lightningterror
3a2307a5c6
GS-hw: Cleanup GSRendererHW.
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Constants, initializations, casts, broken commented out logs and more.
Remove unused/duplicate function EmulateAtst.
2023-01-16 20:34:10 +00:00
Stenzek
d6c1af1a0c
IPU: Combine source files to work around an LTO bug in clang 15
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Works around an LTO bug which seems to occur in clang 15, but not in
clang 12. The entire else branch in the 0 case in get_non_intra_block()
was being removed...
Fixes Burnout 3 crashing in clang builds.
2023-01-16 20:13:46 +00:00
Stenzek
43ccb63eb5
Qt: Add DS4/DS5 LED settings
2023-01-16 14:08:01 +01:00
Ty Lamontagne
a0000a8547
Debugger: Implement boot and debug
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Creates a breakpoint automatically on the ELF entry point
2023-01-15 17:05:35 +00:00
Stenzek
a37ff0c4f2
GS/Vulkan: Fix incorrect clamp in CreateSurface()
2023-01-15 17:40:15 +01:00
Stenzek
e449ad7472
GS/TextureCache: Check PSM matches before expanding target
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Mercenaries is doing a 128x4095 write in PSMT4, which when upscaling,
goes beyond the limits of most GPUs.
2023-01-15 17:40:15 +01:00
Stenzek
a718a785b3
GS/TextureCache: Don't recycle resized target textures
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They're probably going to be oddly-sized.
2023-01-15 17:40:15 +01:00
Stenzek
a342f4c7e9
GS/HW: Adjust Burnout CRC hack to stop hash cache spiking
2023-01-15 16:20:40 +00:00
Stenzek
451c2a244f
SPU2: Fix sound output
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Regression from a603aed7db
2023-01-15 12:48:47 +01:00
lightningterror
a603aed7db
SPU2: Update WriteSamples function commented out code to work properly when enabled.
2023-01-15 11:10:46 +01:00
lightningterror
f6bbf410f1
SPU2: Remove dynamic tuning commented out code.
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No longer works as it relied on wx.
2023-01-15 11:10:46 +01:00
lightningterror
018692edd0
SPU2: Cleanup SndOut.cpp
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const, casts, constexpr, initializations.
2023-01-15 11:10:46 +01:00
pgert
2740785df5
UI: Correct Error-messages: "SSE4.1" not "SSE4" ( #7890 )
2023-01-14 23:06:56 +00:00
Stenzek
613a9964a1
FullscreenUI: Fix descriptor use-after-free when deleting state
2023-01-14 14:07:30 +00:00
Ty Lamontagne
577e15a949
Debugger Expressions: Add 'target', 'load', and 'store' reference
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target -> The evaluated target of the load or the store, 0 if the opcode is not a memory access
load -> The evaluated target of a load, is 0 if the opcode is not loading
store -> The evaluated target of a store, is 0 if the opcode is not storing
Fixes the disassembly widget mouse click handler
Fixes the breakpoint dialog not setting the breakpoint address or condition cpu (oops)
2023-01-14 01:58:04 +00:00
Stenzek
80c471a939
Dmac: Fix incorrect condition for OPH flag hack
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Fixes tutorial level in Naruto - Uzumaki Chronicles.
2023-01-13 12:20:12 +00:00
Connor McLaughlin
be76092195
USB: Correct Keyboardmania binding list
2023-01-13 09:31:27 +00:00
TellowKrinkle
a2e3522862
GS:MTL: Implement clut shaders
2023-01-13 00:43:47 -04:00
lightningterror
11f3fecd11
GS-d3d: Fix Wmissing-braces warnings.
2023-01-12 16:26:56 +01:00
lightningterror
d586582489
GS: Purge leftover wx tooltips.
2023-01-12 01:38:35 +01:00
Stenzek
38957625ad
GameDatabase: Add GPUTargetCLUT
2023-01-11 23:37:43 +00:00
Stenzek
d30e076dbd
GS: Add GPU Target CLUT
2023-01-11 23:37:43 +00:00
Stenzek
0619555232
GS/HW: Use texel fetch/load instead of sampler for palettes
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Saves a multiply in the shaders in some cases, and frees up one
descriptor slot.
2023-01-11 23:37:43 +00:00
Stenzek
3ffa5eb613
GS: Add const to GSDirtyRect functions
2023-01-11 23:37:43 +00:00
Stenzek
4cf7a1086d
GS/HW: Adjust Barnyard fix for Jurassic Park and Nicktoons Unite
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Draws its mipmaps at runtime in a very similar way, except with 24-bit
textures as well as 16/32-bit.
