lightningterror
38f1ae34ad
GS-hw: Prefer sw blend when one barrier is already enabled and prims don't overlap.
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More accurate, speed will be the same.
2022-02-13 14:11:51 +01:00
refractionpcsx2
ad415945a6
GS-hw: Apply clamp/wrap when FBMask enabled
2022-02-11 19:33:38 +01:00
Frank Hartung
a44fe29b8d
CMake: add back HarfBuzz to fix build ( #5510 )
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- pango relies on HarfBuzz & pulls in its headers
2022-02-10 17:56:19 -08:00
RedDevilus
c1d96fc876
CI: Label Qt into GUI/Qt
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The label has recently been changed into GUI/Qt for more clarity that it touches upon a GUI toolkit just like WX. Also added the 3rdparty for the binary.
2022-02-10 21:04:28 +01:00
Florin9doi
65db50df5d
Qt: Add icon for Cn BIOS.
2022-02-10 21:02:55 +01:00
Blackbird88
f009d6f9e7
GameDB: Add missing Gran Turismo demos
2022-02-09 10:56:25 +00:00
Mrlinkwii
ed8bd18dfb
GameDB: disable mVUFlagHack for Maken Shao
2022-02-09 10:21:52 +00:00
PCSX2 Bot
af648334d1
pad-linux: Update to latest controller database.
2022-02-07 17:11:12 +01:00
987123879113
8f4ce02d05
GameDB: Update Bemani game titles and add new entries for Japanese DDR X and SuperNOVA2
2022-02-07 02:52:57 +00:00
C.W. Betts
9b7e87c043
Mark static functions in headers as static inline:
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This quiets unused function warnings (-Wunused-function) which is on by default on Xcode.
2022-02-07 02:32:56 +00:00
C.W. Betts
cae8e6ae79
Change a couple of includes from angle brackets to quotes:
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This makes Xcode happy, as it interprets angled brackets as system headers or headers inside of frameworks.
2022-02-07 02:32:56 +00:00
iMineLink
1a2272ad43
GS: partially revert "c1e5e45431863bc206686c49b8fb4fa2775be9a2".
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overwrite the target pitch when an overlapping write is detected
with the write pitch itself.
fixes the broken splashscreen in This is Football 2002.
2022-02-07 02:17:19 +00:00
iMineLink
fede91a98b
GS: update target pitch on frame lookup.
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fix Jurassic Park - Operation Genesis loading disk logo.
2022-02-07 01:42:54 +00:00
Connor McLaughlin
7e8c6fcc9d
Wx: Fix live vsync changes not applying
2022-02-07 01:42:40 +00:00
Connor McLaughlin
0ca3167595
Vulkan: Implement adaptive vsync (FIFO-relaxed)
2022-02-07 01:42:40 +00:00
Connor McLaughlin
c74cc9bc12
HostDisplay: Fix vsync getting lost on window changes
2022-02-07 01:42:40 +00:00
iMineLink
061fff6f17
cmake: copy resources in build folder.
2022-02-06 16:01:39 +00:00
lightningterror
2aaabdd2ea
GS-hw: Cleanup crc stuff.
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Merge the following crc lists, gets rid of duplication since code is shared:
BurnoutDominator, BurnoutRevenge, BurnoutTakedown ->BurnoutGames
GetaWay, GetaWayBlackMonday ->GetaWayGames
GT3, GT4, GTConcept, TouristTrophy ->PolyphonyDigitalGames
Yakuza, Yakuza2 -> YakuzaGames
ValkyrieProfile2, StarOcean3, RadiataStories -> TriAceGames
Rename defines Dx_and_OGL to CRC_Partial, Dx_only to CRC_Full, Aggressive to CRC_Aggressive
2022-02-06 16:21:30 +01:00
lightningterror
2f06ed2af8
GS-hw-tc: Remove JackieChanAdv crc hack.
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Game seems to work fine currently.
2022-02-06 15:45:49 +01:00
Florin9doi
52252de3a6
GameDB: Add missing NTSC-J games ( #5491 )
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Co-authored-by: Florin9doi <Florin9doi@users.noreply.github.com>
2022-02-06 13:58:09 +00:00
Florin9doi
ff725980c3
Game DB: Add missing PAL games to GameIndex Correct AFL Football serial
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PR #5490
Co-authored-by: Florin9doi <Florin9doi@users.noreply.github.com>
2022-02-06 13:57:12 +00:00
lightningterror
d6d420b1f7
QT: Add missing Texture Inside RT option.
2022-02-06 13:17:28 +01:00
TellowKrinkle
977e8a4c54
GS:HW: Fix scale of color → 8 bit converted textures
2022-02-06 05:04:56 +00:00
iMineLink
b8188a7954
GS: remove bw equality check in tex in rt.
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fixes jak mipmapping.
