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The menu and line rendering hack are only currently available through the Opengl 1.78 plugin, not the OpenGL 2 Tweak.

I have managed to implement the flipped sprite fix in the Tweak plugin though, I've uploaded a new build with just that change for now:
WIP_PGXP_build_18_12_18.zip

It was pretty simple once I figured out how to find and intercept the plugin's internal function calls in the way that Tapeq was doing. Integrating the line rendering hacks will be more difficult though as they require changing the number of vertices being drawn and either making a second triangle or changing the existing one to a quad. I think I've got it figured out at least.
all these fixes, you should prolly just take the linux source and port it changing things however you need them....might ultimately be eaiser
 

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My first post here.
I just want to report some problem with one of the PGXP Plugin (OpenGL Driver 1.78) that it would crash the emulator when I trying to load Smackdown! 2 (OGL2Tweaks ran it without a problem tho). I need this plugin as it was only plugin which have option to make the game's loading screen to be shown (other plugins except Pete's Soft will just shown black screen and even in Beetle PSX HW libretro cores it only shows blackscreen too though can be tricked with just changing the internal resolution during the loading screen).
 

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Hello @iCatButler I was thinking with your work with flipped sprite identification.
So basically you can use W-coordinate from polygons to identify those who are used as sprites?
Do you think it's possible to use this with the texture filtering options, so in "Standard w/o Sprites" Sprites means also "flat polygons" (or having "Standard w/o Sprites" and "Standard w/o Sprites and flat polygons")?

An other question do you think, at least for libretro, it's possible to use different filtering for sprites/flat polygons and polygons?
xbr is better for sprites when bilinear is for polygons.

I know without OpenGL2 source code maybe it's not possible for this one.
 

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Discussion Starter #905
all these fixes, you should prolly just take the linux source and port it changing things however you need them....might ultimately be eaiser
As far as I know the Linux version of Pete's GL2 plugin is also closed source. If you have a link to the source code for it that would be incredibly helpful.

My first post here.
I just want to report some problem with one of the PGXP Plugin (OpenGL Driver 1.78) that it would crash the emulator when I trying to load Smackdown! 2 (OGL2Tweaks ran it without a problem tho). I need this plugin as it was only plugin which have option to make the game's loading screen to be shown (other plugins except Pete's Soft will just shown black screen and even in Beetle PSX HW libretro cores it only shows blackscreen too though can be tricked with just changing the internal resolution during the loading screen).
Hi. Does this crash occur with the normal version of OpenGL 1.78 (without PGXP integrated)? There are a lot of problems with 1.78 in general and it's beyond what I can do at the moment to fix them, if I had the time I'd rather write an entirely new plugin. If it's caused by my changes to integrate PGXP then it's something I could look into.
If the loading screen doesn't even appear on Beetle's Vulkan renderer it might be worth posting an issue about it on the issue tracker as that is by far the most actively developed renderer at the moment.

There are some warping 2D elements here and there in Chrono Cross battles.
Can you provide more detail on this, perhaps some screenshots or video? Is this new since the changes I submitted for detecting flipped sprites?
Also make sure you have "Vertex Cache" disabled in the PGXP options. It's an implementation of the original GTE hack and has the same problem of causing 2D elements to warped by nearby 3D geometry. It should really be turned off unless a game has really noticeable seams between polygons.

Hello @iCatButlerDo you think it's possible to use this with the texture filtering options, so in "Standard w/o Sprites" Sprites means also "flat polygons" (or having "Standard w/o Sprites" and "Standard w/o Sprites and flat polygons")?

An other question do you think, at least for libretro, it's possible to use different filtering for sprites/flat polygons and polygons?
xbr is better for sprites when bilinear is for polygons.
I think this should be possible. In libretro-Beetle it would be a case of changing the shader associated with any primitives that were flagged as "2D". In OpenGL 1.78 it would probably be a case of duplicating some of the primitive rendering code for sprites in the textured polygon functions (I've not really looked at this code so it could be messy). There's a lot of commonality between the 1.78 source code and the internal structure of the GL 2.9 plugin, at least in primitive handling, though I would be wary of making any promises there.
 

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Discussion Starter #907 (Edited)
you are correct..I keep thinking it is on his old site... but it is the peops stuff ....


**EDIT**
wait... peops opengl/mesagl 1.78 source is there
http://www.pbernert.com/PeopsOpenGLGpu178Sources.zip
I think that will be the same 1.78 source as is packaged with the PCSX-Reloaded project. Unfortunately the GL2.9 plugin has some significant improvements in features and stability.

