OSD scale * GS: ReadAndExpandBlock4H_32 improvements * GS: Use smartblend on WriteColumn32 * GS: Minor Zen optimizations * GS: Faster palette lookup for AVX2 platforms with slow VPGATHERDD * GS: Consolidate repeated BlockH code * GS: AVX2 ReadBlock4P * GS: AVX2 WriteBlock functions * GS: Make xmm → ymm zext/sext functions take GSVector4i * GS: AVX2 ReadAndExpandBlock4(HH|HL)_32 * GS: pshufb-based ReadAndExpandBlock4(HH|HL)_32 * GS: AVX2 ReadAndExpandBlock8[H]_32 * GS: AVX2 ReadAndExpandBlock4_32 * GS: pshufb-based ReadAndExpandBlock4_32 * GS: Improved ReadColumn4 * GS: Remove special casing alignment on AVX+ * GS: ReadColumn8 AVX2 path * GS: ReadBlock16 performance improvements * GS: Drop SSE3 ReadColumn16 * GS: Use broadcast loads on AVX2 * GS/Vulkan: Prefer coherent for upload and cached for download buffers * GS/Vulkan: Prevent GS state overriding present viewport/scissor * HostDisplay: Remove levels/layers from HostDisplayTexture * Qt: Add save state loading/loaded/saved events * Qt: Add QtUtils::StringViewToQString() * Readme: add note about Vulkan drivers * GS: fully support target rescaling in TC, take 2. * memcard: fix YAML emitting bugs * memcard: don't fail on bad yaml, but this isn't the underlying issue... * GS: Add Point Pallete SW Render for 120-en no Haru Fixes #5211 * GameDB: Urban Reign * GameDB: add eerounding to 'Neopets - The Darkest Faerie' * GS/HW: Don't disable depth testing for channel shuffle * GS/Vulkan: Handle case where DS == Texture * GS: Fix region repeat bounds checking for zero crossings * GS:HW: Avoid REGION_REPEAT when possible * GS:HW: Add a few clamp mode optimizations * GS:HW: Handle coordinate wrapping on target-sized sources * GS:TC: Track whether or not textures use their clamp modes * GS: Add BitScanReverse polyfill * GS: Fix minmax of REGION_REPEAT * GS:HW: Don't scale rt when converting to texture * GS:HW: Default rt size to 0 * Revert GS-hw: Exclude triangles from no prim overlap fb read on dx11. * CI: Build Qt binaries * pad-linux: Update to latest controller database. * QT-SDL: Fix SDL Input compilation * InputManager/SDL: Drop version checks * Qt: Enable SDL2 input source for Qt * 3rdparty: Add SDL2 * Qt: Fix crash when disconnecting controller which isn't last in list * InputManager/XInput: Fix inverted/incorrect axes * Qt: Make input binding dialog match widget * QT: Remove 32bit build targets (which don't exist) Use a separate environment varible for our QT folder to save conflicts * Core: Enable GS Debugger with DevMode flag * GSDumpGUI: Add framelimiter * GSDumpGUI: .gs.xz support * GSDumpGUI: Parse all the packets in a transfer * GSDumpGUI: Don't expand everything by default * GSDumpGUI: Show packet data in main entry * GSDumpGUI: Make window resizable * GSDumpGUI: Format floats with %g * GSDumpGUI: Cleanup * GameDB: add 'EETimingHack' to 'Indiana Jones and the Emperor's Tomb' * GS: fix overlap check in hw tc. * CMake: Prevent people from doing in-tree builds * Bump node-fetch in /.github/workflows/scripts/releases/announce-release * Bump node-fetch * Bump node-fetch * Build-QT: Fix error in VS Project * Qt: Add work in progress interface * Build: Add pcsx2core variant for Qt * Common: Don't define __i386__ on Windows * PAD/Host: Add default settings * VMManager: Permit setting reload without active VM * InputManager: Add device/motor enumeration, connect callbacks * InputManager: Add UpdateSettings() to sources * GS/DX11: Don't bind 16 SRVs every draw * GS/DX11: Only copy draw area when sampling RT/depth * GS: Get rid of extra binding for channel shuffle * GS: Prefer one-frame-old textures * GS: add TextureInsideRt flag to selected games. * GS: add tex in rt hw hack in GUI. * GS-hw, TC: search tex in wrapping RT. * GS-hw, TC: search tex in rt in dirty targets. * GS: improve GSDirtyRect psm conv., add bw field. * GS-hw, TC: add some const modifiers. * GS-hw: reset RT size on reset. * GS-hw, TC: log InvalidateLocalMem calls. * GS-hw, TC: invalidate targets from LRU to MRU. * GS-hw: lookup source before target. * GS-hw, TC: log LookupSource calls. * GS-hw, TC: improve tex in rt. * GS-hw: Replace depth +bilinear assert with log, also do some cost, fix some logs. * GS-hw: Properly disable skipdraw when userhacks are disabled. * GS-hw: Adjust how clr_blend is handled based on blend level on d3d11. * GS-hw: Implement alternative hw blending for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad. * GS-wx: Add extra check for shader options when VK is selected * GS-hw: Exclude triangles from no prim overlap fb read on dx11. * GS: Adjust auto interlace mode with scanmask(frame) * Gamedb: remove EETimingHack from 'Paris-Dakar 2' * USB: CaptureEye/OV511p webcam emulation * Revert "GS: fully support target rescaling in TC." * pad-linux: Update to latest controller database. * GS: Only autoflush on draws of same format Move overlap check to State * GS-hw: Remove useless shader line from CLR As/Af case. * GS-hw: Fix clr 1 case shader. * mVU: Clean up branch chain handling * mVU: Rework multiple branch chaining * GS-hw: Implement alternative hw blending for Cd*As, Cd*F. * GameDB: Patch for Midnight Club 2 T-Bit * GS: fix Majokko A-La-Mode 2 palette rendering. * GS: fully support target rescaling in TC. * GameList: Add game list and scanner functions * VMManager: Introduce new manager functions * InputManager: Add InputManager implementation * MemoryCardFile: Add routine to enumerate cards * SaveState: Save screenshot in state archive * HostDisplay: Add GetDriverInfo() * Vulkan/Context: Get driver properties * GS: Add heuristic-based internal FPS * GS: Use global upscale multiplier * IPU DMA: If no underflow occurs on QWC = 0, end DMA. Explanation in changes * GS/Vulkan: Add image format check to features * Host: Fix ReportFormattedErrorAsync() * GS: Release host display if GS init fails * GS-hw: Disable BLEND CD when full barrier is already enabled. * GS: Force Blend TFF when scanmsk is used on the frame * VU: Adjust path for conditional evil blocks Add patch for Pac-man World Rally * GS: Fix alpha blend mode clamping * GameDB: add fixes for Simple Series vol.7 and other games * GameDB: add 'SkipMPEGHack' to "David Beckham Soccer" * Build: Use git tag for file version on windows, attempt 2 * Revert "Build: Use git tag for file version on windows" * Build: Update file copyright to 2022 * Build: Use git tag for file version on windows * GS-hw: dbg: Fix blend debug logs. * GS-hw: Always enable full sw blend on full barrier, disable accumulation mode (hw/sw blend). * GS-hw: Purge TenchuFS, TenchuWoH crc hacks. * GS-hw: Move fbmask for texture shuffle on Basic level. * GS-hw: Move blend mix condition to blend switch case. * GS-hw: Disable accumulation blend when there is fbmask with no overlap. * GS-hw: Enable sw blend when prims don't overlap on basic blend with fbmask. * GS-hw: Remove fbmask check for Genji. * GS-hw: Allow to sample the framebuffer when primitives don't overlap on d3d11. * GS-hw: Fix interaction with hdr and sw colclip on PABE. * GS-hw: Implement BLEND CD. * GameDB: Correct Kessen 2 Korean patch * GS/Vulkan: Fix combining DATE/barriers with HDR * R5900: Use unsigned ops for add/sub * iR5900: Use unsigned math for constant prop of add/sub * PAD: Clean up the remains of the old logging code from when this was Onepad. * GS: remove redundant clears from tc. * GS: sparse targets need to be cleared on fetch. * pad-linux: Update to latest controller database. * GS: optimize xxHash usage in palette hashing. * GS: Hash local memory blocks instead of expanded textures * GS: use xxHash to hash palettes. * GS/DX11: Use shader cache * Common: Add D3D11 shader cache/compiler classes * GS: Support wrapping off-the-end offsets in GSOffset * GS: Don't apply offset when using SLBG. Fixes The Suffering video monitors * GUI: Make aspect ratio/frame limiter OSD messages keyed * GameDB: add VUKickstartHack to Ghosthunter * GameDB: Add eeRoundMode to Teen Titans & Scaler and fixes to other games (#5338) * GS:SW: Allow up to 32 threads without breaking * GS:SW: Fix crash when scanline count wasn't divisible by thread count * Fix several gcc warnings. (#5232) * GameDB: add EETiming to 'Kya: Dark Lineage' * GIF: Separate GIF Reset and GIF DMA Reset * GameDB: add serials from #4535 * GameDB: add patch to MX Unleashed Migrated * GS-hw: Add crc ids for Ape Escape 2. * GS-hw: Add/remove crc ids. * GUI: Convert Power plan name to UTF-8 * GS-hw: Don't enable blending when only alpha is written. * GS-wx: Add tooltip for Preload Textures. * GS: Fix tooltips, d3d11 blend, add vulkan in tooltips. * GS-wx: Fix d3d11 blend option, broke during Vulkan merge. * GS-hw: Move PABE shader bit to the top of sw blending. * GS/DX11: Get rid of local context reference in GSTexture11 * GS/HW: Add a field for LOD clamp to sampler * GS: Compute mipmap levels in base device * GS/DX11: Implement automatic/manual LOD in pixel shader * GS/HW: Correct min lod/minification filter for mipmaps * GS/DX11: Fix mipmap textures and support trilinear * GSState: Minimum texture size is 1x1, not 2x2 * CDVD: Centralise cdvd.Ready updates + add MECHA_INIT bit * pad-linux: Update to latest controller database. * GS: Fix GetRecommendedCRCHackLevel for Vulkan. * CDVD: Don't delay abort commands on DVDs, at least for now.. * GS-hw: Rename DATE_GL42 DATE_GL45. * GameDB: add game fix to Cocoto Funfair * GS/SW: Use target instead of texture for upload * GS/Vulkan: Handle uploads to render targets * GS/DX11: Implement merge feedback write * GameDB: fix some entries * GameDB: add some missing serials * GameDB: add patches to Koukaku Kidoutai and fixes for other games * vcxproj: Add vulkan shaders and group shaders in renderer category. * CDVD: Adjust error timing and modify error used for high sector. * GS-hw: Purge WildArms4 and WildArms5 crc hacks. * github: auto labeler: Add GS Vulkan label. * Vulkan: Force textures to be allocated in device local memory * Vulkan: Use memory budget extension where available * GS: Prevent out of bounds copy for half_right TC target copies * GS: Fine gained change detection for mips/trifilter/anisotropy * GSDevice: Add ClearSamplerCache() method * GS: Allocate mipmaps for Basic+ and only on non-copy textures * GS/Vulkan: Use VK_EXT_provoking_vertex where supported * GS: Add texture preloading option * Vulkan/StreamBuffer: Use VulkanMemoryAllocator * GS: Only swap DATE_GL42 with DATE_GL45 when full barriers are used * GS: Add Vulkan renderer * Frontend: Add VulkanHostDisplay * Common: Add Vulkan helper classes * 3rdparty: Add Vulkan headers * 3rdparty: Add glslang * GSTexture: Implement Save() using common code * GS: Move mipmap generation flag to GSTexture * GS: Fix forced trilinear + full mipmapping * GS: Separate shader convert for float -> 16/32bit int * GS: Make GL_NNN macros device independent * GS: Use textures instead of render targets for target copies * CMake: Pass -fsanitize=address to the linker when USE_ASAN * GS-hw: Improve DATE selection. * VIF: If Force break + Reset requested, Reset gets priority * GS-d3d11: Enable amd broken point sampler hack only for amd. * CDVD: If you abort, actually abort. * SysThreadBase: Fix double init of SPU2 etc * IPU: Fix software renderer FMV hack without AR change * GSDump: Fix renderer override * GS SW: Adjust order SW is destroyed, fixes GS Dump crash * Core: Savestate version bump * CDVD: Improve Break/Abort handling * CDVD: Add Eject IRQ * CDVD: Implement speed register, fix up SpindleCtrl Also Set the drive as not spinning when ejected * GameDB: Removal of some patches and adding some fixes * GameDB: Add VU Kickstart Hack to Dark Cloud 2/Dark Chronicle (#5266) * VTLB: Fix ppmap allocation in 64-bit * 3rdparty: Add xxhash.h * 3rdparty: Add Vulkan Memory Allocator * pad-linux: Update to latest controller database. * GS: fix loopPagesWithBreak last iteration logic. * ProgramLog: Comment out deleted keymapping * gitignore: update gs debug gl filename. * 3rdparty: Remove freetype * GS: Enhance stats * GS: Rewrite presentation interface and OSD * Add font resources * 3rdparty: Add imgui * GS: Use hardware point/line expansion where supported in GL * GS: Use flat/nointerpolation for IIP=0 instead of GS * GS/OpenGL: Set features in Create() instead of constructor * GSState: Move m_dev to base class * GS: Fix config default label alignment * GS: Fix missing space in config dialog * GS: Add system default adapter config option * GS: Move adapter list stuff to module in GSUtil * GS: Default adapter_index to -1 to indicate default * PAD:SDL: Remove fallback code for unsupported SDL versions * PAD: Store rumble intensity as float * PAD: Call SDL_GameControllerUpdate during pad testing * CMake: Remove SDL1.2 option * GHActions: Cache patchelf * PAD:SDL: Let users set their own hints from the config * PAD:SDL: Set some hints * PAD:SDL: Switch to SDL_GameControllerRumble for rumble * GHActions: Build latest SDL on linux * PAD: Format some things * Rename ConfigSoundtouch.cpp to ConfigSoundTouch.cpp (#5238) * GameDB: remove patches for 'Neo Contra' and add EE rounding and clamping * Linux: Fix executable case in PCSX2-linux.sh * GS-d3d11: MaxAnisotropy value range is 1-16, clamp it. * GS-wx: Aniso can run with nearest texture filtering so let's leave it. * GS-d3d11: Mirror anisotropic filtering behavior on Direct3D11. * FileSystem: follow c++17 and unbreak FreeBSD * ryml: unbreak non-Linux Unices * USB: Save Sony prints in BMP format * USB: Sony DPP-MP1 printer emulation * GS-hw: Optimize PABE. * GHActions: Fix game controller db updater * CDVD: Add detection for PS2 Linux Disc 2 * Core: Savestate version bump * CDVD: Add more error checking, set seek status * CDVD: Separate SCMD/NCMD Fifo's set to right size * CDVD: Added missing busy/ready checks * CDVD: Extra error handling and fix some flag details * CDVD: Improve status handling/implement sticky status * CDVD: Replace cdvd.Ready handling * CDVD: Add some error handling, fix up some IRQ stuff * CDVD: Zero sector handling and fix CdStop * GS: Try to fix -Wreorder warning. * MISC: codacy fixes * reference the app-variables.sh apprun-hook file * Update AppRun * Create app-variables.sh * GSDumpDialog: Cache length instead of querying every packet * PAD: Add platform independent implementation * USB: Fix compilation of USBNull on Windows * DEV9: Prepare for Qt * SPU2: Prepare for Qt (add Host wrapper) * PINE: Disable for Qt (for now) * Misc: #ifdef out last bits of wx-dependent code * Host: Add layered settings interface for per-game settings * 3rdparty: Add simpleini * Config: Add folder initializers * Config: Add SPU2 options to global struct * Host: Add ReportErrorAsync() and formatted variant * GameDatabase: Use resource abstraction to read yaml * GameDatabase: Don't include rapidyaml in header * SettingsWrapper: Fix enums being stored as ints * Common/StringUtil: Add whitespace strip methods * Common/StringUtil: Add wide string conversion for non-windows * Add "Clear missing files" option to recent ISO list (#4975) * Default to a native build. Remove --clean-plugins. (#5132) * GS: Move afix check to high blend level * GS-hw: Extend Blend mix to work when alpha is higher than 1. * GameDB: add VU clamping to "Ultimate Spider-Man" and fixes to other games * GameDB: Properly use vuRoundMode child node * IPU: Unbreak previous change with IDEC sync * GS-hw: Fix pabe regression from renderers merge. * IPU: Modify IDEC sync position. * GL/ShaderCache: Time various shader compilation tasks * GS/OpenGL: Add option to disable shader cache * GS/OpenGL: Get rid of interface blocks for convert shaders * GS/OpenGL: Move some uniform buffers to program uniforms * GS/OpenGL: Use ShaderCache * GS/OpenGL: Use programs instead of separate pipelines * Common: Add GL/ShaderCache * Common: Add GL Program wrapper class * Common: Add MD5Digest * Common: Add HashCombine.h * GameDB: Fix Round/Clamp nodes * GS: Simulate scan mask * VS: Fix filters * GameDB: