TellowKrinkle
1d145dd48a
GS:MTL: Clip control is supported
...
(Well technically, it's not but the default value is the one we want)
2023-02-26 07:22:32 +01:00
TellowKrinkle
1a1eb30e60
GS:MTL: Properly initialize has variable
2023-02-26 07:22:32 +01:00
TellowKrinkle
a7e2b98dc7
Vulkan: Format tfx.glsl
2023-02-26 07:22:32 +01:00
Stenzek
2bf74622a5
GS/DX12: Fix potential crash in PrimID DATE setup
2023-02-26 03:49:40 +00:00
refractionpcsx2
6bcaef9325
GS-HW: Allow swapping of start/end block on overlap check within page
2023-02-26 01:29:49 +00:00
refractionpcsx2
0b3aac3d91
GS-HW: Add channel masks to dirty rects, allows partial updates
2023-02-26 01:29:49 +00:00
refractionpcsx2
9a53f0f853
GS-HW: Improve Local->Host and preload accuracy.
2023-02-26 01:29:49 +00:00
refractionpcsx2
a97df14064
GS-HW: Set scale on temporary depth stencil
2023-02-26 01:29:34 +00:00
RedDevilus
9a0cd1157f
GameDB: Timesplitters Series + minor maintenance
...
- Timesplitters 2 (normal vertex screwing up bottom)
- Timesplitters Future Perfect (remove depth lines)
- Dragon Ball Z - Infinite World (dash
2023-02-26 01:13:24 +00:00
Mrlinkwii
16c41255d0
Gamedb: remove disable partial invalidation from fatal frame
2023-02-26 00:24:24 +00:00
Stenzek
c2d1e5bd18
GameDB: Switch CPU CLUT for GPU CLUT in The Godfather
...
It can do 10+ readbacks in one frame, which is way too much.
2023-02-25 12:31:28 +00:00
Stenzek
3c85ba3eb8
GS/HW: Use 1023 for skip-target-creation threshold
...
Fixes target blowout in The Godfather (it does a 1023x1023 draw on
boot).
2023-02-25 12:31:28 +00:00
JordanTheToaster
f3b67b158c
GameDB: Gorwlanser 5&6 and Poinies Poin Fixes
...
Adds Texture in RT to Growlanser 5 and 6 to fix a layering issue and to Poinies Poin to fix text corruption after an FMV.
2023-02-25 12:28:05 +00:00
kamfretoz
8dac10ae36
Qt: Add a new theme, Cobalt Sky.
2023-02-25 11:00:56 +00:00
JordanTheToaster
6b81050283
GameDB: 007 EON Fixes
...
Adds mipmapping full and trilinear PS2 to 007 Everything Or Nothing to fix up texture detail and removes mipmapping from Fifa games to prevent players from going bald or having rainbow vomit shirts.
2023-02-25 10:55:53 +00:00
Stenzek
b4beacfc43
GS/OGL: Avoid framebuffer swaps when depth is being alternated
2023-02-25 08:18:34 +00:00
Stenzek
1b607a8c4d
GameDB: Add partial target invalidation to affected games
2023-02-25 08:18:34 +00:00
Stenzek
4583c64ff7
GS/HW: Add partial target invalidation option
...
Eventually hopefully we can make this the default, but it breaks too
much at the moment.
Fixes missing/corrupted textures in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek
a06a07d961
GS/HW: Allow sw prim render when texture rect is dirty
...
Gets rid of an unnecessary readback in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek
520a369872
GS/HW: Prevent out of bounds copy in OI_BlitFMV()
2023-02-25 08:18:34 +00:00
Stenzek
1eaec773e2
GS/HW: Don't allocate Z buffer if tests always pass
...
.. and Z is masked.
Stops some offscreen targets from expanding in size.
Partial fix for regressions in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek
3433a42e42
GS/DX12: Fix incorrect pipeline RT format
2023-02-25 03:04:50 +00:00
lightningterror
e01eac615d
GS-tc: Fix Wreorder-ctor warning.
2023-02-24 11:29:53 +01:00
lightningterror
8116646dee
GS: Bump shader cache version.
2023-02-24 02:06:00 +01:00
lightningterror
7f7950cd6b
GS-d3d: Check each channel individually if it overflows and do corrections.
