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54
.github/CONTRIBUTING.md
vendored
54
.github/CONTRIBUTING.md
vendored
@@ -1,54 +0,0 @@
|
||||
# So you want to contribute to PCSX2? Great
|
||||
|
||||
As a first step, please review these links as they'll help you understand how the development of PCSX2 works.
|
||||
|
||||
* [Just Starting Out](#just-starting-out)
|
||||
* [Issue Reporting](#issue-reporting)
|
||||
* [Pull Request Guidelines](#pull-request-guidelines)
|
||||
* [General Documentation And Coding Strategies](#general-documentation-and-coding-strategies)
|
||||
* [Tasks](#tasks)
|
||||
|
||||
## Just Starting Out
|
||||
|
||||
* If you're unfamilar with git, check out this [brief introduction to Git](https://github.com/PCSX2/pcsx2/wiki/07-Git-survival-guide)
|
||||
* [How to build PCSX2 for Windows](https://github.com/PCSX2/pcsx2/wiki/12-Building-on-Windows)
|
||||
* [How to build PCSX2 for Linux](https://github.com/PCSX2/pcsx2/wiki/10-Building-on-Linux)
|
||||
|
||||
## Issue Reporting
|
||||
|
||||
* [How to write a useful issue](https://github.com/PCSX2/pcsx2/wiki/How-to-create-useful-and-valid-issues)
|
||||
|
||||
## Pull Request Guidelines
|
||||
|
||||
The following is a list of *general* style recommendations that will make reviewing and merging easier:
|
||||
|
||||
* Commit Messages
|
||||
* Please try to prefix your commit message, indicating what area of the project was modified.
|
||||
* For example `gs: message...`.
|
||||
* Looking at the project's commit history will help with keeping prefixes consistent overtime, *there is no strictly enforced list*.
|
||||
|
||||
* Try to keep messages brief and informative
|
||||
|
||||
* Remove unnecessary commits and squash commits together when appropriate.
|
||||
* If you are not familiar with rebasing with git, check out the following resources:
|
||||
* CLI - https://thoughtbot.com/blog/git-interactive-rebase-squash-amend-rewriting-history
|
||||
* GUI (SourceTree) - https://www.atlassian.com/blog/sourcetree/interactive-rebase-sourcetree
|
||||
|
||||
* Code Styling and Formatting
|
||||
* [Consult the style guide](https://github.com/tadanokojin/pcsx2/blob/coding-guide/pcsx2/Docs/Coding_Guidelines.md)
|
||||
|
||||
* Run `clang-format` using the configuration file in the root of the repository
|
||||
* Visual Studio Setup - https://devblogs.microsoft.com/cppblog/clangformat-support-in-visual-studio-2017-15-7-preview-1/
|
||||
* IMPORTANT - if you are running `clang-format` on unrelated changes (ie. formatting an entire file), please do so in a separate commit.
|
||||
* If you cannot scope your `clang-format` to just your changes and do not want to format unrelated code. Try your best to stick with the existing formatting already established in the file in question.
|
||||
|
||||
## General Documentation And Coding Strategies
|
||||
|
||||
* [Commenting Etiquette](https://github.com/PCSX2/pcsx2/wiki/06-Commenting-Etiquette)
|
||||
|
||||
* [Coding style](https://github.com/PCSX2/pcsx2/wiki/Code-Formatting-Guidelines)
|
||||
* [More comprehensive style-guide (Currently in Draft)](https://github.com/tadanokojin/pcsx2/blob/coding-guide/pcsx2/Docs/Coding_Guidelines.md)
|
||||
|
||||
## Tasks
|
||||
|
||||
* [Issues](https://github.com/PCSX2/pcsx2/issues)
|
||||
4
.github/ISSUE_TEMPLATE/emu_bug_report.yaml
vendored
4
.github/ISSUE_TEMPLATE/emu_bug_report.yaml
vendored
@@ -66,6 +66,10 @@ body:
|
||||
|
||||
Performance issues as a result of not meeting our hardware requirements are not valid.
|
||||
|
||||
Please read our troubleshooting pages and our issue reporting guide.
|
||||
- [Troubleshooting page](https://pcsx2.net/docs/category/troubleshooting).
|
||||
- [Issue reporting guide](https://pcsx2.net/docs/troubleshooting/identify).
|
||||
|
||||
We are **not** accepting issues related to the **libretro** core. The libretro core is being maintained separately at this time
|
||||
- type: input
|
||||
id: rev
|
||||
|
||||
@@ -66,7 +66,7 @@ const embed = new MessageEmbed()
|
||||
.setDescription("To download the latest or previous builds, [visit the official downloads page](https://pcsx2.net/downloads/).")
|
||||
.addFields(
|
||||
{ name: 'Version', value: releaseInfo.tag_name, inline: true },
|
||||
{ name: 'Installation Steps', value: '[See Here](https://github.com/PCSX2/pcsx2/wiki/Nightly-Build-Usage-Guide)', inline: true },
|
||||
{ name: 'Installation Steps', value: '[See Here](https://pcsx2.net/docs/category/setup)', inline: true },
|
||||
{ name: 'Included Changes', value: releaseInfo.body, inline: false }
|
||||
);
|
||||
console.log(embed);
|
||||
|
||||
@@ -24,4 +24,4 @@ Please note that a BIOS dump from a legitimately-owned PS2 console is required t
|
||||
|
||||
PCSX2 supports translation into other languages using [Crowdin](https://crowdin.com/project/pcsx2-emulator).
|
||||
|
||||
See the [Contributing Guidelines](https://github.com/PCSX2/pcsx2/blob/master/.github/CONTRIBUTING.md) or visit the [GitHub Wiki](https://github.com/PCSX2/pcsx2/wiki) for more info on how to contribute.
|
||||
See the [Contribution Guide](https://pcsx2.net/docs/contributing/) for more info on how to contribute.