Fix loading patches for some games * GameDB: Remove no longer required patches * IPU: BDEC/IDEC wait for IPU0 to drain before proceeding * IPU: Tidy up and fix up toIPU DMA, remove some hacks * IPU: Tidy up some DMA and FIFO behaviour * IPU: Only fill IPU with required data, no more. * Savestate: Bump version * IPU: Set DMA to only transfer on request (or reset) * Linux / Windows CMake Builds: Change output executable to lowercase * macos: add `undef` to fix macOS builds * memcard: fix saving and loading handling on new yaml lib * common: add some file-path helpers to `Path` ns * gamedb: handle yaml parsing errors properly * memcard: migrate folder memory cards to `rapidyaml` * gamedb: migrate GameDB implementation to `rapidyaml` * fs-api: extend host API to allow retrieval of a resource file path * common: pull our string functions into common * vs: update project configuration to include `rapidyaml` * cmake: support `rapidyaml` * deps: remove `yaml-cpp` and add `rapidyaml` * GS-hw: Move the blend mix alpha check after sw blending selection. * GS: Redo GetAlphaMinMax. * GS/Null: Move methods to cpp file * GS: Add missing override specifier to a few files * GS: Fix looping over pages of textures with massive strides * GS: Added auto Mipmap support in hardware for Jurassic Park * Common: Fix GetWorkingDirectory on unix * GS: Only copy draw area for colclip/DATE * GS/OpenGL: Move scaling factor to shader constant * GSDeviceOGL: Don't set scissor unconditionally * GSRendererNew: Remove another constant buffer copy * GSDevice: Force inline accessor methods * GS: Get rid of second constant buffer for alpha pass * GS: Unify constant buffers between renderers * GS: Fix texture offset Y vector * GS-hw: Run GetAlphaMinMax only when required for Blend Mix. * GS-d3d11:fx: Flip x and y dithering positions. * GS:DX11: Use GSHWDrawConfig selector structs * GS:OGL: Use GSHWDrawConfig selector structs * GS: Less memcmp * GS: Remove now-unused renderers * GS: Add new shared hw renderer * GS: Use shared enum for blend level * GameDB: change VUclamping on "Sled Storm" * SPU2: Add function to pause output stream * SPU2/XAudio: Get rid of exceptions * SPU2: Remove unused methods from output modules * 3rdparty: Remove Portaudio * SPU2: Remove Portaudio and SDL2 output modules * SPU2: Add Cubeb SndOut driver * 3rdparty: Add cubeb * USB: Gametrak/RealPlay * GS/OpenGL: Don't delete null objects for PBO * GS/OpenGL: Fix incorrect VAO cleanup * GameDB: Add EE Clamping to 'Digimon Battle Chronicle' and fixes to other games (#5178) * CDVD: Check file actually opened before proceeding * CDVD GZip: Correct type causing index creation to fail * Log: Restore BIOS Found message * Gamedb add gamefixes to 'Titeuf Mega-compet' and patch 'Yamiyo ni Sasayaku - Tantei Sagara Kyouichirou' series * Gamedb: add more 2k games patches * CDVD: Fixed typo opening gzip files * GS: Avoid some unnecessary flushes * GS: Check CLUT dirty write on vertex kick * VS: Fix location of shaders in project * CDVD: Don't set as Reading when buffering. * CDVD: Fix some read timing logic * missing UI and game elements. * Add "Jikkyou Powerful Pro Yakyuu 2009" to GameIndex.yaml * msvc: fix issues with size() not being correctly evaluated as const * pine: send serial without gui beautification * pine: add vle replies * ipc: rename to pine * CMake: Remove gio dependency on macOS * GS-hw: define some consts only in debug mode. * GS-hw, TC: don't linearly interpolate downloads. * GS-hw: rework surface fetching. * GS-hw, TC: improve LookupTarget. * GS-hw: fix burnout black sky and no clouds. * GS-hw: resize rt and ds before draw if necessary. * GS-hw: use CanUpscale to check for upscaling. * GS-hw, TC: fix tex scaling for native res draws. * GS: dump alpha channel too. * CMake: Switch Wayland find script and usage to use imported targets * CMake: Set minimum version first * GHActions: Enable Wayland in CI builds * EERec: Remove zero-distance jmp in full fpu mode * Gamedb: add EEclamping to 'Dark cloud 2' * Gamdb:add EE clamping to 'Chou Saisoku! Zokusha King B.U.' * GameDB: add patches to the 'Netsu Chu!' series and 'Samurai 7' series * Gamedb: add EEtiminghack to 'MGS2' and change VU and EE rounding for 'Primal' and add missing entries * AppImage: Fix resource location * CMake: Don't include non-windows files on non-windows * Resources: Move fxaa.fx to out of dx11 directory * Resources: Move shaders to shared shader/ directory * CMake: Fix macOS resource packaging * CDVD: No rotational delay for seeks less than buffered sectors * GS/OpenGL: Fix an unused variable warning * CMake: Fix package mode * PAD: Use files on disk instead of embedded resources * Patch: Make variables static * GlobalCommands: Remove FreezeGS * IopBios: Use FileSystem for host access * CI: Copy resources into AppImage * Move cheats_ws.zip to resources directory * CI: Fix path to GameIndex.yaml * Wx: Add check for resources directory before starting * Add PerformanceMetrics to replace multiple sources of truth * GameDatabase: Store enums instead of strings * GameDatabase: Move out of gui * Get rid of wxChar in EnumToString * Config: Add cache folder * Common: Add utility classes * BiosTools: Add autoloader * CDVD: Remove wx from file access * BiosTools: Remove wx * GS: Use files on disk instead of embedded resources * Host: Add the ability to read files from the resources directory * Common: Add FileSystem * GS: D3D11 Download texture use rect * GS: Fix typo on GS download * GS-ogl: Optimize fragment shader uniform buffer. * GS: Use actual names for GL convert shaders * GS: Use actual names for DX11 convert shaders * GS:GL: Move TextureOffset to vs cb * GS: Remove separate GSTextureCaches * Common: Clean up ScopedAlloc * GS: Convert texture format to enum * GS: Make GSTexture::Type an enum class * GS: Remove unused virtuals from GSDevice * GS: Convert ShaderConvert to enum class * Only pass C++ flags to C++ files. (#5115) * Core: Remove empty file * VS: Add missing filters * GS SW: Handle flat prims without float conversion * GS-hw: Purge SoTC crc hack. * GS-d3d11: Add a condition to not enable blend_mix if sw blending is already enabled. * GS-ogl: Don't enable blend_mix if sw blend is already enabled. * GS-ogl: Try to use a mix of hw/sw blending in more situations. * GS-d3d11: Try to use a mix of hw/sw blending in more situations. * GameDB: add VU clamping to 'MVP Baseball 2003' * GameDB:add EEclamping full to 'Shinobido Takumi' * GameDB: add patches to the 'K-1 World' series games and EE clamping full to 'D1 Professional Drift Grand Prix Series' * GS-ogl: Disable accumulation blend on PABE. * GS-d3d11: Don't enable PABE on accumulation blend. * GS: Fix compiler warning and possible memory leak on exception * GS: Use static_assert over assert where possible * GS-ogl: Update SetupCBMisc buffer only when GXBY channel is used, and cleanup some variables. * GS-d3d11: Update ChannelShuffle buffer only when GXBY channel is used, and cleanup some variables. * GS-ogl: Sample depth on green channel. * GS-d3d11: Sample depth on green channel. * GS Debugger: Fix Length of dump. * DEV9: Add DEV9: prefix to "Can't open Device" log message * DEV9: Enable pcap non-blocking * DEV9: Don't shadow return value of GetAdaptersAddresses * actions: increase linux build times as well until cache is reliable * actions: Only announce `pre-release` releases in the discord * GameDB: add 'VUKickstartHack' to 'Crash Twinsanity' * GS-d3d11:fx: Split color clamp/wrap in it's own function. * GS-ogl:glsl: Split color clamp/wrap in it's own function. * SPU: Change dummy SP check for consistency * SPU: Start the sample pointer at -1 * SPU: Use hex values for sample pointer * gh: remove 32-bit Windows 11, it doesn't exist * gh: add minimal issue template for issues that don't pertain to games * gh: Update issue-templates to include Win11 * Gamedb: add 'VIFFIFOHack' to 'Men in Black II: Alien Escape' * GHActions:macos: Install glib * GameDB: Add fixes for 'Shadow Man - 2econd Coming' and 'Ghosthunter' games. * Readme : update links * GUI: Allow relative elf file paths on command line. (#4451) * Fix compilation with LTO on GCC * pad-linux: Update to latest controller database. * Bump mathieudutour/github-tag-action from 5.6 to 6.0 * Bump actions/cache from 2.1.6 to 2.1.7 * GS-d3d11: Properly set afix in EmulateBlending. * GS: Alloc sw renderer things on custom heap * GS: Add new heap for SW renderer allocations * GS: Throw from vmalloc on failure * CMake: Always default `CMAKE_BUILD_PO` off * GS-wx: Fix some gui interaction. * GS/OpenGL: Use CreateRenderTarget() for temp HDR target * GHActions: Don't shallow clone submodules * GS: Partial revert of #5061 * GS-GSState: Mask out AA1 on triangles. * GS-hw: Also disable Blending when AA1 and ABE or PABE are both set on lines. * GS-hw: EmulateBlending move early return to the top. * GS-hw: Disable Z writes on AA1 flag when prim are lines. * GS-hw: Disable alpha blending when only AA1 flag is enabled. * GameDB : fix Fuuraiki 2 patch * Gs-d3d11:fx: Adjust sw blend shader a bit. * Gs-ogl:glsl: Adjust sw blend shader a bit. * CDVD: Adjust DMA timing based on PS1 timings. * GS: Improve FixedTEX0 accuracy * GameDB: purge patches for 'Knockout Kings 2002' * pad-linux: Update to latest controller database. * Gamedb: remove the patch for Virtua Fighter 4 * Gamedb :add 'GIFFIFOHack' to 'FIFA 2005'and EE clamping for 'D1 Professional Drift Grand Prix Series 2005' * 3rdparty: Upgrade soundtouch lib to 2.3.1 * 3rdparty: Upgrade xbyak to 6.00 * GS: Re-remove part of Clamp Repeat opt. * GLLoader: Remove glCopyTextureSubImage2D() wrapper * GS/OpenGL: Use shader+draw for CopyRectConv * Debugger: Format search hits with proper specifier * GUI: Bring back F6 string (Aspect Ratio) * Build: Fix clang * microVU: Preserve XGKIck cycles in delay slot * GS: Redo the Texture min/max opt * Core: Reset game loaded/started variables on recompiler shutdown. * ELFHeader: Detect CRC properly for PSX games, improve formatting of game serial output. * Don't update saveslot info if VM isn't running yet * Savestates: Use folders for organizing savestates per game. * Gamedb: add various fixes for various games and removal of patches * GIF: Modify fifo read behaviour * PAD: Call one joint pad header in most of pcsx2, not two. (#4985) * Build: Remove old unused cheatscpp.h file * 3rd Party: Update rogue file to correct license. * wx: Fix `pxExplore` on macOS (#4989) * Update the FAQ, as well as some general cleanup. (#5033) * Debugger: Make memory dialog transparent * GS-gui: Change blending option from None to Minimum. * GHActions:macos: Remove gtk3 dependency * CMake: Remove gtk dep on macOS * VSProps: Set MultiProcessorCompilation in CodeGen props * CDVD: Don't allow DMA read if DMA isn't running * pad-linux: Update to latest controller database. * VS: Organise filter confusion between GS and GIF files * GS: Only reload Auto MIPs on TEX base change * Debugger: Allow access to all of 0xBXXXXXXX * Core: Remove __packed macro * Core: Replace alignment macros with alignas * GS: Remove windows includes from GS.h * GS: Split GS.h into multiple smaller headers * GS: Header cleanup * GS: Switch integer typedefs to match rest of pcsx2 * Misc: Remove custom countof macros in favor of std::size * Misc: Move GS preprocessor defs to main PCSX2 file * Core: Add header for PCSX2-specific preprocessor definitions * Misc: Better GCC defs * Misc: Format Pcsx2Defs.h * GameDB: add ee-rounding and vu-rounding to various entries * wx: Remove wxString implicit conversion to std::string on windows * wx: Remove wxString implicit constructor from std::string * CMake: Fix duplicate definition of WavFile on Windows * GameDB: Patches for MX Vs ATV Unleashed SPS * Update libchdr * GS-wx: Adjust some checkboxes to be in alphabetical order. * GS: Require hardware renderer for hacks in wx config * wx:GS: Grow notebook with GS settings pane * GS: Fix Half Pixel Offset and Half Screen Fix config swap * GS: Rename accurate date config option * Core: Add dev mode config * wx:GS: Pad all the things * GS: Make spinners full width in wx config * GS: Add D3D11 blend mode selector to wx config * GS: Renderer and upscale prerequisites for wx config * GS: More generic prerequisite checking for wx config * wx: Stop tripping wx3.1+ asserts in gs config * GS: Add X and Y labels to wx settings texture offset * GS: remove image header from wx settings dialog * GS: new wx config dialog working on windows * d3d: abstract some dxgi functionality * GS: Switch to wx config dialog * GS: Clean up wx config code * GS: Add tooltips to the wx settings dialog * GS: Add new wx version of GS settings dialog * GameDB:add 'GIFFIFOHack' to 'Gunfighter 2 - Legend of Jesse James' * Debugger: Update enums and fix 32 bit support * Debugger: Use bit_cast where needed, cleanup some stuff * Debugger: Implement CtrlMemorySearch * DEV9-GUI: Rearrange config interface * PCSX2-GUI: Fix Groupboxes to align correctly * GameDB: add nearest rounding to 'Hitman - Contracts' and various fixes * GS-ogl: Remove device, driver checks in GLLoader. * Debugger: Fix breakpoint window on linux * Debugger: Reset breakpoint skip on savestate load * pad-linux: Update to latest controller database. * GS:SW: Fix fog on x64 avx2 * GS: Faster GSOffset::PAHelper * GS: Switch back to row+column for pixel lookups Code for the full calculation was way too complicated to run for every pixel in a loop * GS: Don't calculate a pageOffset per bp * GS: Remove rowOffset * GS: Pixel loop optimizations * GS: Clean up old GSOffset remnants * GS: Switch to new non-cached GSOffset * GS: Add new GSOffset class * GS: Add block/page loop functions to GSSwizzleInfo * GS: Add srav and blend backwards compat to GSVector4i * GS: Use new swizzle calculation class * GS: Add class for swizzle calculations * Debugger: Make the register list DPI aware * CDVD: set the correct RTC year when input recording * input-rec: Use a constant RTC for power-on recordings * GameDB: Add and fix Power Pros series * GameDB: add EE clamping to 'Shadow of Zorro' and 'Evil Twin - Cyprien's Chronicles' * pad-linux: Abort 'set all btns' on escape key + gui fixes (#4809) * Use correct clock for GS fps calculations on unix * Common: Fix Darwin thread times * CMake: Increase deployment target to 10.13 * USB: Make save state non-required * GameDB: Add and fix SingStar Entries * CI:Add build date to program log of nightly builds * SPU: Kind of revert last ADMA change. Clear as reading. * GHActions:Linux: Upgrade to Clang 9 * gcc compatibility for older distros * GHActions:Linux: Upgrade to GCC 10 * GHActions:Linux: Remove unneccessary packages * GHActions:Linux: Clean up setup scripts * GS: Remove virtual destructor from GSAlignedClass * GS: Enable AVX2 on x64 * GS: Remove old DrawScanline code generators * GS: Replace 6 DrawScanline code generators with one merged one * GS: Remove old SetupPrim code generators * GS: Replace 6 SetupPrim code generators with one merged one * Common: Add non-constant offsetof macro * GS: Add new code generator for easy native-isa codegen * GS: Don't catch code generation exceptions * GSDeviceOGL: Fix Wunused-private-field warnings. * actions: cleanup discord embed links and add release body * GS: Properly loop when reading 32bit CLUT from offset * GS: Fix up CLUT offset handling in 32bit I8 mode * EE JIT: Backup shift on LDR/L if rs==rt * actions: create automatic controller db updating workflow * GS-ogl: Put GL_ARB_get_texture_sub_image code under a define. * GS-ogl: Remove checks for extensions we don't yet use. * GS-OGL: Add comment on m_accurate_stq usage * GS: Remove inaccurate stq calculations from GSVertexTrace * GS: Reduce repeated code in GSVertexTrace::FindMinMax * GS: Faster accurate_stq calculations * GS: Don't propagate 24bit textures on download * GameDB: Clean-up V2 * actions: only run these new workflows and new steps on `PCSX2/pcsx2` * cmake: properly