refractionpcsx2
3e631e047f
GS-HW: Avoid clear misdetection with DATE enabled
2023-05-02 19:55:32 +01:00
refractionpcsx2
dd2d4edffc
VIF-JIT: Get rid of mem read for mask
2023-05-02 18:20:55 +01:00
refractionpcsx2
fd2960c9cb
VIF-JIT: Skip src reads on fill writes using regs
...
Clean up some of the code
2023-05-02 18:20:55 +01:00
refractionpcsx2
c2907ea58f
VIF-JIT: Clean up pointless code, optimise protected vector copies
2023-05-02 18:20:55 +01:00
PCSX2 Bot
41f62cf53d
PAD: Update to latest controller database.
2023-05-02 11:49:57 +02:00
Ty Lamontagne
e462f1ff9c
iR3000: Fix memchecks that only log
2023-05-01 07:02:21 +01:00
Ty Lamontagne
5b0b6191d8
iR5900: Fix memchecks that only log
2023-05-01 07:02:21 +01:00
Ty Lamontagne
ab9a1e4307
R5900 interpreter: Fix breakpoint exits
...
Exit exceptions were not being caught, causing a crash.
2023-05-01 07:02:21 +01:00
Ty Lamontagne
029c11c8d2
Debugger: Fix an oversight on how breakpoints are managed
2023-05-01 07:02:21 +01:00
TellowKrinkle
e221d31b45
GS:OGL:Shaders: Formatting
2023-04-30 23:48:49 +02:00
lightningterror
dfbdaa651c
vcxproj.filters: Remove common_header.glsl mention.
...
No longer exists.
2023-04-30 23:48:49 +02:00
CharlesThobe
9de152b8ee
Linux: implement DBus screensaver inhibitor
2023-04-30 19:18:53 +01:00
Mrlinkwii
360f9afb70
GameDB: Fixes for Shin Sangoku Musou Series Collection Joukan
2023-04-30 16:41:40 +01:00
Connor McLaughlin
1b81825218
x86/microVU: Fix typo in VI CRC
...
Doesn't actually affect anything, only for debugging.
2023-04-30 06:12:01 +01:00
Stenzek
b3e6e28827
x86/iR5900: Fast forward timeout loops
2023-04-30 04:52:50 +01:00
Stenzek
eaceb27879
x86/microVU: Remove redundant cmp in mVUtestCycles
2023-04-29 18:24:49 +01:00
Stenzek
cd9b6c7ac3
x86/microVU: Pack VF cycles into bitfields
...
The VF cycle count doesn't go above 4, across 32 registers that saves 64
bytes.
Also gets rid of blockhasmbit, since save states are getting invalidated
anyway, it was never used.
[SAVEVERSION+] VU struct changes.
2023-04-29 18:24:49 +01:00
TellowKrinkle
d3e527f2a4
GS:MTL: Always end all encoders on FlushEncoders
...
Previously, texture upload encoders weren't submitted if no rendering had been done, which would result in an assertion failure if the device was destroyed in that state, as the encoders would be released without calling `endEncoding` on them.
2023-04-29 17:37:24 +01:00
TellowKrinkle
b47fdcdfab
GS: Fix crash when looking up color textures with depth lookups
2023-04-29 17:02:16 +01:00
Stenzek
2550ad7fd1
GS/HW: Detect clears spanning multiple sprites
...
Fixes GT4 rendering to >1000x1000 targets.
2023-04-29 17:01:15 +01:00
Stenzek
1717f584a0
GS/HW: Add flush reason to draw tracing
2023-04-29 17:01:15 +01:00
Stenzek
0822d3e3e5
GS/HW: Cache possible mem clear value
2023-04-29 17:01:15 +01:00
Stenzek
ec41af760a
GS/Vulkan: Make primid not require barycentric extension
2023-04-29 16:23:09 +01:00
Stenzek
a5ed24ca88
Perf: Support instruction-level profiling with jitdump on Linux
2023-04-29 16:22:37 +01:00
Stenzek
b3697579c0
GS/Vulkan: Simplify GPU selection
...