2022-02-06 04:53:09 +00:00
refractionpcsx2
8ac57db117
GS: Don't process CLUT load condition on invalid PSM
2022-02-05 15:13:48 +00:00
RedDevilus
5cc66e4d36
Qt: Resize Windows + Change Framerate Presets + Lower OSD time
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The main window will now correctly display the full Toolbar. Interface Settings will not go out of bounds. The OSD message for cheats and patches has been changed and the overall timing of the static (not dynamic) OSD messages are now 5 seconds instead of 10 seconds which is pretty long. Tested on 1920 x 1080 + 2560 x 1080 on 125% and 150% DPI scaling.
2022-02-05 14:09:34 +00:00
Connor McLaughlin
d9d2022096
InputManager: Missing motor bindings are not errors
2022-02-05 14:09:11 +00:00
Connor McLaughlin
1ea38b1981
Qt: Fix current tab resetting when switching renderers
2022-02-05 14:09:11 +00:00
Connor McLaughlin
d63a36216f
Qt: Fix default values for software mipmap/AA1
2022-02-05 14:09:11 +00:00
s-andro
9ac935ed94
CRC: Gran Turismo 4 [PlayStation 2 Racing Pack]
2022-02-05 09:01:41 +01:00
s-andro
02bb2b7477
GameDB: Gran Turismo 4 [PlayStation 2 Racing Pack]
2022-02-05 09:01:41 +01:00
TheLastRar
9cfce59547
DEV9: Check for null ifa_addr in PCAPGetIfAdapter
2022-02-05 00:51:50 +00:00
lightningterror
99f0d5c685
GS-hw: Properly enable/disable each channel based on fbmask, adjust fbmask detection when to do blending for 16bit/24bit.
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Optimization.
2022-02-04 23:28:24 +01:00
lightningterror
f84cb1c9cc
GS-hw: Optimize fbmask on 16bit format.
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Set fbmask to 0 if unused bits are the ones enabling it, they aren't used anyway.
2022-02-04 19:27:08 +01:00
lightningterror
ae4733c59d
GS-hw: Purge LordOfTheRingsThirdAge crc hack.
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Shadows are now rendered correctly on all renderers.
2022-02-04 18:53:28 +01:00
Connor McLaughlin
2629c92a00
GS/Vulkan: Fix HDR resolve to cleared target
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Fixes shadows in LOTR: Third Age.
2022-02-04 18:32:53 +01:00
Ty Lamontagne
4ccb922d1a
Debugger: Make memory search size depend on platform
2022-02-04 16:52:27 +00:00
Ty Lamontagne
8113e9a168
Debugger: Fix memory search drawing and sizing
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Now it should be sized a little better
A little funky on dpis greater than 100%
(sorry wx is not easy to work with)
2022-02-04 16:52:27 +00:00
Ty Lamontagne
a632f3c5cb
Core: Lighten IOP breakpoint load
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standardizeBreakpintAddress calls on the IOP just return the address unmodified. Considering this is called at least once every load / store instruction when there is an IOP OR EE memcheck enabled, it's pretty hot.
2022-02-04 16:52:27 +00:00
Tokman5
e64e2f2c4e
Debugger: add register name pattern
2022-02-04 15:34:46 +00:00
RedDevilus
f6d49eb5b9
Qt: More sizing + improve hotkeys code
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There were other sizing issues with region and CRC that are now have better width. Taking the liberty to organise the hotkeys as it is laid on the GUI-level + adding missing hotkeys. There is still much work to be done.
2022-02-04 02:26:01 +00:00
lightningterror
ee4f498a13
GS-hw: Re add alpha c check for clr_blend1_2.
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Removed it by accident, nobody saw nothing.
2022-02-03 23:37:01 +01:00
lightningterror
3bdb1f8550
GS-hw: No PABE for hw clr_blend1_2 optimization.
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Will require sw blend.
2022-02-03 23:34:59 +01:00
RedDevilus
971f060029
Qt: Fix type table sizing + spaces
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Type table in the main window was not wide enough. Also adding spaces in some strings and removing some redundant spaces in others.
2022-02-03 15:22:08 +00:00
Connor McLaughlin
2684fd6b62
GS: Add depth copy convert shader
2022-02-03 15:20:35 +00:00
lightningterror
6085c5bf01
GS-hw: Enable Ad to As blend swap when it detects barrier(fbmask) on d3d11..
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Allow to run it on basic level, fb is already read so there is no extra cost and is more accurate.
2022-02-03 10:16:16 +01:00
lightningterror
550f0d9936
GS-hw: Cleanup some stuff from clr3 blend.
2022-02-03 01:11:08 +01:00
lightningterror
9c00554118
GS-hw: Allow to run clr_blend1 and clr_blend2 over sw blending.
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As or F case only, no Ad.
Allow condition to run when there are no texture barriers (gl/vk),
or copying the fb (d3d11).
Run when colclamp is 1 as hw blend will clamp value to 0-1.
Check for texture barriers, don't run if any is enabled.
2022-02-03 01:11:08 +01:00
lightningterror
ec7e8989a6
GS-hw: Move the sw blend for BLEND_C_CLR3 to High level and upper.
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Reading the frame buffer is slow, let's allow hw blend to run, can partially handle it.
2022-02-03 01:11:08 +01:00
lightningterror
3ca4272230
GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
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Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.
We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.
D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.
OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.
All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-03 01:11:08 +01:00