JordanTheToaster
055beaa27a
GameDB: Juiced 1 FIxes
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Fixes for broken window and shadow rendering headlight brightness and overbightness in hardware mode.
2023-05-05 10:21:25 +01:00
lightningterror
a4623c3c63
Qt: Sort checkbox upscale and renderer hw hacks in alphabetical order.
2023-05-05 00:31:01 +02:00
Zwip-Zwap Zapony
4e3a94809d
GameDB: Secret Agent Clank compat and bloom fix
2023-05-04 22:37:58 +01:00
JordanTheToaster
5ff64899e6
GameDB: True Crime LA Fixes
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Fixes for the sun going through buildings.
2023-05-04 18:00:51 +01:00
lightningterror
971f172c91
GS: Cleanup GSRenderer.
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Constants, casting.
2023-05-04 16:37:39 +02:00
CharlesThobe
4671167a2c
VIF: Fix assertion error not returning int value
2023-05-04 14:39:14 +01:00
CharlesThobe
7aff4ee4cb
Misc: Minor cleanup
2023-05-04 14:39:14 +01:00
JordanTheToaster
30f7685435
GameDB: Various fixes
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Fixes for Underground 1 PAL and Transformers.
2023-05-04 12:53:26 +01:00
refractionpcsx2
341f377e6d
VIF: Improve IR setup for skipped unpack inputs/writes
2023-05-04 01:37:54 +01:00
refractionpcsx2
fe4788ae3f
GS:MTL: Extend render pass restart avoidance code to depth-only passes
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Previously only worked when the depth texture was removed, but not when the color texture was removed
2023-05-04 00:10:14 +01:00
Connor McLaughlin
e133e89b6b
Qt: Fix crash in graphics settings on Linux
2023-05-03 16:39:48 +01:00
refractionpcsx2
bf6a0a035a
VIF-JIT: Ignore completely write protected vectors
2023-05-02 23:19:02 +01:00
refractionpcsx2
790447ecc9
VIF-JIT: Use non-reserved XMM for zero register
2023-05-02 21:27:53 +01:00
Stenzek
47506d1433
GS/HW: Don't memclear with vertical gaps in the sprites
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Xenosaga 3's FMVs clear out a top/bottom letterbox.
2023-05-02 21:12:18 +01:00
Stenzek
933e6aa62e
GS/HW: Fix target region textures not getting invalidated
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Xenosaga 3 has tex-in-RT, offsetting a source from a larger target, but
the invalidation kills the target but not the source otherwise.
Also fixes m_from_target_TEX0 being tested when it might not be valid.
2023-05-02 21:12:18 +01:00
Stenzek
6736ef1d44
GS/Vulkan: Add exclusive fullscreen control option
2023-05-02 19:55:43 +01:00
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
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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
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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.
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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
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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
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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
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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
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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
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Hopefully stops a crash on broken drivers.
2023-04-29 16:20:01 +01:00
JordanTheToaster
388da2058b
GameDB: FFXII texture fixes
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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
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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
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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()
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In theory more efficient.
2023-04-28 13:34:45 +02:00
Stenzek
b5ebc19eff
GS/HW: Don't mess with ZMSK for no_ds
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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
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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