set the new tag variable * actions: lint yaml replace `semver` with just `version` * actions-win: Remove remaining retention override * actions-docs: Add documentation for how this works * actions-linux: Update linux workflow to upload artifacts to release * actions-win: Update windows workflow to upload to release, also include symbols as an artifact * actions: Add brand new workflows - creating and announcing the releases * actions: Create script to announce a new release via a Discord WebHooks * actions: Move the temporary location of the AppImages to align with the rest * actions: Create script to upload artifacts from workflow and publish release if all are accounted for * actions: Create script for generating release notes * build: If available - use the current git tag for the build metadata * CDVD: Left a debug message enabled. * CDVD: Fix rotational delay, don't apply to seek commands. * GS: Further state cleanup + fixes for older dump compatibility * GS: Let draw happen even if invalid, log invalid draws * GSRenderer: Fix Wunused-variable warning. * SPU2: Don't read sound input area if ADMA disabled * CDVD: Fix handling of Dual Layer disc latencies * GL/StreamBuffer: Use partial instead of exact match for NVIDIA * GS: Use stream buffer for VS/GS/FS uniforms * GS: Use stream buffer for vertices/indices * ContextAGL main thread & wx compatibility fixes * GS: Make Config.h include explicit * GS: Remove GSWnd and use GL::Context * Common: Add GL context wrappers * GS: Migrate to glad * 3rdparty: Add glad * wx: Call XInitThreads on startup * Replace pDsp with WindowInfo * CMake: Add options for building with X11/Wayland * Common: Add WindowInfo * Common: Add align helpers * Common: Add ScopedGuard * GIF: Time transfers from FIFO correctly. * DEV9: DNS logger crash fix * pad-linux: Update to latest controller database. * emitter: Fix Wsign-compare warnings. * iR5900: Fix Wodr warnings. * SaveSlots/UpdateUI: Fix Wsign-compare warning. * PGIF: Fix Wunused-variable warnings. * VU: Fix Wsign-compare warnings. * VU: Fix Wsequence-point warnings. * GS: Fix Wunused-variable warnings. * Debugger: Support multi-line assembling * clang-format: pcsx2/CDVD/CDVD.cpp * CDVD: Reset VM on sceCdPowerOff writes * COP2: Tighten LQC2/SQC2 sync * gs: remove unused path3 hack * gs: remove unused tex flush param * gs: remove old pre-mtgs cruft * gs: gsstate (the old gsdx one) misc cleanup * DEV9: Fix Windows config saving/loading * Core: Few more warnings fixup. * CDVD: Buffer up to 16 sectors * GameDB:add 'VUKickstart' to 'Maken Shao' games (#4935) * DEV9: Prevent saving invalid configurations * DEV9: Clean up config code * DEV9: Split ethernet adapter api config selection into separate dropdown * DEV9: Inline hdd size in config * DEV9: Don't use collapsible panes for config * DEV9: Add tap adapters to new config on Windows * DEV9: Translatable strings for HddCreate * DEV9: Switch Windows config dialog to wx * DEV9: Switch Linux config dialog to wx * Config: Fix zoom/stretch options not updating on Apply * GameDB: Add gamefixes for Ruff Trigger * GameDB: Port Iridium Runners patch, update fixes * Savestates: Add missing things from Savestates (#4917) * GSdx:SW: Prevent thread ping-pong in software renderer sync * MTGS: Don't unlock mutex if you're just going to lock it again * Utilities: Add TryWait and spin waits to semaphore and mutex * Utilities: Add functions for spin waiting * macOS: faster semaphores * EE: Cyclerate > 1 caused some cycles to be lost * VU JIT: Include ADDi in flag calculations * GIF: re-re-fix FIFO behaviour * GS: Partial revert of #4891 Fixes performance problems with Baldur's Gate 2 * pad-linux: Update to latest controller database. * microVU: Use uncached reg when clamping for FMAC instructions * Add the current profile to the status bar. (#4888) * Fix unparenthesized macro input * Debugger: Separate EE and IOP symbol maps * Debugger: more clang-tidy * Debugger: Prefer override over virtual * GS: Get rid of a bunch of warnings in GSDeviceOGL * Remove 30-day artifact retention on windows builds * CDVD: Insert step on swap for Generic Detect before type detect * BIOS/FastBoot: If OSDConfig is written, turn off HLE Fixes #4902 Savestate bump, sorry. * CDVD: Fix tray closure on No Disc * CDVD: Use CD or DVD detecting types * COP2: Simplify reg allocation * IOP Recompiler: Fix BIOS trace logging on 64bit * Common: Fix AT&T mixup in FastJmp code * GS Debugger: Show "D3D11 HW" only on windows. * CDVD: Simulate 1 sector read ahead * GUI : remove EE Cycle Skipping 3 * pad-linux: Update to latest controller database. * GS: Revert be7e1163b4f7e3fe19876462fb26cd082ffb3ab4 * gs-tc: propagate texture shuffle format on readback * gs: Fix recent clamp range changes. * GS-hw: Add Slam Tennis to automatic mipmapping. * gs-d3d11: Fix Shade Boost Contrast and Saturation swapped values. * COP2: Fix reg allocation issue * GUI: remove preset 4,5,6 * GameDBL Add VU clamping for Devil May Cry Also fix a COP2 arrangement issue, not sure what it fixes. * pad-linux: Update to latest controller database. * CDVD: Added simple rotational latency * CDVD: Time reads by sectors per second instead of bytes * GameDB :add PS2Linux Release 1.0 Runtime Environment [Disc 1] * Wx: Reinitialize folders after running first time wizard * clang-format Config.h and Pcsx2Config.cpp * Config: Add missing equality comparisons for a few fields * Wx: Fix trace log settings getting very confused * recording: don't use NULL in wxChoice * core: fix header includes for bsd * common: Don't use linux-specific OS description * common: don't use NULL in SafeSysMunmap * cmake: freebsd fixup * cmake: fix a bunch of override warnings * Savestate version bump due to CDVD changes * CDVD: Implement Disc Swapping (#4860) * GameDB :add VU clamping to Monster Rancher 3 * GS: Fix OSD, Shade Boost slider values not showing. * CDVD: Redesign and fix the Fast CDVD speedhack * Gamedb :add 'SingStar ABBA' entry * Wx: clang-format AppConfig.cpp * Wx: Fix regressions from settings decouple * Config: Convert MemoryCardType to an enum class * Config: Fix folder memory cards initial load * Debugger: fix Goto in Disasm option for memory view * GS: Cleanup ini ranges for some values. * GS: Switch SW renderer statistics back to rdtsc * GS: SW renderer statistics printout improvements * GS: Fix prim count in SW renderer debug stats * GS: Improved SW renderer debug stats * core: Force-include pch on vs * CDVD: Implement correct SpindleCtrl handling * Config: Move some Current fields to wx and fix UTF8 handling * Config: Move folders to their own namespace * Move more classes from common to gui * Config: Use SettingsInterface for base config * Common: Add SettingsInterface and SettingsWrapper * Config: Use std::string instead of wxFileName * Common: Add StringUtil * Config: Swap out wxString for std::string * IniInterface: Support std::string entries * CDVD: Use ANSI variants on Windows for disc access * SaveState: Simplify and convert to std::thread * Rename keyEvent to HostKeyEvent * SaveState: Move file generation logic out of GUI * Move MemoryCard{File,Folder} out of GUI * Config: Move gzip index template to base config * Config: Remove unused FullBootConfig * Config: Move more GS settings to base class * Config: Move Folders/BaseFilenames to base config * Config: Get rid of subset mutators and const global * Move GetCoreThread()/GetMTGS() to AppCoreThread.cpp * Remove references to global CoreThread (use accessor) * PathUtils: Make wxDirName::{Rmdir,Mkdir} const * Config: Move some enums from AppConfig->Config * GHActions: Enable partial LTO * CMake: Add option for partial LTO * CMake: Move PCSX2 compile flags to separate target * PGIF: Remove force fifo clear on GP1 (00-01) * gui: Use uintptr_t for storing numbers in pointers * GS: Fix a couple of 64 bit warnings * tools/bin2cpp: Fix 64-bit warnings * iR5900: Use fastjmp instead of longjmp * R5900: Get rid of ScopedBools * Common: Add Fastjmp * GIF: Correct GIF FIFO timing logic * CDVD: Fix possible uncaught exception in CheckDiskTypeFS * GS-hw: Don't write clamped depth test value to depth buffer when ZMSK is enabled. * Common/StringHelpers: Fix printing of 64-bit pointers * Common/Mutex: Fix compiling without wxUSE_GUI * USB: dshow: Initialize multi-threaded COM libs * Use GetCheatsFolder() to check the path correctly when non-default folder is set. * locales: Fix '\v' escape sequence warnings. * ICore: Cleanup Wsign-compare warnings. * Debugged: Fix Wimplicit-fallthrough warning. * Docs : add 'VUOverflowHack' to GameIndex documentation and corrections * UI: Reorder the gamefixes panel * VU/GameDB: Move Mac/Status overflow flag checks to a gamefix * ci-mac: Bump macos version to 11. * UI: Hide Synchronous GS in release builds (#4838) * SourceLog: Try to fix Wreorder warnings. * Debugger: Try to fix Wreorder warnings. * DEV9: Reuse variable in internal server * DEV9: Add DNS Logging * DEV9: Add internal DNS server * DEV9: Rename config struct to avoid conflicting with USB Config struct * DEV9: Correct namespace for DNS Enums * Perf: Fix missing include * DEV9: Clang format tap-win32 * DEV9: Log when we fail to get adapter information for internal servers * DEV9: Add missing flag to GetAdaptersAddresses call in pcap * GS-ogl: Fix regression that broke linux HW mode * SPU2:fix Wsign-compare warning * SPU2: Refactor SndOut_XAudio2.cpp * Docs: improve documentation for Gameindex.md * pad-linux: Update to latest controller database. * GS-d3d11: Cleanup GSDevice11 a bit. * GS-ogl: Cleanup GSDeviceOGL a bit. * GS: Cleanup GSDevice a bit, use const when possible. * MicroVU: Fix branch type detection * GameDB:add 'VUKickstartHack' to SOCOM II entries * GSTexture11::Save: Preserve the original pointers for a RAII Unmap * PortAudio: Uncomment Pa_Terminate * GSCapture: Fix a premature GSSource release * Delegate systems teardown to EE Core when pausing * AppCoreThread: Clean up BaseSysExecEvent_ScopedCore usage * VU: Only wait for VU sync after wait macro if VU0 still running * GameDB: add EEclamping to the 'Virtual On' series * CMake: Fix up some defines * Common: Clean up DarwinMisc * macOS: Fix async file reader error handling * gs: test for th for tex0 flush * SIF: Kind of revert a SIF timing change made a while back to fix Parappa the Rapper 2 * GUI: Check console color support before using it * GUI: Enable console to stdio on macOS * EE: 64bit compare for 64bit mode, not 32bit * iR5900: Use 64-bit math on x86-64 * iR5900: Move repeated code into functions * GUI: Remove ineffective alignment specifiers * GUI: Fix crash on asserts from outside of PCSX2 * core: Fix up issues introduced in vtlb xmm change * PortAudio: Remove DirectSound backend * EERec: Don't load in skip case of SW[LR] * EERec: Don't load in skip case of SD[LR] * vtlb: Switch read64 and read128 handlers to return in sse regs * EERec: Clean up [LS]D[LR] a bit * GameDB: Add missing chinese entries v2 * COP2: Set correct number of XMM's per COP2 OP + Fix some hidden bugs * COP2: Flush only needed register slots * COP2: never flush EE regs but back them up conditionally * GameDB: add VU clamping to 'Battle Engine Aquila' * Gamedb: add EE clamping to 'Max Payne 2 - The Fall of Max Payne' * Docs: correct CONTRIBUTING.md * GameDB:fix serial for 'Panzer Elite Action - Fields of Glory' * GS-GUI: Add tooltip for Dithering * UI: Select a bios by default * GameDB: add VU clamping to 'Enthusia Professional Racing' * VU: Sync tighter when VU Kickstart is disabled + Improved M-Bit Sync * VU Int: Remove rogue value from debug logging * GS: Downgrade include AppCoreThread.h -> AppConfig.h * AppCoreThread: Remove unused DisassemblyDialog.h include * DebugTools: Add missing Config.h include * Remove gui/ directory from target-wide includes * microVU: Use 16 xmm's in x64 * Docs: update GameIndex .md and .pdf * EE Rec: Added LDR/LDL * EE JIT: Implement SDR/SDL instructions * GameDB: Added some required XGKick gamefixes * VU: Put XGKick 1 cycle behind to fix sync issues with Jaws Unleashed * microVU: Replace XGKick hack with synced XGKick option * SPU2: Disallow KeyOn within 2T of last KeyOn * GameDB: Sports (RTL) * GameDB: Katamari Games * GameDB :add 'VUKickstartHack' to the Full Spectrum games * GameDB: add 'VUKickstartHack; to path of neo * Make CheckIsUserOnHighPerfPowerPlan use WIL * Migrated tap-win32 * Migrated SndOut_XAudio2 * Target Windows 8 via project settings * Migrated GSDevice11, GSTexture11, GSSettingsDlg, GSUtil * Migrated GSCapture and GSCaptureDlg * Add Windows Implementation Libraries * don't track local vs cmake settings * GameDB: Patch rounding problem in Playmobil Hype The Time Quest * GameDB: Punisher * vs: fix an oversight * VU Int: Remove need to pass VU struct to XGKick function. * VU Int: Clang formatting * VU Int: Link in clamping settings from UI * GIF: Fix GIF FIFO behaviour when the FIFO drains * VU Int: Make XGKick flush on VU program end * VIF/VU: Cleaned up VIF Stall behaviour, sync XGKick with Unpacks. * VU Int: Put XGKicks through the Gif Unit directly, don't buffer * GIF: Handle PATH2 ending when VIF not running * VU Int: Combine XGKick handling in to one function * VU: Adjust timings of VU calls * VU Int: Correct EFU stalls + explanation * VUInt: Fix macro flags and implement EFU ops correctly. * VU Int: Some formatting/logging cleanup, optimise some variable placement * VU Int: Rewrote most of the FMAC/IALU handling, now with 2x performance * VU: Improve VU0/Mbit sync with VU Interpreter. Improve Kickstart. * VU Int: IALU stalls, improve VI backup emulation * VU: Tag which VU is being logged * VU Int: Properly limit ints when converting from float * VU Int: Stop old versions of flags being written * VU Int: Write back all pending pipes (will likely be ripped out later) * VU Int: Fix XGKick wrapping * VU: Initial work to overhaul VU interpreter * Delete unused vol_t type * C++-ify freezeData definition * C++-ify Pcsx2Types * Change s8 typedef to int8_t * Debugger: CtrlRegisterList: Fix warning and screw up * common: move some gui stuff into the main project (#4751) * config: normalize limiter values before saving * MicroVU: Cleanup stale comments and code * R5900: Fix LWL not sign extending in interpreter * CDVD: Revert seek status. * Common: Fix IniInterface warnings * Debugger: Remove 64/32 bit views. Revamped VU0F titles * Debugger: Don't resize register view anymore * common: fix locale oversight in IniInterface * MicroVU: Purge Min/Max speedhack * GameDB: Dropship disable InstantVU * CDVD: Fix up Pause and some Status behaviour * [MicroVU] Revert "bla" * readme: Replace dead BIOS extraction link * Common: reformat (#4720) * GameDB: add positive EE&VU rounding to Simple 2000 Series Vol.48 * GameDB: Update patches for Musashi Samurai Legend/Musashiden II * MicroVU: Skip VU1 instructions on VU0 * pad-linux: Update to latest controller database. * VU: Adjust sync timing for VU Kickstart * microVU: Combine mVU0cacheReserve and mVU1cacheReserve. * VU: Improve sync during interlock and Scratchpad VU mem writes * GameDB: Revert Musashi - Samurai Legend (PAL-M4) patch until it's improved * CMake: Add proper dependencies for bin2cpp invocations * Add 7xMultiplier 7x was bullied for far too long (2520P / 4.5K resolution). * Core: Remove unused mmx stuff * Core: Format recompilers * common: add vs filters * common: add some stuff to the pch * common: remove unused pch * common: fix cmake on linux/macos * common: fix cmake on win32 * common: reorganize * Gamedb:Kuon * GS : update OGL advanced settings tool tip * build(deps): bump mikehardy/buildcache-action from 1.2.1 to 1.2.2 * App: Link in version number information to exe version information * App: Add Windows exe version information * util: purge fixed-point library * Clang Format VU files * Savestate version bump * VU: optimise entering VU JITs * SPU2: Don't initialise sound buffer if it's not open * SPU2: Adjust DMA timings for