|
||||
|
||||
@@ -818,6 +818,10 @@ PCPX-96310:
|
||||
name-sort: "えくすとりーむ れーしんぐ SSX [たいけんばん]"
|
||||
name-en: "X-treme Racing SSX [Trial]"
|
||||
region: "NTSC-J"
|
||||
roundModes:
|
||||
eeRoundMode: 0 # Fixes riders vanishing into the floor.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 4 # Fixes missing lighting.
|
||||
PCPX-96311:
|
||||
name: "GRAN TURISMO 3 [店頭試遊ディスク Vol.1]"
|
||||
name-sort: "ぐらんつーりすも 3 てんとうしゆうでぃすくVol.1"
|
||||
@@ -1215,6 +1219,26 @@ PKP2-00702:
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- SoftwareRendererFMVHack # Vertical and horizontal lines in FMV.
|
||||
PSXC-00201:
|
||||
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 1.10"
|
||||
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 1.10"
|
||||
name-en: "PSX Update Disc Version 1.10"
|
||||
region: "NTSC-J"
|
||||
PSXC-00202:
|
||||
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 1.20"
|
||||
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 1.20"
|
||||
name-en: "PSX Update Disc Version 1.20"
|
||||
region: "NTSC-J"
|
||||
PSXC-00203:
|
||||
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 1.31"
|
||||
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 1.31"
|
||||
name-en: "PSX Update Disc Version 1.31"
|
||||
region: "NTSC-J"
|
||||
PSXC-00204:
|
||||
name: "DESR-7000/DESR-5000 専用:PSXアップデートディスク Version 2.11"
|
||||
name-sort: "でえする-7000/でえする-5000 せんよう:PSXあっぷでーとでぃす うえるしぉん 2.11"
|
||||
name-en: "PSX Update Disc Version 2.11"
|
||||
region: "NTSC-J"
|
||||
PUPX-93033:
|
||||
name: "PlayStation Seizou Kensa-you Disc 3 CD-ROM US-ban Ver1.1"
|
||||
region: "NTSC-U"
|
||||
@@ -1291,6 +1315,8 @@ SCAJ-20001:
|
||||
SCAJ-20002:
|
||||
name: "Gallop Racer 6 - Revolution"
|
||||
region: "NTSC-Unk"
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 2 # Improves lighting, maximum blending is needed for full accuracy.
|
||||
SCAJ-20003:
|
||||
name: "アルゴスの戦士"
|
||||
name-sort: "あるごすのせんし"
|
||||
@@ -1441,7 +1467,7 @@ SCAJ-20025:
|
||||
name: "Grand Prix Challenge"
|
||||
region: "NTSC-Unk"
|
||||
gameFixes:
|
||||
- VIFFIFOHack
|
||||
- VIFFIFOHack # TODO check what this fixes.
|
||||
SCAJ-20026:
|
||||
name: "Generation of Chaos 3"
|
||||
region: "NTSC-Unk"
|
||||
@@ -1500,8 +1526,10 @@ SCAJ-20040:
|
||||
SCAJ-20041:
|
||||
name: "Energy Airforce - Aim Strike!"
|
||||
region: "NTSC-Unk"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SCAJ-20043:
|
||||
name: "Chain Dive"
|
||||
@@ -10390,6 +10418,11 @@ SCPS-55044:
|
||||
name-sort: "えなじーえあふぉーす [Asiaばん]"
|
||||
name-en: "Energy Airforce [Asia Version]"
|
||||
region: "NTSC-J"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SCPS-55045:
|
||||
name: "ポイニーポイン"
|
||||
name-sort: "ぽいにーぽいん"
|
||||
@@ -17182,7 +17215,7 @@ SLES-51296:
|
||||
region: "PAL-M5"
|
||||
compat: 5
|
||||
gameFixes:
|
||||
- VIFFIFOHack
|
||||
- VIFFIFOHack # TODO check what this fixes.
|
||||
SLES-51298:
|
||||
name: "Jimmy Neutron - Boy Genius"
|
||||
region: "PAL-E"
|
||||
@@ -17857,9 +17890,19 @@ SLES-51646:
|
||||
name: "Energy Airforce"
|
||||
region: "PAL-M4"
|
||||
compat: 5
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLES-51647:
|
||||
name: "Energy Airforce"
|
||||
region: "PAL-I"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLES-51649:
|
||||
name: "Judge Dredd - Dredd vs. Death"
|
||||
region: "PAL-M4"
|
||||
@@ -19363,20 +19406,26 @@ SLES-52259:
|
||||
SLES-52265:
|
||||
name: "Energy Airforce - Aim Strike!"
|
||||
region: "PAL-E"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLES-52266:
|
||||
name: "Energy Airforce - Aim Strike!"
|
||||
region: "PAL-F"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLES-52267:
|
||||
name: "Energy Airforce - Aim Strike!"
|
||||
region: "PAL-I"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLES-52275:
|
||||
name: "Way of the Samurai 2"
|
||||
@@ -19521,6 +19570,11 @@ SLES-52309:
|
||||
SLES-52310:
|
||||
name: "Energy Airforce"
|
||||
region: "PAL-E"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLES-52312:
|
||||
name: "World Championship Rugby"
|
||||
region: "PAL-E-F"
|
||||
@@ -21873,7 +21927,7 @@ SLES-53079:
|
||||
name: "Ys - The Ark of Napishtim"
|
||||
region: "PAL-M5"
|
||||
gameFixes:
|
||||
- EETimingHack
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLES-53080:
|
||||
name: "Extreme Sprint 3010"
|
||||
region: "PAL-E"
|
||||
@@ -30318,6 +30372,11 @@ SLKA-25001:
|
||||
SLKA-25002:
|
||||
name: "Energy Airforce"
|
||||
region: "NTSC-K"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLKA-25003:
|
||||
name: "Herdy Gerdy"
|
||||
region: "NTSC-K"
|
||||
@@ -30500,6 +30559,8 @@ SLKA-25053:
|
||||
SLKA-25054:
|
||||
name: "Grand Prix Challenge"
|
||||
region: "NTSC-K"
|
||||
gameFixes:
|
||||
- VIFFIFOHack # TODO check what this fixes.
