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...

15 Commits

Author SHA1 Message Date
refractionpcsx2
d70cc0221a GS/DX12: Fix HDR copy scissor area 2025-05-28 22:32:12 +02:00
refractionpcsx2
b12587b44e GameDB: Add Tex in RT for Bard's Tale 2025-05-28 18:33:27 +01:00
refractionpcsx2
c4708bdc35 GameDB: Add Tex in RT to required games 2025-05-28 18:01:49 +02:00
refractionpcsx2
1fa2c0bf50 GS/TC: Replace half right with Tex in RT, only update needed dirty 2025-05-28 18:01:49 +02:00
lightningterror
b4c70d357a GS/HW: Restore old coverage after updating mip layers. 2025-05-28 18:00:45 +02:00
PCSX2 Bot
f18262ee96 [ci skip] PAD: Update to latest controller database. 2025-05-26 21:18:58 +02:00
refractionpcsx2
c1f1761482 GS/HW: Invalidate cleared area if overlapping existing dirty 2025-05-26 13:45:47 +02:00
PCSX2 Bot
067c3eea16 [ci skip] Qt: Update Base Translation. 2025-05-26 02:03:40 +02:00
KamFretoZ
6957cc7001 FSUI: Fix save state duplicate entry 2025-05-26 01:46:30 +02:00
PCSX2 Bot
7dea23eea8 [ci skip] Qt: Update Base Translation. 2025-05-24 20:10:08 -04:00
TheTechnician27
319ec1f774 OSD: Fix performance overlay overwriting dump stats when shifted left 2025-05-24 12:33:32 +02:00
JohnSmith774
2079532e83 GameDB: Add memcard filters for some NTSC-J titles. (#12708)
Add memcard filters for OutRun2 SP - SPECIAL TOURS.
Add memcard filters for Another Century's Episode 2 Special Vocal Version.
Add memcard filters for Armored Core - Last Raven.
2025-05-24 12:32:03 +02:00
Mrlinkwii
de1d646fe9 github-workflows: Fix a broken link. 2025-05-24 12:30:08 +02:00
JordanTheToaster
4bc3ab6285 OSD: Add VSync to the OSD 2025-05-24 05:04:39 +02:00
JordanTheToaster
1adc9cbb49 GameDB: Various Fixes Part 4 (one with cheese) 2025-05-24 05:04:39 +02:00
11 changed files with 1184 additions and 1043 deletions

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@@ -19,7 +19,7 @@ jobs:
pr-message: |-
## Thank you for submitting a contribution to PCSX2
As this is your first pull request, [please be aware of the contributing guidelines](https://github.com/PCSX2/pcsx2/blob/master/.github/CONTRIBUTING.md).
As this is your first pull request, [please be aware of the contributing guidelines](https://pcsx2.net/docs/contributing/).
Additionally, as per recent changes in GitHub Actions, your pull request will need to be approved by a maintainer before GitHub Actions can run against it. [You can find more information about this change here.](https://github.blog/2021-04-22-github-actions-update-helping-maintainers-combat-bad-actors/)

File diff suppressed because it is too large Load Diff

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@@ -154,6 +154,7 @@
03000000120c0000f10e000000000000,Brook PS2 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000120c0000310c000000000000,Brook Super Converter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
03000000d81d00000b00000000000000,Buffalo BSGP1601 Series,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows,
030000005a1c00002400000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows,
030000005b1c00002400000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows,
030000005b1c00002500000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows,
030000006d04000042c2000000000000,ChillStream,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
@@ -336,6 +337,7 @@
03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows,
03000000242e00006a48000000000000,Hyperkin RetroN Sq,a:b3,b:b7,back:b5,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b0,rightshoulder:b1,start:b4,x:b2,y:b6,platform:Windows,
03000000242f00000a20000000000000,Hyperkin Scout,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
03000000242e00000a20000000000000,Hyperkin Scout Premium SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows,
03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows,
03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
@@ -418,7 +420,7 @@
03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000242e0000f500000000000000,Mayflash N64 Adapter,a:b2,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows,
03000000242f0000f500000000000000,Mayflash N64 Adapter,a:b2,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows,
03000000242f0000f400000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows,
03000000790000007918000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows,
030000008f0e00001030000000000000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows,
@@ -484,7 +486,7 @@
030000008916000000fd000000000000,Onza TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000d62000006d57000000000000,OPP PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
0300000009120000072f000000000000,OrangeFox86 DreamPicoPort,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:-a2,leftx:a0,lefty:a1,righttrigger:-a5,start:b11,x:b3,y:b4,platform:Windows,
0300000009120000072f000000000000,OrangeFox86 DreamPicoPort,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:-a2,leftx:a0,lefty:a1,righttrigger:-a5,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000362800000100000000000000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows,
03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
03000000790000002201000000000000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
@@ -691,6 +693,7 @@
03000000317300000100000000000000,Sony DualShock 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
03000000666600006706000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows,
03000000e30500009605000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000fe1400002a23000000000000,Sony PlayStation Adapter,a:b0,b:b1,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,x:b2,y:b3,platform:Windows,
030000004c050000da0c000000000000,Sony PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
03000000632500002306000000000000,Sony PlayStation Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
03000000f0250000c183000000000000,Sony PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
@@ -1008,6 +1011,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Mac OS X,
03000000550900001472000025050000,NVIDIA Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X,
030000004b120000014d000000010000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Mac OS X,
0300000009120000072f000000010000,OrangeFox86 DreamPicoPort,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a2,leftx:a0,lefty:a1,righttrigger:a5,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Mac OS X,
030000006f0e00000901000002010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000d620000011a7000000020000,PowerA Core Plus Gamecube Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,

