refractionpcsx2
32a3e8e62d
GS/HW: On EE->GS transfer only invalidate area actually transferred
2026-01-29 14:13:39 +01:00
refractionpcsx2
fa953d7bb3
GS/TC: Allow creation of target during GS->GS transfer with offset
2026-01-29 14:12:45 +01:00
TheLastRar
66cd51bcd5
GS/DX: Fix per game fullscreen mode setting
2026-01-29 14:11:58 +01:00
Ziemas
10fc9a790d
SPU: Emulate voice decode buffers
...
This makes the timing of NAX advancing more similar to console since it
emulates the decode buffer behaviour of it rushing ahead of playback
until the buffer is full.
It also makes interpolation of the first four samples more correct by
using real data instead of the zero filled previous values.
[SAVEVERSION+]
2026-01-28 12:18:43 -05:00
Ziemas
c42330eebf
SPU: Remove unused voice struct members
...
Might as well If the saveversion is already being bumped.
[SAVEVERSION+]
2026-01-28 12:18:43 -05:00
Ziemas
680e05fead
SPU: clang-format mixer.cpp
2026-01-28 12:18:43 -05:00
TheLastRar
c3a20d421e
GS/DX12: Fix recreating swapchain failing on vsync mode changes
2026-01-28 01:30:12 +01:00
lightningterror
8ababb3890
GS/DX/VK: Properly align uniform buffers.
...
Make sure uniform buffers are 16 bytes aligned.
Make sure full size is 32 bytes with padding, was 28 previously which can be bad for cpu cache.
2026-01-28 01:00:36 +01:00
Mrlinkwii
422aba4b20
UI : rename fast boot option heading
2026-01-27 12:01:20 +01:00
lightningterror
ac9ebdecba
GS/DX12: Check if D3D12GetInterface is supported first.
...
On older versions of Windows 10 (example 2019 LTSC) D3D12GetInterface may fail because it doesn't exist, in such case we can check if D3D12GetInterface exists first.
2026-01-27 00:09:43 +01:00
TJnotJT
5710c2740c
GS/HW: Enable Z floor only when needed.
2026-01-26 23:30:09 +01:00
TJnotJT
ec96feb22e
GS/HW: Use conservative depth for shader depth output.
2026-01-26 23:30:09 +01:00
TJnotJT
a1173c53d3
GS/HW: Reduce barriers in triangle strips/fans.
...
Account for triangles forming non-overlapping quads in triangles strips/fans.
2026-01-26 11:57:20 +01:00
JordanTheToaster
ac0deff9b2
Memcard: Purge automatic save management
2026-01-26 03:35:44 +01:00
refractionpcsx2
3ae707464c
GS/HW: Ignore point draws for a single black pixel in the top left
2026-01-26 03:19:49 +01:00
refractionpcsx2
00ef419023
GS/TC: Enhance depth clear behaviour to improve heuristics
2026-01-26 03:19:49 +01:00
refractionpcsx2
448a279cd4
GS/HW: Further improve clear behaviour
2026-01-26 03:19:49 +01:00
refractionpcsx2
70e13adfde
GS/TC: Improve wrapping behaviour for inside target lookups
2026-01-26 03:19:49 +01:00
refractionpcsx2
25bc280818
GS/HW: Clear GS memory if not zero or target overwrite
2026-01-26 03:19:49 +01:00
lightningterror
a73fcb343c
GS: Default to DX12 on NV/AMD.
...
DX12 trades blows with Vulkan on AMD depending on cpu usage and will be stable on RDNA 3 so let's default to it.
NVIDIA: 590 drivers on Nvidia are bad causing performance regressions so let's switch to DX12 as the default.
2026-01-24 20:28:04 +01:00
TheLastRar
251b2960f8
Revert "GS/VK: Use the compute queues for present"
2026-01-24 20:27:30 +01:00
refractionpcsx2
5bb99105c3
GS/HW: Clear downscale source on draw to avoid cross game corruption
2026-01-24 18:32:43 +01:00
lightningterror
fa6e1b0949
GS/DX12: Don't end render passes on enhanced barriers.
