Commit Graph

13729 Commits

Author SHA1 Message Date
TellowKrinkle 7288a1fcb2 GSDumpGUI: Don't expand everything by default 2022-01-31 12:54:57 +01:00
TellowKrinkle b8b23cd359 GSDumpGUI: Show packet data in main entry 2022-01-31 12:54:57 +01:00
TellowKrinkle c05eaa9382 GSDumpGUI: Make window resizable 2022-01-31 12:54:57 +01:00
TellowKrinkle 6d14bda7b0 GSDumpGUI: Format floats with %g 2022-01-31 12:54:57 +01:00
TellowKrinkle e2fd951ff3 GSDumpGUI: Cleanup 2022-01-31 12:54:57 +01:00
Mrlinkwii bf598d5fe9 GameDB: add 'EETimingHack' to 'Indiana Jones and the Emperor's Tomb' 2022-01-31 10:42:55 +00:00
iMineLink 32f420dbe5 GS: fix overlap check in hw tc.
Textures can span a single block indeed.
Fixes Jak 3 desert rendering.
2022-01-31 09:39:54 +00:00
TellowKrinkle 6d0e35ddcb CMake: Prevent people from doing in-tree builds
Can create weird messes with include directories
2022-01-30 20:07:34 -06:00
dependabot[bot] f9f4557841 Bump node-fetch in /.github/workflows/scripts/releases/announce-release
Bumps [node-fetch](https://github.com/node-fetch/node-fetch) from 2.6.5 to 2.6.7.
- [Release notes](https://github.com/node-fetch/node-fetch/releases)
- [Commits](https://github.com/node-fetch/node-fetch/compare/v2.6.5...v2.6.7)

---
updated-dependencies:
- dependency-name: node-fetch
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-01-30 19:06:25 +01:00
dependabot[bot] d441cdba71 Bump node-fetch
Bumps [node-fetch](https://github.com/node-fetch/node-fetch) from 2.6.5 to 2.6.7.
- [Release notes](https://github.com/node-fetch/node-fetch/releases)
- [Commits](https://github.com/node-fetch/node-fetch/compare/v2.6.5...v2.6.7)

---
updated-dependencies:
- dependency-name: node-fetch
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-01-30 19:06:11 +01:00
dependabot[bot] 9f24fb618f Bump node-fetch
Bumps [node-fetch](https://github.com/node-fetch/node-fetch) from 2.6.5 to 2.6.7.
- [Release notes](https://github.com/node-fetch/node-fetch/releases)
- [Commits](https://github.com/node-fetch/node-fetch/compare/v2.6.5...v2.6.7)

---
updated-dependencies:
- dependency-name: node-fetch
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-01-30 19:05:39 +01:00
refractionpcsx2 9d43641765 Build-QT: Fix error in VS Project 2022-01-30 15:27:20 +00:00
Connor McLaughlin 93f9ae8a31 Qt: Add work in progress interface 2022-01-30 14:29:18 +00:00
Connor McLaughlin c2ca0852d9 Build: Add pcsx2core variant for Qt 2022-01-30 14:29:18 +00:00
Connor McLaughlin 8bedfc257f Common: Don't define __i386__ on Windows
It breaks Qt.
2022-01-30 14:29:18 +00:00
Connor McLaughlin b709810079 PAD/Host: Add default settings 2022-01-30 14:29:18 +00:00
Connor McLaughlin d4721d50f7 VMManager: Permit setting reload without active VM 2022-01-30 14:29:18 +00:00
Connor McLaughlin 14b54e554e InputManager: Add device/motor enumeration, connect callbacks 2022-01-30 14:29:18 +00:00
Connor McLaughlin 7555091d56 InputManager: Add UpdateSettings() to sources 2022-01-30 14:29:18 +00:00
Connor McLaughlin dbc176fe25 GS/DX11: Don't bind 16 SRVs every draw
That's just silly.
2022-01-30 14:17:12 +00:00
Connor McLaughlin 0a45385d48 GS/DX11: Only copy draw area when sampling RT/depth
Should save a decent chunk of VRAM bandwidth outside of channel
shuffles.
2022-01-30 14:17:12 +00:00
Connor McLaughlin f33ee27f56 GS: Get rid of extra binding for channel shuffle
Having this binding was redundant, as there's no "normal" texture
sampled when we're doing a channel shuffle, and it caused issues in
Vulkan when the render target or depth buffer the source.

Also fixes the Urban Chaos HLE shader.

