refractionpcsx2
c16ac2034c
GS/HW: Fix operator precedence warning
2024-04-03 21:40:34 +01:00
refractionpcsx2
c5dfc5d5da
GS/TC: Read indexed texture from GS memory if complete dirty overlap
2024-04-03 21:40:34 +01:00
Stenzek
2693bbff95
GS/HW: Prioritize loading required replacement textures over precache
2024-04-03 19:29:21 +10:00
refractionpcsx2
8e008288b6
GS/HW: Further fix up RTA handling
2024-04-02 21:48:32 +01:00
refractionpcsx2
effdfd5a22
GS/HW: Fix up some RTA behaviour and reduce copies
2024-04-02 21:48:32 +01:00
refractionpcsx2
8a73f98b1f
GS/TC: When preloading new targets, include the preloaded size as valid
2024-04-02 21:48:32 +01:00
refractionpcsx2
553ad0a372
GS/HW: Stop 24bit targets from RT Alpha correcting
2024-04-02 21:48:32 +01:00
JordanTheToaster
088ba4e2ea
GameDB: Various fixes
2024-04-01 18:37:54 +01:00
PCSX2 Bot
1cd69977e4
PAD: Update to latest controller database.
2024-04-01 18:22:47 +02:00
Stenzek
69349e9d38
GS/HW: Fix loading replacement textures
2024-04-01 18:22:37 +02:00
JordanTheToaster
aeb3cb0945
GameDB: Various fixes
2024-04-01 13:40:04 +01:00
refractionpcsx2
c729a6f91c
GS: Move PrimitiveWithoutGaps function to GSState
2024-04-01 13:35:44 +01:00
refractionpcsx2
f3a75f55e7
GS: Improve optimizing scissoring texture when REPEAT sampling
2024-04-01 13:35:44 +01:00
Mrlinkwii
8dce187746
Docs: Remove XZ Utils from thirdpartynotices ( #11016 )
2024-04-01 22:26:29 +10:00
Stenzek
fce8317da7
GS/HW: Compute source alpha min/max based on texture instead of CLUT
...
Stops alpha from unused CLUT colours from leaking into the alpha range,
saves a good number of draw calls on many games, and some RTA
conversions.
2024-04-01 21:51:03 +10:00
Stenzek
64a471b5a2
GS/TextureCache: Remove redundant parameter to RTA{De,C}orrect
2024-04-01 21:51:03 +10:00
Stenzek
c9fdd0197f
GS/TextureCache: Fix incorrect alpha min/max read on block offsets
2024-04-01 21:51:03 +10:00
Stenzek
c650b4b00f
Qt: Fix vanishing status bar renderer info
2024-04-01 13:03:59 +10:00
Stenzek
64b6dec56f
Qt: Fix crash on shutdown with BP mode open
2024-04-01 13:03:49 +10:00
refractionpcsx2
4d531384e9
GS/HW: Avoid deleting depth targets on shuffles
2024-03-31 19:15:40 +01:00
Stenzek
085699f9de
GS/Vulkan: Fix incorrect clear colour for fast colclip
2024-03-31 19:02:23 +10:00
refractionpcsx2
9de38e50e2
GS/HW: Improve handing of some texture shuffles
...
More prominent when using an API without barriers (like Direct3D)
2024-03-30 11:43:20 +00:00
refractionpcsx2
545fbdeed1
GS/HW: Round source lookup rect to block boundary and improve overlap check.
...
- also clean up formatting in GSTextureCache.cpp
2024-03-30 11:43:20 +00:00
Stenzek
a959d33f85
GS/DX12: Fix FXAA compilation
2024-03-30 21:37:29 +10:00
Stenzek
00b2ad49d5
CI: Remove xz/liblzma from build scripts
2024-03-30 21:37:29 +10:00
Stenzek
872f5c677d
3rdparty: Remove xz
...
Had a backdoor. Best to not trust it.
2024-03-30 21:37:29 +10:00
Stenzek
ad81318854
GS: Replace xz/liblzma with 7zip LZMA SDK
2024-03-30 21:37:29 +10:00
Stenzek
907ae642d0
Common: Update FixedArray.h from DuckStation
2024-03-30 21:37:29 +10:00
Stenzek
299fd3d5ad
GS/DX11: Re-enable FL10 support with a warning
2024-03-30 11:33:57 +10:00
Stenzek
4dca6c3bb2
GS/DX: Fix ALT+ENTER causing mode switch
2024-03-29 23:05:07 +10:00
Stenzek
615e30fa52
GS/OGL: Fix recursive macro compile error
...