|
||||
SLKA-25055:
|
||||
name: "Hitman 2 - Silent Assassin"
|
||||
region: "NTSC-K"
|
||||
@@ -30996,8 +31057,10 @@ SLKA-25180:
|
||||
SLKA-25181:
|
||||
name: "Energy Airforce Aim Strike!"
|
||||
region: "NTSC-K"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLKA-25182:
|
||||
name: "Hajime no Ippo2 Victorious Road"
|
||||
@@ -31095,6 +31158,9 @@ SLKA-25204:
|
||||
SLKA-25205:
|
||||
name: "Dragon Ball Z 3"
|
||||
region: "NTSC-K"
|
||||
gsHWFixes:
|
||||
halfPixelOffset: 4 # Aligns post effects.
|
||||
nativeScaling: 2 # Fixes post processing and lighting smoothness and position.
|
||||
SLKA-25206:
|
||||
name: "Burnout 3 - Takedown"
|
||||
region: "NTSC-K"
|
||||
@@ -31308,7 +31374,7 @@ SLKA-25249:
|
||||
name: "Ys - The Ark of Napishtim [with Guide Book]"
|
||||
region: "NTSC-K"
|
||||
gameFixes:
|
||||
- EETimingHack
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLKA-25250:
|
||||
name: "GoldenEye - Rogue Agent"
|
||||
region: "NTSC-K"
|
||||
@@ -34290,6 +34356,11 @@ SLPM-60183:
|
||||
name-sort: "えなじーえあふぉーす TRIAL VERSION [たいけんばん]"
|
||||
name-en: "Energy Airforce TRIAL VERSION [Trial]"
|
||||
region: "NTSC-J"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLPM-60184:
|
||||
name: "GUNGRAVE [体験版]"
|
||||
name-sort: "がんぐれいぶ [たいけんばん]"
|
||||
@@ -35289,6 +35360,9 @@ SLPM-61111:
|
||||
name-sort: "どらごんぼーるZ3 [たいけんばん]"
|
||||
name-en: "Dragon Ball Z 3 [Trial]"
|
||||
region: "NTSC-J"
|
||||
gsHWFixes:
|
||||
halfPixelOffset: 4 # Aligns post effects.
|
||||
nativeScaling: 2 # Fixes post processing and lighting smoothness and position.
|
||||
SLPM-61112:
|
||||
name: "天星 ソード オブ デスティニー [体験版]"
|
||||
name-sort: "てんせい そーど おぶ ですてぃにー [たいけんばん]"
|
||||
@@ -40690,6 +40764,11 @@ SLPM-65177:
|
||||
name-en: "Energy Airforce"
|
||||
region: "NTSC-J"
|
||||
compat: 5
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLPM-65178:
|
||||
name: "Ferrari F355 challenge"
|
||||
name-sort: "ふぇらーり F355 ちゃれんじ"
|
||||
@@ -41333,7 +41412,7 @@ SLPM-65276:
|
||||
name-en: "Grand Prix Challenge"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- VIFFIFOHack
|
||||
- VIFFIFOHack # TODO check what this fixes.
|
||||
SLPM-65277:
|
||||
name: "DDRMAX2 ~Dance Dance Revolution 7th Mix~"
|
||||
name-sort: "だんすだんすれぼりゅーしょん まっくす2 ~Dance Dance Revolution 7th Mix~"
|
||||
@@ -41869,10 +41948,9 @@ SLPM-65374:
|
||||
name-en: "Energy Airforce - Aim Strike!"
|
||||
region: "NTSC-J"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame.
|
||||
mtvu: 0
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLPM-65375:
|
||||
name: "真・三國無双3 & 真・三國無双3 猛将伝 [ディスク 1] [プレミアムパック]"
|
||||
@@ -44462,14 +44540,14 @@ SLPM-65829:
|
||||
name-en: "Ys - The Ark of Napishtim [Limited Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLPM-65830:
|
||||
name: "イース ~ナピシュテムの匣~ [初回生産版]"
|
||||
name-sort: "いーす6 なぴしゅてむのはこ [しょかいせいさんばん]"
|
||||
name-en: "Ys - The Ark of Napishtim [Limited Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLPM-65831:
|
||||
name: "ハローキティのピコピコ大作戦!"
|
||||
name-sort: "はろーきてぃのぴこぴこだいさくせん!"
|
||||
@@ -44501,7 +44579,7 @@ SLPM-65836:
|
||||
name-en: "Ys - The Ark of Napishtim"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLPM-65837:
|
||||
name: "ターミネーター3: ザ・レデンプション"
|
||||
name-sort: "たーみねーたー 3: ざ れでんぷしょん"
|
||||
@@ -47556,6 +47634,8 @@ SLPM-66326:
|
||||
name-sort: "いーす なぴしゅてむのはこ [KONAMI The BEST]"
|
||||
name-en: "Ys - The Ark of Napishtim [KONAMI The BEST]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLPM-66327:
|
||||
name: "ウォレスとグルミット野菜畑で大ピンチ!"
|
||||
name-sort: "うぉれすとぐるみっとやさいはたけでだいぴんち!"
|
||||
@@ -50342,6 +50422,11 @@ SLPM-66774:
|
||||
name-sort: "えなじーえあーふぉーす [Eternal Hits]"
|
||||
name-en: "Energy Airforce [Eternal Hits]"
|
||||
region: "NTSC-J"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLPM-66775:
|
||||
name: "タイトーメモリーズ 上巻 [Eternal Hits]"
|
||||
name-sort: "たいとーめもりーず 01 じょうかん [Eternal Hits]"
|
||||
@@ -52881,6 +52966,11 @@ SLPM-74414:
|
||||
name-sort: "えなじーえあーふぉーす [PlayStation2 The Best]"
|
||||
name-en: "Energy Airforce [PlayStation2 The Best]"
|
||||
region: "NTSC-J"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
SLPM-74415:
|
||||
name: "忍 -Shinobi- [PlayStation2 the Best]"
|
||||
name-sort: "しのび [PlayStation2 the Best]"
|
||||
@@ -58218,6 +58308,9 @@ SLPS-25460:
|
||||
name-sort: "どらごんぼーるZ3"
|
||||
name-en: "Dragon Ball Z 3"
|
||||
region: "NTSC-J"
|
||||
gsHWFixes:
|
||||
halfPixelOffset: 4 # Aligns post effects.
