Commit Graph

  • 63e1d442da
    Merge babb5dd0d7 into 9fe8235eda Filippo Tarpini 2025-04-20 08:54:58 +0800
  • babb5dd0d7 Fix shader Filoppi 2025-04-20 03:54:46 +0300
  • 06f907479c
    Merge aa6ac56a96 into 9fe8235eda github-actions[bot] 2025-04-20 00:02:21 +0000
  • aa6ac56a96 [ci skip] Qt: Update Base Translation. update-base-translation PCSX2 Bot 2025-04-20 00:02:19 +0000
  • c74e5246fe Fix shader build Filoppi 2025-04-20 01:09:05 +0300
  • ddf34d2970
    Merge d3454c7b38 into 9fe8235eda GovanifY 2025-04-19 21:53:00 +0100
  • 6ff4123c00
    Merge c440d90aa1 into 9fe8235eda TJnotJT 2025-04-19 22:29:43 +0200
  • e9a9940a42
    Merge 37555e3048 into 9fe8235eda Ty 2025-04-19 14:20:03 -0400
  • a21bea1d6d
    Merge e6c6cd82bf into 9fe8235eda Ty 2025-04-19 14:20:03 -0400
  • 818567e516
    Merge b139c99cdf into 9fe8235eda Ty 2025-04-19 14:20:03 -0400
  • 0d9508f3bc
    Merge 4a3961348a into 9fe8235eda Sean 2025-04-19 14:20:03 -0400
  • 10e8c486d8 WIP: HDR Filoppi 2025-04-19 20:53:16 +0300
  • 5231d5a9ec GS: Allow for widescreen and ultrawide patches to specify their target aspect ratio. This allows users with monitors of any aspect ratios to use patches made for any other aspect ratio. For example, if on 32:9 one uses a 21:9 patch, pcsx2 will automatically size the presentation to 21:9 within 32:9. This also removes some ugly or hardcoded stuff from the code :). It also opens the door to add a "Custom" user aspect ratio, without the patch needing to specify the aspect ratio, so users could stretch the image to any AR they'd like, but for now there's no need to add that. Filoppi 2025-04-18 18:03:20 +0300
  • 8ab37d8988
    Merge 4069752d5f into 9fe8235eda Filippo Tarpini 2025-04-19 17:45:47 +0200
  • 9fe8235eda tool : update generate_redump_yaml.py master v2.3.289 Mrlinkwii 2025-04-19 15:49:29 +0100
  • f7b9c48998 Deps: update redump database Mrlinkwii 2025-04-19 15:46:34 +0100
  • 17bf27c018 GS/DX12: Copy/bind rt when tex is fb on slot 0. v2.3.288 lightningterror 2025-04-18 19:43:24 +0200
  • 80ca5ea5fd GS/HW: Rename GSC_Tekken5 to GSC_NamcoGames. v2.3.287 lightningterror 2025-04-18 20:16:24 +0200
  • dd421d9d14 tool : update generate_redump_yaml.py Mrlinkwii 2025-04-19 15:49:29 +0100
  • c028977aec Deps: update redump database Mrlinkwii 2025-04-19 15:46:34 +0100
  • 0656d970e8
    Merge 840342bf80 into 3afa9ca403 lightningterror 2025-04-19 08:20:57 -0500
  • b785b16adf
    Merge 4b2fe2592d into 3afa9ca403 refractionpcsx2 2025-04-19 14:20:44 +0200
  • 3afa9ca403 VMManager: Add available ram info in log. v2.3.286 lightningterror 2025-04-19 10:28:23 +0200
  • 842190e15e CDVD: Adjust ram requirements when precaching on linux/Mac. lightningterror 2025-04-19 10:23:33 +0200
  • 58a2416e05
    Merge 5fe1a3776c into 717775d9ab TellowKrinkle 2025-04-19 17:47:32 +0700
  • 3a7698da46 VMManager: Add available ram info in log. lightningterror 2025-04-19 10:28:23 +0200
  • 78fe0c0d00 CDVD: Adjust ram requirements when precaching on linux/Mac. lightningterror 2025-04-19 10:23:33 +0200
