Compare commits

...

18 Commits

Author SHA1 Message Date
Gilad
480a3fe171 GameDB: Add HPO:ATN to Fatal Frame III 2025-05-04 21:32:41 +02:00
Gilad
b160eac49f GameDB: Add ATNTWO to Fatal Frame III 2025-05-04 21:32:41 +02:00
ElTioRata
37ba82b8b7 GameDB: HPO Native w/TO for Resident Evil Dead Aim
Fixes water lines on sewer levels.
2025-05-04 21:31:10 +02:00
chaoticgd
2d604145f1 Docs: Remove advertising gunk from GPL license file 2025-05-04 14:55:45 +02:00
chaoticgd
d60a6df313 Docs: Improve formatting of third party licenses 2025-05-04 14:55:45 +02:00
chaoticgd
236d9e3028 Docs: Add missing third party licenses 2025-05-04 14:55:45 +02:00
chaoticgd
175327e711 Docs: Update LGPL remnant 2025-05-04 14:55:45 +02:00
lightningterror
6342f99504 GS/HW: Fix copy range for shuffles.
We should be using the sizes based on source instead of target
when clamping depth range.
2025-05-04 09:07:45 +02:00
PCSX2 Bot
6164ae9f60 [ci skip] Qt: Update Base Translation. 2025-05-03 20:08:13 -04:00
JordanTheToaster
d2a5b70b2e GS/HW: Remove Haunting Ground CRC 2025-05-03 15:07:38 +02:00
TheLastRar
b2be5dcb59 FSUI: Remove unimplemented function 2025-05-03 15:00:31 +02:00
TheLastRar
b67c03cc75 FSUI: Fix CenterImage() fill when using ImRect for fit 2025-05-03 15:00:31 +02:00
TheLastRar
d613701780 CMake: Support PlutoVG 1.0.0
We still use PlutoVG 0.0.13 as that is the latest PlutoSVG can build with
2025-05-03 15:00:31 +02:00
TheLastRar
4b62562fce Deps: Build PlutoVG as shared on Linux
Was already built as shared on other platforms
2025-05-03 15:00:31 +02:00
KamFretoZ
6ffaca45da Qt: Fix crashing per-game achievement sound effect settings 2025-05-03 08:16:29 -04:00
refractionpcsx2
56fe0b32e6 GS/HW: Detect double buffers when Z not offset during RT in RT 2025-05-03 03:44:30 +01:00
PCSX2 Bot
f7c0d6af73 [ci skip] Qt: Update Base Translation. 2025-05-01 20:16:27 -04:00
JordanTheToaster
b625e2c47a UI: Remove fractional upscales 2025-05-01 20:24:24 +02:00
16 changed files with 2553 additions and 2037 deletions

View File

@@ -231,7 +231,7 @@ echo "Building PlutoVG..."
rm -fr "plutovg-$PLUTOVG"
tar xf "plutovg-$PLUTOVG.tar.gz"
cd "plutovg-$PLUTOVG"
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DPLUTOVG_BUILD_EXAMPLES=OFF -B build -G Ninja
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH="$INSTALLDIR" -DCMAKE_INSTALL_PREFIX="$INSTALLDIR" -DBUILD_SHARED_LIBS=ON -DPLUTOVG_BUILD_EXAMPLES=OFF -B build -G Ninja
cmake --build build --parallel
ninja -C build install
cd ..