Fixes validation errors in GT4, NFS: Carbon, Urban Chaos, probably
others too.
2022-01-30 14:17:12 +00:00
tellowkrinkle 5444b575f3 GS: Prefer one-frame-old textures 2022-01-28 18:17:31 -06:00
iMineLink 6361cd8268 GS: add TextureInsideRt flag to selected games. 2022-01-29 00:03:10 +00:00
iMineLink 0055fcf489 GS: add tex in rt hw hack in GUI. 2022-01-29 00:03:10 +00:00
iMineLink b7899d0c8c GS-hw, TC: search tex in wrapping RT.
Improves Beyond Good & Evil shadow.
2022-01-29 00:03:10 +00:00
iMineLink c1e5e45431 GS-hw, TC: search tex in rt in dirty targets.
Also move any target BW update from InvalidateVideoMem to LookupTarget.
Fixes Indiana Jones map rendering in cutscenes.
2022-01-29 00:03:10 +00:00
iMineLink 44d0966892 GS: improve GSDirtyRect psm conv., add bw field. 2022-01-29 00:03:10 +00:00
iMineLink be0932f538 GS-hw, TC: add some const modifiers. 2022-01-29 00:03:10 +00:00
iMineLink 6cfa740f90 GS-hw: reset RT size on reset. 2022-01-29 00:03:10 +00:00
iMineLink 1bd8ec786b GS-hw, TC: log InvalidateLocalMem calls. 2022-01-29 00:03:10 +00:00
iMineLink 9a276d7289 GS-hw, TC: invalidate targets from LRU to MRU. 2022-01-29 00:03:10 +00:00
iMineLink ac63d41daf GS-hw: lookup source before target.
- this avoids the currently used target to
become the MRU in its cache and correctly keeps
the target used by the previous draw as the MRU
during the lookup source call.
2022-01-29 00:03:10 +00:00
iMineLink bd0a8a642b GS-hw, TC: log LookupSource calls. 2022-01-29 00:03:10 +00:00
iMineLink 3e9b38044f GS-hw, TC: improve tex in rt. 2022-01-29 00:03:10 +00:00
lightningterror d8ca9b5f39 GS-hw: Replace depth +bilinear assert with log, also do some cost, fix some logs.
Assert was annoying when debugging, being hit too often.
2022-01-27 19:57:29 +01:00
lightningterror e9f8e5eebd GS-hw: Properly disable skipdraw when userhacks are disabled. 2022-01-27 18:55:46 +01:00
lightningterror bf2613ee49 GS-hw: Adjust how clr_blend is handled based on blend level on d3d11.
Blend level High and lower: Prefer clr_blend.
Blend level Full, prefer clr_blend when ALPHA.C != 1, otherwise sw when primitives don't overlap.
Blend level Ultra, remains the same but we can probably prefer clr_blend when alpha again is As or F, let's play it safe and leave it as it is for now.
2022-01-27 12:09:35 +01:00
lightningterror 3b691da8d1 GS-hw: Implement alternative hw blending for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad.
Alpha destination value is wrong so let us try to compensate.

Multiply Cs by (255/128) in shader.
Will work best if Cs is 0.5 or less,  if it's higher than 0.5 then the closer to 1 the less accurate it gets.

Ofc it is best to use sw blending but it will help if sw blending is not present/selected for specific draw, will help d3d11 quite more.
2022-01-27 12:09:35 +01:00
Ty Lamontagne 4955a4ef98 GS-wx: Add extra check for shader options when VK is selected 2022-01-27 08:46:48 +01:00
lightningterror ca55d86187 GS-hw: Exclude triangles from no prim overlap fb read on dx11.
Fixes mgs3 regression on ultra blending.
2022-01-25 21:34:35 +01:00
refractionpcsx2 5974856924 GS: Adjust auto interlace mode with scanmask(frame) 2022-01-25 00:18:01 +00:00
Mrlinkwii bdb7c65ab0 Gamedb: remove EETimingHack from 'Paris-Dakar 2' 2022-01-24 21:19:03 +00:00
Florin9doi 45ba8690a9 USB: CaptureEye/OV511p webcam emulation 2022-01-24 21:06:03 +00:00
refractionpcsx2 7054190832 Revert "GS: fully support target rescaling in TC."
This reverts commit 2a2564cf45.
2022-01-24 21:02:10 +00:00
PCSX2 Bot dbd997b551 pad-linux: Update to latest controller database. 2022-01-24 17:45:11 +01:00
refractionpcsx2 369bda13f8 GS: Only autoflush on draws of same format
Move overlap check to State
2022-01-24 12:00:37 +00:00
lightningterror c9216e5625 GS-hw: Remove useless shader line from CLR As/Af case. 2022-01-24 11:42:54 +01:00
lightningterror 93af9656d0 GS-hw: Fix clr 1 case shader.
Forgot to rename.
2022-01-24 11:11:38 +01:00
refractionpcsx2 bcade5bb9d mVU: Clean up branch chain handling 2022-01-23 20:31:08 +00:00