  • 717775d9ab [ci skip] Qt: Update Base Translation. PCSX2 Bot 2025-04-19 00:02:19 +0000
  • cd3cddcd42 [ci skip] Qt: Update Base Translation. PCSX2 Bot 2025-04-19 00:02:19 +0000
  • 4069752d5f GS: Allow for widescreen and ultrawide patches to specify their target aspect ratio. This allows users with monitors of any aspect ratios to use patches made for any other aspect ratio. For example, if on 32:9 one uses a 21:9 patch, pcsx2 will automatically size the presentation to 21:9 within 32:9. This also removes some ugly or hardcoded stuff from the code :). It also opens the door to add a "Custom" user aspect ratio, without the patch needing to specify the aspect ratio, so users could stretch the image to any AR they'd like, but for now there's no need to add that. Filoppi 2025-04-18 18:03:20 +0300
  • bfaf015c1e GS/HW: Rename GSC_Tekken5 to GSC_NamcoGames. lightningterror 2025-04-18 20:16:24 +0200
  • e8a88d5782 GS/DX12: Copy/bind rt when tex is fb on slot 0. lightningterror 2025-04-18 19:43:24 +0200
  • a19bb91041
    GameDB: Add a new Ico version (#11103) v2.3.285 GregoireLD 2025-04-18 19:33:51 +0200
  • a545982a28 GS: Fix crash if CAS pipeline failed to compile (it'd crash when the user enables CAS, which is still enough of a good reason to make the whole rendering backend fail to initialize) v2.3.284 Filoppi 2025-04-18 02:54:06 +0300
  • 2109df04ca GS: Remove duplicate shader creation for RTA correction. The same shader would have been created just above. Filoppi 2025-04-18 02:25:32 +0300
  • f485cf8ebc GS: fix more badly named debug objects Filoppi 2025-04-16 21:51:07 +0300
  • bb48110f95 GS: Fix VK also naming the wrong pipelines Filoppi 2025-04-16 20:42:39 +0300
  • 718adda749 GS: Fix DX12 setting the object names for the wrong pipelines (possibly causing random memory writes), also fix some bad naming Filoppi 2025-04-16 20:16:53 +0300
  • a170c7ccb1 GS: Fix DX12 m_color_copy shaders not applying the right RTA_CORRECTION offset (see the VK implementation, which is identical except for this issue) Filoppi 2025-04-16 19:43:55 +0300
  • fec3fe3b6b GS: Add DX11 shaders debug names Filoppi 2025-04-16 16:56:09 +0300
  • 00f19c9777 GS: Fix displays that are currently unplugged (disabled) from throwing unnecessary warnings Filoppi 2025-04-15 06:54:52 +0300
  • 93aae28593 GS: Polish spacing and comments Filoppi 2025-04-15 06:53:53 +0300
  • 8be2b907b3 GS: Add actual HDR and HQ textures and rename the "HDR" textures to colclip (hw) given that's actually what they are (HDR was a very loose term for it) Filoppi 2025-04-15 15:21:25 +0300
  • fcca07765b GS: Clarify HW blends code a bit Filoppi 2025-04-14 23:44:06 +0300
  • 559e4e75eb GameDB: Add memcard filters for Mortal Kombat Armageddon Premium v2.3.283 EXtremeExploit 2025-04-17 23:07:40 -0300
  • 8ae84614d5 SDLInputSource: Support auto mapping pressure sense buttons v2.3.282 TheLastRar 2025-03-09 20:17:29 +0000
  • 18a7e8b22c SDLInputSource: Enable support for the Sixaxis driver on Windows TheLastRar 2025-03-09 19:41:19 +0000