|
||||
nativeScaling: 2 # Fixes post processing and lighting smoothness and position.
|
||||
SLPS-25461:
|
||||
name: "アーマード・コア フォーミュラフロント"
|
||||
name-sort: "あーまーどこあ ふぉーみゅらふろんと"
|
||||
@@ -59036,6 +59129,8 @@ SLPS-25602:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 2 ぼんばーぱわふる&ゆめゆめわーるどDX"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 2 - Bomber Powerfull & Yume Yume World DX"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25603:
|
||||
name: "天星 SWORDS OF DESTINY Best Collection"
|
||||
name-sort: "てんせい SWORDS OF DESTINY Best Collection"
|
||||
@@ -59134,6 +59229,8 @@ SLPS-25620:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 3 CRまりりん・もんろー"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 3 - CR Marilyn Monroe"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25621:
|
||||
name: "かしまし ~ガールミーツガール~「初めての夏物語。」限定版"
|
||||
name-sort: "かしまし がーるみーつがーる「はじめてのなつものがたり」げんていばん"
|
||||
@@ -59322,6 +59419,8 @@ SLPS-25648:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 5 CRしんせいきえゔぁんげりおん せかんどいんぱくと&ぱちすろしんせいきえゔぁんげりおん"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 5 - CR Shinseiki Evangelion Second Impact & Pachisuro Shinseiki Evangelion"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25649:
|
||||
name: "宇宙刑事魂"
|
||||
name-sort: "うちゅうけいじたましい"
|
||||
@@ -59504,6 +59603,8 @@ SLPS-25672:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 6 7Cafe けいしきめいぼんばーぱわふる2"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 6 7Cafe - Katashiki Mei Bomber Powerfull 2"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25673:
|
||||
name: "ラスト・エスコート~黒蝶スペシャルナイト~"
|
||||
name-sort: "らすと・えすこーと くろちょうすぺしゃるないと"
|
||||
@@ -59659,6 +59760,8 @@ SLPS-25699:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 8 CRまつうらあや"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 8 CR Matsuura Aya"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25700:
|
||||
name: "蒼い海のトリスティア ~ナノカ・フランカ発明工房記~ The Best Price"
|
||||
name-sort: "あおいうみのとりすてぃあ なのかふらんかはつめいこうぼうき The Best Price"
|
||||
@@ -59931,11 +60034,15 @@ SLPS-25745:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 1 CRしんせいきえゔぁんげりおん [すぺしゃるぷらいすばん]"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 1 - CR Shinseiki Evangelion [Special Price Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25746:
|
||||
name: "必勝パチンコ★パチスロ攻略シリーズ Vol.9 CRフィーバー キャプテンハーロック"
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 9 CRふぃーばー きゃぷてんはーろっく"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol. 9 CR Fever Captain Harlock"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25747:
|
||||
name: "餓狼伝 Breakblow Fist or Twist"
|
||||
name-sort: "がろうでん Breakblow Fist or Twist"
|
||||
@@ -60276,6 +60383,8 @@ SLPS-25806:
|
||||
name-en: "Katekyoo Hitman Reborn! Dream Hyper Battle - Shinuki no Honoo to Kuroki Kioku"
|
||||
region: "NTSC-J"
|
||||
compat: 5
|
||||
gsHWFixes:
|
||||
roundSprite: 2 # Reduces font artifacts but characters still have major artifacts.
|
||||
SLPS-25807:
|
||||
name: "セイント・ビースト ~螺旋の章~ [限定版]"
|
||||
name-sort: "せいんと びーすと らせんのしょう [げんていばん]"
|
||||
@@ -60311,6 +60420,8 @@ SLPS-25813:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.11 しんせいきえゔぁんげりおん まごころをきみに"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.11 - Shinseiki Evangelion - Magokoro o, Kimi ni"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25814:
|
||||
name: "新世紀GPX サイバーフォーミュラ Road To The INFINITY 4"
|
||||
name-sort: "しんせいきGPX さいばーふぉーみゅら Road To The INFINITY 4"
|
||||
@@ -60618,11 +60729,15 @@ SLPS-25861:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.10 CRしんせいきえゔぁんげりおん きせきのかちは [すぺしゃるぷらいすばん]"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.10 CR Neon Genesis Evangelion Kiseki no Kachi wa [Special Price Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25862:
|
||||
name: "必勝パチンコ★パチスロ攻略シリーズ Vol.5 CR新世紀エヴァンゲリオン~セカンドインパクト~ [スペシャルプライス版]"
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol. 5 CRしんせいきえゔぁんげりおん せかんどいんぱくと [すぺしゃるぷらいすばん]"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.5 - CR Neon Genesis Evangelion Sekandoinpakuto & Pachislot Neon Genesis Evangelion [Special Price Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25863:
|
||||
name: "NEOGEOオンラインコレクション THE BEST 餓狼伝説 バトルアーカイブズ1"
|
||||
name-sort: "ねおじおおんらいんこれくしょん THE BEST がろうでんせつ ばとるあーかいぶず1"
|
||||
@@ -60658,6 +60773,8 @@ SLPS-25869:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.12 CRしんせいきえゔぁんげりおん しと ふたたび"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.12 CR Shinseiki Evangelion - Shito, Futatabi"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25871:
|
||||
name: "ドラスティックキラー"
|
||||
name-sort: "どらすてぃっくきらー"
|
||||
@@ -60673,6 +60790,11 @@ SLPS-25874:
|
||||
name-sort: "しんぷる2000しりーず Vol.123 THEおふぃすらぶじけんぼ れいじょうたんてい"
|
||||
name-en: "Simple 2000 Series Vol. 123 - The Office Love Jikenbo - Reijou Tantei"
|
||||
region: "NTSC-J"
|
||||
SLPS-25875:
|
||||
name: "xxxHolic - Shigatsu Tsuitachi no Izayoi Sowa [Best Collection]"
|
||||
name-sort: "ほりっく わたぬきのいざよいそうわ [Best Collection]"
|
||||
name-en: "xxxHolic - Shigatsu Tsuitachi no Izayoi Sowa [Best Collection]"
|
||||
region: "NTSC-J"
|
||||
SLPS-25876:
|
||||
name: "新牧場物語 ピュア イノセントライフ [Best Collection]"
|
||||
name-sort: "しんぼくじょうものがたり ぴゅあ いのせんとらいふ [Best Collection]"
|
||||
@@ -60865,6 +60987,8 @@ SLPS-25904:
|
||||
name-sort: "かてきょーひっとまんりぼーん! きんだんのやみのでるた"
|
||||
name-en: "Katekyoo Hitman Reborn! Dream Hyper Battle - Kindan no Yami no Delta"
|
||||
region: "NTSC-J"
|
||||
gsHWFixes:
|
||||
roundSprite: 2 # Reduces font artifacts but characters still have major artifacts.
