Stenzek
0825ca736f
GS/HW: Add other StretchRect() calls to texture copies counter
...
Better reflects GPU work.
2023-04-06 14:20:20 +01:00
Stenzek
660974c9d1
GS/HW: Update target in new format when reinterpreting
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Fixes block scrambling in Budokai 3 during screen transitions.
2023-04-06 14:20:20 +01:00
Stenzek
4404b06d2a
Qt: Fix lockup when cancelling shutdown and fullscreen
2023-04-06 08:48:07 +01:00
Stenzek
daef69099b
Qt: Fix improper shutdown with CTRL+C
2023-04-06 08:48:07 +01:00
Stenzek
6362994fd8
GS: Default to Vulkan for suitable GPUs on Linux
2023-04-06 08:48:07 +01:00
Stenzek
398cf43782
GS: Combine HostDisplay with GSDevice
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GS/DX11: Don't throw bad_alloc on surface creation fail
GS: Link device and host display construction/destruction
FullscreenUI: Replace HostDisplayTexture with GSTexture
GS: Purge HostDisplayTexture
GS: Move everything in HostDisplay to GSDevice
GS: Move ImGui rendering to GSDevice
GS: Get rid of reset/store API state
2023-04-06 08:48:07 +01:00
refractionpcsx2
77f8a0f5f6
Counters: Retool UpdateVSyncRate
2023-04-06 08:47:35 +01:00
lightningterror
d7e54ccbed
CDVD: Fix struct member variables not used.
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Codacy.
2023-04-05 20:15:18 +02:00
lightningterror
53a8855696
INISettingsInterface: Fix scope of variable warning.
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Codacy.
2023-04-05 20:15:18 +02:00
lightningterror
bd16ed1340
iR5900: Fix scope of variable warning.
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Codacy.
2023-04-05 20:15:18 +02:00
lightningterror
dd365fe334
GS-hw/tc: Fix Wsign-compare warnings.
2023-04-05 20:15:18 +02:00
refractionpcsx2
2a6ba739bc
GS-HW: Fix stretch rects errantly discarding data
2023-04-05 16:29:36 +01:00
refractionpcsx2
a863466f70
GS-HW: Better handle double half clears + masked channels + invalidate
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Also add Auto Flush to Power Drome US, apparently it wasn't there.
2023-04-05 16:29:36 +01:00
refractionpcsx2
32f07f4aae
GS-HW: Read back TC on GS CSR Reset
2023-04-05 16:29:36 +01:00
refractionpcsx2
3ed0e010be
GS-TC: Improve handing of wrapping targets in tex in rt
2023-04-05 16:29:36 +01:00
GiladNir
fb3c0c8138
GameDB: Added fixes for Fatal Frame and Siren
2023-04-05 15:10:48 +01:00
Stenzek
58ded2e0d0
GS/HW: Fix incorrect hashing of non-palette textures
2023-04-05 15:01:42 +01:00
Stenzek
369b9a4808
Misc: Fix up a few recent clang warnings
2023-04-05 12:43:45 +01:00
Stenzek
0bd57986a9
GS/HW: Don't try to use forced trilinear on shuffles
2023-04-05 12:43:45 +01:00
refractionpcsx2
559b88438b
GS: Fix some Scanmask situations in PCRTC
2023-04-04 17:33:32 +01:00
refractionpcsx2
5d140f7db3
GS: Fix missing PSM references.
2023-04-04 17:32:59 +01:00
Stenzek
7b512ce296
GS/HW: Fix Final Fantasy XII CRC hack
2023-04-04 17:27:57 +01:00
refractionpcsx2
ada291c0f6
GS: Remove redundant PSM enum naming
2023-04-04 13:56:44 +01:00
refractionpcsx2
857cb36707
GS-HW: Add CRC hack for NFS Undercover to handle weird shuffle
2023-04-04 13:56:44 +01:00
refractionpcsx2
4a702e0585
EE: Clear reset required status on JIT overflow reset
2023-04-04 11:16:31 +01:00
refractionpcsx2
eac420f205
GameDB: Replace Tex in RT with Partial Target Invalidation, Dark Cloud 2
2023-04-03 21:54:31 +01:00
TellowKrinkle
23d4fa9d9e
GS:MTL: Process uv in place
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The separate uv_out made it easy to make mistakes, especially when copying code from other renderers
2023-04-03 20:21:15 +01:00
From: TellowKrinkle
f6523f34d8
GS:MTL: Implement region rect
2023-04-03 20:21:15 +01:00
TellowKrinkle
82971d3ef7
GS:MTL: Test and sample depth should be supported
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Untested, but we restart the render pass if it's detected, which should be accurate, even if it's not the most efficient.
2023-04-03 20:21:15 +01:00
PCSX2 Bot
8d9a5111a1
PAD: Update to latest controller database.
2023-04-03 18:10:16 +02:00
Stenzek
e8dac0051c
GS: Move expanded dither storage to software renderer
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Hardware doesn't use it.
2023-04-03 14:19:46 +01:00
Stenzek
72802aa125
GS/HW: Move channel shuffle test to top of Draw()
2023-04-03 14:19:46 +01:00
Stenzek
f77a5c23fc
GS/HW: Get rid of GSFrameInfo
2023-04-03 14:19:46 +01:00
Stenzek
cf772fcdd6
GS: Reuse backup environment instead of copying
2023-04-03 14:19:46 +01:00
Stenzek
4313c64d9d
GS: Remove unused offsets (tex/fzb)
2023-04-03 14:19:46 +01:00
refractionpcsx2
38bf916231
GS: Update fixes for Sacred Blaze
2023-04-02 19:44:11 +01:00
refractionpcsx2
cf59c0b854
GS/Counters: Catch SMODE changes and update VSync rate
2023-04-02 16:19:11 +01:00
refractionpcsx2
10e192deed
GS/Counters: Use progressive check, not GSSetCRT for interlace mode
2023-04-02 16:19:11 +01:00
refractionpcsx2
b3fb6e7822
GS: Don't reset CRT mode on reset
2023-04-02 13:11:27 +02:00
Stenzek
3f640ed7eb
GS/HW: Fix blue screen in GT4 transitions
2023-04-02 13:10:08 +02:00
Stenzek
cc814585ee
GS/OGL: Fix incorrect binding in multi stretch rect
2023-04-02 04:29:56 +01:00
refractionpcsx2
b0d26c8242
EE: Correct FPU_MUL_HACK result value
2023-04-02 04:09:47 +01:00
Stuart Kenny
4133be28c6
USB: Remove force feedback logspam
2023-04-02 01:56:00 +01:00
JordanTheToaster
6e81879436
GameDB: Various fixes
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Fixes for Driv3r and VP2.
2023-04-01 23:45:10 +01:00
refractionpcsx2
5ea670ece4
GS-HW: Handle triangle memory clears
2023-04-01 16:47:29 +01:00
Stenzek
e8e9702d7e
GS/HW: Swap Crash WoC CRC hack for native palette draws
2023-04-01 15:45:14 +01:00
Stenzek
4cbdbaabdb
GS/HW: Add NativePaletteDraw upscaling fix
2023-04-01 15:45:14 +01:00
Stenzek
f332d4f880
GS/HW: Set no_ds if Z tests are disabled and masked
2023-04-01 15:45:14 +01:00
Stenzek
5ce418cdaf
GS/HW: Set m_channel_shuffle if late tests succeed
2023-04-01 15:45:14 +01:00
Stenzek
81ab2b9cd1
GS/HW: Minor texture cache cleanups
2023-04-01 15:45:14 +01:00