I have managed to integrate the line hack rendering into the Tweak plugin, at least:
WIP_PGXP_build_18_12_20.zip

Unfortunately, while it now works with Dark Forces, it still doesn't work with Duke Nukem because OpenGL 2.9 doesn't render anything for sloped surfaces (there is no initial triangle for the line hack to test and duplicate). In fact, none of the Peops plugins will render these surfaces, not even the software one. This could be a flaw in Pete's code or even a limitation of the plugin interface, they behave the same way in both PCSX-R and ePSXe, but the built in ePSXe plugins will render these games perfectly.

Edit: The line mode is controlled from the Tweak's .ini file, and again is now completely uncoupled from the coord check tick box in the menu.
I've incremented the .ini file's version number, so it should add the new option automatically when you run the plugin for the first time (although it will probably reset the other values so you might want to back up your old file up and manually copy them over).
 

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ok, so i seem to be having some issues here.

I can get pcsxr working no issues. as soon as i go for Gpxp, by using the application file, and the 2 dll plugins, and renaming the one plugin because for some reason it wont work with "tweaks" in the name, so i remove it, i can no longer get anything to work after that.

i must be doing something wrong for things to go to crap afterwards. anyone else have this issue?
 

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you put the tweak plugin in the plugins folder along with pete's 2.9...when selecting plugins in pcsx-r choose the tweak plugin, not pete's... the tweak plugin will load petes on it's own... should not rename anything
 

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you put the tweak plugin in the plugins folder along with pete's 2.9...when selecting plugins in pcsx-r choose the tweak plugin, not pete's... the tweak plugin will load petes on it's own... should not rename anything
figured it out now. downloaded an older build and things seemed to work right out the gate with most things.

thanks!!!
 

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Hello Everyone,

I have compiled pcsxr-pgxp for both 32bit and 64bit linux systems. Pcsxr-pgxp on my 32 bit linux system does not segfault with either plugin. The system is the same as the 64 bit linux system. On my 64 bit linux system however pcsxr-pgxp segfaults with both the xvideo and Opengl plugin.

Pcsxr-pgxp 18DEC2018 - 7ce3857e14aa0e6e00c52b918661933a2b2ecc39.


Here is a backtrace of xvideo when trying to run bios.

https://pastebin.com/B4Df9cXV


Here is a backtrace of opengl when trying to run bios

https://pastebin.com/TrcqefVF

Can anyone else verify that the segfaults only happen with 64 bit linux systems/ or some 64 bit linux systems?
 

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Xubuntu 16.04.5 LTS / AMD64

I can't reproduce your issue @SolisX. Compiled using Clang 7, many warnings but zero problems.
The old glitches on Soul Reaver portals are gone :cool:

P.S: I can't test xvideo plugin (RX 560). I really liked xvideo plugin, but without support for planar video, is useless for me T.T

Code:
X-Video Extension version 2.2
screen #0
  Adaptor #0: "GLAMOR Textured Video"
    number of ports: 16
    port base: 63
    operations supported: PutImage
    supported visuals:
      depth 24, visualID 0x21
    number of attributes: 5
      "XV_BRIGHTNESS" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_CONTRAST" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_SATURATION" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_HUE" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_COLORSPACE" (range 0 to 1)
              client settable attribute
              client gettable attribute (current value is 0)
    maximum XvImage size: 8192 x 8192
    Number of image formats: 2
      id: 0x32315659 (YV12)
        guid: 59563132-0000-0010-8000-00aa00389b71
        bits per pixel: 12
        number of planes: 3
        type: YUV (planar)
      id: 0x30323449 (I420)
        guid: 49343230-0000-0010-8000-00aa00389b71
        bits per pixel: 12
        number of planes: 3
        type: YUV (planar)
 

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Xubuntu 16.04.5 LTS / AMD64

I can't reproduce your issue @SolisX. Compiled using Clang 7, many warnings but zero problems.
The old glitches on Soul Reaver portals are gone :cool:

P.S: I can't test xvideo plugin (RX 560). I really liked xvideo plugin, but without support for planar video, is useless for me T.T

Code:
X-Video Extension version 2.2
screen #0
  Adaptor #0: "GLAMOR Textured Video"
    number of ports: 16
    port base: 63
    operations supported: PutImage
    supported visuals:
      depth 24, visualID 0x21
    number of attributes: 5
      "XV_BRIGHTNESS" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_CONTRAST" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_SATURATION" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_HUE" (range -1000 to 1000)
              client settable attribute
              client gettable attribute (current value is 0)
      "XV_COLORSPACE" (range 0 to 1)
              client settable attribute
              client gettable attribute (current value is 0)
    maximum XvImage size: 8192 x 8192
    Number of image formats: 2
      id: 0x32315659 (YV12)
        guid: 59563132-0000-0010-8000-00aa00389b71
        bits per pixel: 12
        number of planes: 3
        type: YUV (planar)
      id: 0x30323449 (I420)
        guid: 49343230-0000-0010-8000-00aa00389b71
        bits per pixel: 12
        number of planes: 3
        type: YUV (planar)
Oh thanks for your effort. Could you try and compile it with gcc then try running the game again. I compiled pcsxr-pgxp with clang on my 64 bit system and it's no longer getting a segfault. I just want to see if it's just my systems gcc that's the problem.
 