IRQ's and small packets * GHActions:Linux: Make ccache config global * pad-linux: Update to latest controller database. * vs: enable mp on debug/devel builds * vs: fix some project config associations * vs: remove optimizations for debug config of a few projects * vs: fix a few compiler warnings * linux: remove gl optimizations from wrapper script * CMake: Fix builds outside of CI * Disable gl threaded optimization * CMake: Match recently removed files from vcxproj * PAD: Clean up includes, remove old code * PAD: Remove Force Hide (for mouse). Remove DirectInput options for mouse and keyboard * tmp: Add manifest to CMakeLists on Windows * CMake: Add CI flag for CI builds * GHActions: Run tests on Windows * CMake: Support windows for tests * GHActions: Clean up old unused code * CMake: Match git info to vs project * GHActions: Add buildcache on windows * GHActions: Use ninja for windows cmake builds * GHActions: Add windows cmake build * Remove unused file * cmake: Windows build * cmake: Windows dependency builds * gs: purge clut reload before draw hack * COP0 PCCR: Don't update counters if counting is disabled * DEV9: Reduce the amount of log spam from HDD access * DEV9: Reduce the amount of log spam form network traffic in Debug mode * DEV9: Dev logging fixes * GameDB: Add various fixes * GameDB: Added VU Kickstart for remaining Dororo (Blood Will Tell) entries * AppMain: Fix no$ symbol loading for elfs * SPU2: remove waveout windows * Cmake: Link vtune in utilities * Cmake: Update vtune paths * gs: Cleanup remaining stuff from sse2/3 purge. * gs: remove a bunch of unofficial crcs * Remove MakeUnique.h, which is unused. * GameDB: Added VU Kickstart for Dororo (Blood Will Tell) * GameDB: add'EE timing hack' to Spartan: Total Warrior * GameDB: Ratchet and Clank * GameDB:Powerpuff Girls * IOPBios: Fix OOB read when IRQ line is invalid. * GSBlock: Cleanup warnings. * pgif: Cleanup warnings. * cmake: Fix missing librt include * GS-GUI: Enable Software Edge-Aliasing by default * GameDB: Added other versions of midnight club. * GameDB: Add patch for MTVU performance in Midnight Club 3 Dub Remix * Pad: Fix crash on shutdown in macOS * Pad: Formatting * wx: make position validation multi-monitor aware * Clang: LnxMisc.cpp * Utilities : Return distro info instead of kernel version * pad-linux: Update to latest controller database. * Misc: Fix lastpath updating when using --elf cmdline * iR5900: Make const register write clearer * iR5900: Use a signed multiply for MULT1 const prop * GameDB: Add clamping to True Crime: New York, fixing SPS * microVU: Don't emit add reg, 0 in a few instructions * cmake: Enable features by checking targets * cmake: Add support for using c++ bin2cpp instead of perl * cmake: Remove old add_pcsx2_* macros * bin2cpp: Remove fcloseall usage * CMake: Define targets early instead of gathering variables * github: Switch to new issue forms (#4657) * 3rdparty: Update GHC 1.5.4 to 1.5.8 Make ghc act more like std::fs + consistency with C++17 and other fixes. * Update SysConfigDialog.cpp * PCSX2-GUI: Undo formatting * PCSX2-GUI: Remove hackfix * ftw: remove inheritance, make sure warning popup shows * PCSX2-GUI: Rehaul BIOS / Folder Selector (#4620) * KeyboardQueue: Remove a Windows-specific critsec * Counters: Fix scanline count for double strike modes. * Add StartupWMClass to desktop file * Docs: correct GameIndex.md * GameDB: add 'EETimingHack' for Marvel Super Hero Squad and positive EE and VU rounding forPac-Man Fever * SPU2: Re-enable log file writing in dev builds * PGIF: Code refactoring/cleanup. * pad-linux: Update to latest controller database. * 3rdparty: update GL headers * Counters: Correct H-Blank for 1080i mode * CDVD: Implement SCMD 0x27 * X86Emitter: Use __rdtsc define on non-msvc compilers * Debugger: codacy warnings * Debugger: Properly implement VU0F titles * clang-format: DebugInterface.cpp CtrlRegisterList.cpp CtrlRegisterList.h * Debugger: Add option to display VU0F registers as floats * SPU2: Missed Linux WX files * SPU2: Final GUI adjustments. It's not pretty but it'll do until the dialog gets rewritten. * SPU2: Remove awful dealias filter that made games sound like crap. * SPU2: Remove user option to disable reverb. * pad-linux: Update to latest controller database. * USB: Fix HID mouse packet size and tablet poll interval * cmake: Mark .inl files with the right type in Xcode * vcxproj: Add filters for some missing files * vcxproj: Fix filters for case sensitive matching * cmake: Parse vcxproj filters for cmake generators * SPU2: Restore functionality to switch modules on the fly without being tied to GS window status. * SPU2: Simplify reset mode function for sample rate. * CDVD: Fix CdlReadS for PS1 games with CDDA. * cmake: fix missing .h on header reference * deps: Update gtest to 1.11.0 * Misc:Debugger: Fix vmulai and vmaddai disassembly * GameDB: add 'EEtiming hack' to Way of the Samurai Sega Soccer Slam (#4643) * microVU: avoid half completed program loading null block * GHActions: Run tests * testing: Fix x86emitter includes on x86emitter tests * testing: Add block swizzle tests * gs-d3d11: Move BlendEnable toggle. * gs-d3d11: Set blend index to 0 when hw blending is disabled. * gs-d3d11: Cleanup fxaa and external shader. * VIF: Only enable reverse FIFO hack if VIF1 is still active * HostFS: make const several no mutable variables * HostFS: Add remove file functionality * Clang: Format FiFo.cpp * UI: Added PGIF log source (#4564) * Clang: Format Gif.cpp, Vif_Codes.cpp, Vif.cpp * GIF: Adjusted intermittent mode split of large packets * GIF: Reimplement GIF FIFO to kick in only when it is needed. * gs-hw: Sync external shader logs between gl and d3d11. * GameDB: Patches for 18 games (or 15 individual games) - Arctic Thunder - Evolution Snowboarding - From Software First Previews - Growlanser Generations - ICO - Major League Baseball 2K5 - Major League Baseball 2K10 - Musashiden II - Blademaster - Musashi Samurai Legend - NHL 2K5 - NHL 2K6 - NHL 2K7 - NHL 2K8 - NHL 2K9 - Virtua Fighter 4 -- Removed patches and other miscellaneous changes * SPU2: Remove unused Lowpass files * SPU2: Remove unused includes, defs, ect. * microVU: Clean up a few warnings. * GS: Manage draw rectangle in GS instead of wx * IOPBios: Workaround for '\' for HLE path functions * Fix warning and disable dummy static analysis warnings * HostFS: Add is_host check in the dopen_HLE method * HostFS: Improve Hle_SetElfPath method * HostFS: Use filesystem to make it compile in windows * HostFS: Improving buffers allocation * clang-format: pcsx2/IopBios.h and pcsx2/IopBios.cpp * HostFS: Clean functions to save host path and elf path * HostFS: Add native mode to the open file * HostFS: Implement getstat and dread * HostFS: Implement opendir and closedir * HostFS: Add mkdir and rmdir support * vcxproj: Cleanup file includes, makes the solution a bit more tidy. * Counters: Reset Timer Count Regardless of Interrupt Enable * GameDB: add 'XGKickHack' to Super Monkey Ball Adventure * GHActions: Remove dashes from build names * IPU: Store thresholds for color conversions in u16, bump savestate version. * SPU2: remove unused variable * SPU: Remove NEVER_SKIP_VOICES * SPU2: Add rogue BIOS loop point which Megaman X7 relies on. Thanks to Ziemas for debugging this! * CHD: Fix parent search on windows * CMake: Fix cmake reconfigure breaking dependencies * System: Check active power profile on application launch * GSDebugger: Rename dump load error window title. * vcxproj: Include shaders in vs project. * GUI: Re-order config settings This will re-organise the config window to be more visually distinct. Also fixes the issue where GamePad and Graphics if used with Alt, though it would still work technically if you press G again. * vs update project files with new build props * vs: add base and avx2 build config props * CDVD: Add minimum buffer size to ThreadedFileReader * CDVD: Clean up CHD initialization * GUI: Add CHD to macOS Info.plist * CDVD: Make CHD file reader threaded * CDVD: Make CSO file reader threaded * CDVD: Add ThreadedFileReader * Misc: Move thread name setting to global function * debian: Remove debian specific packaging hooks. * USB: Freeze mode enum for keyboardmania * SaveState: Use enum for freeze mode * GHActions: Don't update homebrew when not necessary * vs: drop asio build configuration for portaudio * Completely remove __rdtsc define. (#4510) * cmake: override yaml-cpp settings to clear warning * cmake: Don't overwrite cmake default flags * cmake: Drop X11 requirement on macOS * GS: Remove circular header include * cmake: Use imported targets * cmake: Fix FindGTK3 not creating targets properly * Upgrade libchdr * cmake: Remove unused options * GameDB: Removed Ratchet Dynamic patch. * CI: Fix avx2-pch build * RatchetDynaHack: Actually enable it when enabling the gamefix * Change Graphical to Graphics * Set missing icons and update titles * Build improvements * Build: Add Nix dependencies * Build: Bundle GDK/GTK modules * Build: Bundle GDK/GTK modules * Build: Remove plugin references * CI: generate appimage with linux workflow * vs: properly disable gm and warnings * cmake: Convert indentation to tabs * pad-linux: Update to latest controller database. * vs: clean up libsamplerate project * 3rdparty: convert jpgd to external library * SPU: Delete broken/unused alsa backend (#4530) * IOP: Warn on branches to zero * GameDB: Official Playstation Demo serials * cmake: remove leftover calls to plugin cmakefiles * AppCoreThread: remove unneeded includes & unneeded double init call * clang-format: Debugger files (check commit message) * Debugger: Modify hotkeys, add delete breakpoint context menu button * GameDB: Adding a couple of demo discs. * GameDB: Rename VU0Kickstart -> VUKickstart Clean up a couple of bits in microVU * GameDB: Add dynamic patching for Ratchet & Clank games Removed IPUWait hack as it is no longer required * VU: Improve sync with VU Kickstart, loosen without kickstart * GameDB: Changing some Spanish-exclusive disc content. (#4551) * GameDB:add missing serials * libchdr: Undo recent libchdr change. * Capture: Stop a capture at the end of an input recording * Debug: ignore perfectly timed DIV's, cycle count is off by one * USB: Move jpgd files to 3rdparty * USB: Add experimental support for JPEG and multiple resolutions * USB: Add jpge from https://github.com/richgel999/jpeg-compressor * USB: EyeToy's default registers * USB: EyeToy LED status * Debug: Detect bad COP2 DIV Unit Timing in Devel Builds * USB: Simplify evdev controller mapping * USB: Remove joydev support * USB: Add evdev support for keyboardmania * USB: Add keyboardmania * gameDB: Added required gamefix for Fighting Fury * Gamedb: add missing serial * GameDB: add missing serials * gs: add jakx greatest hits crc * VU: Fix address masking in MTVU * VUs: Mask start addresses * SPU2: Clean up + add Gaussian value in comment * clang-format: -pcsx2\gui\Debugger\DisassemblyDialog.cpp * Debugger-GUI: Resize help + add 2 hotkeys * GSFrame: Pass focus to GSPanel once Frame receives focus * misc: Change gsdx to gs comments. * cmake: SearchForStuff update to match gs merge. * linux various: Update/tweak stuff to match recent gs merge. * github: Update contributing template to match gs merge. * pad-linux: Update to latest controller database. * gs: Add crc id for GetaWay JP. * IPU: Fix SETTH threshold masks * clang-format: WinMisc.cpp * Utilities: remove getversionex dependency * ci: Split avx2 and non-avx2 windows builds (#4522) * clang-format: -BiosSelectorPanel.cpp -ConfigurationPanels.h * UI: Async bios enumeration * Misc: Suppress a warning regarding GetVersionEx * Core: Reset game CRC when rebooting. Avoids previous games patches being loaded. * GS-hw: Enable pabe bit only when sw blending is enabled. * microVU: Enable T-Bit to work with MTVU * Update gamedb test workflow * microVU: Consolidate I-bit hacks in to one generic one * MTGS: Only pause when the queue is empty * General cleanup of various linux pad code. (#4281) * Don't include GS.h twice in a row. * Misc: Pattern match to find the bios thread address * ci: Update pr labelers to match gs merge. * nsis: Update external shader file names. * mcd: correctly display osd message * settings: make emulation settings modal as it changes core state * shaders: rename to fit new defaults * vs: split target names for avx and avx2 builds * gs: make sure gspanel close doesn't starve corethread events * mcd: make sure to allow two resume in a row * vs: move the pcsx2 project * vs: move the common props * GS: Don't include xbyak into everything * GS: Fix some defines * gs: formatting * gs: change screenshot prefix from gsdx to gs. * misc-linux: Cleanup leftover stuff from gs merge for linux build. * gs: fix freeze on close all windows * gs: ensure the panel doesn't open at all when unneeded * gs: ensure gspanel is correctly defined as in use when paused * gs: ensure the frame is hidden if not in use * misc: fix codacy warnings * settings: ensure gs settings are applied on close/make gs sstate * gs: fix avx2 64bit compile * gs: workaround failing avx2 compile * renderswitch: remove delay, fix long standing race condition * buildbot: default to non avx2 release * mtgs: fix threading woes * vs: fix some SSE/AVX stuff * linux_various: remove plugin ldd finder on runner * gs: ensure gs has a first try at input handling before pad * gs: ensure the config file is set correctly * gs-debugger: fix gsfreeze wrong retval * gs: ensure closegspanel is closed after suspend, in sysexecutor * mtgs: comment the waitforopen reasoning + add closepanel * buildbot: compile without plugins * cmake: remove infinite warning spam on clang * sstate: make use of mtgs to ensure thread safety when saving * mtgs: make renderswitch save current state * gs: port renderswitch to mtgs * gs: gui-windows: fix alignment of swthreads * sstate: use structs instead of parallel arrays + enum * gs: ensure gsclose is sent from the main mtgs thread and not sysexecutor * gs: update windows ui to fit with pluginless system * gs: use sstate freezedata includes * gs: make sure the gs panel handler is opened when needed * sstate: major redesign, remove split freeze{out,in}, remove gsfreezedata * vs: explicitly add floating point model back with note * vs: cleanup deps * vs: clcompile cleanup * gs: silence a couple warnings * sstate: bump version * mtgs: ensure gs is closing when necessary * mtgs: use SysExecutor to route events back to itself for suspend operations * bin: remove spu2 replay cmd * gs: initial windows port compiles! * gs: continuing on linker errors on windows * gs: initial windows port done up to linking issues * baseclasses: prevent collision with wxwidgets surprisingly, GSdx never ran into this issue prior as linux didn't use baseclasses but used wxwidgets, while windows did but used the winAPI GUI system. Software is cursed * windows: continue the merge, handle some subprojects linking * gitignore: update to ignore obj files * windows: remove project references to plugins * windows: update the resource pre-build step to remove plugins assets * gs: update gui to remove logo/references to gsdx * windows: make object files relative to their directory so vs isn't drunk with 2 files sharing the same filename * windows: add xbyak as a windows dependency * windows: add gs filters * gs: remove unneeded windows project files * gs: begin preliminary windows support * nsis: Remove remaining plugins (gsdx) and references. * mtgs: fix pesky assert on gs init * cmake: remove infinite warning spam * pad: separate full and per-pad sstate * docs: update them to remove mention of plugins * pcsx2: clean up references to plugins * ftw: remove the plugin panel * gs: reimplement renderer switch sstate * savestate: remove a bunch of dead code * gs: ensure coherent use of gsfreeze * gs: implement sstate handler functions * savestate: add back gs sstate * gs: