Commit Graph

19087 Commits

Author SHA1 Message Date
TellowKrinkle e8ad355a90 CI:mac: Use shared cmake config variable 2024-03-23 00:01:43 +10:00
TellowKrinkle 0a161f9591 CI: Support relative dirs in install scripts 2024-03-23 00:01:43 +10:00
Stenzek 234acf5ca2 Qt: Fix main window stuck open after update 2024-03-22 22:58:29 +10:00
KamFretoZ 7689729d9b README: Update docs link 2024-03-22 08:11:57 +00:00
refractionpcsx2 6177825939 GameDB: Fix SSX On Tour NTSC-US patch 2024-03-22 08:10:06 +00:00
KamFretoZ a74a236654 Qt: Update docs link on setup wizard
Since the links for the docs has been changed, update the link on the setup wizard.
2024-03-22 12:37:13 +10:00
lightningterror 93a1ae9f2f GameDB: Add some gshw fixes.
Add full mipmap with ps2 trilinear to Global Storm:
Fixes ground textures.

Add missing autoflush fixes to other regions of Terminator 3 The Redemption:
Fixes environment lights visible through player model.
2024-03-22 03:29:41 +01:00
JordanTheToaster 3f4d9fd23c Qt: Fix closing log window via taskbar 2024-03-21 13:07:48 +10:00
refractionpcsx2 23d98e9352 GS/HW: Optimize RTA correction to reduce copies 2024-03-20 23:51:17 +00:00
lightningterror 8f381a4e16 GS/HW: Improve how we handle texture shuffles with barriers.
If barriers are already present and it's a texture shuffle then prefer full sw blend, it will be more accurate with no cost.

One barrier is enough for texture shuffles, no need to do full, which means less texture barriers and draw calls.
2024-03-19 15:38:20 +01:00
PCSX2 Bot 7e43448110 PAD: Update to latest controller database. 2024-03-18 17:33:05 +01:00
JordanTheToaster 3ca9680c88 UI: Rename screenshot size options 2024-03-18 14:43:24 +01:00
JordanTheToaster 6f1048d6fd GameDB: Various fixes 2024-03-18 14:43:24 +01:00
nishi 6d92cee5bb
GameDB: NTSC-J Fixes. (#10928)
Typo/mistake corrections and improvements to sorting.
2024-03-18 14:19:24 +01:00
Pierre GRASSER d1bff18e0c
UI: Add the "points" unit in some RA-related strings (#10917) 2024-03-17 22:29:09 +00:00
refractionpcsx2 4d2b2e5803 GS/HW: Decorrect targets for readbacks. 2024-03-17 17:24:39 +01:00
refractionpcsx2 bfef8397d6 GS/HW: Allow source is rt to use corrected alpha in most cases. 2024-03-17 17:24:39 +01:00
lightningterror 886a368297 GS/HW: Clean up Correct/Decorrect calls and functions.
No need to check m_rt_alpha_scale and m_type == RenderTarget when we already check them in the Correct/Decorrect functions.
2024-03-17 17:24:39 +01:00
lightningterror 73d617fb72 GS/HW: RTA Decorrect on Target Update. 2024-03-17 17:24:39 +01:00
lightningterror 3a2888a5d5 GS/HW: Adjust RTA shader precision. 2024-03-17 17:24:39 +01:00
lightningterror 97237c963f GS/HW: Check if channel shuffling actually needs decorrecting.
Saves copies.
2024-03-17 17:24:39 +01:00
lightningterror f2b3db9cbc GS/HW: Improve how we handle decorrection on texture shuffles.
Avoid copies if we can.
2024-03-17 17:24:39 +01:00
refractionpcsx2 7a547e64c4 GS/HW: RTA checks for moves and DST matches and ICO CRC. 2024-03-17 17:24:39 +01:00
lightningterror 6a5ac4fe54 GS/HW: Avoid corrections on new targets. 2024-03-17 17:24:39 +01:00
lightningterror 500e86c43c GS/HW: Update TargetClear to work with RTA Correction. 2024-03-17 17:24:39 +01:00
lightningterror 0900c2fd8b GS/HW: RTA Correction, implement on DATE.
Less copies, and makes it work with DATE.
2024-03-17 17:24:39 +01:00
lightningterror 58628b8dd3 GS/HW: Make sure we don't multiply Cs if Ad is corrected.
Another potential to avoid copies.
2024-03-17 17:24:39 +01:00
lightningterror 71376ff4e6 GS/HW: Decorrect Ad on sw blend in tfx shader.
Otherwise if we do decorrection in covert shader we add more copies.

Also make sure to decorrect for fbmask, tex is fb.
2024-03-17 17:24:39 +01:00
lightningterror fff4aea076 GS/HW: Avoid (Ad + 1) cases on RTA correction.
HW blend will be wrong here so no need to do copies.
2024-03-17 17:24:39 +01:00
lightningterror 6c9f132093 GS/HW: Add support for Ad (RTA) correction.
The idea is to adjust the alpha destination for more
accurate hw blending which will work on all renderers.