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Is just your gcc =P

I had to reconfigure from scratch in each test... it take more time than I thought, but is done. Zero problems.
Tested with gcc-5, gcc-6, gcc-7, gcc-8, clang-4, clang-5, clang-6 and clang-7. Logs (make -j5).

All my GCC compilers come from ppa:ubuntu-toolchain-r/test. Clang-7 come from ppa:oibaf/graphics-drivers. I use the kernel branch "hwe-16.04", currently 4.15.0-43-generic and my CPU is "AMD Phenom(tm) II X6 1090T Processor".
I think that is the most relevant info.

cya
 

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Is just your gcc =P

I had to reconfigure from scratch in each test... it take more time than I thought, but is done. Zero problems.
Tested with gcc-5, gcc-6, gcc-7, gcc-8, clang-4, clang-5, clang-6 and clang-7. Logs (make -j5).

All my GCC compilers come from ppa:ubuntu-toolchain-r/test. Clang-7 come from ppa:eek:ibaf/graphics-drivers. I use the kernel branch "hwe-16.04", currently 4.15.0-43-generic and my CPU is "AMD Phenom(tm) II X6 1090T Processor".
I think that is the most relevant info.

cya
Ok thanks. I think it maybe it's problem with my multi-lib version of gcc.
 

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Any possibility of the Depth Buffer ver on a separate fork or uploaded?

Im really curious on that even tho its buggy, and there has been no updates on it since 2017 so, i don't think its totally "dead".
 

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PCSXR-PGXP + Common Plugins + Common Shaders

PCSXR-PGXP-2019-08-31-CPCS [last build: 2019-03-11 by Cyrek] [16MB DL, 70MB Disk]
https://drive.google.com/open?id=1Ieca_t3egU55m6WTOBQ7fvyoxtP2cDZP

VirusTotal: PCSXR-PGXP-2019-08-31-CPCS.7z, 1/53
https://www.virustotal.com/gui/file/1e580d66cb9363f639b8f3788c3d41cc68886af3e3fa56c1bb62154c0c210bac/detection

you may need to install these libs to the emulator and all plugins to work:

Microsoft Visual C++ 2010 Redistributable Package (x86)
https://www.microsoft.com/en-gb/download/details.aspx?id=5555

Microsoft Visual C++ 2019 Redistributable Package (x86)
https://aka.ms/vs/16/release/vc_redist.x86.exe

DirectX End-User Runtimes (June 2010) [DirectX 9]
https://www.microsoft.com/en-us/download/details.aspx?id=8109

the emulator needs to be started by the script "open-pcsxr-pgxp-with-edgbla-support.cmd" present in the same folder as the emulator to open the gpuBlade 1.64 GUI.

plugins included:

[GPU]
edgbla gpuBladeSoft 1.64
P.E.Op.S. Soft Driver1.18b
OpenGL Driver 1.78
Pete's D3D DX7 Driver 1.77
Pete's OpenGL2 Driver 2.9
PeteOpenGL2 Tweaks 2.4
[SND]
P.E.Op.S. DSound Audio 1.9
[PAD]
SSSPSX PADPressureMod1.7.1
Pokopom XInput Pad 2.1-22
[CDR]
Sapu's CD-ROM Plugin 1.3
[NET]
Sio1Blade 1.1
[BKP]
PS2 PCSX2 GSdx 2019-08-31 [Needs: DirectSound Async Wait]
P.E.Op.S. Soft1.18b
Eternal SPU Lite 1.41
Eteranl SPU Plugin 1.50b2
LilyPad 2019 02 09
P.E.Op.S. Sound 1.10b snv7

suggestion of plugins for initial test:

P.E.Op.S. Soft Driver1.19 Refresh
P.E.Op.S. DSound Audio 1.9
SSSPSX PADPressureMod1.7.1
Sapu's CD-ROM Plugin 1.3
Sio1Blade 1.1
scph1001.bin [not included!]

they were the only ones that passed with the same configuration for all games tested*:

00 BIOS Menu [scph1001.bin]
01 Armored Core - Project Phantasma
02 Bushido Blade 2
03 Castlevania - Symphony of the Night
04 Colin McRae Rally 2.0
05 Diablo
06 Gran Turismo
07 Hydro Thunder
08 Jet Moto 2
09 Mega Man Legends
10 Mega Man X4
11 Metal Gear Solid
12 R-Type Delta
13 Resident Evil 2
14 Soul Blade
15 Spider-Man
16 Tekken 3
17 Test Drive 6

* these tests ONLY reflect the processing power of my hardware. More powerful computers can obtain the same success with various plugins.