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load Diff

View File

@@ -118,7 +118,7 @@ CPCS-01005:
name-en: "Gun Survivor 4 - BioHazard - Heroes Never Die [with GunCon2]"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 4 # Fixes character offset with flashlight and blurriness.
halfPixelOffset: 5 # Fixes character offset with flashlight and blurriness. Fixes water lines.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes light bloom intensity.
nativeScaling: 2 # Fixes post processing.
@@ -2081,7 +2081,7 @@ SCAJ-20139:
name: "Zero - Shisei no Koe" # Fatal Frame - Rei - Irezumi no Sei
region: "NTSC-Unk"
gsHWFixes:
halfPixelOffset: 1 # Reduces blurriness.
halfPixelOffset: 4 # Reduces blurriness.
SCAJ-20140:
name: "Bleach - Erabareshi Tamashi"
region: "NTSC-Unk"
@@ -17320,7 +17320,7 @@ SLES-51448:
region: "PAL-M5"
compat: 5
gsHWFixes:
halfPixelOffset: 4 # Fixes character offset with flashlight and blurriness.
halfPixelOffset: 5 # Fixes character offset with flashlight and blurriness. Fixes water lines.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes light bloom intensity.
nativeScaling: 2 # Fixes post processing.
@@ -20903,11 +20903,10 @@ SLES-52877:
region: "PAL-M5"
compat: 5
gsHWFixes:
halfPixelOffset: 2 # Reduces blurriness. Normal Vertex works better, but causes some lights to disappear.
roundSprite: 1 # Further reduces blurriness.
halfPixelOffset: 5 # Reduces blurriness.
bilinearUpscale: 1 # Smooths out fire textures.
nativeScaling: 2 # Fixes post processing.
beforeDraw: "OI_HauntingGround" # Fix bloom.
textureInsideRT: 1 # Fixes post effects.
SLES-52882:
name: "Stolen"
region: "PAL-M5"
@@ -23948,7 +23947,7 @@ SLES-53825:
region: "PAL-M5"
compat: 5
gsHWFixes:
halfPixelOffset: 1 # Reduces blurriness.
halfPixelOffset: 4 # Reduces blurriness.
SLES-53826:
name: "Tom Clancy's Splinter Cell - Double Agent"
region: "PAL-M5"
@@ -30092,7 +30091,7 @@ SLKA-25038:
name: "Gun Survivor 4 - BioHazard - Heroes Never Die"
region: "NTSC-K"
gsHWFixes:
halfPixelOffset: 4 # Fixes character offset with flashlight and blurriness.
halfPixelOffset: 5 # Fixes character offset with flashlight and blurriness. Fixes water lines.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes light bloom intensity.
nativeScaling: 2 # Fixes post processing.
@@ -34587,7 +34586,7 @@ SLPM-61039:
name-en: "BioHazard Gun Survivor 4 - Heroes Never Die [Store Demo]"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 4 # Fixes character offset with flashlight and blurriness.
halfPixelOffset: 5 # Fixes character offset with flashlight and blurriness. Fixes water lines.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes light bloom intensity.
nativeScaling: 2 # Fixes post processing.
@@ -40729,7 +40728,7 @@ SLPM-65245:
region: "NTSC-J"
compat: 5
gsHWFixes:
halfPixelOffset: 4 # Fixes character offset with flashlight and blurriness.
halfPixelOffset: 5 # Fixes character offset with flashlight and blurriness. Fixes water lines.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes light bloom intensity.
nativeScaling: 2 # Fixes post processing.
@@ -44525,11 +44524,10 @@ SLPM-65913:
region: "NTSC-J"
compat: 5
gsHWFixes:
halfPixelOffset: 2 # Reduces blurriness. Normal Vertex works better, but causes some lights to disappear.
roundSprite: 1 # Further reduces blurriness.
halfPixelOffset: 5 # Reduces blurriness.
bilinearUpscale: 1 # Smooths out fire textures.
nativeScaling: 2 # Fixes post processing.
beforeDraw: "OI_HauntingGround" # Fix bloom.
textureInsideRT: 1 # Fixes post effects.
SLPM-65914:
name: "NANA"
name-sort: "ナナ"
@@ -49059,11 +49057,10 @@ SLPM-66638:
name-en: "Demento [CapColle]"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 2 # Reduces blurriness. Normal Vertex works better, but causes some lights to disappear.
roundSprite: 1 # Further reduces blurriness.
halfPixelOffset: 5 # Reduces blurriness.
bilinearUpscale: 1 # Smooths out fire textures.
nativeScaling: 2 # Fixes post processing.
beforeDraw: "OI_HauntingGround" # Fix bloom.
textureInsideRT: 1 # Fixes post effects.
SLPM-66639:
name: "ストリートファイターⅢ 3rd STRIKE Fight for the future [カプコレ]"
name-sort: "すとりーとふぁいたー3 3rd STRIKE Fight for the future [かぷこれ]"
@@ -58219,6 +58216,8 @@ SLPS-25544:
name-en: "Fatal Frame III - The Tormented"
region: "NTSC-J"
compat: 5
gsHWFixes:
halfPixelOffset: 4 # Reduces blurriness.
SLPS-25545:
name: "ファイティング フォー ワンピース"
name-sort: "ふぁいてぃんぐ ふぉー わんぴーす"
@@ -61443,6 +61442,8 @@ SLPS-73245:
name-sort: "ぜろ しせいのこえ [PlayStation2 the Best]"
name-en: "Fatal Frame III - The Tormented [PlayStation2 the Best]"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 4 # Reduces blurriness.
SLPS-73246:
name: "ガンダム トゥルーオデッセイ 失われしGの伝説 [PlayStation2 the Best]"
name-sort: "がんだむ とぅるーおでっせい うしなわれしGのでんせつ [PlayStation2 the Best]"
@@ -61554,7 +61555,7 @@ SLPS-73257:
name-en: "Fatal Frame III - The Tormented [PlayStation 2 the Best - Reprint]"
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 1 # Reduces blurriness.
halfPixelOffset: 4 # Reduces blurriness.
SLPS-73258:
name: "喧嘩番長2 ~フルスロットル~ [PlayStation2 the Best]"
name-sort: "けんかばんちょう2 ふるすろっとる [PlayStation2 the Best]"
@@ -64957,7 +64958,7 @@ SLUS-20669:
gsHWFixes:
PCRTCOverscan: 1 # Shows full image frame.
PCRTCOffsets: 1 # Shows full image frame.
halfPixelOffset: 4 # Fixes character offset with flashlight and blurriness.
halfPixelOffset: 5 # Fixes character offset with flashlight and blurriness. Fixes water lines.
roundSprite: 2 # Fixes font artifacts.
autoFlush: 1 # Fixes light bloom intensity.
nativeScaling: 2 # Fixes post processing.
@@ -67323,11 +67324,10 @@ SLUS-21075:
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 2 # Reduces blurriness. Normal Vertex works better, but causes some lights to disappear.
roundSprite: 1 # Further reduces blurriness.
halfPixelOffset: 5 # Reduces blurriness.
bilinearUpscale: 1 # Smooths out fire textures.
nativeScaling: 2 # Fixes post processing.
beforeDraw: "OI_HauntingGround" # Fix bloom.
textureInsideRT: 1 # Fixes post effects.
SLUS-21076:
name: "Atari Anthology"
region: "NTSC-U"
@@ -68360,7 +68360,7 @@ SLUS-21244:
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 1 # Reduces blurriness.
halfPixelOffset: 4 # Reduces blurriness.
SLUS-21245:
name: "Suikoden Tactics"
region: "NTSC-U"