introspect gs state directly * pcsx2: remove relative imports gosh that was a pain, please don't make me do that again * gsdump: fix reorder warning * GS: Fix GSVector.h not seeing SSE defines * gs: remove old logo * gs: pause configuration screen when opened * gs: add back configuration menu * gs: ensure avx2 has access to gsvector8 * gs: fix redefinition hell on _d token concatenation * utilities: fix a few omissions when building on nopch * cmake: require XCB libs and not just X11-XCB * gitignore: update gs templates * ghactions: Add avx2 CI * GS: Disable clang-format to keep alignment * cmake: Enable sse4.1 by default * GS: Fix warning spam in macOS * license: clarify we are licensing under LGPLv3+ * gs: update license headers * gui: fix assert with default case unreachable by removing plugin remnant * gs: initial merge complete * gs: initial merge complete up to linking errors * gs-merge: gui fixups, getting rid of the plugin selector * gs-merge: initial merge of the gs codebase finished * gs-merge: fix codegen scoping/xbyak misc things for our jit * gs-merge: make sure x11 defines are scoped * gs-merge: make xbyak intrinsics includes scoped, avoid cross project linking with x86_intrin * gs-merge: include hell, scoping, redefinitions * gs: xbyak and gs type incompat workarounds for the merge * gs: trying to sort out this include hell * gs: core code and components merged up to gs * mtgs: ensure thread safety, reimplement coreplugins intermediate layer * mtgs: switching to a plugin-less architecture * gs: continue merge, modify plugin boundaries and expose signature * mcd: finish to remove the remnants of the plugin interface * mcd: begin to remove the plugin interface * gs: continue merge, remove plugin selector references * plugins: cleaning up more plugin cruft, adding a note on freezeData * cmake: port glib resources for gs into core * cmake: initial cleanup of the dep lookup * gs: initial build system additions * 3rdparty: initial addition of xbyak * gs-merge: remove initial plugin subsystem * Translations: Remove unnecessary warning regarding string length * pad-linux: Update to latest controller database. * vsprops: Explicitly link setupapi. (#4495) * pad: Fix gamepad choice not affecting rumble test on Linux * SPU2: Remove SPU2setClockPtr * SPU2: Remove cycleptr and read the cycle directly * DEV9: Clang format pcap_io.cpp * DEV9: Discard Jumbo Frames from pcap * cdvd: Simplify and fix disc variable handling * cdvd:windows: Fix disc path * pad-linux: Update to latest controller database. * iR5900: Move recConstBuf memory near recompiler memory * GameDB: remove 'OPHFLagHack' for ""Naruto - Uzumaki Chronicles 2" (#4488) * Add new hack * input-rec: Add warning when creating a save-state recording * Core: Make DMA's instant during the BIOS * GameDB: Adds VU clamping mode extra to 'Enthusia Professional Racing' (#4478) * DEV9: Always open HDD image as binary * usb: Fix a few more warnings. * build(deps): bump actions/cache from 2.1.5 to 2.1.6 * DEV9: Clang format DHCP_Server.cpp * DEV9: Fix off by one error with manual DNS1, auto DNS2 * input-rec: Allow configuring the frame advance amount * DEV9: Sleep instead of yield in RxThread * SPU2: Fix hi def audio streaming * DEV9: ensure DEV9 use wchar ghc * DEV9: Clang Format * DEV9: GHC related changes * Remove PSX references to distinguish between PS1 and DVR * ci: Make acceptable values obvious * ci: Add workflow_dispatch support for Windows debugging builds * ci: Add an explicit flag to retain Windows debugging artifacts * GameDB: Add missing db entries. (#4456) * Differentiate Impossible block clearing message from IOP & EE * GameDB: Add Kickstart for Rayman Raving Rabbids (#4462) * Fix Emulated PSX GPU Version * SPU: Make SPU use the MADR from iopHw * Misc: Save ELF last path when auto-running an elf * DEV9: Increase min HDD size to 40gb * GUI: change 'Console to Stdio' to 'Program Log to Stdio' * DEV9: Correctly populate DNS2 field with DNS2 IP * pad: Update log that mentioned plugin settings. * Eyetoy: Don't send duplicate frames * Eyetoy: Improve logging * GUI: Updates the 2 smaller icons to the same icon as the main icon used for the program. (#4431) * DEV9: Better align IP fields * DEV9: Add internal DHCP Server * DEV9: Move reconfiguration code into net.cpp * DEV9: Have each backend use the internal server * DEV9: Add shared internal server code * DEV9: Add internal server mac and IP * DEV9: Add code for reading packets * DEV9: Add message in pcap GetMACAddress() for unsupported OS * DEV9: Report blocks as true for pcap * DEV9: Move ATA write queue logic into its own class * lint: Address Codacy linter findings * ci: Create GitHub action to validate GameDB when it's modified * ci: Create script to validate GameDB at build-time * input-rec: Remove unnecessary `extern`s and resolve linter errors * input-rec: Cleanup inputRec namespace * PCSX2-GUI: Console log rename and newline * Core / VU: Disable MTVU when VU1 Interpreter is selected * CONTRIBUTING.md: removed reference to forums for development(????) * CONTRIBUTING.md: Typo fixes, https * recording-gui: Add close box to New Input Recording. * DEV9: consistently prefix all console output with `DEV9: ` * FPU: Remove FPU Compare Hack * Update ghc::filesystem to 1.5.4 * pad-linux: Update to latest controller database. * clang-format: -pcsx2\gui\AppRes.cpp * CDVD-GUI: Swap `Browse` and `Ask before booting` + `Ask before booting` is off by default * GameDB: Fix typo causing gamedb not to load (#4417) * GameDB: add Nearest EErounding to SSX and SSX tricky. (#4405) * input-rec: Resolve crash when closing emulator involving GUI elements * GameDB: Add patches for Elemental Gerad and K-1 Grand Prix 2006 (SLPS) * readme: Add discord shield * github: Remove now redundant comment in PR template * github: Add first-time contributor message * clang-format: -pcsx2/gui/MemoryCardFolder.cpp -pcsx2/gui/MemoryCardFolder.h * Folder memcards: Suppress "file does not exist" errors for memcard index * Folder memcards: Remove an unused variable * Folder memcards: Properly handle zero sized files when writing the memcard index * Folder memcards: Improve handling of legacy folder memcards (without the index file) * Folder memcards: Ensure YAML nodes are always referenced by UTF-8 * Folder memcards: Write the file index from FlushFileEntries * Folder memcards: Write metadata for directories * Folder memcards: Add an index file to track timestamps and file order * Folder memcards: Clean up FolderMemoryCard code a bit * Core: Purge OS specific CPU usage providers * gsdx-vsprops: Fix build configuration. * gsdx-hw: Cleanup renderer code a bit. * gsdx-ogl: Cleanup renderer code a bit. * gsdx-d3d11: Cleanup renderer code a bit. * Rename main menu back to System (#4362) * DEV9: add ATA Idle Immediate (E1) stub * DEV9: Do not apply byteswapping to TX/RX FIFO writes/reads * pad-linux: Update to latest controller database. * GameDB: Fix errors in GameDB. (#4389) * GameDB: Adds gamefixes for various games. (#4388) * GUI: rename 'show debug' to 'show debugger' and move the create blockdump' option above it above * clang-format : pcsx2/gui/MainFrame.cpp * GUI: change window to debug and move blockdump to to debug * microVU: Fix mistake when setting Status Flag bits for Signed/Zero * build(deps): bump actions/cache from v2.1.4 to v2.1.5 * clang-format: change alignment settings * github: Beef up the CONTRIBUTING file and point people there for best-practices * github: Add PULL_REQUEST template * github: Move CONTRIBUTING file into .github folder * GSdx: Add clang-format off/on to parts clang-format breaks really badly on * GSdx: Format * gsdx: Clean up a few warnings. * gsvector: fix forgotten elif during purge * ghactions: brew update before installing in macOS * ci: Automatically label pull requests * PAD: Just enable pressure on CMD 0x4F * core: change sse4 fatal error to sse4.1 * core: purge sse2 * spu2: purge sse2 * gs: purge sse2/sse3 * cmake: make sse4 default * sln: remove SSE4 from build options, make SSE4 default * buildbot: change default target because of sse2 purge * GUI > SpeedhacksPanel: textstringcorrections * ipc: keep previous file socket formatting * ipc: switch to std::string, more readable code + fixes memleak * ipc: remove possible memory corruption due to strcat on provided pointer * ipc: implement MsgStatus * ipc: implement MsgGameVersion * gsdx-gui: Remove partial and full crc hack levels on release builds. * pad-linux: Update to latest controller database. * Gif: Remove MTVU spam that isn't required * misc: Enable GS debugger on CI artifacts. * SPU2: Change default of latency slider * pad-linux: Update to latest controller database. * GUI-Speedhacks: Grayout Instant VU1 when MTVU is enabled * Misc:Debugger: Support write-only GS priv reads * Misc:Debugger: Bios thread view support * gsdx:windows: Fix incorrect printf specifier * gsdx:windows: Handle capture dialog filenames properly * gsdx:windows: Handle shader dialog filenames properly * windows: Add utf-16 to utf-8 conversion function * PAD: Add one more byte to umask. (#4305) * Misc: Support another bios for the debugger threadlist * docs: Hide PDF metadata from rendered markdown in github * msbuild: fix libchdr include directory * Upgrade libchdr * pad-linux: Update to latest controller database. * Formatting: clang-format + copyright headers * MSVC: fix libchdr integration * cmake: Fix libchdr clang CI faliure * CDVD: Add support for CHD format * gsdump: change the location of the settings button * gsdump: add a settings button; add safety checks for user missing braincells * gsdump: disable renderer switch keybind on debug * gsdump: simplify a switch case and do-while * gsdump: move all gui porcelains to main thread and code reorg * gsdump: make wxwidgets highlight selected packet on debug mode * gsdump: implem debug button functions & disable in release & minimize * gsdump: filter fswatcher events & rename the app * gsdump: ensure q is printed as float * gsdump: reset state when dump is invalid & ensure you can't run it if started * gsdump: add enter+dclick selection on lv + fix rd crash lifetime switch * gsdump: force close-shutdown when gsdump is the callee * gsdump: switch to Add instead of += overloading, unlink about and gsdump * gsdump: remove the list refresh when stopping the dump * gsdump: disable run button when already running * gsdump: implement renderer overrides, fix linux GSRT, remove GS assert * gsdump: make our own window, handle close event, make our own vsync timers * gsdump: fix parsing of last packet in non debug mode and code simplification * gsdump: move to unique_ptr & references and fix GS hanging bug * gsdump: add automatic fs watcher for dumps list & remove todo * gsdump: add message when failing to load dump, fix dumps without preview image * gsdump: various logic and code formatting improvements * gsdump: fix crash on shutdown & ui refinement work * gsdump: use automatically initialized vectors * gsdump: add missing gifreg naming, fix vsync type casting & formatting * gsdump: fix casting on vsync type field * gsdump: fix windows filters & clear up warnings & unix builds * gsdump: new freeze definition, the dump now gets correctly loaded in memory * gsdump: use correct plugin lifetime callbacks * gsdump: switch processing into a thread * gsdump; packet reg parser finalized and confirmed complete * gsdump: wxwidgets ux improvements * gsdump: finalize reg parsing, we are theoretically at feature parity * gsdump: finish implement reg tree subparsing * gsdump: implementing some reg packet parsers * gsdump: enum to string mapping thanks to preprocessor magic * gsdump: vastly simplify string exports & beginning to work on reg browser * gsdump: packet browser fields implemented up to prim * gsdump: implement basics of the packet browser * gsdump: parse gsdump packets into treeview * gsdump: wiring up buttons * gsdump: debug mode messages implemented * gsdump: initial implem of standard replay mode done * gsdump: initial implementation of gssdump event processing * gsdump: dump fully parsed * gsdump: initial parsing of the dump file * GSDump: implement layout of dump replay * GSDump: initial implementation of the run feature * GSDump: implement dump preview * GSDump: initial windows port * GSDump: add some basic event handling * GSDump: further painful work on the UI, preview icon added * GSDump: very early draft of the UI * gui: Visually indicate the current savestate slot in the load/save menu * GSdx: Re-add __forceinline to GSVector functions * GSdx: Don't use constexpr vector constructors at runtime * GSdx: Compiler check for const initialization of vectors * gs: remove some pesky asserts * USB: Improve Force Feedback test so it doesn't block UI * Change visibility of end of file error * ci: Stop caching submodules, no consistent way to detect changes * cmake: Update minimum {fmt} version * deps: Update {fmt} to 7.1.3 * GameDB: Elvandia Story, favour full clamping instead * GameDB: Add clamp mode setting for Elvandia Story * pad-windows: Fix a couple of warnings, make codacy happy. * Misc: Support 21 more BIOSes for the Debugger Thread View ------------------------------------------------------------------- Wed Mar 17 16:17:15 UTC 2021 - i@guoyunhe.me - Update to version 1.7.0~git20210317: * Debugger: Require emulator start before enabling Break/Run button * Misc: Fix various DebugTools Codacy complaints ------------------------------------------------------------------- Wed Mar 17 16:15:27 UTC 2021 - Yunhe Guo <i@guoyunhe.me> - Add -DUSE_SYSTEM_YAML falg - Fix files path ------------------------------------------------------------------- Tue Mar 16 14:22:46 UTC 2021 - i@guoyunhe.me - Update to version 1.7.0~git20210315: * Misc: cleanup more MD codacy issues ------------------------------------------------------------------- Mon Mar 15 14:54:24 UTC 2021 - i@guoyunhe.me - Remove unused cmake flags - Update to version 1.7.0~git20210315: * Misc: Fix regression in templates (#4299) * Change wheel type to device subtype * gsdx-hw: Remove Bully crc hack. * gsdx-d3d11: Cleanup some gsdevice11.cpp warnings reported on codacy. * pad-linux: Update to latest controller database. ------------------------------------------------------------------- Sun Mar 14 07:47:16 UTC 2021 - i@guoyunhe.me - Remove wxwidgets.patch which is now in upstream - Add pkgconfig(samplerate) and pkgconfig(yaml-cpp) build requires - Update to version 1.7.0~git20210313: * GameDB: renamed Rogue Galaxy Director's Cut and added kozarovv's patch * Misc: cleanup MD codacy issues * Input-recording: Prompt a file dialog when the base savestate can't be located * GUI: Additonal text and prompts with an active savestate recording * GUI: Visually alter status bar and Boot menu option while an input recording is active * Input-recording: Add new FirstFrame function * Capture: Swap int return types with bool * Capture: Introduce audio toggle setting * Capture: Optimizations with filenames, audio, and capture mainFrame gui * recording: Fix issue with drawing VPads * recording: Remove frameLock check at the end of a frame * recording: Complete separation of pasuing execution * recording: Reposition inputRecordingControl function execution in vsync * gui: Don't check if the backup menu option should be enabled every UI event * gui: Simplify function and solve unlikely edge-case * gui: Enable backup saveslot when game is first loaded, if available * LibSampleRate: Fix configs so Singstar mic works * 3rd Party: Update Libsamplerate to 0.2.1 * IPU: Remove useless define/includes * cmake: Remove unused dependency logs. * pad-linux: Update to latest controller database. * GameDB: Added VU0 Kickstart for Ghosthunter * IPC: Fix type polymorphism & checkbox * gsdx: Use constexpr to initialize avx vectors without avx instructions * CI: Add Codacy config file and README badge * Debugger: Add "Go to address" for both