** suggested settings in png inside zip

*** many brazilians complain to me that they can not find a working version of pcsxr-pgxp. I hope it makes it easier for them.

PCSXR-PGXP-2019-02-13.7z [last build: 2019-02-13] [16MB DL, 70MB Disk] [old version!]
https://drive.google.com/open?id=1JJwrCNBBzjqc__ex8P7CbKuX4RUBkLlK

VirusTotal: 1/56
https://www.virustotal.com/en/file/f53eff473317e03d56a8125e4b27df9ffadc28c8ec2df86187a61a2e9587fedd/analysis/1550133344/

PCSXR-PGXP-2019-03-02-CPCS.7z [last build: 2019-03-02] [16MB DL, 70MB Disk]
https://drive.google.com/open?id=1MkC4FGQ0v7tHWQ6MD2O_1naJcDIP4rn9

with plugins: VirusTotal: 1/53
https://www.virustotal.com/en/file/d491b455bff02d0d96211ce634a3275bd470db514579b4ccb22a47ba384808e4/analysis/1551543928/

PCSXR-PGXP-2019-03-06-CPCS.7z [last build: 2019-03-06] [16MB DL, 70MB Disk]
https://drive.google.com/open?id=1WaNLHaYu2Uvl265hXWSUc1bk_jmRijrf

VirusTotal, with plugins: PCSXR-PGXP-2019-03-06-CPCS.7z, 1/54
https://www.virustotal.com/en/file/e7787d3aaac5395503b13a1a8539fe4fb156d4e2ce31f07eafb4a5cb56c9fbf5/analysis/1551918248/

VirusTotal, without plugins: pcsxr-pgxp-2019-03-06.zip, 1/56
https://www.virustotal.com/en/file/417ee95281e8524b761edf6f0506de8d13c1895034d80d910602a203c04d71d2/analysis/1551906297/

PCSXR-PGXP-2019-08-28-CPCS.7z [last build: 2019-03-06] [16MB DL, 70MB Disk]
https://drive.google.com/open?id=1FFGycl5xom7k34CHdYhblTBqHACahBW1

VirusTotal: PCSXR-PGXP-2019-08-28-CPCS.7z, 1/55
https://www.virustotal.com/gui/file/71b9a8bfb7fb506e8302d085aff62492f07a482c26dc68ffab0b2abe644dc63d/detection

* All credits to developers. I just uploaded the zip.

cheers!

EDIT: updated 2019-08-31
 

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Yes, I'm alive. :eek:

I'm working on a Static Builds release of PCSXR-PGXP in my spare time. There's still lots of testing and profiling to do, but the results with my experimental builds are quite promising. As with my PCSXR releases, there are no code changes to the emulator itself. There is only one minor code change and it relates to the OpenGL plugin. There is a setting related to the use of certain OpenGL extensions, and there is no GUI option to toggle them on Windows and the default setting is off which results in a thin line when MDEC's are playing. I literally just change a 0 to a 1, and that's it. Other than that, they will be trunk builds. There is no time table on my first public release, but we'll see how my life goes. Cheers! :cool:
 

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Discussion Starter #919
Any possibility of the Depth Buffer ver on a separate fork or uploaded?

Im really curious on that even tho its buggy, and there has been no updates on it since 2017 so, i don't think its totally "dead".
I'd rather finish the restructuring work that is needed to implement it properly (even if it's still experimental/buggy). The current implementation has a lot of nasty hacks I put in just to get something on screen, mostly working around the way Pete's plugins manage OpenGL state. If for some reason that doesn't work out then I'll look into uploading that version.

Yes, I'm alive. :eek:

I'm working on a Static Builds release of PCSXR-PGXP in my spare time. There's still lots of testing and profiling to do, but the results with my experimental builds are quite promising. As with my PCSXR releases, there are no code changes to the emulator itself. There is only one minor code change and it relates to the OpenGL plugin. There is a setting related to the use of certain OpenGL extensions, and there is no GUI option to toggle them on Windows and the default setting is off which results in a thin line when MDEC's are playing. I literally just change a 0 to a 1, and that's it. Other than that, they will be trunk builds. There is no time table on my first public release, but we'll see how my life goes. Cheers! :cool:
That sounds like it could be pretty interesting, I look forward to seeing the performance results if you're planning to post them. I've added a toggle for the GL Extensions to the Windows GUI with them enabled by default, so you shouldn't need to make any source changes now.

I've created a new build in case anyone wants this fix (just compiled with VS as usual):
WIP_PGXP_build_19_03_02.zip
 
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