|
||||
SLPS-25905:
|
||||
name: "ドラゴンボールZ インフィニットワールド"
|
||||
name-sort: "どらごんぼーるZ いんふぃにっとわーるど"
|
||||
@@ -60894,16 +61018,22 @@ SLPS-25909:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.13 しんせいきえヴぁんげりおん~やくそくのとき~"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.13 - Shin Seiki Evangelion - Yakusoku no Toki"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25910:
|
||||
name: "家庭教師ヒットマンREBORN!ドリームハイパーバトル!死ぬ気の炎と黒き記憶 [Best Collection]"
|
||||
name-sort: "かてきょーひっとまんりぼーん! どりーむはいぱーばとる!しぬきのほのおとくろききおく [Best Collection]"
|
||||
name-en: "Katekyoo Hitman Reborn! Dream Hyper Battle - Shinuki no Honoo to Kuroki Kioku [Best Collection]"
|
||||
region: "NTSC-J"
|
||||
gsHWFixes:
|
||||
roundSprite: 2 # Reduces font artifacts but characters still have major artifacts.
|
||||
SLPS-25911:
|
||||
name: "必勝パチンコ★パチスロ攻略シリーズ Vol.11 新世紀エヴァンゲリオン~まごころを、君に~ [スペシャルプライス版]"
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.11 しんせいきえゔぁんげりおん まごころを、きみに [すぺしゃるぷらいすばん]"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.11 - Shinseiki Evangelion - Magokoro wo, Kimi ni [Special Price Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25912:
|
||||
name: "ソウルイーター バトルレゾナンス"
|
||||
name-sort: "そうるいーたー ばとるれぞなんす"
|
||||
@@ -61076,11 +61206,15 @@ SLPS-25942:
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.14 しんせいきえゔぁんげりおん さいごのししゃ"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.14 - CR Shinseiki Evangelion - Saigo no Shisha"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25943:
|
||||
name: "必勝パチンコ★パチスロ攻略シリーズ Vol.14 CR新世紀エヴァンゲリオン~最後のシ者~ [限定版]"
|
||||
name-sort: "ひっしょうぱちんこぱちすろこうりゃくしりーず Vol.14 しんせいきえゔぁんげりおん さいごのししゃ [げんていばん]"
|
||||
name-en: "Hisshou Pachinko Pachi-Slot Kouryaku Series Vol.14 - CR Shinseiki Evangelion - Saigo no Shisha [Limited Edition]"
|
||||
region: "NTSC-J"
|
||||
gameFixes:
|
||||
- EETimingHack # Fixes FMV hanging.
|
||||
SLPS-25944:
|
||||
name: "仮面ライダー クライマックスヒーローズ"
|
||||
name-sort: "かめんらいだー くらいまっくすひーろーず"
|
||||
@@ -62048,6 +62182,9 @@ SLPS-73259:
|
||||
name-sort: "どっとはっく G.U. Vol.1 さいたん [PlayStation2 the Best]"
|
||||
name-en: ".hack//G.U. Vol.1 - Rebirth [PlayStation2 the Best]"
|
||||
region: "NTSC-J"
|
||||
gsHWFixes:
|
||||
halfPixelOffset: 2 # Sharpens world in far distances.
|
||||
roundSprite: 1 # Corrects proportions of some letters in HUD.
|
||||
SLPS-73263:
|
||||
name: "アルトネリコ2 世界に響く少女たちの創造詩 [PlayStation2 the Best]"
|
||||
name-sort: "あるとねりこ2 せかいにひびくしょうじょたちのそうぞうし [PlayStation2 the Best]"
|
||||
@@ -65288,7 +65425,7 @@ SLUS-20630:
|
||||
region: "NTSC-U"
|
||||
compat: 5
|
||||
gameFixes:
|
||||
- VIFFIFOHack
|
||||
- VIFFIFOHack # TODO check what this fixes.
|
||||
SLUS-20631:
|
||||
name: "NFL Blitz Pro"
|
||||
region: "NTSC-U"
|
||||
@@ -67279,7 +67416,7 @@ SLUS-20980:
|
||||
region: "NTSC-U"
|
||||
compat: 5
|
||||
gameFixes:
|
||||
- EETimingHack
|
||||
- EETimingHack # TODO check what this fixes.
|
||||
SLUS-20981:
|
||||
name: "Teenage Mutant Ninja Turtles 2 - Battle Nexus"
|
||||
region: "NTSC-U"
|
||||
@@ -70550,6 +70687,9 @@ SLUS-21480:
|
||||
- "SLUS-21488"
|
||||
- "SLUS-21489"
|
||||
- "SLUS-21480"
|
||||
gsHWFixes:
|
||||
halfPixelOffset: 2 # Sharpens world in far distances.
