Stenzek
d65ae6ce00
Scripts: Add cross-compiled AppImage generator
2024-12-30 02:09:32 +10:00
Stenzek
401582bb2b
PlatformMisc: Load libdbus at runtime
...
The static library can't link to the ARM binary when cross-compiling.
2024-12-30 01:57:08 +10:00
Stenzek
a08bd43000
CMake: Fix incorrect message for cache line size
2024-12-30 01:57:08 +10:00
Stenzek
156b3f989b
Scripts: Add Linux cross-compile deps script
2024-12-30 01:57:07 +10:00
Stenzek
9cba1decad
GPU/HW: Compiler warning fix
2024-12-29 22:34:39 +10:00
Stenzek
468c907fd6
Cheats: Compiler warning fix
2024-12-29 22:34:31 +10:00
Stenzek
d4e393f1a8
Common: Fix write overflow with nosimd vector
2024-12-29 22:34:14 +10:00
Stenzek
ab107722f7
Scripts: Add -only-download option to Linux deps
2024-12-29 20:21:34 +10:00
Stenzek
242561debf
CPU/Recompiler: Align dispatchers and JIT blocks
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A couple of percent difference if we're lucky. Practically probably <1%.
2024-12-29 18:11:58 +10:00
Stenzek
82a843c121
RegTest: Log state and RAM hashes on exit
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Useful for checking determinism.
2024-12-29 17:25:55 +10:00
Stenzek
1ed9e609a5
RegTest: Support replaying GPU dumps
2024-12-29 17:25:55 +10:00
Stenzek
b7832e609f
GPU/HW: Vectorize flipped sprite handling
2024-12-29 17:25:55 +10:00
Stenzek
1a211e0a21
GPU/HW: Fix mask bit regression from FF8 fix
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Fixes overbright polygons appearing in Silent Hill.
2024-12-29 17:25:54 +10:00
Stenzek
0e6ade067c
FileSystem: Add error reporting to DeleteDirectory()
2024-12-29 17:25:54 +10:00
Stenzek
5c3abb490d
Common: Fix vector sse2_max_u16()
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Fixes UV clamping in SSE2 build, e.g. Jumping Flash.
2024-12-29 13:56:10 +10:00
Stenzek
799f5bdf97
GPU: Assume vertex commands are 8-byte aligned
2024-12-28 20:24:22 +10:00
Stenzek
8c807118c0
GPUDevice: End timer on command flush
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Fixes incorrect GPU usage readings in OpenGL, D3D11 is still
problematic, at least on AMD.
2024-12-28 20:24:21 +10:00
Stenzek
7bb0c7d1fb
InputManager: Fix pointer scale loading
2024-12-28 20:24:21 +10:00
Stenzek
c2589461e9
GPU/HW: Remove extra debug group pop
2024-12-28 20:24:21 +10:00
Stenzek
74fd217afb
GPU/HW: Always update/load/save CLUT
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We have the headroom with multithreading now, and it prevents issues
saving/loading state in loading screens in some games.
2024-12-28 20:24:21 +10:00
Stenzek
25b0bb752a
GPU/HW: Try truncating culled vertices
...
What is this monstrosity? Final Fantasy VIII relies on X coordinates
being truncated during scanline drawing, with negative coordinates
becoming positive and vice versa. Fortunately the bits that we need
are consistent across the entire polygon, so we can get away with
truncating the vertices. However, we can't do this to all vertices,
because other game's vertices break in various ways. For example,
+1024 becomes -1024, which is a valid vertex position as the ending
coordinate is exclusive. Therefore, 1024 is never truncated, only
1023. Luckily, FF8's vertices get culled as they do not intersect
with the clip rectangle, so we can do this fixup only when culled,
and everything seems happy.
2024-12-28 20:24:21 +10:00
Stenzek
c99625e4c3
GPU: Move vertex culling to GPU thread
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i.e. push all primitives through unless they are oversized, which the
GPU will definitely skip.
Needed because of coordinate truncation in Final Fantasy VIII, these
scenes will now render correctly with the software renderer again.
2024-12-28 20:24:09 +10:00
Stenzek
58b0ccf3fc
Common: Add 2D vector formatters
2024-12-28 19:59:25 +10:00
Stenzek
69ed6e5e58
Hotkeys: Screenshot should not be present on Android
...
Since it saves to app-private, users would complain that the app is
using too much data.