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@@ -3849,7 +3849,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
colclip_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
draw_rt = static_cast<GSTexture12*>(config.rt);
OMSetRenderTargets(draw_rt, draw_ds, config.scissor);
OMSetRenderTargets(draw_rt, draw_ds, config.colclip_update_area);
// if this target was cleared and never drawn to, perform the clear as part of the resolve here.
BeginRenderPass(GetLoadOpForTexture(draw_rt), D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
@@ -4038,6 +4038,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
// rt -> colclip hw blit if enabled
if (colclip_rt && (config.colclip_mode == GSHWDrawConfig::ColClipMode::ConvertOnly || config.colclip_mode == GSHWDrawConfig::ColClipMode::ConvertAndResolve) && config.rt->GetState() == GSTexture::State::Dirty)
{
OMSetRenderTargets(draw_rt, draw_ds, GSVector4i::loadh(rtsize));
SetUtilityTexture(static_cast<GSTexture12*>(config.rt), m_point_sampler_cpu);
SetPipeline(m_colclip_setup_pipelines[pipe.ds].get());
@@ -4047,8 +4048,10 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
GL_POP();
}
// Restore original scissor, not sure if needed since the render pass has already been started. But to be safe.
OMSetRenderTargets(draw_rt, draw_ds, config.scissor);
}
// VB/IB upload, if we did DATE setup and it's not colclip hw this has already been done
SetPrimitiveTopology(s_primitive_topology_mapping[static_cast<u8>(config.topology)]);
if (!date_image || colclip_rt)
@@ -4111,7 +4114,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
colclip_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
draw_rt = static_cast<GSTexture12*>(config.rt);
OMSetRenderTargets(draw_rt, draw_ds, config.scissor);
OMSetRenderTargets(draw_rt, draw_ds, config.colclip_update_area);
// if this target was cleared and never drawn to, perform the clear as part of the resolve here.
BeginRenderPass(GetLoadOpForTexture(draw_rt), D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,

View File

@@ -3803,6 +3803,9 @@ void GSRendererHW::Draw()
const GSVector4 tmin = m_vt.m_min.t;
const GSVector4 tmax = m_vt.m_max.t;
// Backup original coverage.
const GSVector4i coverage = tmm.coverage;
for (int layer = m_lod.x + 1; layer <= m_lod.y; layer++)
{
const GIFRegTEX0 MIP_TEX0(GetTex0Layer(layer));
@@ -3824,6 +3827,9 @@ void GSRendererHW::Draw()
src->m_texture->ClearMipmapGenerationFlag();
m_vt.m_min.t = tmin;
m_vt.m_max.t = tmax;
// Restore original coverage.
tmm.coverage = coverage;
}
}