disasm and memory view * GameDB: Add kozarovv's KOF '94 Rebout - NTSC-J patch * IPC: formatting & typo * IPC: windows port * IPC: add safety warranty on slot numbers * IPC: make dialog close when pressing enter * IPC: add the settings dialog * IPC: make per emulator configuration a bit easier * IPC: add slot init * Fix compilation in path with spaces * IPC: avoid deadlocks * IPC: specify UTF-8 to avoid variadic traps on wxwidgets * IPC: add GetGameUUID * IPC: add GetGameID * clang-format: AppCoreThread.h * IPC: add GetTitle * IPC: add LoadState * IPC: add SaveState * GSdx: Switch tooltips to unicode * IPC: keep reusing the same socket to avoid windows overfill & better perf * USB: remove lingering `if` and lock pulseaudio's recording ringbuffer earlier just in case * GameDB: Add improved Xenosaga save crash prevention patch (#4259) * microVU: move the overflow flags to the correct position... * microVU: Remove SSE4 op from Overflow flag checks + clean up the code * GameDB: Add VU0 Kickstart for Simpsons Road Rage * GameDB: Remove patches from lam manger 2003 and flipnic * readme: Update cpu requierements to minimum sse4. * GS: switch debug output to the ASCII variant by default * GS: fix LPARAM casted wchar transformation * GS: fix unix compatibility * GS: finish unicode conversion, fix signature inheritance and non wchar external import * GS: initial switch to unicode * GameDB: Removed no longer required FMV skip patches * SPU: Try to recover DMA pointer after savestate load * Patch System: Support Little Endian values for non-extended (#4255) * GameDB: Fix KOF98 patches * DEV9: Don't import pcap_bufsize * GameDB: Remove patches for Quake 3 videos, no longer required * IOP: Implement memchecks for the interpreter * IOP: Execute breakpoints for the interpreter * COP0: Preserve read only fields IC and DC in the config register * GameDB: Add entries for Tourist Trophy demo and GT3 trial (#4246) * spu2: Rename spu2x to SPU2 in some logs. * build-linux: Remove EXTRA_PLUGINS flag. * Avoid presets from resetting VsyncQueueSize * Build: Drop GSnull plugim * pad-linux: Update to latest controller database. * GameDB: Add patches for KOF series * SPU2/SDL: Remove intermediate buffer and write samples directly to the buffer provided by the SDL callback. * Prevent Vsync setting from being wiped on preset changes * Common: Remove obsolete/unused code * IPU: Flush DMA if BCLR called without stopping DMA * Set VDEC Picture type to I-Picture if none selected in IPU_CTRL * IPU: Fill Input FIFO on command end ready for next command * SPU2: Fix windows * SPU2: Optimize reverb upsampling * SPU2: Optimize reverb downsampling. * SPU2: Reverb resampling, now upwards as well * SPU2: Downsample reverb input * CDVD: Implement mechacon command 0xEF * GameDB:corrects various singstar enteries (#4238) * USB: Don't remap R1/L1 to R2/L2 for Driving Force wheel * usb-gui-windows: Better align/position text and buttons. * GameDB: Cleanup names + add new serials * Fix Linux build not compiling afer commit a37e62337dea943de65571baa88349dc50065622 Missing include leads to wxTheApp macro not being defined and throw errors (GCC 10, Linux x86_64) * USB: eyetoy mirroring * pad-linux: Update to latest controller database. * USB: usb-mic: send 1ms worth of samples for 48kHz and 8kHz sample rates * GSDX: Update OOM message * PGIF- Fix Castlevania SoTN * GameDB: Added Myst III - Exile patch for EU version * SPU2: Add interpolate_table.h to VC project filter * SPU2: Purge SPU2Replay * GameDB: Remove patch for SX Superstar. No longer required * GameDB: Patch for Myst 3: Exile IPU timing problems. * SPU2: Reset IRQ Status when swapping game in case it got set previously * DEV9: Move Windows pcap function list to it's own file * DEV9: Use unique_ptr to manage buffer lifetime * DEV9: Inline if in dialog code * DEV9: Clang format * DEV9: Retry if GetAdaptersAddresses() returns ERROR_BUFFER_OVERFLOW * DEV9: Don't import Npcap only functions * DEV9: Re-add winpcap bridged * DEV9: Move Tap's packet verification into NetAdapter * DEV9: Only log packets in debug mode * DEV9: Use FriendlyName for Pcap adapters on windows * DEV9: Remove unneeded functions * DEV9: Match Win32 adapter with Pcap adapter using GUID * DEV9: Re-enable windows support * DEV9: Add dynamic loader for pcap on windows * Deps: Add pcap includes * DEV9: Save selected api along with selected ethernet device * Common: Clang format PS2Ext.h * Common: Allow calling SysMessage off the main thread on linux * DEV9: Use PS2Ext.h SysMessage() on Linux * DEV9: Apply settings if configuration was performed during emulation * DEV9: Merge _DEV9open into InitNet, and check ethEnable before calling * recording: Fix compilation when DISABLE_RECORDING is defined. * SPU2: Add SPU interpolation option on windows * SPU2: Default to gaussian interpolation * SPU2: Add header to build files * SPU2: SPU-style gaussian interpolation * SPU2: Correct sample index advancement * Counters: Add Vsync information to savestates + bump savestate version. * pad-linux: Update to latest controller database. * Bump actions/cache from v2 to v2.1.4 * gsdx-hw: Always enable blending if env pabe is 1. * gsdx-hw: Implement per pixel alpha blending (PABE). * misc: Update feature request template. * GameDB: Add missing Speed Kings patches (#4211) * SPU2: Adjust interpolation implementations. * GameDB: Add missing GoemonTLB Hack * Pad: formatting * Pad: fix crash on touching disabled slider in macOS * Pad: Don't `Destroy()` modals * Fix compile of eeProfiler * pad-linux: Update to latest controller database. * GameDB: Patch for Dragon Quest & Final Fantasy in Itadaki Street * SPU2: Make sure cache hits match previous block decoded samples * SPU: Wait 2T when keying on a voice * SPU2: Ignore LSAL/H Writes after key on if voice sets loop point * CDVD.cpp: Cleared old reset from write14. Cleaned up logging and added comment. cdrom.cpp: fixed bad logging statements * microVU: Fix Esin opcode * dev9: Fix warning, add [[maybe_unused]] attribute. * spu2: Fix a few warnings. * SPU2: Tighten AutoDMA IRQ timing. * Update GameIndex.yaml * GSdx-GUI: Fix alignment of font * SPU2: Fix up ReadInput_HiFi to proceed correctly Make sure CDDA mode is handled separately * SPU2: Improve SPDIF Bitstream Bypass on Core 0, track MADR * SPU2: Minor improvements to ADMA Timing * SPU2: Handle partial ADMA Transfers * SPU2: Change input area updates for Hifi reads Remove the no longer required InputPosRead Bump Savestates * SPU2: Improve ADMA behaviour/timing * i18n: Add window menu to WX string override list * macOS: Properly include GameIndex in app bundle * macOS:i18n: Include translations in app bundle * macOS: Use standard paths * gsdx-hw: Get rid of some extra branches/conditions in DATE selection. * pad-linux: Update to latest controller database. * SPU2: Fix pitch modulation * Deleted assorted unused headers and functions. (#4138) * pad-linux: Update logs, db should be updated via upstream only. * Repairing dead links * GUI: Fix bios label capitalization. (#4165) * SPR: Wrap transfers which would have read outside of SPR memory * input-rec: Update the GS Frame's freq. properly on enabling/disabling * GUI: Address review changes + Fix formatting + Misc fixes * pcsx2-gui: Clang format - pcsx2\gui\AppAccelerators.h - pcsx2\gui\GlobalCommands.cpp - pcsx2\gui\MainFrame.cpp - pcsx2\gui\MainFrame.h - pcsx2\gui\Panels\GSWindowPanel.cpp - pcsx2\gui\Panels\VideoPanel.cpp * GUI: Implement custom hotkeys - This will show `default hotkeys` from `PCSX2_keys.ini.default` or based on the `copy of PCSX2_keys.ini` that the user itself added to `inis folder` for changing it `for custom hotkeys`. * GUI: Keyboard Shortcuts Strings * GameDB: VU0Kickstart for Spartan Total Warrior * Core: Implement proper %s handling for syscall 117 * DEV9: Use DevCon/Console log functions & silence some logs * DEV9: Add missing pch include to linux specific files * DEV9: Run clang format on ATA code * DEV9: Allow configuring HDD in UI & add progress UI for HDD creation * DEV9: Improved SPEED emulation, also hookup ATA emulation * DEV9: move DMA size correction into DEV9read/writeDMA8Mem * DEV9: support old config files that specify a file name, but no path * DEV9: Unicode support * DEV9: Add ATA emulation & Hdd Creator code * DEV9: Tweak logging to ease debugging * DEV9: Add extra defines * DEV9: Fix wrong filter for net.cpp * CDVD: Increase buffer for DVD_LAYER_DESCRIPTOR * CORE: Allow ApplySettings to be called on the core thread during emulation * Core: Attempt to fix CDVD regression * docs: Automatically update links to use the latest tagged release * docs: Generate PDFs * docs: Minor edits to existing markdown documentation * docs: Add latex template for generating PDFs * docs: Add script for generating PDFs from markdown, add usage info * SPU2: Switch to a more accurate noise algorithm * SPU2: Update voices before DMA reads, reset OutPos on reset. * ghactions:macos: Disable homebrew cleanup * Fix usage of brew --cask * pad-linux: Update to latest controller database. * GameDB: Patch for Hot Wheels - Velocity X SPS issues. Fixes #4139 * ghactions:macOS: Use brew --cask * Counters: Remove additional Pad update for now, seems to break USB somewhat. * USB: skip extra audio endpoint descriptor data so it doesn't get parsed twice * PAD/Counters: Make VSync Queue adjustable in the UI. Extra Pad update. * GUI: Adjust description of DMA Busy hack * GameFix: Modify how DMA Busy hack works * USB: safe_release dshow filters * GameDB: Add korean Crash Bandicoot The Wrath of Cortex * GameDB: 'Network Access Disc & Hardware - Online Arena' needs InstantVU1 * ci: Improve windows artifact name * Vif: Clean up some old (incorrect) code. * GameDB: Add missing rounding for Guitar Hero Metallica (US) * GameDB: Added WRC patch by kozarovv to fix SPS * rawinput_usb.cpp: removed unused WM_ACTIVATE/SETFOCUS/KILLFOCUS logging (#4121) * DEV9: adjusted logic for loading default MAC * DEV9: Replace pcap not supported messagebox with console log * DEV9: Generate unique MAC for TAP, much like pcap backend does * DEV9: Move writing generated MAC out of winpcap * PCSX2-GUI: Move blockdump to game settings * Core: Clang-format AppCorePlugins.cpp * Core: AppCorePlugins.cpp add missing const * Core: Resume plugin if suspended for configure * Declangify parity tables * Format documents using Clang-Format * Avoid malloc when converting to RAW * Add support for OpenPS2Loader VirtualMemoryCards * Implements IOP breakpoints (#3011) * GSdx-GUI: Conservative Buffer Allocation + GPU Palette Conversion + Misc fixes * Folder memcards: prevent out of bounds access * PortAudio: Upgrade PortAudio to latest master * DEV9: Support 16bit reads/writes to SPD_R_PIO_DATA & SPD_R_PIO_DIR * build: Update mscompile.cmd to build with VC2019. (#4084) * gamedb: Delimit memcard filters with '/' instead of ',' * README: add discord * SPU2: ADMA fix for Vice City * misc: A couple of more leftovers from SPU2 merge. * SPU2: Change how ADMA gets cancelled, IOP handles cancelling DMA Fixes Raw Danger * Counters: Adjust SPU async rate * SPU2: Fixes for Titeuf buzzing * SPU: Fix bugs in recent commits, redesign DMA slightly Savestate bump, sorry * VIF: Fix MPG VU Address wrapping, fixes Boogie (works for the first time) * GameDB: Corrected patch for Titeuf Mega Compet to fix game bug * mVU: Removed full flag optimisations * mVU: Fix P flag instance on Ebit Also small fix for flag statuses on M-Bit on Branch * Add GHC Filesystem (#3999) * pad-linux: Update to latest controller database. * GS: Remove Unofficial CRCs (#4082) * mVU: Fix jump caching when using doJumpAsSameProgram. This is by default * microVU: Implement Overflow checks. Fixes Superman Returns Removed patches for Superman Returns * SPU2: Attempt 96khz sample rate if 48khz fails * SPU2: Improve DMA Write timing. Better sync DMA speeds with IOP It takes 4 cycles per word, according to No$PSX documents Also fixed an issue with when ADMA refills the buffer, fixes The Simpsons (for real this time) * SPU2: Improve DMA/IRQ timing. Tighten SPU2 sync with IOP * GameDB: Remove FMV skip patches no longer required * IPU: Return contents of the bottom of the FIFO in CMD except FDEC/VDEC * IOP DMA: Only acknowledge SPU2 DMA interrupt if DMA hasn't been cancelled * PAD (Windows): Remove code for fullscreen and resizing the game window. Also removed code that modified the titlebar text on the output window. * SPU2: Fix Address masks for voices + Effect area Fixes reverb in The Suffering * MTVU: Actually add MTVU to savestates On loading a savestate, restore the VIF state on the MTVU side * recording: Improve NewRecordingFrame window * recording: Internalize VirtualPad Windows * recording: Disable create & play options until a game is loaded at least once * recording: Fix console logging for file read and write errors * recording: Log all PadData and draw all VirtualPads altogether once per frame * input-recording: Re-place "replaying" osd log * input-recording: Wait for savestate confirmation on initial load * VIF: Slightly optimise when Row/Col are written to MTVU * MTVU: Stop the buffer filling up when MTVU is disabled * GameDB: Cleanup comments * MTVU: Allow stacking of LABEL * MTVU: Cleaned up GS SIGNAL/LABEL/FINISH communication * Update GameIndex.yaml * USB: Improve some cryptic warnings. (#4046) * tools: Remove GameIndex.dbf-tool. * pad-linux: Update to latest controller database. * VIF: Always update MTVU thread with Row/Col Changes Fixes graphical issues in Fatal Frame 2 when swapping to MTVU * USB: Early return from FF test in case of failure * DEV9: Tap, remove empty blocks * DEV9: Tap, make GetOverlappedResult calls one line * DEV9: Cancel read of TAP device on suspend/shutdown * USB: Remove "Bypass Startup Calibration" * USB: Misc code cleanup * USB: Slightly decrease strength of FF Test * USB: Set FF gain for a device, not effects, apply settings before Test * USB: Pass a top-level window to DirectInput * GS: Properly mirror GS reads to CSR * MTVU: Redesign of how to handle signals, seems more reliable Added new variables to savestates * MTVU/GIF: Clang Formatting * MTVU: Add new savestate variables, bump savestate version * MTVU: Improve compatibility with games that do GS SIGNAL/LABEL/FINISH * USB: Fix Seamic "failing" to load Singstar api * SPU2: Change VolumeSteps 42 to 5 * USB: HID: fix E0/E1 keys not sending "pressed down" event, like arrow keys etc. * USB: make dev_index u32 for simpler check if it is valid * USB: load main settings once per startup and remove "configChanged" boolean * USB: skip parsing inputs if HID device type doesn't match * USB: remove BUILD_RAW and CALLBACK define * USB: restore qemu hid event handler after savestate load * USB: Use PAD's WndProcEater for raw input, don't reinit raw input, check WM_ENABLE * USB: lock raw input callbacks when adding/removing * USB: close devices before destroying and loading save state and just allocate 64KiB for save states * cmake: Use GNUInstallDirs. * VIF: MSCNT address is -1, so don't mask it. * VIF: Mask VU program address on MSCAL/MSCNT instructions * VIF: Allow VIF1 to continue if stalled and the FIFO is reversed * GameDB: Add GIF FIFO Hack for Fight Night Round 3. Fixes corrupted textures. * GameDB: Porting patch and add Idea Factory games (#4025) * GameDB: Add VU0 Kickstart for King Kong. Fixes bad polygons on characters * microVU: Flush running VU1 program when toggling MTVU on * core: fix speedhacks panel (#4007) * misc: Cleanup remaining pad stuff from merge. (#4014) * BIOS/CDVD: Set language defaults instead of making the user do it. Removed message nobody read. * pad-linux: Update to latest controller database. * PAD: review & formatting fixes * PAD: fix regression on MTGS scheduler close * PAD: formatting fixes for linux * PAD: fix quick setup and probably other issues * PAD: ensure auto generated resources are not in the source tree * PAD: formatting