34372 Commits

Author SHA1 Message Date
Unknown W. Brackets
4219cfb661
Merge pull request #16388 from hrydgard/twinbee-language-fix
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
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
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.
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
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.
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.
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
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
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.
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.
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
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
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.
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.
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.
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
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
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
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.
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
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"
This reverts commit d1dabd40eea94240fa7d9ba05ca50b8ef6b78757.
2022-11-10 18:44:11 +01:00
Henrik Rydgård
1c6f491db4
Merge pull request #16371 from unknownbrackets/depth-equal
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
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
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.
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
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
TexCache: Cleanup BGRA flag dirtying
2022-11-09 09:49:50 +01:00
Henrik Rydgård
b087acfadc
Merge pull request #16367 from unknownbrackets/mpeg-yuv
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.
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.
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.
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.
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