2026-01-23 11:19:11 +01:00
TheLastRar
5ff1eed28c
Deps: Add DX12 Agility SDK
2026-01-21 09:06:44 +01:00
TheLastRar
4506ff1c46
GS/DX12: Use Enhanced Barriers API
2026-01-21 09:06:44 +01:00
TheLastRar
4daa455524
GS/VK: Fix the Nvidia present fix
2026-01-20 21:54:14 +01:00
TheLastRar
433e99baec
GS/VK: Hackfix impatient present on Nvidia
2026-01-20 08:03:00 +01:00
refractionpcsx2
edb2b37a92
GS/HW: Use old hazard copy method when there's no multidraw or barriers
2026-01-17 19:48:01 +01:00
refractionpcsx2
4462b3f91d
GS/HW: Add detection for continuous possible vertical shuffles
2026-01-17 19:48:01 +01:00
refractionpcsx2
57ded8a022
GS/HW: Support offsetting for channel shuffle instead of copying
2026-01-17 19:48:01 +01:00
refractionpcsx2
73a09ffe6c
GS/HW: Improve channel shuffle detection and use on 24bit sources
2026-01-17 18:18:00 +01:00
refractionpcsx2
4e5d7bd407
GS/TC: Delete empty target after height adjust
2026-01-17 16:58:37 +01:00
refractionpcsx2
2e7f951399
GS/HW: Fix up iRem CRC hack to be more accurate
2026-01-17 16:52:27 +01:00
refractionpcsx2
efb66c1d37
GS/TC: Small optimization to local memory invalidation
2026-01-17 16:32:10 +01:00
refractionpcsx2
6fc88a4499
GS/HW: Improve fog modulation accuracy in HW renderers
2026-01-17 16:32:10 +01:00
refractionpcsx2
238b29836e
GS/TC: Only bilinearly scale render target if preserve_scale is not set
2026-01-17 15:53:08 +01:00
refractionpcsx2
58cbb61aac
GS/TC: Only bilinear filter depth scales
2026-01-17 15:53:08 +01:00
refractionpcsx2
2c7a168029
GS/HW: Properly scale depth up if required when native scaling is in use
2026-01-17 15:53:08 +01:00
JordanTheToaster
bb4ee5f0fb
GS/HW: Optimize source sizes when using CLAMP_CLAMP
2026-01-16 14:37:22 -05:00
RedPanda4552
bf269e1295
Revert "PAD: Fix hotkeys to differentiate between left and right keyboard keys"
...
This reverts commit 3e87bec0c0 .
2026-01-16 12:55:41 -05:00
lightningterror
6e5c228980
GS/DX12: Adjust partial depth copies.
...
Check if depth copies are supported first.
If depth copies aren't supported fallback to doing full depth copies, also make sure source and destination rects match.
2026-01-16 03:45:06 +01:00
lightningterror
62d46797ca
GS/DX11: Make sure source and destination rect matches for depth copies.
2026-01-16 03:45:06 +01:00
lightningterror
3b561be221
GS/TC: Do a shader copy/blit for depth textures when doing tc moves.
...
dx11 doesn't support partial depth copies.
dx12 supports depth copies with Programmable Sample Positions tier 1 and up.
Add missing osd copy counts for moves.
We can just do blit for all since performance is the same.
2026-01-16 03:45:06 +01:00
SternXD
d983b2b066
Copyright: Change year from 2002-2025 to 2002-2026
2026-01-15 00:22:32 +01:00
TheLastRar
82e5f80f11
GS/DX: Fix exclusive fullscreen potentially using wrong resolution
2026-01-15 00:20:58 +01:00
refractionpcsx2
0244cde98d
GS: Correct GS to GS direction check and simplify
2026-01-15 00:19:25 +01:00
TheLastRar
d75612e4c9
GS/VK: Fixes to queue creation
2026-01-15 00:19:11 +01:00
SternXD
cbfc838aab
FullscreenUI: Remove unnecessary menu scrollbars, standardize dialogs, and improve textboxes
2026-01-14 03:34:20 +01:00
TheLastRar
6a760e05a8
GS/VK: Use the compute queues for present
2026-01-13 19:41:36 -05:00
oltolm
5278477de9
GS: remove unused function BitCast
2026-01-13 19:41:05 -05:00