Unknown W. Brackets
4219cfb661
Merge pull request #16388 from hrydgard/twinbee-language-fix
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Twinbee Portable: Add compat flag to avoid game bug with some languages
2022-11-13 14:55:34 -08:00
Henrik Rydgård
9482578fbb
Twinbee Portable: Add config flag to avoid the system languages the game doesn't work with
2022-11-13 23:37:56 +01:00
Henrik Rydgård
59c0395b41
Merge pull request #16386 from unknownbrackets/ui-touchlayout
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UI: Show standard back button on touch layout
2022-11-13 21:59:10 +01:00
Henrik Rydgård
875b66ebd5
Merge pull request #16387 from unknownbrackets/softgpu-self
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softgpu: Use threads on self-render if safe
2022-11-13 21:58:25 +01:00
Unknown W. Brackets
7e7eabf86a
softgpu: Use threads on self-render if safe.
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Some games, such as Prince of Persia, self-render 1:1 to colorize, rather
than to scale or blur. We can still use threads in these cases.
2022-11-13 12:34:31 -08:00
Henrik Rydgård
2e6a19fadc
Merge pull request #16385 from unknownbrackets/softgpu-rect
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softgpu: Fix off-by-one rendering after half-pixel
2022-11-13 21:01:15 +01:00
Unknown W. Brackets
db400bd312
UI: Show standard back button on touch layout.
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This is a bit less wide, but uses common logic to render.
Some are experiencing no left buttons on this screen, so this is a bit of
an experiment as well as making the UI more consistent.
2022-11-13 10:49:02 -08:00
Unknown W. Brackets
d8716b5d90
softgpu: Fix off-by-one rendering after half-pixel.
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If the X is after a half-pixel offset, the first pixel we draw is the next
one. This wasn't being accounted for properly in one place.
2022-11-13 10:22:09 -08:00
Henrik Rydgård
fd43a0eade
Merge pull request #16384 from unknownbrackets/softgpu-fog
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softgpu: Correct tex on fogged rectangles
2022-11-13 18:56:09 +01:00
Henrik Rydgård
7e64de6d61
Merge pull request #16383 from unknownbrackets/depth-equal
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GPU: Automatically reduce depth range on == test
2022-11-13 18:52:37 +01:00
Unknown W. Brackets
a66056217f
softgpu: Avoid splitting rectangles for fog.
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If the fog factor would result in the same amount of fog, we're just
adding more work for no reason.
2022-11-13 09:23:06 -08:00
Unknown W. Brackets
21064edfca
softgpu: Correct tex on fogged rectangles.
2022-11-13 09:17:29 -08:00
Unknown W. Brackets
aac2faa674
GPU: Automatically reduce depth range on == test.
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Fixes graphic issues in Blade Dancer, possibly other games.
2022-11-13 08:13:22 -08:00
Unknown W. Brackets
01d7d73438
GPU: Remove unused GPU_USE flag.
2022-11-13 08:09:57 -08:00
Unknown W. Brackets
4a367148e6
GPU: Centralize more GPU_USE flags, like depth.
2022-11-13 08:04:47 -08:00
Henrik Rydgård
1ae6047da9
Merge pull request #16379 from unknownbrackets/stencil-android
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Fix alpha/stencil replace on Adreno when color masked
2022-11-13 10:12:39 +01:00
Henrik Rydgård
1a0e5c1903
Merge pull request #16380 from unknownbrackets/depth-clip-err
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GPU: Add a small error-compensation to depth clip
2022-11-13 10:11:42 +01:00
Unknown W. Brackets
eae85836c9
GPU: Add a small error-compensation to depth clip.
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This was causing a depth that should've calculated as zero to be clipped,
because the multiply and division resulted in a value that was off by
about 2 / pow(2, 24) in the negative direction.
2022-11-12 20:01:46 -08:00
Unknown W. Brackets
3f875af2d7
Vulkan: Mark Adreno bug resolved on recent driver.
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Playing it safe for 5xx devices and assuming they are still affected.
2022-11-12 17:41:48 -08:00
Unknown W. Brackets
66668d4b3f
Vulkan: Correct alpha in Adreno workaround.
2022-11-12 17:41:48 -08:00
Unknown W. Brackets
98758573e3
GPU: Convert alphamask to FF/00 for 5551.
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When masking via uniform, we don't care about the lower bits of alpha.
Games often use 7F / 80 to control writes of FF/00.
2022-11-12 17:41:48 -08:00
Henrik Rydgård
f0f819ae89
Merge pull request #16378 from unknownbrackets/warnings
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Cleanup some minor warnings
2022-11-12 23:35:05 +01:00
Unknown W. Brackets
c20bcc1f08
UI: Avoid enum/float comparisons.