2024-12-27 19:39:23 +10:00
Stenzek
2da692b341
CPU/Recompiler: Swap bl{x,r} for b{x,r} on ARM
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Not a subroutine call.
2024-12-27 15:02:40 +10:00
Stenzek
2a8cfc7922
CPU/CodeCache: Simplify code LUT addressing
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One more instruction on x86/ARM32, no additional instructions on ARM64.
Worth it so that the application doesn't crash if the game jumps to an
invalid PC. Note that the lower 2 bits are truncated, so an unaligned
jump will round down to the closest instruction. Obviously not correct,
but if a game ends up doing this, it's a lost cause anyway.
2024-12-27 15:02:40 +10:00
Stenzek
4e5b4ba071
CPU: Fix AdEL/IBE on instruction fetch
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CAUSE and EPC were swapped for the latter.
2024-12-27 15:02:40 +10:00
Stenzek
4b34825afd
CPU/CodeCache: Remove InstructionInfo pc field
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No longer needed since oldrecs are gone.
2024-12-27 15:02:40 +10:00
Stenzek
ce71b168c3
CPU/CodeCache: Add static to a couple of missing functions
2024-12-27 15:02:40 +10:00
Stenzek
a44dd1882f
RegTest: Update CLI help
2024-12-27 15:02:40 +10:00
Anderson Cardoso
7b9664d6f2
Atualização Português do Brasil ( #3348 )
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Atualizado para a última versão.
2024-12-27 15:02:31 +10:00
Stenzek
9921d2074c
Achievements: Fix serialization on Linux
2024-12-26 18:00:29 +10:00
Stenzek
5c83bbe5c5
FullscreenUI: Slight tidy-up to achievements login dialog
2024-12-26 18:00:29 +10:00
Stenzek
272aa4f933
ImGuiManager: Add Begin/EndTextInput()
2024-12-26 18:00:29 +10:00
Stenzek
55c5e17fdc
GameDB: Driver 2 settings
2024-12-26 18:00:29 +10:00
Stenzek
750dd1cb87
dep/rcheevos: Bump to 3a91a58
2024-12-26 15:00:55 +10:00
Stenzek
fa993849f7
Qt: Update English/Plural strings
2024-12-26 01:58:24 +10:00
Stenzek
6903abba55
CDROM: Adjust missed INT1 sector behaviour
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Max Power Racing and C3 Racing are slow with their DMAs out,
and get confused when an additional INT1 comes inbetween reading
the sector header and data.
Fixes these games crashing during loading. 5000 cycles is more in
line with what the real mech would do anyway, it's pretty slow.
2024-12-26 01:55:55 +10:00
Stenzek
0528ce567c
Achievement: Fix glitchy fade indicator animation
2024-12-25 23:01:58 +10:00
Stenzek
00eb54cd15
Achievements: Refactor state serialization
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Fix load failures, and eliminate the buffer copy.
2024-12-25 22:23:09 +10:00
Stenzek
d360564cef
GameList: Fix lock not re-acquired on failure
2024-12-25 21:55:19 +10:00
Stenzek
8c2fe430d8
GPU/TextureCache: Apply 'Dump Replaced Textures' option to backgrounds too
2024-12-25 15:53:53 +10:00
Stenzek
b03127b206
GPU: Move background dumping to HW+GPU thread
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And only dump when the mask bit check is not enabled.
The replacements are gated by the mask bit check anyway, so there's
no point dumping anything that can't be replaced.
2024-12-25 15:53:53 +10:00
Stenzek
6f3e9913f5
GPU/HW: Fix VRAM write dumping only first row
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Still has race conditions.
2024-12-25 15:53:53 +10:00
Stenzek
dd180f2fd6
System: Fix dump VRAM writes not updating on GPU thread
2024-12-25 15:53:53 +10:00
Stenzek
b33aa31db8
FullscreenUI: Update translation strings
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I always forget to do this...
2024-12-25 15:53:46 +10:00
Stenzek
8f6db2c8fa
Qt: Add missing icon to System Display
2024-12-25 15:13:50 +10:00
Stenzek
b81c87958f
Qt: Fix F3 getting intercepted when game/FSUI active
2024-12-25 15:11:40 +10:00
Stenzek
d010f768c4
FullscreenUI: Fix smooth scrolling in game/state/etc lists
2024-12-25 15:02:09 +10:00
Stenzek
ad7318f5f9
FullscreenUI: Fix spacing in game list
2024-12-25 14:37:26 +10:00