View File

@@ -1232,7 +1232,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
}
Target* dst = nullptr;
bool half_right = false;
int x_offset = 0;
int y_offset = 0;
@@ -1437,7 +1436,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
const u32 channel_mask = GSUtil::GetChannelMask(psm);
const u32 channels = t->m_dirty.GetDirtyChannels() & channel_mask;
const bool dirty_overlap = !t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size).rintersect(new_rect).rempty();
// If the source is reading the rt, make sure it's big enough.
if (!possible_shuffle && t && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)&& real_fmt_match)
{
@@ -1454,7 +1453,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
ResizeTarget(t, resize_rect, bp, psm, bw);
}
// If not all channels are clean/dirty or only part of the rect is dirty, we need to update the target.
if (((channels & channel_mask) != channel_mask || partial))
if (dirty_overlap && ((channels & channel_mask) != channel_mask || partial))
{
t->Update();
rect_clean = true;
@@ -1639,22 +1638,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
}
}
}
else if ((t->m_TEX0.TBW >= 16) && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0 + t->m_TEX0.TBW * 0x10, t->m_TEX0.PSM))
{
// Detect half of the render target (fix snow engine game)
// Target Page (8KB) have always a width of 64 pixels
// Half of the Target is TBW/2 pages * 8KB / (1 block * 256B) = 0x10
if (!t->HasValidBitsForFormat(psm, req_color, req_alpha, t->m_TEX0.TBW == TEX0.TBW) && !(possible_shuffle && GSLocalMemory::m_psm[psm].bpp == 16 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32))
continue;
half_right = true;
dst = t;
found_t = true;
tex_merge_rt = false;
x_offset = 0;
y_offset = 0;
break;
}
// Make sure the texture actually is INSIDE the RT, it's possibly not valid if it isn't.
// Also check BP >= TBP, create source isn't equpped to expand it backwards and all data comes from the target. (GH3)
else if (GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets &&
@@ -2003,9 +1986,8 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
#ifdef ENABLE_OGL_DEBUG
if (dst)
{
GL_CACHE("TC: dst %s hit (%s, OFF <%d,%d>): (0x%x, %s)",
GL_CACHE("TC: dst %s hit (OFF <%d,%d>): (0x%x, %s)",
to_string(dst->m_type),
half_right ? "half" : "full",
x_offset,
y_offset,
TEX0.TBP0,
@@ -2017,7 +1999,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
}
#endif
src = CreateSource(TEX0, TEXA, dst, half_right, x_offset, y_offset, lod, &r, gpu_clut, region);
src = CreateSource(TEX0, TEXA, dst, x_offset, y_offset, lod, &r, gpu_clut, region);
if (!src) [[unlikely]]
return nullptr;
}
@@ -3938,24 +3920,30 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
continue;
}
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 (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 (type != DepthStencil && start_bp != t->m_TEX0.TBP0 && (t->m_TEX0.TBP0 < start_bp || t->UnwrappedEndBlock() > end_bp))
{
if (write_bw == t->m_TEX0.TBW && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[write_psm].bpp)
{
const u32 page_offset = ((end_bp - start_bp) >> 5);
const u32 end_width = write_bw * 64;
const u32 end_height = ((page_offset / std::max(write_bw, 1U)) * GSLocalMemory::m_psm[write_psm].pgs.y) + GSLocalMemory::m_psm[write_psm].pgs.y;
const GSVector4i r = GSVector4i(0, 0, end_width, end_height);
const GSVector4i invalidate_r = TranslateAlignedRectByPage(t, start_bp, write_psm, write_bw, r, false).rintersect(t->m_valid); // it is invalidation but we need a real rect.
RGBAMask mask;
mask._u32 = GSUtil::GetChannelMask(write_psm);
AddDirtyRectTarget(t, invalidate_r, t->m_TEX0.PSM, t->m_TEX0.TBW, mask, false);
}
const u32 offset = (std::abs(static_cast<int>(start_bp - t->m_TEX0.TBP0)) >> 5) % std::max(1U, t->m_TEX0.TBW);
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size).rintersect(t->m_valid);
const u32 end_page_offset = ((end_bp - start_bp) >> 5);
const u32 end_width = write_bw * 64;
const u32 end_height = ((end_page_offset / std::max(write_bw, 1U)) * GSLocalMemory::m_psm[write_psm].pgs.y) + GSLocalMemory::m_psm[write_psm].pgs.y;
const GSVector4i r = GSVector4i(0, 0, end_width, end_height);
const GSVector4i invalidate_r = TranslateAlignedRectByPage(t, start_bp, write_psm, write_bw, r, false).rintersect(t->m_valid); // it is invalidation but we need a real rect.
++i;
continue;
if (offset == 0 || dirty_rect.rempty() || !dirty_rect.rintersect(invalidate_r).rempty())
{
if (write_bw == t->m_TEX0.TBW && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[write_psm].bpp)
{
RGBAMask mask;
mask._u32 = GSUtil::GetChannelMask(write_psm);
AddDirtyRectTarget(t, invalidate_r, t->m_TEX0.PSM, t->m_TEX0.TBW, mask, false);
}
++i;
continue;
}
}
InvalidateSourcesFromTarget(t);
@@ -5360,7 +5348,7 @@ void GSTextureCache::IncAge()
}
//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, bool half_right, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region)
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
Source* src = new Source(TEX0, TEXA);
@@ -5398,7 +5386,10 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
const int w = static_cast<int>(std::ceil(scale * tw));
const int h = static_cast<int>(std::ceil(scale * th));
dst->Update();
const GSVector4i read_rect = GSVector4i(x_offset, y_offset, x_offset + tw, y_offset + th);
// Do this first as we could be adding in alpha from an upgraded 24bit target. if the rect intersects a dirty area.
if (!dst->m_dirty.empty() && !read_rect.rintersect(dst->m_dirty.GetTotalRect(dst->m_TEX0, dst->m_unscaled_size)).rempty())
dst->Update();
// If we have a source larger than the target (from tex-in-rt), texelFetch() for target region will return black.
if constexpr (force_target_copy)
@@ -5677,34 +5668,11 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
const bool use_texture = (shader == ShaderConvert::COPY && !source_rect_empty);
GSVector4i region_rect = GSVector4i(0, 0, tw, th);
if (half_right)
{
// You typically hit this code in snow engine game. Dstsize is the size of of Dx/GL RT
// which is set to some arbitrary number. h/w are based on the input texture
// so the only reliable way to find the real size of the target is to use the TBW value.
const int half_width = static_cast<int>(dst->m_TEX0.TBW * (64 / 2));
if (half_width < dst->m_unscaled_size.x)
{
const int copy_width = std::min(half_width, dst->m_unscaled_size.x - half_width);
region_rect = GSVector4i(half_width, 0, half_width + copy_width, th);
GL_CACHE("TC: Half right fix: %d,%d => %d,%d", region_rect.x, region_rect.y, region_rect.z, region_rect.w);
sRect = sRect.blend32<5>(GSVector4i(GSVector4(region_rect.rintersect(dst->GetUnscaledRect())) * GSVector4(dst->m_scale)));
new_size.x = sRect.width();
src->m_unscaled_size.x = copy_width;
}
else
{
DevCon.Error("TC: Invalid half-right copy with width %d from %dx%d texture", half_width * 2, dst->m_unscaled_size.x, dst->m_unscaled_size.y);
}
}
// Assuming everything matches up, instead of copying the target, we can just sample it directly.
// It's the same as doing the copy first, except we save GPU time.
// TODO: We still need to copy if the TBW is mismatched. Except when TBW <= 1 (Jak 2).
const GSVector2i dst_texture_size = dst->m_texture->GetSize();
if ((!half_right || region_rect.z >= dst->m_unscaled_size.x) && // not a smaller subsample
use_texture && // not reinterpreting the RT
if (use_texture && // not reinterpreting the RT
!force_target_copy)
{
// sample the target directly