  • 4a3961348a Debugger: Columns correctly resize after new/edit breakpoint dialog sean 2025-04-17 22:19:52 -0400
  • d81db4ee6f
    GameDB: Add memcard filters for Mortal Kombat Armageddon Premium EXtremeExploit 2025-04-17 23:07:40 -0300
  • 01120f6120 GameDB: Adds Software FMV hack to Soulcalibur 2/3 Games v2.3.281 Immersion95 2025-04-15 15:19:04 +0200
  • 07be6bb5ae DEV9: Ignore UDP socket ICMP errors on recv v2.3.280 TheLastRar 2025-04-12 16:32:50 +0100
  • 39b4905ef1 DEV9: Fix race condition when handling closed socket connections TheLastRar 2025-04-12 16:32:50 +0100
  • 6c49a5aa9d DEV9: Fix race condition in UDP sockets TheLastRar 2025-04-12 16:32:50 +0100
  • aaeff2ea0f DEV9: Deduplicate some UDP sockets code TheLastRar 2025-04-12 16:32:50 +0100
  • cd48e78667 [ci skip] Qt: Update Base Translation. PCSX2 Bot 2025-04-18 00:01:58 +0000
  • f2ab4e840e Qt: Change Default Theme v2.3.279 KamFretoZ 2025-04-16 17:32:06 +0700
  • 73f53d5c82 GS: Fix crash if CAS pipeline failed to compile (it'd crash when the user enables CAS, which is still enough of a good reason to make the whole rendering backend fail to initialize) Filoppi 2025-04-18 02:54:06 +0300
  • b104d72889 GS: Remove duplicate shader creation for RTA correction. The same shader would have been created just above. Filoppi 2025-04-18 02:25:32 +0300
  • 7cc95d5ed5 GS: fix more badly named debug objects Filoppi 2025-04-16 21:51:07 +0300
  • b67e2111c4 GS: Fix VK also naming the wrong pipelines Filoppi 2025-04-16 20:42:39 +0300
  • e5ab9d6710 GS: Fix DX12 setting the object names for the wrong pipelines (possibly causing random memory writes), also fix some bad naming Filoppi 2025-04-16 20:16:53 +0300
  • e18e9a1103 GS: Fix DX12 m_color_copy shaders not applying the right RTA_CORRECTION offset (see the VK implementation, which is identical except for this issue) Filoppi 2025-04-16 19:43:55 +0300
  • 9b3f088de6 GS: Add DX11 shaders debug names Filoppi 2025-04-16 16:56:09 +0300
  • cc441c1057 GS: Fix displays that are currently unplugged (disabled) from throwing unnecessary warnings Filoppi 2025-04-15 06:54:52 +0300
  • 9c34ac27a2 GS: Polish spacing and comments Filoppi 2025-04-15 06:53:53 +0300
  • 6e26497038 GS: Add actual HDR and HQ textures and rename the "HDR" textures to colclip (hw) given that's actually what they are (HDR was a very loose term for it) Filoppi 2025-04-15 15:21:25 +0300
  • 17d49f948c [ci skip] Qt: Update Base Translation. PCSX2 Bot 2025-04-18 00:01:58 +0000
  • fc2e5f3624 GS: Clarify HW blends code a bit Filoppi 2025-04-14 23:44:06 +0300
  • 77493f9be2 Debugger: Add description to breakpoint dialog sean 2025-04-17 19:52:36 -0400
  • a894d1575d
    Merge branch 'PCSX2:master' into breakpoint-labels Sean 2025-04-17 19:45:40 -0400
  • 9a476f8283 Bump @octokit/request and @octokit/plugin-throttling v2.3.278 dependabot[bot] 2025-04-03 14:14:57 +0000
  • 8e24ad724c CDVD: Adjust ram requirements when precaching. v2.3.277 lightningterror 2025-04-15 09:57:15 +0200
  • c70aba2ca5 Common: Allow shared reading of log files v2.3.276 TheLastRar 2025-04-17 19:43:15 +0100