View File

@@ -19,7 +19,7 @@ find_package(LZ4 REQUIRED)
find_package(WebP REQUIRED) # v1.3.2, spews an error on Linux because no pkg-config.
find_package(SDL3 3.2.6 REQUIRED)
find_package(Freetype 2.11.1 REQUIRED)
find_package(plutovg 0.0.13 REQUIRED)
find_package(plutovg REQUIRED) # v0.0.13 is needed for building plutosvg, but we can support v1.0.0
find_package(plutosvg 0.0.6 REQUIRED)
if(USE_VULKAN)

View File

@@ -117,21 +117,26 @@ void AchievementSettingsWidget::updateEnableState()
m_ui.achievementNotificationsDurationLabel->setEnabled(notifications);
m_ui.leaderboardNotificationsDuration->setEnabled(lb_notifications);
m_ui.leaderboardNotificationsDurationLabel->setEnabled(lb_notifications);
m_ui.notificationSoundPath->setEnabled(info);
m_ui.notificationSoundBrowse->setEnabled(info);
m_ui.notificationSoundOpen->setEnabled(info);
m_ui.notificationSoundReset->setEnabled(info);
m_ui.notificationSound->setEnabled(enabled);
m_ui.unlockSoundPath->setEnabled(unlock);
m_ui.unlockSoundBrowse->setEnabled(unlock);
m_ui.unlockSoundOpen->setEnabled(unlock);
m_ui.unlockSoundReset->setEnabled(unlock);
m_ui.unlockSound->setEnabled(enabled);
m_ui.lbSoundPath->setEnabled(lbsound);
m_ui.lbSoundOpen->setEnabled(lbsound);
m_ui.lbSoundBrowse->setEnabled(lbsound);
m_ui.lbSoundReset->setEnabled(lbsound);
m_ui.lbSound->setEnabled(enabled);
if (!m_dialog->isPerGameSettings())
{
m_ui.notificationSoundPath->setEnabled(info);
m_ui.notificationSoundBrowse->setEnabled(info);
m_ui.notificationSoundOpen->setEnabled(info);
m_ui.notificationSoundReset->setEnabled(info);
m_ui.notificationSound->setEnabled(enabled);
m_ui.unlockSoundPath->setEnabled(unlock);
m_ui.unlockSoundBrowse->setEnabled(unlock);
m_ui.unlockSoundOpen->setEnabled(unlock);
m_ui.unlockSoundReset->setEnabled(unlock);
m_ui.unlockSound->setEnabled(enabled);
m_ui.lbSoundPath->setEnabled(lbsound);
m_ui.lbSoundOpen->setEnabled(lbsound);
m_ui.lbSoundBrowse->setEnabled(lbsound);
m_ui.lbSoundReset->setEnabled(lbsound);
m_ui.lbSound->setEnabled(enabled);
}
m_ui.soundEffects->setEnabled(enabled);
m_ui.overlays->setEnabled(enabled);
m_ui.encoreMode->setEnabled(enabled);

View File

@@ -1240,13 +1240,8 @@ void GraphicsSettingsWidget::populateUpscaleMultipliers(u32 max_upscale_multipli
{
static constexpr std::pair<const char*, float> templates[] = {
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Native (PS2) (Default)"), 1.0f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "1.25x Native (~450px)"), 1.25f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "1.5x Native (~540px)"), 1.5f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "1.75x Native (~630px)"), 1.75f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "2x Native (~720px/HD)"), 2.0f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "2.5x Native (~900px/HD+)"), 2.5f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "3x Native (~1080px/FHD)"), 3.0f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "3.5x Native (~1260px)"), 3.5f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "4x Native (~1440px/QHD)"), 4.0f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "5x Native (~1800px/QHD+)"), 5.0f},
{QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "6x Native (~2160px/4K UHD)"), 6.0f},

File diff suppressed because it is too large Load Diff

View File

@@ -1,19 +1,12 @@
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
[This file contains the template for the PCSX2 code rights license. For the full
rant-like preamble of the GPL, see GPL.txt]
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2019 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.