Hopefully stops a crash on broken drivers.
2023-04-29 16:20:01 +01:00
JordanTheToaster
388da2058b
GameDB: FFXII texture fixes
...
Fixes for broken textures on player model.
2023-04-29 08:01:59 +01:00
Stenzek
aa9a0dca4b
GS/HW: Fix HW move debug message
2023-04-28 13:34:45 +02:00
Stenzek
2a892da0da
GS/HW: Improve split shuffle detection
...
Fixes transition effects in DBZ BT3 PAL.
2023-04-28 13:34:45 +02:00
Stenzek
9237bf9429
GS/HW: Relax PSM match requirement for move targets
...
Fixes broken car preview in Tokyo Xtreme Racer Zero.
2023-04-28 13:34:45 +02:00
Stenzek
10533dce02
GS/HW: Swap xyxy() for upld()
...
In theory more efficient.
2023-04-28 13:34:45 +02:00
Stenzek
b5ebc19eff
GS/HW: Don't mess with ZMSK for no_ds
...
Fixes broken depth in Superman Returns.
2023-04-28 13:34:45 +02:00
Stenzek
6535e7e43a
GS: Add natvis for vector types
2023-04-28 10:22:45 +01:00
Ty Lamontagne
5f9473ef02
ci: Update labeler debugger directories
2023-04-28 06:15:27 +01:00
Stenzek
fbb1c7cb8e
GS/OGL: Don't reuse targets when they're the texture
...
I don't trust drivers to insert a barrier here. At least one of them
gets it wrong.
Also moves the masking of depth/colour to the common renderer for
consistency.
2023-04-27 23:22:09 +01:00
lightningterror
2d97d85ca5
GS-hw: Use correct format specifier for blend log, use constants for mergesprite log.
2023-04-27 21:20:31 +02:00
Stenzek
ecd7d0fc35
GS/HW: Fix pipeline/shader duplication
2023-04-27 12:01:34 +01:00
Stenzek
0c389789f3
GS: Fix hang when switching renderer while fullscreen
2023-04-27 09:17:27 +01:00
Stenzek
d8239664a8
GS/Vulkan: Re-enable async presentation
2023-04-27 09:17:16 +01:00
rayanHappy
c06d4f477a
Misc: remove unneeded file and clean up a 32bit check
2023-04-27 09:09:04 +01:00
refractionpcsx2
cdd88a6e5c
GS-HW: Fix std::sort comparator for purging hash cache
2023-04-27 09:07:21 +01:00
refractionpcsx2
5a73fa2d23
GS-TC: Update dirty read overlap on local mem invalidate
2023-04-27 09:07:05 +01:00
Stenzek
0367851b8e
GS: Make TEXFLUSH a flag instead
2023-04-26 16:00:59 +01:00
Stenzek
33b2f6331c
GS/HW: Allow auto flush to be applied only to sprites
2023-04-26 16:00:59 +01:00
Stenzek
befbf57191
GS: Refactor exclusive fullscreen yet again
...
Also acquire render window as late as possible.
Limits the duration that the main window isn't displaying anything.
2023-04-26 16:00:39 +01:00
JordanTheToaster
20d040d5d1
GameDB: Disney Golf Fixes
...
Fixes for grass rendering to match software with mipmapping and trilinear filtering.
2023-04-26 02:07:15 +01:00
TellowKrinkle
06fdc75945
CMake: Properly fail on windeployqt failure
2023-04-26 02:06:58 +01:00
refractionpcsx2
ded971a3ec
Build: Fix Qtdir for windows build workdflows
2023-04-25 22:57:05 +01:00
Stenzek
abc0f99ddd
Qt: Move themes to its own file
...
It's getting a bit out of hand.
2023-04-25 21:53:30 +01:00
Stenzek
b3a88d6ea7
Qt: Migrate to 6.5.0 on Windows
2023-04-25 21:53:30 +01:00
refractionpcsx2
76014b7cb9
GS-TC: Use the expected rect to expand the target when Tex is RT.
2023-04-25 20:53:31 +01:00