2023-02-24 02:06:00 +01:00
lightningterror
2eb11ded52
GS-metal: Check each channel individually if it overflows and do corrections.
2023-02-24 02:06:00 +01:00
lightningterror
bd64ad510b
GS-vk: Check each channel individually if it overflows and do corrections.
2023-02-24 02:06:00 +01:00
lightningterror
4e9b7e61a7
GS-ogl: Check each channel individually if it overflows and do corrections.
2023-02-24 02:06:00 +01:00
lightningterror
37b19495a8
GS-hw: Use rgb color for second output instead of alpha.
...
We want different alpha value for each channel.
2023-02-24 02:06:00 +01:00
refractionpcsx2
c12b412e87
GS-HW: Remove debug message, partial Clang format GSRendererHW.cpp
2023-02-23 23:21:53 +00:00
refractionpcsx2
17f137f8be
GS-HW: Slightly better check for target expanding
2023-02-23 20:13:01 +00:00
JordanTheToaster
fcc627c65c
GameDB: Various fixes
...
Fixes for missing bloom intensity in Ferrari Challenge mipmapping in Dark Cloud and adjusts HPO on The Dog Island and adding missing Scandinavia entrys.
2023-02-23 19:37:29 +00:00
refractionpcsx2
5bb3d8e60d
GS-HW: Improve GS read target detection, avoid reading dirty targets.
2023-02-23 18:27:01 +00:00
refractionpcsx2
264086e0aa
GS-HW: Improve clear detection and avoid making bad render targets
2023-02-23 18:27:01 +00:00
refractionpcsx2
6013d7172a
GS-HW: Drop to CPU CLUT w/e invalidate only if dirty covers whole tex
2023-02-23 18:27:01 +00:00
refractionpcsx2
a7714b2725
MCD: Stop Memcard Folders spamming the console/OSD when saving a game
2023-02-23 18:02:07 +00:00
Stenzek
f9dcac8cd0
GS/HW: Make readback-on-close a HW fix
...
Unfortunately it's too risky to enable by default all the time. So,
we'll make it a hw fix, and hopefully one day can make it default on.
Also makes save states readback the TC as well.
2023-02-23 17:25:03 +00:00
Stenzek
2487322e47
GS/HW: Track which bits are actually written to targets
...
Fixes Burnout 3 sky getting corrupted when flushing.
2023-02-23 17:25:03 +00:00
Stenzek
c7e9c9542e
GS/HW: Don't try to dirty targets which don't overlap
...
The current invalidation code sucks, but at least this stops things
which are blatently wrong from happening.
2023-02-23 10:12:05 +00:00
Stenzek
c1bc1af302
GS/HW: Don't mess with the buffer width of the target on invalidate
2023-02-23 10:12:05 +00:00
Stenzek
739f9ec758
GS/HW: Set valid rect on targets created by Move
2023-02-23 10:12:05 +00:00
refractionpcsx2
f70a140f42
GS-HW: Fix Download readbacks and limit FB resizing
2023-02-22 11:50:11 +00:00
refractionpcsx2
a716e69dc0
GameDB: Remove no longer needed SW FMV switch fixes
2023-02-21 16:15:29 +00:00
refractionpcsx2
0c6e1a4d56
GS-HW: Invalidate overlapped target when expanding.
2023-02-21 16:15:29 +00:00
Stenzek
faf36ecba6
GS/D3D: Default to D3D11 for Intel
2023-02-21 15:49:59 +00:00
Stenzek
49f2900e1f
GS/D3D: Combine driver version lookup for D3D11+D3D12
2023-02-21 15:49:59 +00:00
AKuHAK
8bd522d283
BiosTools: Implement SysGetBiosDiscID function, for Bios Serial used EXTINFO build unique timestamp
2023-02-21 15:24:36 +00:00
AKuHAK
e9034a1ba1
Biostools: remove unused external variable BiosZone
2023-02-21 15:24:36 +00:00
Stenzek
03feacd69a
GS/HW: Use FB size instead of output size for target lookup
...
Fixes render target height doubling unnecessarily in Ridge Racer V.
2023-02-21 15:22:09 +00:00
Stenzek
0c9f44d8a4
GS/HW: Don't allow region textures to make sources larger
...
Currently not handled. Fixes Ridge Racer V intro again.
2023-02-21 15:22:09 +00:00