View File

@@ -1200,75 +1200,6 @@ bool GSHwHack::OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GS
return false;
}
bool GSHwHack::OI_HauntingGround(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t)
{
// Haunting Ground clears two targets by doing a direct colour write at 0x3000, covering a target at 0x3380.
// To make matters worse, it's masked. This currently isn't handled in our HLE clears, so we need to manually
// remove the other target.
if (rt && !ds && !t && r.IsConstantDirectWriteMemClear())
{
GL_CACHE("GSHwHack::OI_HauntingGround()");
const u32 bp = RFBP;
const u32 bw = RFBW;
const u32 psm = RFPSM;
const u32 fbmsk = RFBMSK;
const GSVector4i rc = r.m_r;
for (int type = 0; type < 2; type++)
{
auto& list = g_texture_cache->m_dst[type];
for (auto i = list.begin(); i != list.end();)
{
GSTextureCache::Target* t = *i;
auto ei = i++;
// There's two cases we hit here - when we clear 3380 via 3000, and when we overlap 3000 by writing to 3380.
// The latter is actually only 256x224, which ends at 337F, but because the game's a pain in the ass, it
// shuffles 512x512, causing the target to expand. It'd actually be shuffling junk and wasting draw cycles,
// but when did that stop anyone? So, we can get away with just saying "if it's before, ignore".
if (t->m_TEX0.TBP0 <= bp)
{
// don't remove ourself..
continue;
}
// Has to intersect.
if (!t->Overlaps(bp, bw, psm, rc))
continue;
// Another annoying case. Sometimes it clears with RGB masked, only writing to A. We don't want to kill the
// target in this case, so we'll dirty A instead.
if (fbmsk != 0)
{
GL_CACHE("OI_HauntingGround(%x, %u, %s, %d,%d => %d,%d): Dirty target at %x %u %s %08X", bp, bw,
psm_str(psm), rc.x, rc.y, rc.z, rc.w, t->m_TEX0.TBP0, t->m_TEX0.TBW, psm_str(t->m_TEX0.PSM),
fbmsk);
g_texture_cache->AddDirtyRectTarget(t, rc, psm, bw, RGBAMask{GSUtil::GetChannelMask(psm, fbmsk)});
}
else
{
GL_CACHE("OI_HauntingGround(%x, %u, %s, %d,%d => %d,%d): Removing target at %x %u %s", bp, bw,
psm_str(psm), rc.x, rc.y, rc.z, rc.w, t->m_TEX0.TBP0, t->m_TEX0.TBW, psm_str(t->m_TEX0.PSM));
// Need to also remove any sources which reference this target.
g_texture_cache->InvalidateSourcesFromTarget(t);
list.erase(ei);
delete t;
}
}
}
g_texture_cache->InvalidateVideoMemType(GSTextureCache::DepthStencil, bp);
}
// Not skipping anything. This is just an invalidation hack.
return true;
}
#undef RPRIM
#undef RCONTEXT
@@ -1519,7 +1450,6 @@ const GSHwHack::Entry<GSRendererHW::OI_Ptr> GSHwHack::s_before_draw_functions[]
CRC_F(OI_SonicUnleashed),
CRC_F(OI_ArTonelico2),
CRC_F(OI_BurnoutGames),
CRC_F(OI_HauntingGround),
};
const GSHwHack::Entry<GSRendererHW::MV_Ptr> GSHwHack::s_move_handler_functions[] = {

View File

@@ -37,7 +37,6 @@ public:
static bool OI_SonicUnleashed(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_ArTonelico2(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_BurnoutGames(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool OI_HauntingGround(GSRendererHW& r, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t);
static bool MV_Growlanser(GSRendererHW& r);
static bool MV_Ico(GSRendererHW& r);

