TellowKrinkle
cbf4a83b3f
GS: Minor Zen optimizations
2022-02-02 09:34:30 +00:00
TellowKrinkle
a6887715c7
GS: Faster palette lookup for AVX2 platforms with slow VPGATHERDD
2022-02-02 09:34:30 +00:00
TellowKrinkle
e2169bc1da
GS: Consolidate repeated BlockH code
2022-02-02 09:34:30 +00:00
TellowKrinkle
89f3b46a9e
GS: AVX2 ReadBlock4P
2022-02-02 09:34:30 +00:00
TellowKrinkle
d64e838b6d
GS: AVX2 WriteBlock functions
2022-02-02 09:34:30 +00:00
TellowKrinkle
263e495561
GS: Make xmm → ymm zext/sext functions take GSVector4i
...
Removes the need for casts everywhere
Also renames them to remove the `c`, the fact that they take a GSVector4i should make it clear
2022-02-02 09:34:30 +00:00
TellowKrinkle
127433628d
GS: AVX2 ReadAndExpandBlock4(HH|HL)_32
2022-02-02 09:34:30 +00:00
TellowKrinkle
29e8da0944
GS: pshufb-based ReadAndExpandBlock4(HH|HL)_32
2022-02-02 09:34:30 +00:00
TellowKrinkle
a2992c86e6
GS: AVX2 ReadAndExpandBlock8[H]_32
2022-02-02 09:34:30 +00:00
TellowKrinkle
1cc796b1a7
GS: AVX2 ReadAndExpandBlock4_32
2022-02-02 09:34:30 +00:00
TellowKrinkle
679cc7af38
GS: pshufb-based ReadAndExpandBlock4_32
2022-02-02 09:34:30 +00:00
TellowKrinkle
c4b3239e33
GS: Improved ReadColumn4
2022-02-02 09:34:30 +00:00
TellowKrinkle
4139da82b9
GS: Remove special casing alignment on AVX+
...
Extra code, unneeded as AVX+ has fast unaligned loads
2022-02-02 09:34:30 +00:00
TellowKrinkle
bdc7dc2cd8
GS: ReadColumn8 AVX2 path
2022-02-02 09:34:30 +00:00
TellowKrinkle
244a4da28a
GS: ReadBlock16 performance improvements
2022-02-02 09:34:30 +00:00
TellowKrinkle
e7e0dbd29a
GS: Drop SSE3 ReadColumn16
...
It was no faster than the SSE2 one and requires loading an extra shuffle vector
2022-02-02 09:34:30 +00:00
TellowKrinkle
1f6b2e629b
GS: Use broadcast loads on AVX2
...
Broadcast loads are free on AVX2 processors, might as well use them
2022-02-02 09:34:30 +00:00
Connor McLaughlin
793ba944d6
GS/Vulkan: Prefer coherent for upload and cached for download buffers
2022-02-02 00:30:56 +00:00
Connor McLaughlin
438480517b
GS/Vulkan: Prevent GS state overriding present viewport/scissor
2022-02-02 00:30:56 +00:00
Connor McLaughlin
e3b4d13c47
HostDisplay: Remove levels/layers from HostDisplayTexture
...
Wasn't implemented for updates, and we're not going to use it any time
soon.
2022-02-02 00:30:56 +00:00
Connor McLaughlin
3caebb31ae
Qt: Add save state loading/loaded/saved events
2022-02-02 00:23:49 +00:00
Connor McLaughlin
8b9eee4961
Qt: Add QtUtils::StringViewToQString()
2022-02-02 00:23:49 +00:00
Mrlinkwii
280f5adb22
Readme: add note about Vulkan drivers
2022-02-02 00:22:06 +00:00
iMineLink
16cfcad0bf
GS: fully support target rescaling in TC, take 2.
2022-02-02 00:21:48 +00:00
Tyler Wilding
51431d22ba
memcard: fix YAML emitting bugs
2022-02-02 00:21:07 +00:00
Tyler Wilding
ef3bc9202b
memcard: don't fail on bad yaml, but this isn't the underlying issue...