|
||||
roundSprite: 1 # Corrects proportions of some letters in HUD.
|
||||
SLUS-21481:
|
||||
name: "NCAA March Madness 07"
|
||||
region: "NTSC-U"
|
||||
@@ -74120,10 +74260,9 @@ TCPS-10073:
|
||||
name-en: "Energy Airforce - Aim Strike! [TAITO 2002]"
|
||||
region: "NTSC-J"
|
||||
speedHacks:
|
||||
instantVU1: 0 # Fixes hanging while going ingame.
|
||||
mtvu: 0
|
||||
instantVU1: 0 # Fixes hanging while going ingame easiest test is making a replay and load the replay once or more which gives you blackscreen and 100% EE with low performance.
|
||||
gsHWFixes:
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding.
|
||||
recommendedBlendingLevel: 5 # Alleviates color banding also the cockpit and missile shadows are darker if enabled.
|
||||
autoFlush: 2 # Corrects post-processing effect on jet exhausts.
|
||||
TCPS-10074:
|
||||
name: "スペースインベーダー アニバーサリー [筐体型コントローラ同梱セット]"
|
||||
|
||||
@@ -20,7 +20,11 @@ There are a number of ways to help the project, whether it be bug reporting, gam
|
||||
|
||||
* Want to make changes to emulator code? [Check out the issue tracker](https://github.com/PCSX2/pcsx2/issues), or [fork the PCSX2 repository and work on your own ideas](https://github.com/PCSX2/pcsx2).
|
||||
* Want to patch games? [Check out the cheats and patches forum thread for inspiration](https://forums.pcsx2.net/Thread-Post-your-PCSX2-cheats-patches-here). There are other threads to find as well, [such as those dedicated to 60 FPS patches](https://forums.pcsx2.net/Thread-60-fps-codes) or [widescreen patches](https://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches).
|
||||
<<<<<<< HEAD
|
||||
* Want to report bugs you have discovered in your games? Head over to [the Bug Reporting section of the PCSX2 forums](https://forums.pcsx2.net/Forum-Bug-reporting), to [the PCSX2 Discord](https://pcsx2.net/discord), or to [the GitHub issues section](https://github.com/PCSX2/pcsx2/issues).
|
||||
=======
|
||||
* Want to report bugs you have discovered in your games? [Head over to the Bug Reporting section of the PCSX2 forums](https://forums.pcsx2.net/Forum-Bug-reporting). Also check out our [Issue reporting guide](https://pcsx2.net/docs/troubleshooting/identify) for info on how to better report to us issues.
|
||||
>>>>>>> 091a4ee5a (docs: update in order to redirect from the GH wiki to our website)
|
||||
* Want to update us on the compatibility of your games? [Take a look at the Public Compatibility List on the PCSX2 forums](https://forums.pcsx2.net/Forum-Public-compatibility-list)
|
||||
* Want to improve the PCSX2 wiki? [Here is how to contribute](https://wiki.pcsx2.net/How_to_contribute)
|
||||
|
||||
@@ -120,9 +124,7 @@ If you are using a disc:
|
||||
Fast Boot, enabled by default, will directly mount and launch the game without first launching the PS2 BIOS. You may disable this in Settings > BIOS > Fast Boot if you wish to see the BIOS startup animation or if Fast Boot is causing an issue.
|
||||
|
||||
### Question 18: How do I build the PCSX2 source code?
|
||||
* [Windows build guide](https://github.com/PCSX2/pcsx2/wiki/12-Building-on-Windows)
|
||||
* [Linux build guide](https://github.com/PCSX2/pcsx2/wiki/10-Building-on-Linux)
|
||||
* [macOS build guide](https://github.com/PCSX2/pcsx2/wiki/11-Building-on-MacOS)
|
||||
Have a nice [building guide](https://pcsx2.net/docs/advanced/building) :) .
|
||||
|
||||
### Question 19: When will the next version be released?
|
||||
It will be released when it is ready. Please don't waste your time and ours asking when.
|
||||
|
||||
@@ -462,7 +462,8 @@ void GSClut::GetAlphaMinMax32(int& amin_out, int& amax_out)
|
||||
{
|
||||
// call only after Read32
|
||||
|
||||
pxAssert(!m_read.dirty);
|
||||
if (m_read.dirty)
|
||||
GL_INS("GSClut: GetAlphaMinMax32 m_read.dirty");
|
||||
|
||||
if (m_read.adirty)
|
||||
{
|
||||
|
||||
@@ -2477,20 +2477,9 @@ D3D_SHADER_MACRO* GSDevice11::ShaderMacro::GetPtr()
|
||||
return (D3D_SHADER_MACRO*)mout.data();
|
||||
}
|
||||
|
||||
/// Checks that we weren't sent things we declared we don't support
|
||||
/// Clears things we don't support that can be quietly disabled
|
||||
static void preprocessSel(GSDevice11::PSSelector& sel)
|
||||
{
|
||||
pxAssert(sel.write_rg == 0); // Not supported, shouldn't be sent
|
||||
}
|
||||
|
||||
void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
{
|
||||
pxAssert(!config.require_full_barrier); // We always specify no support so it shouldn't request this
|
||||
preprocessSel(config.ps);
|
||||
|
||||
GSVector2i rtsize = (config.rt ? config.rt : config.ds)->GetSize();
|
||||
|
||||
const GSVector2i rtsize = (config.rt ? config.rt : config.ds)->GetSize();
|
||||
GSTexture* colclip_rt = g_gs_device->GetColorClipTexture();
|
||||
|
||||
if (colclip_rt)
|
||||
@@ -2542,7 +2531,8 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
StretchRect(colclip_rt ? colclip_rt : config.rt, GSVector4(config.drawarea) / GSVector4(rtsize).xyxy(),
|
||||
primid_tex, GSVector4(config.drawarea), m_date.primid_init_ps[static_cast<u8>(config.datm)].get(), nullptr, false);
|
||||
}
|
||||
else if (config.destination_alpha != GSHWDrawConfig::DestinationAlphaMode::Off)
|
||||
else if (config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::Stencil ||
|
||||
config.destination_alpha == GSHWDrawConfig::DestinationAlphaMode::StencilOne)
|
||||
{
|
||||
const GSVector4 src = GSVector4(config.drawarea) / GSVector4(config.ds->GetSize()).xyxy();
|
||||
const GSVector4 dst = src * 2.0f - 1.0f;
|
||||
@@ -2676,7 +2666,6 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
|
||||
|
||||
if (config.alpha_second_pass.enable)
|
||||
{
|
||||
preprocessSel(config.alpha_second_pass.ps);
|
||||
if (config.cb_ps.FogColor_AREF.a != config.alpha_second_pass.ps_aref)
|
||||
{
|
||||
config.cb_ps.FogColor_AREF.a = config.alpha_second_pass.ps_aref;
|
||||
|
||||
@@ -2886,17 +2886,20 @@ void GSRendererHW::Draw()
|
||||
// It's possible it's writing to an old 32bit target, but is actually just a 16bit copy, so let's make sure it's actually using a mask.