View File

@@ -3358,6 +3358,15 @@ void GSRendererHW::Draw()
if (ds->m_TEX0.TBP0 != z_address_info.ZBP || z_address_info.offset != static_cast<u32>(vertical_offset - z_vertical_offset))
g_texture_cache->InvalidateTemporaryZ();
else if (!m_r.rintersect(z_address_info.rect_since + GSVector4i(0, z_address_info.offset, 0, z_address_info.offset)).rempty() && m_cached_ctx.TEST.ZTST > ZTST_ALWAYS)
{
GL_CACHE("RT in RT Updating Z copy on draw %d z_offset %d", s_n, z_address_info.offset);
GSVector4i dRect = GSVector4i(z_address_info.rect_since.x * ds->m_scale, (z_address_info.offset + z_address_info.rect_since.y) * ds->m_scale, (z_address_info.rect_since.z + (1.0f / ds->m_scale)) * ds->m_scale, (z_address_info.offset + z_address_info.rect_since.w + (1.0f / ds->m_scale)) * ds->m_scale);
g_gs_device->StretchRect(ds->m_texture, GSVector4(z_address_info.rect_since.x / static_cast<float>(ds->m_unscaled_size.x), z_address_info.rect_since.y / static_cast<float>(ds->m_unscaled_size.y), (z_address_info.rect_since.z + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.x), (z_address_info.rect_since.w + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.y)), g_texture_cache->GetTemporaryZ(), GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
z_address_info.rect_since = GSVector4i::zero();
g_texture_cache->SetTemporaryZInfo(z_address_info);
}
}
if (g_texture_cache->GetTemporaryZ() == nullptr)
@@ -4267,10 +4276,11 @@ void GSRendererHW::Draw()
GSTextureCache::TempZAddress z_address_info = g_texture_cache->GetTemporaryZInfo();
if (ds->m_TEX0.TBP0 == z_address_info.ZBP)
{
GL_CACHE("RT in RT Updating Z copy on draw %d z_offset %d", s_n, z_address_info.offset);
GSVector4i dRect = GSVector4i(real_rect.x * ds->m_scale, (z_address_info.offset + real_rect.y) * ds->m_scale, (real_rect.z + (1.0f / ds->m_scale)) * ds->m_scale, (z_address_info.offset + real_rect.w + (1.0f / ds->m_scale)) * ds->m_scale);
g_gs_device->StretchRect(ds->m_texture, GSVector4(real_rect.x / static_cast<float>(ds->m_unscaled_size.x), real_rect.y / static_cast<float>(ds->m_unscaled_size.y), (real_rect.z + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.x), (real_rect.w + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.y)), g_texture_cache->GetTemporaryZ(), GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
if (z_address_info.rect_since.rempty())
z_address_info.rect_since = real_rect;
else
z_address_info.rect_since = z_address_info.rect_since.runion(real_rect);
g_texture_cache->SetTemporaryZInfo(z_address_info);
}
}
}
@@ -6401,8 +6411,8 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
}
}
copy_range.z = std::min(copy_range.z, copy_size.x);
copy_range.w = std::min(copy_range.w, copy_size.y);
copy_range.z = std::min(copy_range.z, src_target->m_unscaled_size.x);
copy_range.w = std::min(copy_range.w, src_target->m_unscaled_size.y);
}
}
else

View File

@@ -2259,6 +2259,15 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
{
t->m_valid.w /= 2;
t->m_end_block = ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) - 1;
continue;
}
// I know what you're thinking, and I hate the guy who wrote it too (me). Project Snowblind, Tomb Raider etc decide to offset where they're drawing using a channel shuffle, and this gets messy, so best just to kill the old target.
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
{
@@ -7759,6 +7768,11 @@ void GSTextureCache::SetTemporaryZInfo(u32 address, u32 offset)
{
m_temporary_z_info.ZBP = address;
m_temporary_z_info.offset = offset;
m_temporary_z_info.rect_since = GSVector4i::zero();
}
void GSTextureCache::SetTemporaryZInfo(TempZAddress address_info)
{
m_temporary_z_info = address_info;
}
void GSTextureCache::SetTemporaryZ(GSTexture* temp_z)

View File

@@ -210,6 +210,7 @@ public:
{
u32 ZBP;
u32 offset;
GSVector4i rect_since;
};
class Target : public Surface
@@ -564,6 +565,7 @@ public:
GSTexture* GetTemporaryZ();
TempZAddress GetTemporaryZInfo();
void SetTemporaryZInfo(u32 address, u32 offset);
void SetTemporaryZInfo(TempZAddress address_info);
/// Invalidates a temporary Z, a partial copy only created from the current DS for the current draw when Z is not offset but RT is.
void InvalidateTemporaryZ();