On some Intel drivers.
2024-03-29 23:04:43 +10:00
Stenzek
8679755d18
GSDevice: Improve IsEffective() test
...
Ensure blending is disabled when colormask is zero.
Intel's (older) DX11 drivers apparently crash the GPU when SRC1_COLOR is
used in blend, when the shader doesn't output it, even though it's not
being written.
It was also missing entirely for OpenGL.
2024-03-29 23:04:43 +10:00
Stenzek
11ee0a8613
GS: Remove reduced-depth-range hack
2024-03-29 20:44:02 +10:00
Stenzek
7ddf6386f1
GS: Remove DSB feature
...
No longer needed, since it's mandatory.
2024-03-29 20:44:02 +10:00
Mrlinkwii
253e02b4c1
Config: Allow the use of portable.txt ( #10984 )
2024-03-29 13:12:00 +10:00
JordanTheToaster
b2b7fa36bb
Qt: Remove Speed Limiter setting
...
Causes confusion when users untick it and wonder why games won't react to F4 or tab.
2024-03-28 14:04:26 +00:00
JordanTheToaster
cf1f2d6919
GameDB: Various fixes
2024-03-28 14:04:26 +00:00
AKuHAK
9c320a90db
CDVD: fix sceCdReadConsoleID on bios v1.70 and up
2024-03-28 13:42:08 +00:00
Stenzek
5be4326626
GS: Purge GSinit() and GSshutdown()
2024-03-28 17:25:59 +10:00
KamFretoZ
0384d9c29f
OSD: Minor adjustment to basic blending notification
2024-03-28 08:02:44 +01:00
lightningterror
aa82789132
GS/Metal: Fix Wunused-const-variable warning.
2024-03-28 05:48:42 +01:00
Stenzek
2eab0f9757
GS: Improve state load determinism
...
CLUT wasn't force reloaded, so if the game didn't write to TEX0 before
its first draw after loading a state, you got either the CLUT before the
state was loaded, or random/uninitialized garbage.
Do the same for reset as well, except zero it out in that case.
2024-03-28 12:56:51 +10:00
Stenzek
a317e9c038
GS/HW: Improve accuracy of RGB_ONLY AFAIL
...
Instead of breaking the draw into two passes, which breaks when
fragments overlap each other and blending is enabled, use blending to
leave the value of Ad intact when a pixel fails the alpha test.
In the case of DATE being enabled, prefer PrimID over stencil, as since
we are changing Ad on a per-fragment basis, with some fragments not
being modified, stencil DATE will become desynchronized with the value
of Ad.
2024-03-28 11:46:20 +10:00
Stenzek
b644f85f51
GSDevice: Add separate RGB/A blend factors
2024-03-28 11:46:20 +10:00
Stenzek
ee3b6e59eb
GS: Use SRC1_COLOR instead of SRC1_ALPHA for DSB
...
Frees up the alpha channel of the second source for use with single pass
afail.
2024-03-28 11:46:20 +10:00
Stenzek
0917d49a01
GS: Remove separate alpha pass fallback
...
This is just wrong when overlap and depth writes are involved.
2024-03-28 11:46:20 +10:00
lightningterror
0d61f154d7
GS/HW: Cleanup blend function, update blend levels.
...
Cleanup and optimize blend levels for all renderers:
For Gl/Vk
High blend: Prefer sw blend when RTA > 128, otherwise try to use RTA correction.
For DX:
Medium blend: Prefer sw blend on Ad cases where prims don't overlap, alpha masked case or rta correction isn't possible.
High: Prefer sw blend on Cd*(Alpha + 1) cases where prims don't overlap.
Full: Prefer sw blend on cases where Alpha > 128 when prims don't overlap.
Add some optimizations for Ad cases to not do any blending depending on Alpha value.
2024-03-26 12:55:16 +01:00
refractionpcsx2
d6e3eccf45
GS/HW: Detect shuffles reshaping the target
2024-03-26 07:46:02 +00:00
TellowKrinkle
e9ac262cd3
GS:MTL: RTA correction shader is used to scale textures
...
Can't use a DirectReadTextureIn, which reads from the pixel with the same location
2024-03-26 07:38:16 +00:00
TellowKrinkle
68a71d2e12
GS:MTL: Formatting
2024-03-26 07:38:16 +00:00