fixes * PAD: windows: fix pad reloading when core actions are done * PAD: windows: fix DInput * PAD: windows: fix error message when uninit * PAD: windows, fix crash on config when playing * PAD: windows, pause config when in game and make sure it opens * PAD: bump sstate version on windows subsystem * PAD: fix ini on windows * PAD: windows: fix RTL_CRITICAL_SECTION nullptr * PAD: s/Lily/PAD/g + logging changes * PAD: windows: clang-format * PAD: windows: update copyright headers * PAD: s/OnePad/PAD/g * PAD: initial windows merge complete * PAD: backport macos patches * msvc: disable warnings on 3rdparty * msvc: disable /Gm as it is deprecated * PAD: windows merge relatively complete, linker issues left * PAD: windows sstates support * PAD: windows removal of callbacks, merging with linux api * PAD: windows merge pch fixes, continuing * PAD: continuing windows merge * PAD: fix macos build * PAD: fix nopch builds * PAD: ensure gamepad works on linux * PAD: beginning windows initial merge * PAD: fix ini saving * PAD: sstate support * PAD: clang-format * PAD: add back config screen, pause core when opened * PAD: implement lifecycle callbacks * PAD: update copyright headers * PAD: linux initial merge complete * PAD: more work on resources compilation, linker issues left * PAD: initial merge relatively complete, linker issues left * PAD: continuing merge, debugging lexer bugs * PAD: continuing merge, header/export port * PAD: include back resources generation * PAD: add back some initial references * PAD: remove initial references * gui: Apply missing recording menu option disablers. (#4001) * formatting: remove editorconfig * x86emitter: fix order of operations mixup * nsis: Fix uninstall path for GameIndex. * GameDB: Move the documentation file one last time * x86emitter: Remove unused classes * x86emitter: Remove virtual methods from register types * cmake: Fix the install target. * Resolve a crash when EyeToy is opened the second time (#3972) * NSIS: Updated filepath from old GameDB * GameDB: Move the documentation file out of /bin * GameDB: Fix incorrect parsing around round and clamp modes * VIF: Fix MPG bug incrementing addresses properly when using MTVU Also handle wrapping * GameDB: Follow the same pattern for Speedhacks as for GameFixes * GameDB: Support case-insensitive serials and patch CRCs like existing GameDB impl. * GameDB: Hopefully resolve possible unicode filepath issues * GameDB: key patches by their CRC or `default` to prevent duplicates * lint: Clang Format files * GameDB: Address string related compiler errors on linux * GameDB: Typo / remove debugging code * CMake: Add yaml-cpp to cmake * GameDB: Add markdown documentation for GameDB * GameDB: Detect and skip patches with duplicate CRCs * GameDB: Fixed invalid GameFix instances using new validation process * GameDB: Beef up the validation and finish refactor * GameDB/MSVC: renamed _Target_ to _InstrucTarget_ to avoid collisions * GameDB: Fixed return and added include * GameDB: Add new GameDB implementation * microVU: Add sanity check when loading quick block from program. Sometimes (CoD Finest Hour) can somehow end up with blocks missing from a program, not sure how, but it still finds the current program, so we check if the block exists, if not, recompile new ones. * VIF: Don't rush finish VU programs, fixes remaining SPS in Shadowman * VU: Synchronise VU1, added speedhack for old behaviour * CDVD: Adjust read speed depending on if in inner/outer edge Fixes Shadowman 2 Second Coming textures Fixes Arctic Thunder loading problems * GameDB: Remove SkipmMPEG patch for Arctic Thunder * VIF: Don't start transfer if VIF1/0 is stalled Fix missing VIF status check on MFIFO * GUI: Resolve issue causing a crash when using `Close All Windows` while a game is running * GameDB: Add patches for Idea Factory games * usb: Warnings cleanup. * gsdx: Warnings cleanup. * USB: Fix integer overflow on IOP memory range check * gsdx-hw: Remove Sly 2 3 TS crc hacks. * gsdx-hw: Remove TS crc hack for GodOfWar2. * gsdx-hw: Remove Aggressive crc hack for Kunoichi. * gsdx: run clang format on GSState.cpp * gsdx: remove broken tbw code * gsdx-hw: Add Shadow of the Colossus to auto mipmapping. * GUI: Force Full Boot on first run of new version This gets around users having crashes because they haven't configured the language in their BIOS * macOS:cmake: build plugins directly to app bundle * ci: Add MacOS github actions build * macOS: Fix things broken by plugin merges * cmake: Fix build on newer macOS * cmake: mark Utilities as needing C++17 * onepad: Fix macOS build * onepad: Fix binding `A` on macOS * GSdx: Fix issues on macOS * Only search for yaml-cpp if asked to. (#3975) * BIOS: Don't HLE OSD Parameters if BIOS has no OSD * GameDB: Added another required gamefix for Rocky Also added to other versions * GameDB: Add VIF Delay Stall hack to Rocky (E) * misc: Added the PlayStation name properly. (#3915) * VIF/MTVU: Correctly increment tag addr on VIF when using MTVU Fixes Def Jam Fight for NY when using MTVU * mVU: Keep start PC, modify prog search to avoid recompilation Also fix some M-Bit stuff * IPU: Stop IPU0 looping when there's no data for it to read Fixes bad slowdowns in Ratchet games when using EE Timing fix caused by bad IPU streams * gsdx-hw: Purge BleachBladeBattlers crc hack. * DMA: Correctly emulate QWC 0 on NORMAL transfers * MFIFO: Maintain VIF DMA status and Empty condition on VIF reset Also don't decrement/change VIF1 QWC on VIF1 FIFO write * SPU2: Get rid of the need for delay cycles Properly handle KeyOn/KeyOff happening in quick succession. * SPU2: Delay DMA Reads to prevent overrun * SPU: Adjust final mix volume * onepad: Update to latest controller database. * GameDB: Add Soul Calibur III Gamefix to other NTSC versions * GameDB: Add EE Timing fix for Soul Calibur 3 US Fixes the bad colours on the character select when using Progressive Scan mode Fixes #1931 * Build: Remove appveyor and travis leftovers. * gsdx: Fix a couple more warnings. * x86emitter: Fix a few warnings. * GameDB: Put the WRC patch in the right place * GameDB: Added EE Rounding (Nearest) for WRC, fixes Subaru crash * Dep/CMake: Add yaml-cpp support to CMake * Dep: Add yaml-cpp submodule to Windows project * Fix build without pulseaudio. * GameDB: Correct Tekken 5 Clamping mode to fix coin noises on Pirates Cove * CMake: fix generation due to warnings treated as errors (#3948) * USB: Release wasapi resampler's mutex * CI: Remove Travis-CI and AppVeyor * USB: check that HidD_GetPreparsedData succeeded * GHActions: Disable PCH on clang builds * usb: Fix build with older libsamplerate * core: Fix no-pch build * GSdx: Fix sse2 build on clang * GHActions: Don't use march=native * GHActions: Actually use ccache * GHActions: Add no-pch build * BIOS/HLE: Write OSD config with memwrites instead of direct to physical fixes crashes with Crash Twinsanity * Disable a few warnings. * CDVD/NVM: Plan B, force user to set up their BIOS first run. * BIOS/HLE: Match ODS Config names to Syscalls CDVD/NVM: Write default language/screen settings to be English, 4:3, GMT Timezone * core: send osd log event when snapshot is taken * PNACH: combined patch effects * PNACH: apply repeating codes also on load * GameDB: Add new entries part 1 * gsdx-hw: Merge TriAceGames crc hacks for dx in to one. * USB: Fix a few more warnings. * Debugger: Remove delay slot for ERET and SYSCALL opcodes * BIOSHLE: Implement GetOSDParamConfig2 for DST/24h/Format settings * BIOSHLE: Get all OSDSYS Parameters. Only use when Fast Boot is enabled * gsdx-ogl: Check MinMax for PSConstantBuffer. * Core: Replace Fall through comment with c++17 attribute * Core: clang-format SysThreadBase.cpp * Core: Don't reopen everything when we just want to reopen the CDVD * misc: Remove more leftover stuff from plugins merge. * onepad: Update to latest controller database. * [USB+] Clean up Warnings (#3930) * Add libsamplerate to travis. * gsdx-gui-win: Disable Aniso option when 8bit textures is checked on gl. * gsdx-ogl: Fix anisotropic filtering. * GameDB: Fix typo * GameDB: Fix comment on new patch * GameDB: Added patch for MX Unleashed * Okay, the USB dialogs that were merged are written in Gtk 2, causing lots of deprecation warnings if you compile with Gtk 3. I'm just going to suppress all of those for the moment until they can be dealt with properly. * USB: Resolve an EyeToy crash when no webcam is connected * Counters/Vsync: Do correct number of HBlanks per VSync for PAL/NTSC * counters: account for vertical frequency differences in non-interlaced anolog modes (#3862) * GameDB: Added patch for one version Hardware - Online Arena * USB: revert irq hack * USB: misc fixes on settings string conversion * Update issue templates (#3917) * CDVD: fix logic bug introduced in ada80474 * USB: remove unused logos * USB: warnings fixups * USB: remove version check for plugin * USB: purge USBnull related mentions in cmake/nsis & formatting * USB: various formatting nitpicks * USB: build date removal, formatting * USB/dev9: final dialog fixes & winloadconfig initial load * USB: fix singstar & tangling if/comments * USB: windows very much like its filenames (fix various dialog bugs) * USB: dialog,windows and dev9/usb conflicts fixes * USB: clean up logging * USB: fix ini saves * USB: evdev mDevices clear fix * USB: fix resume issues with wheels and unneeded init * USB: remove outdated macros instances * USB: fix debug builds on linux by switching to devcon * USB: restore formatting of standalone third party code * USB: fix windows sstates and dialog related bugs * USB: windows support! * USB: introduce back linux support * USB: fix more linker issues on windows * USB: windows mostly complete, linker issues left * USB: initial windows project support * USB: backport fixes from develop branch * USB: fix sstates when invalid USB device is selected * USB: savestate bump + initial sstate implem for usb * USB: clang-format * USB: update copyright headers * USB: add back config screen, pause core when opened * USB: implement lifecycle callbacks * USB: actions and cmakelists formatting * USB: initial merge finally complete * USB: initial merge relatively complete, linking issues left * USB: cleaning up a bunch of warnings, platcompat fixes * USB: continuing merge, platformcompat fixes * USB: importing some references, updating handlers and c exports * 3rdparty: add libsamplerate cmake defs * USB: beginning to add back initial references * USB: remove initial references for merge * DEV9: net.cpp use __POSIX__ to check for pthread support * DEV9: use pthreads to set priority on mac * DEV9: switch net.cpp to use std::threads * Support build with system fmt (#3838) * spu2: Rename SPU2 Config -> Audio Settings. * dev9/spu2: remove useless defines. * dev9: fix not defined macro warning. * dev9-gui-linux: Rename linux buttons/texts to match previous windows changes. * dev9-gui-win: Cleanup DEV9 gui a bit. * gsdx-gui-win: Adjust some tooltips to include d3d 11 version. * gsdx-gui-gtk: Change date accuracy button list to a checkbox. * gsdx-gui-win: Change date accuracy button list to a checkbox. * gsdx-hw: Merge Basic and Full DATE code. * SPU2: switch to ConWarn for linux fallback * SPU2: default to XAudio when failing to read conf * gsdx-hw: Don't always set MaxDepth on ps/fs. * gsdx-gtk: Run clang on GSLinuxDialog.cpp * gsdx: Remove TV Shader hotkey toggle (F7). * GSdx: Remove Star Wars - Force Unleashed CRC hack * GameDB: Add SW Force Unleashed patches * misc: Remove merged plugins leftover stuff. * CI: Fix Ubuntu package installation failure (#3901) * x86emitter: Comment out unused variables. * gsdx-sw: Comment out not used variables, will fix a few warnings. * PSX/CDVD: Check register 14 (ps1 status register) for cd speed and CDDA (#3899) * travis-ci: Update the build * cmake: Specify the gtk version being used with wx * gsdx-hw: EmulateAtst -> Remove unused tex parameter * gsdx-hw: Move EmulateAtst in common hw renderer code. * onepad: Update to latest controller database. * GameDB: 24 The game * misc: Replace Fall through comments with c++17 attribute. * gsdx-hw: EmulateBlending -> add [[fallthrough]] attribute to switch cases. * gsdx-d3d11: Clean up blending code a bit. * Remove references to dev9ghzdrk. If dev9 is built in, we need to always do the setcap check when not disabled, not just if dev9ghzdrk is built. * DEV9: remove unneeded error message * DEV9: fix wide char conversion & review fixes * DEV9: misc formatting * DEV9: integrate lean and mean and rebase with spu2 * DEV9: windows support unicode fixes * DEV9: windows support mostly done, unicode thingies to fix * DEV9: bugfix on linux when no if, config revamp * DEV9: updated license headers and clang-format * DEV9: add back configure GUI * DEV9: implement lifecycle callbacks * DEV9: initial merge complete * DEV9: including back initial original references * DEV9: initial work on merge, removing references * GameDB: Added patch for Black NTSC-J to fix collisions * GameDB: Added Black PAL-E patch for collisions * Loosen up wxwidget version restrictions. Default to Gtk 3. Cleanup. (#3832) * Added cmake options to bypass setcap execution. (#3840) * gsdx-gui: Yeah why not, update the DATE accuracy tooltip along the way. * gsdx-hw: Set Full DATE accuracy as default. * JIT: fix FPU IEEE float conversion on x64 * GameDB: Change clamping on missed versions of Black * GameDB: Correct CRC for Black US patch, also comment vuclamp fix * GameDB: Add patches for Black PAL-M5 and NTSC-U, fixes Collisions Also changed the clamp mode to 3 as that also works and is preferred * MTGS: Remove old DXGI fullscreen overrides code, run clang. * GameDB: Added patch for Ratchet & Clank 3 demo shadows * GameDB: Remove IHRA 2005 patch * onepad: Update to latest controller database. * ee: update cache emulation for 64 bits * GameDB: Add patches for Idea Factory games * GSdx: Clang format - plugins/GSdx/Renderers/OpenGL/GLLoader.cpp * pcsx2-gui: Clang format - pcsx2/SourceLog.cpp - pcsx2/gui/AppInit.cpp - pcsx2/gui/ConsoleLogger.cpp - pcsx2/gui/MainFrame.cpp * pcsx2-gui: Further improve with adding punctation,tooltip and formatting. * microVU: Fix program range wrapping * microVU: Sort out when the Status flag is de/normalized Properly clear non-stick invalid/zero flags on DIV/SQRT/RSQRT COP2 instructions * microVU: properly normalise Status flags when exiting a VU program Fixes shadows in Ratchet Gladiator * microVU: Save valid flag instances at the end of a VU0 program. Fixes State of Emergency 2 black screens and BIOS reboot in Driving Emotion Type-S * gsdx: properly init clut ptrs v2 (#3858) * GameDB: Added patch for Twisted Metal Head On fire effects * microVU: Fixed bug in E-bit conditional branches. Fixes DT Racer GameDB: Added VU0 Kickstart hack for DT Racer * gsdx-hw: Add ICO to automatic mipmapping. * onepad: Update to latest controller database. * Revert "gsdx: properly init gsclut function ptrs" * GameDB: Added XGKick hack to Zombie Hunters 2 Fixes blank textures * GameDB: Ported US patches to European versions of Mafia * GameDB: Multiple gamefixes to: (#3843) * CDVD: Fix iLink issues * GameDB: Patch for Ecco the Dolphin PAL * VIF: Fixed undefined behaviour of Unpack V3-16 in final QW write. Fixes Homerun * GameDB: Set vu clamping to none for Hitman - Blood Money Fixes bump mapping issues * GS: Fix handling of PRIM/PRMODE on PRMODECONT switching (#3831) * CI/Travis: Fix newly introduced cmake failure in Travis-CI after adding {fmt} (#3837) * git: pin `fmt` submodule to v7.0.3 * cmake: Add fmt to cmake configuration * recording: Updated all current logging instances to use new logger * recording: Add logging header to simplify input recording logging * vs: Setup fmt on Visual Studio * git: Add `fmt` submodule * ci: Remove now unnecessary way of cleaning up old artifacts * Add clang linux build * Revert "recording: Add logging header to simplify input recording logging" * Revert "recording: Updated all current logging instances to use new logger" * GSdx: Compare file extensions as lower-case * pcsx2-gui: Pause and resume emulation when using `Screenshot As..