View File

@@ -242,7 +242,6 @@ namespace FullscreenUI
static void ApplyLayoutSettings(const SettingsInterface* bsi = nullptr);
void DrawSvgTexture(GSTexture* padded_texture, ImVec2 unpadded_size);
void DrawSvgTexture_UV(GSTexture* padded_texture, ImVec2 unpadded_size, ImVec2 unpadded_uv0, ImVec2 unpadded_uv1);
void DrawCachedSvgTexture(const std::string& path, ImVec2 size, SvgScaling mode);
void DrawCachedSvgTextureAsync(const std::string& path, ImVec2 size, SvgScaling mode);
@@ -3931,13 +3930,8 @@ void FullscreenUI::DrawGraphicsSettingsPage(SettingsInterface* bsi, bool show_ad
};
static const char* s_resolution_options[] = {
FSUI_NSTR("Native (PS2)"),
FSUI_NSTR("1.25x Native (~450px)"),
FSUI_NSTR("1.5x Native (~540px)"),
FSUI_NSTR("1.75x Native (~630px)"),
FSUI_NSTR("2x Native (~720px/HD)"),
FSUI_NSTR("2.5x Native (~900px/HD+)"),
FSUI_NSTR("3x Native (~1080px/FHD)"),
FSUI_NSTR("3.5x Native (~1260px)"),
FSUI_NSTR("4x Native (~1440px/QHD)"),
FSUI_NSTR("5x Native (~1800px/QHD+)"),
FSUI_NSTR("6x Native (~2160px/4K UHD)"),
@@ -3950,13 +3944,8 @@ void FullscreenUI::DrawGraphicsSettingsPage(SettingsInterface* bsi, bool show_ad
};
static const char* s_resolution_values[] = {
"1",
"1.25",
"1.5",
"1.75",
"2",
"2.5",
"3",
"3.5",
"4",
"5",
"6",
@@ -7955,13 +7944,8 @@ TRANSLATE_NOOP("FullscreenUI", "Blend (Bottom Field First, Half FPS)");
TRANSLATE_NOOP("FullscreenUI", "Adaptive (Top Field First)");
TRANSLATE_NOOP("FullscreenUI", "Adaptive (Bottom Field First)");
TRANSLATE_NOOP("FullscreenUI", "Native (PS2)");
TRANSLATE_NOOP("FullscreenUI", "1.25x Native (~450px)");
TRANSLATE_NOOP("FullscreenUI", "1.5x Native (~540px)");
TRANSLATE_NOOP("FullscreenUI", "1.75x Native (~630px)");
TRANSLATE_NOOP("FullscreenUI", "2x Native (~720px/HD)");
TRANSLATE_NOOP("FullscreenUI", "2.5x Native (~900px/HD+)");
TRANSLATE_NOOP("FullscreenUI", "3x Native (~1080px/FHD)");
TRANSLATE_NOOP("FullscreenUI", "3.5x Native (~1260px)");
TRANSLATE_NOOP("FullscreenUI", "4x Native (~1440px/QHD)");
TRANSLATE_NOOP("FullscreenUI", "5x Native (~1800px/QHD+)");
TRANSLATE_NOOP("FullscreenUI", "6x Native (~2160px/4K UHD)");

View File

@@ -671,7 +671,7 @@ ImRect ImGuiFullscreen::CenterImage(const ImVec2& fit_size, const ImVec2& image_
ImRect ImGuiFullscreen::CenterImage(const ImRect& fit_rect, const ImVec2& image_size, bool fill)
{
ImRect ret(CenterImage(fit_rect.Max - fit_rect.Min, image_size));
ImRect ret(CenterImage(fit_rect.Max - fit_rect.Min, image_size, fill));
ret.Translate(fit_rect.Min);
return ret;
}