2022-11-12 12:30:04 -08:00
Unknown W. Brackets
294d028dbf
VR: Remove unnecessary deprecated header.
2022-11-12 12:30:04 -08:00
Unknown W. Brackets
3e5d77ab46
SaveState: Switch from deprecated is_pod.
2022-11-12 12:30:04 -08:00
Henrik Rydgård
945288f4b5
Merge pull request #16359 from unknownbrackets/marvel-upload
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GPU: Hook US version of Marvel Alliance upload
2022-11-12 11:04:03 +01:00
Henrik Rydgård
2e3dce3d5b
Merge pull request #16374 from lvonasek/compat_openxr_tonyhawk
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OpenXR - Compatibility with Tony Hawk games
2022-11-12 11:03:28 +01:00
Unknown W. Brackets
50f7095002
GPU: Correct Marvel copy hook size check.
2022-11-11 21:54:58 -08:00
Unknown W. Brackets
46182990cf
GPU: Hook US version of Marvel Alliance upload.
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See #9852 . Appears to be the same basic func, but something resulted in a
different hash. Register use for from/to seems the same.
2022-11-11 21:51:25 -08:00
Henrik Rydgård
7c5ddcecb3
Merge pull request #16375 from lvonasek/hotfix_openxr_pico4
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OpenXR - Freezing on Pico 4 fixed
2022-11-11 01:09:18 +01:00
Lubos
32c0f19df6
OpenXR - Freezing on Pico 4 fixed
2022-11-10 22:16:36 +01:00
Lubos
97d63a321c
OpenXR - Test mirroring over 30 various games
2022-11-10 21:30:15 +01:00
Lubos
d32b6ceff0
OpenXR - Get all mirroring variants
2022-11-10 20:45:34 +01:00
Lubos
72d197fc47
Revert "OpenXR - Disable range culling properly"
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This reverts commit d1dabd40eea94240fa7d9ba05ca50b8ef6b78757.
2022-11-10 18:44:11 +01:00
Henrik Rydgård
1c6f491db4
Merge pull request #16371 from unknownbrackets/depth-equal
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GPU: Correct equal depth checks
2022-11-10 07:25:20 +01:00
Unknown W. Brackets
70c3205564
GPU: Correct equal depth checks.
2022-11-09 20:34:29 -08:00
Henrik Rydgård
2886c33c06
Merge pull request #16370 from lvonasek/compat_openxr_sonic
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OpenXR - Sonic Rivals fixed
2022-11-09 21:28:34 +01:00
Lubos
307acaa9b7
OpenXR - View matrix identity check breaking several games fixed
2022-11-09 19:25:08 +01:00
Lubos
b980f55645
OpenXR - Don't get mirroring from identity matrix
2022-11-09 19:07:45 +01:00
Lubos
8716021244
OpenXR - Do not apply head rotation on identity matrix
2022-11-09 17:59:14 +01:00
Henrik Rydgård
65d2f94748
Merge pull request #16369 from unknownbrackets/soft-skinning
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GPU: Correct vertex decoder in software transform.
2022-11-09 16:28:18 +01:00
Unknown W. Brackets
1c0a37f252
GPU: Correct vertex decoder in software transform.
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It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Henrik Rydgård
a8537576e5
Merge pull request #16361 from unknownbrackets/depth-equal
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GPU: Avoid clears for non-simple depth values
2022-11-09 09:57:12 +01:00
Henrik Rydgård
e15efca23c
Merge pull request #16366 from unknownbrackets/tex-expand-16
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TexCache: Cleanup BGRA flag dirtying
2022-11-09 09:49:50 +01:00
Henrik Rydgård
b087acfadc
Merge pull request #16367 from unknownbrackets/mpeg-yuv
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Mpeg: Correct YUV order from decode
2022-11-09 09:48:56 +01:00
Unknown W. Brackets
0ae0a9b389
Mpeg: Correct YUV order from decode.
2022-11-08 22:26:21 -08:00
Unknown W. Brackets
4d8eb38b3a
Mpeg: Fix ConvertToYuv420 return value.
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This matches some of sceJpeg, so it may fix bugs if the width/height was
passed from here directly to sceJpegCsc.
2022-11-08 21:51:00 -08:00
Unknown W. Brackets
745d9ad320
GPU: Avoid enabling depth test pointlessly.
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See #16015 . Attempting to avoid a driver bug.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
855d16ffb3
GPU: Prefer scaling depth to 16-bit if using 24.
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In most cases, this will be a lot faster than pixel depth rounding, and
may avoid more issues in vertex rounding.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3333f2a5aa
GPU: Avoid clears for non-simple depth values.
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Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches. We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00