|
||||
if (!shuffle_target)
|
||||
{
|
||||
bool shuffle_channel_reads = true;
|
||||
bool shuffle_channel_reads = !m_cached_ctx.FRAME.FBMSK;
|
||||
const u32 increment = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
|
||||
const GSVertex* v = &m_vertex.buff[0];
|
||||
|
||||
if (!m_cached_ctx.FRAME.FBMSK)
|
||||
if (shuffle_channel_reads)
|
||||
{
|
||||
for (u32 i = 0; i < m_index.tail; i += increment)
|
||||
{
|
||||
const int first_u = (PRIM->FST ? v[i].U : static_cast<int>(v[i].ST.S / v[(increment == 2) ? i + 1 : i].RGBAQ.Q)) >> 4;
|
||||
const int second_u = (PRIM->FST ? v[i + 1].U : static_cast<int>(v[i + 1].ST.S / v[i + 1].RGBAQ.Q)) >> 4;
|
||||
if (std::abs((v[i + 1].XYZ.X - v[i].XYZ.X) / 16) != 8 || std::abs(second_u - first_u) != 8)
|
||||
const int vector_width = std::abs(v[i + 1].XYZ.X - v[i].XYZ.X) / 16;
|
||||
const int tex_width = std::abs(second_u - first_u);
|
||||
// & 7 just a quicker way of doing % 8
|
||||
if ((vector_width & 7) != 0 || (tex_width & 7) != 0 || tex_width != vector_width)
|
||||
{
|
||||
shuffle_channel_reads = false;
|
||||
break;
|
||||
@@ -2915,6 +2918,8 @@ void GSRendererHW::Draw()
|
||||
|
||||
if (tgt)
|
||||
shuffle_target = tgt->m_32_bits_fmt;
|
||||
else
|
||||
shuffle_target = shuffle_channel_reads;
|
||||
|
||||
tgt = nullptr;
|
||||
}
|
||||
@@ -2961,12 +2966,12 @@ void GSRendererHW::Draw()
|
||||
if (possible_shuffle && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp != 16)
|
||||
possible_shuffle &= draw_uses_target;
|
||||
|
||||
const bool shuffle_source = src && (src->m_from_target != nullptr || (m_skip && possible_shuffle));
|
||||
const bool shuffle_source = possible_shuffle && src && ((src->m_from_target != nullptr && GSLocalMemory::m_psm[src->m_from_target->m_TEX0.PSM].bpp != 16) || m_skip);
|
||||
|
||||
if (!shuffle_source)
|
||||
if (!shuffle_source && possible_shuffle)
|
||||
{
|
||||
if(draw_start > src->m_TEX0.TBP0 || draw_end < src->m_TEX0.TBP0)
|
||||
possible_shuffle &= src && (src->m_from_target != nullptr || (m_skip && possible_shuffle));
|
||||
const bool is_16bit_copy = m_cached_ctx.TEX0.TBP0 != m_cached_ctx.FRAME.Block() && shuffle_target && IsOpaque() && !(context->TEX1.MMIN & 1) && !src->m_32_bits_fmt && m_cached_ctx.FRAME.FBMSK;
|
||||
possible_shuffle &= is_16bit_copy || (m_cached_ctx.TEX0.TBP0 == m_cached_ctx.FRAME.Block() && shuffle_target);
|
||||
}
|
||||
// We don't know the alpha range of direct sources when we first tried to optimize the alpha test.
|
||||
// Moving the texture lookup before the ATST optimization complicates things a lot, so instead,
|
||||
@@ -3417,38 +3422,32 @@ void GSRendererHW::Draw()
|
||||
t_size.x = rt->m_unscaled_size.x - horizontal_offset;
|
||||
t_size.y = rt->m_unscaled_size.y - vertical_offset;
|
||||
}
|
||||
|
||||
// Don't resize if the BPP don't match.