2023-01-11 22:40:04 +00:00
RedDevilus
fa75006ca9
VMManager: Increase software thread count on multicore (4+) CPUs
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3 is a nice compromise if you have 4 core or more but for some games higher numbers like 8 or even higher would work, however for a lot of games it would perhaps even reduce the performance compared to 3 software rendering threads or in more likelihood have diminishing returns.
Keep in mind that this is just a general situation, in actual use it might be less extra performance (if at all) as you have expected.
2023-01-11 21:48:36 +00:00
RedDevilus
d28b2fa057
Qt: Lower audio ms + Tooltip (affinity+Cycle skip)
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Lowering 100 ms audio latency to 60 ms.
Makes 100 mixing latency with 20 output latency (120) into a new default of 80 ms which is 50% lower but still is enough headroom as 40 ms even for less capable machines is too high.
Adding tooltip for Affinity Control
Changing tooltip for Cycle Skip from None to Disabled as that is a valid option.
2023-01-11 18:56:42 +00:00
JordanTheToaster
0f569ac5cb
Format: Clang format System.cpp
2023-01-10 16:18:26 +01:00
JordanTheToaster
b725c1e8e0
System: Remove unused extensions
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PCSX2 does not even boot on SSE2 or SSE3 systems and we do not use SSE4a so we should remove it SSE4.1 / 4.2 is a requirement so no use being here either.
2023-01-10 16:18:26 +01:00
Ty Lamontagne
37540d1c68
Debugger Breakpoints: (Refactor) Use some reflection and item models
2023-01-10 13:57:06 +01:00
lightningterror
8fca67f0d6
FullscreenUI: Cleanup remnants of spu2 interpolation mode.
2023-01-10 13:47:41 +01:00
JordanTheToaster
f924ab721a
SPU2: Purge interpolation options
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Removes the options menu for interpolation as all but gaussian will be removed.
2023-01-08 15:19:51 +00:00
Stenzek
4ef2574ae3
GS: Separate Cd output from Cs blend cases
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Fixes white screen inbetween logos in FFX.
2023-01-08 12:44:17 +00:00
Stenzek
154171e01e
x86/microVU: Don't assert clearing macro mode temps
2023-01-08 09:12:44 +01:00
refractionpcsx2
17732a0b8a
VU: Fix out of bounds check for Q clamp
2023-01-07 23:18:33 +00:00
Stenzek
b6906d1edc
FullscreenUI: Fix Threaded Presentation toggle title
2023-01-07 09:48:14 +00:00
Stenzek
26329765d1
SPU2: Apply volume on startup
2023-01-07 09:48:14 +00:00
arcum42
fab7424ebb
x86regs: iCore.h cleanup. ( #7769 )
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* VU: Make _x86regs.reg signed, as -1 is supposed to indicate that it is unassigned.
* VU: Convert a few defines to enums.
* microVU: Set bool to true rather than 1.
* xmm: Use std:array in a few spots, and make initializing some spots less verbose.
* iCore: Remove comment, as it's inaccurate. Leaving as s8 for consistency with xmm.
2023-01-06 21:40:09 -08:00
refractionpcsx2
d3ca2bf58f
GS: Make VK threaded presentation the default
2023-01-06 15:49:49 +00:00
Mrlinkwii
82f1dbca89
memory card: Remove commented out WX code.
2023-01-06 15:35:20 +00:00
Stenzek
c85b826978
PerformanceMetrics: Track min/avg/max frame time
2023-01-06 14:57:57 +00:00
Stenzek
f28c40aa8e
Qt: Expose Threaded Presentation setting
2023-01-06 14:57:57 +00:00
Stenzek
3fa3bc1719
Vulkan/Context: Acquire swap chain image after presenting
2023-01-06 14:57:57 +00:00
Stenzek
93bd95f4bd
Vulkan/Context: Pass swap chain through to submission
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Simplifies things a bit.
2023-01-06 14:57:57 +00:00
Stenzek
4cfea01aa8
GS/HW: Add CRC hack for Battlefield 2: Modern Combat
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Full blending is needed to render the terrain correctly.
2023-01-06 11:59:10 +00:00
Stenzek
9e301e1aec
GS/HW: CRC hack for Barnyard
2023-01-06 11:59:10 +00:00
Stenzek
8502acffb7
GS/HW: Add mipmap support to SwPrimRender()
2023-01-06 11:59:10 +00:00
Stenzek
580b7c94fb
GS/HW: Remove AfterDraw function
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Not needed.
2023-01-06 11:59:10 +00:00
Stenzek
fe1e432f9e
GS: Move HW hacks into game database
2023-01-06 11:59:10 +00:00
Stenzek
904ccc7a91
VMManager: Log when game changes
2023-01-06 11:59:10 +00:00