  • c6a20961b8 GS/HW: Improve quad detection on triangle strips v2.3.275 refractionpcsx2 2025-04-04 21:44:07 +0100
  • 4741354883 GS/HW: Clamp native scaling texture read size to texture size refractionpcsx2 2025-03-23 05:18:02 +0000
  • a3051f5d58 GS/HW: More RT in RT regression fixes/improvements refractionpcsx2 2025-03-22 23:21:11 +0000
  • 730207e75b GS/HW: Do not set a source region when using channel shuffles or tex is rt refractionpcsx2 2025-03-22 21:35:06 +0000
  • 27e067889d GS/HW: Try to improve first barrier placement for Metal, Vulkan and OGL refractionpcsx2 2025-03-22 14:41:53 +0000
  • 22c9433c1c GS/HW: Split out invalidation in case RT processing invalidates Z, causing a use after free refractionpcsx2 2025-03-21 01:06:44 +0000
  • c6b558cb3d GS/HW: Fix up source region behaviour refractionpcsx2 2025-03-05 00:18:34 +0000
  • a6d5598c08 GS/HW: More RT in RT regression fixes refractionpcsx2 2025-03-04 19:10:41 +0000
  • 13ee2abeef GS/HW: Fix some clear behaviour refractionpcsx2 2025-03-04 12:58:23 +0000
  • ca9c841477 GS/HW: Attempt to reduce the load of copies for offset Z refractionpcsx2 2025-02-20 18:34:10 +0000
  • 0dbae3c46c GS/HW: Reduce number of targets in pool when doing channels shuffles refractionpcsx2 2025-02-20 11:02:19 +0000
  • 045bcbc7da GS/HW: More RT in RT regression fixes and adjustments refractionpcsx2 2025-02-20 00:14:36 +0000
  • 9f98e28b08 GS/HW: Fix Z Tex in RT regions + read back sources for SW if needed refractionpcsx2 2025-02-11 12:27:48 +0000
  • 59dfbae9b4 GS/HW: Disable per page split shuffle when RT in RT is enabled refractionpcsx2 2025-02-10 14:34:43 +0000
  • 3f0250957b GS/HW: Fix more regressions with RT in RT refractionpcsx2 2025-02-06 04:28:29 +0000
  • 73595d93f3 GS/HW: Fix some format conversion scaling problems refractionpcsx2 2025-02-05 01:16:16 +0000
  • 19b8755c89 GS/HW: Support RT in RT in SW renderer fallback check refractionpcsx2 2025-02-04 02:12:18 +0000
  • 14aad730de GS: Code cleanup at the behest of Const-Man refractionpcsx2 2025-01-30 22:54:13 +0000
  • 6c7eec5778 GS/HW: Don't allow Tex in RT if not contained refractionpcsx2 2025-01-30 18:53:29 +0000
  • 2c5ce5763a GS/HW: Intercept excessively large clears refractionpcsx2 2025-01-30 18:53:09 +0000
  • b568e1387a GS/HW: Allow offsetting in to a target if full contained. refractionpcsx2 2025-01-26 16:35:49 +0000
  • 85bd46e457 GameDB-GS/HW: Remove Battlefield 2 CRC hacks, add Tex Inside RT instead refractionpcsx2 2025-01-25 20:36:32 +0000
  • bd4a77992e GS/HW: Predict valid sizes based on repeated draws and scissor refractionpcsx2 2025-01-25 20:35:32 +0000
  • a8750ce8ad GS/HW: Check all overlapping pages when clearing sources refractionpcsx2 2025-01-25 20:34:06 +0000
  • 4e8887c80b GameDB: Adjust fixes for games affected by RT in RT refractionpcsx2 2025-01-25 13:21:35 +0000
  • c38a0cdec9 GS/HW: Don't update TBP on targets + make target src's temporary refractionpcsx2 2025-01-24 22:23:27 +0000
  • 6f961edcb1 GS/HW: Remove no longer required CRCs refractionpcsx2 2025-01-24 17:44:47 +0000