` * GSdx: Save PNG compressed screenshots as `.png` files * gui: Add `Screenshot As...` option * recording: Don't reload cheats/settings on every frame-advance * recording: Updated all current logging instances to use new logger * recording: Add logging header to simplify input recording logging * recording: Skip extraneous code in SaveState handler if recording is disabled * vs: Move the VirtualPad images into their own filter * cmake: Fix the build without portaudio (Again). (#3827) * gamedb: Rename Colosseum - Road to Freedom to 21 Card Games. (#3830) * Cop2: Make sure the status flag gets updated on DIV/SQRT/RSQRT (#3813) * GameDB: Add COP2 Arrangement for Everyblue 2 (EU/US) Fixes #3392 * GameDB: Patches for 12 games (or 9 individual games): * GameDB: Add gamefixes for the following games listed, change detail are in db comments: * pcsx2: enable hostfs on release builds * GameDB: Patch for Dynasty Warriors 3 (C) * GameDB: Added Dynasty Warriors 3 (US) patch to sort crazy cloth in opening * GameDB: Patch for Yanya Caballista Japan version * EE Int Cache: Fix crash when booting the BIOS in 32bit * SIF: Fix attempting to write junk when FIFO full Also fix the amount of words written to temporary junk * pcsx2: purge fmv in sw hack (#3806) * DMA: Handle undefined Chain mode tags Fixes DT Racer speed issues * GameDB: Added VU Kickstart gamefix for Moto GP * PGIF/PS1: Correct PGIF Register bit masks (#3791) * GameDB: Apparently Extra+sign on VU still needed for Another Century's Episode 3 * GameDB: Removed game fixes for Another Century's Episode 3 Were added to fix a crash going in to mission 2, but now causes it to crash instead. * Counters: Tighten tolerances on framelimiter (#3785) * SPU2: more missing PCH * gsdx-osd: fix crashing on d3d11 * ci: Automatically watch for updates on github actions * SPU2: missing pch * microVU: Make sure flags are exact on M-bit (#3797) * GameDB: Correct title for Sly 3 (#3796) * GameDB: VU0 Kickstart to Beyond Good and Evil * CDVD: fix ISO swapping (#3788) * GameDB: Better patch for ONI games, less invasive On real hardware the PCR write will be completed after the BC0F instruction causing it to pass, so we simulate this now * SPU2: Cleanup. Remove a few unused variables, and make a few local that didn't need to be in classes, renaming them accordingly. * SPU2: clang-format, spu close before cdvd and remove unused refs * SPU2: linux fix where config wasn't setup on init & savestate bump * SPU2: pause while config screen is open * SPU2: purge DSound & log + config fix * SPU2: fix nullptr crash on DSound * SPU2: fix config path * SPU2: remove logo from config * SPU2: enable portaudio on linux and additional clang-format * SPU2: enabling portaudio on windows * SPU2: s/NULL/nullptr/, s/SPU-2/SPU2/ * SPU2: fix DMA issues * SPU2: windows config and s/SPU2-X/SPU-2/g * SPU2: windows support! * SPU2: windows: fix most build issues, linker issues left * SPU: adding windows filters * SPU2: preliminary windows support * SPU2: clang-format * SPU2: license header update * SPU2: redesign save states into a working state, config saves now works * SPU2: add back configuration GUI * SPU2: implement lifecycle callbacks * SPU2: remove setup irq callback functions * SPU2: initial merge complete * SPU2: merged more core callbacks * SPU2: redesign the save state system * SPU2: merging some codebase callbacks * SPU2: merge initial code, remove plugin exports * SPU2: remove initial plugin references * DEV9: fix crash when closing game window with ethernet disabled * gsdx: properly init gsclut function ptrs * pcsx2-gui: Disable recording shortcuts on any GS panel close, even from pausing or shutting down * pcsx2-gui: Enable and disable new recording menu items when appropriatewhen * pcsx2-gui: Add handlers for new menu options * pcsx2-gui: Improve method of adding key shortcut to menu items * GameDB: VU0 Kickstart to Blood Will Tell * GameDB: VU0Kickstart to 24 the game * SIF: Correct IOP cycle count for SIF transfers * Savestates: Move variable to sif struct, bump savestate version * GameDB: Remove patches for True Crime: Streets of LA * SIF: Transfer SIF0 junk for partial QW transfers from IOP Fixes True Crime: Streets of LA * IOP DMA: Always fire interrupts for SIF0/SIF1 (#3778) * DEV9: fix compilation issues * DEV9: only list tap interfaces * DEV9: rewrite TAP driver and switch to TAP for windows * DEV9: implement get_{num,desc,name} with the winapi * DEV9: initial removal of winpcap * CDVD: fix for loading games in BIOS * [skip ci] nsis: Update message box for minimum supported os. * recording: Many adjustments on VirtualPad from review feedback * cmake: Generate resource header files alongside .pngs just like on windows * recording: Store VirtualPad window position in .ini file * vs/recording: Remove the committed header files, generate them at build-time * recording: set ReadOnlyMode correctly when playing/recording a movie * recording: improvements so frame will be less likely to appear un-rendered * recording: Disable widgets in replay mode, simplify ControllerInterrupt * recording: Linting pass on files involved in this change * recording: Done micro-optimizing GUI * recording: Removed redundant #includes and reliance on Common.h * recording: Update controller interrupt to handle both the VirtualPad and the movie * recording: New VirtualPad implementation * recording: Rewrite of PadData class * recording: Commit all new .png image files for new GUI * recording: script to auto-regen image header files * recording/core: greatly simplify Sio hook and update includes * git: auto-collapse image header files from PR reviews * dev9ghzdrk: Remove obsoleted keyword for Clang. (#3768) * nsis: Bump minimum Windows requirement to 8.1 * nsis: Remove dx runtimes. * nsis: Remove old v1.4 checks no longer needed. * nsis: Bump version to 1.8.0 * nsis: Remove plugins that were merged in to core. * Core: Fix recLUT_SetPage in recResetIOP for ROM1, and ROM2 (#3753) * Bump up C++ version to c++17 for gcc & clang (#3746) * gamedb: Add vuClampMode 3 to Legend of Kay. (#3762) * GameDB: Fix wrong names. * IPC: fix windows warnings * GameDB: Change clamping for Armored Core 2. Fixes #2395 * ci: Add packages to fix linux build (#3750) * GameDB: Added patch for Jonny Moseley - Mad Trix NTSC to fix videos * gsdx-ogl: Move DATE_GL42 swap code after colclip. * Vif: Remove unused variables * GameDB: Add VU0 Kickstart to Twisted Metal Black games Fixes #3748 * msbuild: update project to cpp17 (#3745) * gsdx-ogl: Make sure DATE_GL42 doesn't run on clamp 0 with non recursive or accu blending. * gsdx-ogl: Swap DATE_GL42 with DATE_GL45 on sw blending draw. * Better Apple icon file: * 256 px taken from Windows icon. * Scaled down 256 to 128 for better-looking 128 px. * Add retina versions of 16 and 128 px. * NSIS: Add support for command line flags and fix silent install (#3435) * UI: Refactored plugin loops to use lambdas. (#3569) * GSdx: Purge D3D11 Software * IPC: implement MsgVersion and fix boundings bug * IPC: testing grounds for MsgVersion * SPU2: Only reset output modules if the sample rate changes. Also don't reset all SPU2 regs when entering PS1 mode, only need to set the sample rate. * ci: Validate VS filter files in buiild * SPU2: Set sample rate correctly for PS1 mode (#3532) * CDVD: Revert change from CDVD merge which broke a few things. * lilypad: Default.ini Update to reflect recent changes. * Lilypad: Remove saveStateIndex. * lilypad: Remove disableScreenSaver from Linux too. * lilypad: Remove saveStateTitle and leftovers TitleHackWndProc, PCSX2_overrideConfig. * lilypad: Remove escapeFullscreenHack fully. * lilypad: Remove disableScreenSaver fully. * lilypad: Remove closeHack fully, remove autoAnalog. * lilypad: Remove psx/ps1 emulator compatibility. * GSdx-Capture: Abort capture if an invalid directory is given * GSdx-GUI: Add wchar_t variant of ComboBoxAppend * Capture: Share filename between GSdx and Spu2-x * GSdx-Capture: Append a missing .avi extension * GSdx-gui: Properly grays out Dithering(PgDn) in software and none renderers. (#3722) * ci: Resolve git-submodules related Actions warning * FW: fix FWirq callback bug * FW: clang-format * FW: merge into core, simplify setup and config * FW: including back some references * FW: removing initial references * ci: Increase verbosity on msbuild logs - includes timing information and such * Add github actions status badges to readme * ci: Cache submodules and fix artifact naming * Build: Fix filters, again. * CDVD: fix conflicts merging * IPC: return an error when packet is too big * IPC: per user tmp folder in macOS + logic bugs * IPC: conform to the XDG base specification on linux * IPC: updating IPCMsg doc * IPC: reply datagram splittage * IPC: timeout on read/write operations * IPC: query datagram splitting * IPC: implement better error handling * IPC: perform memory checks, virtually no perf hit * IPC: implement batch command processing * IPC: original socket ipc implementation * VS Project: Fix filters * ci appveyor/travis: Build only master branch. * CDVD: remove non-fatal logging * CDVD: remove disc selector dialog * CDVD: safety fixes on hard swaps * CDVD: clang-format * CDVD: polishing rebase and fixing nullptr bug * CDVD: reproducing old behavior, boot in BIOS if invalid drive found * CDVD: check if CDVD thread is already open * CDVD: drive selection submenu and OS-specific fixes * CDVD: ensure thread/state is ok before proceeding * CDVD: merging and removing remnants of plugin * CDVD: add menu item for discReader and gui for drive selection * gsdx-gui: Add dithering option go linux gtk gui too. * GSdx-gui: Add dithering option to windows gui. (#3706) * recording: Disable currently active frame advancing when opening a different recording * recorrding: Resolve issues with starting a new file * recording: Rearrangements + Formatting * recording: Lock frameCounter incrementation on initial recording file load or during full/fast boot * recording: Handle mode toggle in InputRecordingControls * recording: Handle Boots & Savestates similarly * recording: Rework Frame Value & Undo Count Functions * recording: Recording mode-based refactors * recording: Resolve issues discovered while testing around savestate handling * recording: Recording controls rename and refactor to attempt to simplify * HostFS: free fds when shutting down vm (#3671) * GSdx: Purge International Star Soccer Hack * build.sh/cmake: Remove OPENCL_API flag. * 3rdparty: Remove opencl lib source files. * vcxproj/vsprops/sln: Remove opencl 3rdparty libs. * gsdx-hw: Remove opencl code and files from gsdx. * build.sh: Remove opencl. * cmake: Remove opencl. * vcxproj: Remove opencl. * tools: Remove dynacrchack source files. * gsdx-hw: Remove DynamicCrcHack feature. * DMAC: Improve DMA Stall handling (#3701) * ci: Ignore workflows on non-code changes or irrelevant code changes * ci: Properly fail the linux workflows if the build fails * ci: Remove clang, use GCC 10 and GTK 3 * ci: Remove directX downloading from windows build * ci: Add cron action to cleanup old artifacts to avoid hitting GH Actions limits * ci: Add working linux workflow * ci: Add windows workflow * ci: base github actions from turtleli * Gamedb: Remove patches and add manual gamefixes * gsdx-hw: Purge Grandia3 crc hacks. * gsdx-hw: Run clang format on GSHwHack.cpp. * gsdx-hw: Purge Genji crc hacks. * GameDB: Added missing rounding mode for Shin Megami Tensei: Lucifer's Call * VIF: Set decoding status on VIF stall (#3683) * SIF DMA: Fix bug with Tag Interrupts * GameDB: Add auto game fixes for Taxi Rider to fix white models * [skip ci] Tools: Move gsdumpgui in it's own repository. * Revamp the wx spu2-x dialog. (#3670) * GUI/Recording: Resolve issues around playing and creating input recordings under certain scenarios (#3669) ------------------------------------------------------------------- Fri Sep 11 08:05:36 UTC 2020 - i@guoyunhe.me - Set -DGTK3_API to enable GTK3 toolkit - Add wxwidgets.patch fix GTK3 and possibly Qt in future - Update to version 1.7.0~git20200911: * 3rdparty:opencl: Remove unused opencl files. * Console-gui: Update descriptions. Add Input to recording. Lowercase to uppercase words. * pcsx2-gui: Update main window description/tooltips. Change 2 recordings (CaptureVideo and Recordings) to Screenrecorder and Input Recording. * MemoryCards-gui: Update descriptions/tooltips. Auto-Eject checkbox is a failsave for broken saves. Card (file)name to Memory Card (like a real PS2 you need to plug a memory card in port 1 to work). Add usable to formatted to be obvious if you can use the memory card. Changed default column width. * EmulationSettings-gui: Update descriptions/tooltips. FMV Aspect Ratio Override = Off is the same as the value for Aspect Ratio. Formatting fix for Zoom tooltip. Double click on emulation windows also does fullscreen. Disable framelimiting means Uncapping the FPS. Capped slowmotion adjust at 5% (it doesn't accept lower than 5 anyway). MTGS gets debug tag (useless for many). * GSdx-gui: Update descriptions/tooltips. Large framebuffer should only be used in cases of stuttery FMVs (cutscenes). 4/8 bits is best used where GPU is much stronger than CPU. Fix DPI scaling for OSD color sliders (FPS + other stats). * Lilypad-gui: Update descriptions/tooltips.(PR3457) DS4 is finicky sometimes with Directinput enabled and is best used with Xinput + Steam (Steam is recommended for all controllers). Alternative for DS4 is Ryochan7/DS4Windows (not main DS4Windows). * GUI: Fix recording related hang when PAD plugin is open/closed while game is paused (#3299) * [skip travis] ci-appveyor: Skip building commits if only the following directories/files are changed. * GS/Counters: Fix CSR Swap and VBlank Interrupt timing * VU: Also update Status/Mac instances after COP2, just in case * VU: Copy CLIP flag instance back to VU0 int and microVU when COP2 modifies it Fixes Soul Calibur 3 hair * GSdx: Console printf CRC fix for starter character 0. (#3678) * Gamedb: Remove duplicate gamefix for Primal, and rename Wilds Arms to Wild ARMs. (#3672) ------------------------------------------------------------------- Sun Sep 6 14:22:01 UTC 2020 - Yunhe Guo <i@guoyunhe.me> - Set -DDISABLE_ADVANCE_SIMD=ON to support both old and new CPUs ------------------------------------------------------------------- Sun Sep 06 13:54:11 UTC 2020 - i@guoyunhe.me - Update to version 1.7.0~git20200904: * pcsx2-gui: Clear console log when theme is changed * pcsx2-gui: Change the console logger's theme on the fly * onepad: Update to latest controller database. * Make a few settings in spu2-x stick under Linux. The whole config section should probably be rewritten, but that's for a later date. * pcsx2: Remove unused cheats and browser source files. * vcxproj: Remove old cheats and browser references. * cmake: Remove old cheats and browser references. * microVU: Fix state saving when m-bit is reached microVU: Fix range merging to encompass whole ranges of programs * GameDB: Added VU0Kickstart to Horsez 2 ------------------------------------------------------------------- Tue Sep 01 15:53:06 UTC 2020 - i@guoyunhe.me - Update to version 1.7.0~git20200901: * GSdx: Add Default OSD Font Resource (#3605) * VU: Remove unused code in VUmicro * cmake: Don't add xsave flag * x86emitter: Don't use xgetbv * [skip travis] ci-appveyor: Some tweaks. * GameDB: Add GT Concept 2002 memcard filter * VU: Improved EE Cycle Skipping hack to work better with the new VU0 sync changes ------------------------------------------------------------------- Sun Aug 30 14:48:06 UTC 2020 - Yunhe Guo <i@guoyunhe.me> - Initial version
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