|
||||
if (frame_psm.bpp == GSLocalMemory::m_psm[rt->m_TEX0.PSM].bpp)
|
||||
GSVector2i new_size = GetValidSize(src, possible_shuffle);
|
||||
if (new_size.x > rt->m_unscaled_size.x || new_size.y > rt->m_unscaled_size.y)
|
||||
{
|
||||
if (m_r.w > rt->m_unscaled_size.y || m_r.z > rt->m_unscaled_size.x)
|
||||
const u32 new_width = std::max(new_size.x, rt->m_unscaled_size.x);
|
||||
const u32 new_height = std::max(new_size.y, rt->m_unscaled_size.y);
|
||||
|
||||
//DevCon.Warning("HW: Resizing texture %d x %d draw %d", rt->m_unscaled_size.x, new_height, s_n);
|
||||
rt->ResizeTexture(new_width, new_height);
|
||||
}
|
||||
else if ((IsPageCopy() || is_possible_mem_clear) && m_r.width() <= frame_psm.pgs.x && m_r.height() <= frame_psm.pgs.y)
|
||||
{
|
||||
const int get_next_ctx = m_env.PRIM.CTXT;
|
||||
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
|
||||
GSVector4i update_valid = GSVector4i::loadh(GSVector2i(horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x, GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y + vertical_offset));
|
||||
rt->UpdateValidity(update_valid, true);
|
||||
if (is_possible_mem_clear)
|
||||
{
|
||||
const u32 new_height = std::max(m_r.w, rt->m_unscaled_size.y);
|
||||
const u32 new_width = std::max(m_r.z, rt->m_unscaled_size.x);
|
||||
|
||||
//DevCon.Warning("HW: Resizing texture %d x %d draw %d", rt->m_unscaled_size.x, new_height, s_n);
|
||||
rt->ResizeTexture(new_width, new_height);
|
||||
|
||||
const bool frame_masked = ((m_cached_ctx.FRAME.FBMSK & frame_psm.fmsk) == frame_psm.fmsk) || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST == ATST_NEVER && !(m_cached_ctx.TEST.AFAIL & AFAIL_FB_ONLY));
|
||||
|
||||
rt->UpdateValidity(m_r, !frame_masked);
|
||||
rt->UpdateDrawn(m_r, !frame_masked);
|
||||
}
|
||||
else if ((IsPageCopy() || is_possible_mem_clear) && m_r.width() <= frame_psm.pgs.x && m_r.height() <= frame_psm.pgs.y)
|
||||
{
|
||||
const int get_next_ctx = m_env.PRIM.CTXT;
|
||||
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
|
||||
GSVector4i update_valid = GSVector4i::loadh(GSVector2i(horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x, GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y + vertical_offset));
|
||||
rt->UpdateValidity(update_valid, true);
|
||||
if (is_possible_mem_clear)
|
||||
if ((horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x) >= static_cast<int>(rt->m_TEX0.TBW * 64) && next_ctx.FRAME.Block() == (m_cached_ctx.FRAME.Block() + 0x20))
|
||||
{
|
||||
if ((horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x) >= static_cast<int>(rt->m_TEX0.TBW * 64) && next_ctx.FRAME.Block() == (m_cached_ctx.FRAME.Block() + 0x20))
|
||||
{
|
||||
update_valid.x = 0;
|
||||
update_valid.z = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x;
|
||||
update_valid.y += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
|
||||
update_valid.w += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
|
||||
rt->UpdateValidity(update_valid, true);
|
||||
}
|
||||
update_valid.x = 0;
|
||||
update_valid.z = GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.x;
|
||||
update_valid.y += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
|
||||
update_valid.w += GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].pgs.y;
|
||||
rt->UpdateValidity(update_valid, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6054,10 +6053,9 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, const boo
|
||||
// Switch DATE_PRIMID with DATE_BARRIER in such cases to ensure accuracy.
|
||||
// No mix of COLCLIP + sw blend + DATE_PRIMID, neither sw fbmask + DATE_PRIMID.
|
||||
// Note: Do the swap in the end, saves the expensive draw splitting/barriers when mixed software blending is used.
|
||||
if (sw_blending && DATE_PRIMID && m_conf.require_full_barrier)
|
||||
if (sw_blending && DATE_PRIMID && features.texture_barrier && m_conf.require_full_barrier)
|
||||
{
|
||||
GL_PERF("DATE: Swap DATE_PRIMID with DATE_BARRIER");
|
||||
m_conf.require_full_barrier = true;
|
||||
DATE_PRIMID = false;
|
||||
DATE_BARRIER = true;
|
||||
}
|
||||
@@ -7472,7 +7470,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
|
||||
if (m_conf.destination_alpha >= GSHWDrawConfig::DestinationAlphaMode::Stencil &&
|
||||
m_conf.destination_alpha <= GSHWDrawConfig::DestinationAlphaMode::StencilOne && !m_conf.ds)
|
||||
{
|
||||
const bool is_one_barrier = (m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle));
|
||||
const bool is_one_barrier = (features.texture_barrier && m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle));
|
||||
if ((temp_ds.reset(g_gs_device->CreateDepthStencil(m_conf.rt->GetWidth(), m_conf.rt->GetHeight(), GSTexture::Format::DepthStencil, false)), temp_ds))
|
||||
{
|
||||
m_conf.ds = temp_ds.get();
|
||||
@@ -7648,11 +7646,17 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
|
||||
pxAssert(!m_conf.require_full_barrier || !m_conf.ps.colclip_hw);
|
||||
|
||||
// Swap full barrier for one barrier when there's no overlap, or a shuffle.
|
||||
if (m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle))
|
||||
if (features.texture_barrier && m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle))
|
||||
{
|
||||
m_conf.require_full_barrier = false;
|
||||
m_conf.require_one_barrier = true;
|
||||
}
|
||||
else if (!features.texture_barrier)
|
||||
{
|
||||
// These shouldn't be enabled if texture barriers aren't supported, make sure they are off.
|
||||
m_conf.ps.write_rg = 0;
|
||||
m_conf.require_full_barrier = false;
|
||||
}
|
||||
|
||||
// rs
|
||||
const GSVector4i hacked_scissor = m_channel_shuffle ? GSVector4i::cxpr(0, 0, 1024, 1024) : m_context->scissor.in;
|
||||
|
||||
@@ -3940,7 +3940,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
|
||||
|
||||
const u32 offset = (std::abs(static_cast<int>(start_bp - t->m_TEX0.TBP0)) >> 5) % std::max(1U, t->m_TEX0.TBW);
|
||||
// If not fully contained but they are aligned and or clean, just dirty the area.
|
||||
if (start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp) && (offset == 0 || t->m_dirty.size() == 0))
|
||||
if (type != DepthStencil && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp) && (offset == 0 || t->m_dirty.size() == 0))
|
||||
{
|
||||
if (write_bw == t->m_TEX0.TBW && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[write_psm].bpp)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user