2022-02-02 00:21:07 +00:00
refractionpcsx2
cdae169922
GS: Add Point Pallete SW Render for 120-en no Haru
...
Fixes #5211
2022-02-02 00:14:41 +00:00
RedDevilus
c45a7a2ef6
GameDB: Urban Reign
...
EE cyclerate +1 will fix the issue but a compromise on default is to enable EE-Timing-hack. Ee cyclerate +1 can be combined with or without EETiming.
2022-02-01 23:02:58 +00:00
Mrlinkwii
ddf16b71c2
GameDB: add eerounding to 'Neopets - The Darkest Faerie'
2022-02-01 22:59:00 +00:00
Connor McLaughlin
d29f843525
GS/HW: Don't disable depth testing for channel shuffle
...
Mercenaries needs it. But we can skip it when z testing is off.
2022-02-01 12:40:40 +01:00
Connor McLaughlin
8ce8ac4404
GS/Vulkan: Handle case where DS == Texture
...
Technically we can handle this as another feedback loop, but in my
opinion it's not worth it, since there's only two games I've seen which
do this - Ico and Mercenaries.
2022-02-01 12:40:40 +01:00
TellowKrinkle
b55e59e665
GS: Fix region repeat bounds checking for zero crossings
2022-02-01 02:58:09 -06:00
TellowKrinkle
598a3b5d7b
GS:HW: Avoid REGION_REPEAT when possible
...
We don't support upscaling for it right now
2022-02-01 01:24:35 +00:00
TellowKrinkle
8c16e3231e
GS:HW: Add a few clamp mode optimizations
2022-02-01 01:24:35 +00:00
TellowKrinkle
eca5eced63
GS:HW: Handle coordinate wrapping on target-sized sources
2022-02-01 01:24:35 +00:00
TellowKrinkle
e87d8da1fb
GS:TC: Track whether or not textures use their clamp modes
2022-02-01 01:24:35 +00:00
TellowKrinkle
f5fba1cbd1
GS: Add BitScanReverse polyfill
2022-02-01 01:24:35 +00:00
TellowKrinkle
06b4c3faab
GS: Fix minmax of REGION_REPEAT
2022-02-01 01:24:35 +00:00
TellowKrinkle
6d0b9b3747
GS:HW: Don't scale rt when converting to texture
...
Scale texture coordinates instead
2022-02-01 01:24:35 +00:00
TellowKrinkle
92f2cef4d1
GS:HW: Default rt size to 0
2022-02-01 01:24:35 +00:00
lightningterror
5fdfbd470b
Revert GS-hw: Exclude triangles from no prim overlap fb read on dx11.
...
Issue fixed in #5422
2022-01-31 19:13:45 +01:00
Connor McLaughlin
75b5f70196
CI: Build Qt binaries
2022-01-31 16:46:23 +00:00
PCSX2 Bot
b68be77865
pad-linux: Update to latest controller database.
2022-01-31 17:11:37 +01:00
refractionpcsx2
105aab0345
QT-SDL: Fix SDL Input compilation
2022-01-31 14:29:03 +00:00
Connor McLaughlin
9c3270a2de
InputManager/SDL: Drop version checks
...
They're not needed since we're always using the latest SDL.
2022-01-31 14:21:38 +00:00
Connor McLaughlin
5c33e9666a
Qt: Enable SDL2 input source for Qt
2022-01-31 14:21:38 +00:00
Connor McLaughlin
aeb9403b67
3rdparty: Add SDL2
2022-01-31 14:21:38 +00:00
Connor McLaughlin
50735567c9
Qt: Fix crash when disconnecting controller which isn't last in list
2022-01-31 13:56:28 +00:00
Connor McLaughlin
0e83c992c3
InputManager/XInput: Fix inverted/incorrect axes
2022-01-31 13:56:28 +00:00
Connor McLaughlin
dac7106df8
Qt: Make input binding dialog match widget
2022-01-31 13:56:28 +00:00