Old behavior has Ad in range within 0-1 whereas for blending 0-2 is needed.

copy rt -> adjust the alpha -> copy back the adjusted alpha-> restore old alpha after blending is done
2024-03-17 17:24:39 +01:00
refractionpcsx2 3b7ad788bf GS/HW: Improve shuffle width/height detection 2024-03-16 11:19:26 +00:00
lightningterror 867afd7da0 Qt: Disable Texture barriers option on Metal.
Not implemented.
2024-03-15 18:02:54 +01:00
lightningterror c4bfdc4506 GS/Metal: Fix some Wformat warnings. 2024-03-14 18:18:57 +01:00
lightningterror a7c5eebf99 GS/HW: Adjust blend mix for impossible blend.
Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend what we can do is adjust the Cs value that will be subtracted,
this way we can get a better result in hw blend. Result is still wrong but less wrong than before.
2024-03-14 16:16:11 +01:00
Dan McCarthy a2a6a98635 Debugger: Fixes crash selecting a filter search with new search button
Fixes crash issues when trying to use a search comparison that requires prior results with the New Search button instead of Filter Search.
2024-03-14 01:42:11 +01:00
Dan McCarthy d309e24e60 Debugger: Reduces RAM useage for searches (Act 1)
Reduces memory useage during memory searching process.
- Minimizes passing by copy, uses references to avoid causing copies
- Deletes FutureWatcher ptr when no longer needed to avoid leaking memory (thanks Fobes)
- Updates the search results vector in-place so that no extra copies are needed.
- Makes use of std::move to transfer resources instead of keeping two copies.
- No longer keeps a copy of prior search results in addition to the active search, the stored results are transferred to the search worker and then transferred back.

More improvements to be made, but making a first that should make a
decent impact.

Also: Updates storage of prior results a s a vector now.
Prior since the results were stored in a hashmap, the .keys() function needed to be used to index at an arbitrary point when loading results into the UI.

This caused a big spike in memory usage when the results count is particularly large.
Using a vector optimizes this as we don't need to add any memory when indexing in this way.

Also unlike before when we used vector, we're also removing elements in place when doing filter searches so we don't need two vectors.
2024-03-14 01:42:11 +01:00
KamFretoZ 7abbdf89af OSD: Add Memcard Icon in more places 2024-03-13 11:57:36 +00:00
KamFretoZ 4720f69b76 BPM: Implement "Open in File Browser" Function 2024-03-13 11:57:36 +00:00
Stenzek 515cbc7b29 Path: Add CreateFileURL() 2024-03-13 20:13:35 +10:00
lightningterror b4992856f7 GS/HW: Instead of adjusting blend min/max, adjust GetAlphaMinMax.
Might help in blending cases.
2024-03-12 11:25:29 +00:00
lightningterror 74df63ff94 GS/HW: Remove blend_ad_improved case.
Didn't work properly and will be useless when RTA correction pr is merged.
2024-03-12 11:25:29 +00:00
lightningterror 52ac8f0d7b GS/HW: Calculate blend/rt alpha min/max based on alpha test. 2024-03-12 11:25:29 +00:00
lightningterror 760ea91cc1 GS/HW: Adjust blend_alpha_min/max based on DATE. 2024-03-12 11:25:29 +00:00
refractionpcsx2 2324922111 GS/HW: Don't allow conversion to indexed is read is outside the target 2024-03-12 09:12:56 +00:00
PCSX2 Bot 1cfc2780d0 PAD: Update to latest controller database. 2024-03-11 17:04:34 +01:00
lightningterror c0e47767b7 GS/HW: Adjust dither on Blend Mix when Cs-Cd * Af blend. 2024-03-10 23:41:18 +00:00
refractionpcsx2 65649b3cbb GS/HW: Adjust dither on Blend Mix when Cs-Cd * As blend. 2024-03-10 23:41:18 +00:00
Stenzek d28ba0e53c GS/HW: Don't include TBW in hash cache key
Since we're hashing at the block level, a different TBW that causes a
different-looking texture should cause different blocks to get hashed,
and thus, a different hash.
2024-03-10 23:22:34 +10:00
Stenzek 4fef86a635 GS/HW: Reduce duplicates in hash cache
- Don't include TCC in the hashed TEX0 bits.
 - Hash the region size, not rectangle.

Significantly reduces hash cache size in Ace Combat 5, over the course
of 30 frames from 1,000+ textures down to 400.

NOTE: This will change texture replacement hashes. Any "old" region
textures will transparently be converted to the new internal name format
upon loading.
2024-03-10 18:26:14 +10:00
Stenzek b16bb14c58 GS/Vulkan: Work around NVIDIA attachment clear bug 2024-03-10 13:16:18 +10:00