View File

@@ -441,7 +441,7 @@ protected:
std::unique_ptr<GSDownloadTexture> m_uint16_download_texture;
std::unique_ptr<GSDownloadTexture> m_uint32_download_texture;
Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t, bool half_right, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region);
Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region);
bool PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, const GSVector2i& valid_size, bool is_frame,
bool preload, bool preserve_target, const GSVector4i draw_rect, Target* dst, GSTextureCache::Source* src = nullptr);

View File

@@ -379,8 +379,8 @@ void GSDumpReplayer::RenderUI()
do \
{ \
text_size = font->CalcTextSizeA(font->FontSize, std::numeric_limits<float>::max(), -1.0f, (text), nullptr, nullptr); \
dl->AddText(font, font->FontSize, ImVec2(margin + shadow_offset, position_y + shadow_offset), IM_COL32(0, 0, 0, 100), (text)); \
dl->AddText(font, font->FontSize, ImVec2(margin, position_y), color, (text)); \
dl->AddText(font, font->FontSize, ImVec2(GSConfig.OsdPerformancePos == OsdOverlayPos::TopLeft ? ImGuiManager::GetWindowWidth() - margin - text_size.x + shadow_offset : margin + shadow_offset, position_y + shadow_offset), IM_COL32(0, 0, 0, 100), (text)); \
dl->AddText(font, font->FontSize, ImVec2(GSConfig.OsdPerformancePos == OsdOverlayPos::TopLeft ? ImGuiManager::GetWindowWidth() - margin - text_size.x : margin, position_y), color, (text)); \
position_y += text_size.y + spacing; \
} while (0)

View File

@@ -5738,9 +5738,12 @@ u32 FullscreenUI::PopulateSaveStateListEntries(const std::string& title, const s
if (InitializeSaveStateListEntry(&li, title, serial, crc, i) || !s_save_state_selector_loading)
s_save_state_selector_slots.push_back(std::move(li));
SaveStateListEntry bli;
if (InitializeSaveStateListEntry(&bli, title, serial, crc, i, true) || !s_save_state_selector_loading)
s_save_state_selector_slots.push_back(std::move(bli));
if (s_save_state_selector_loading)
{
SaveStateListEntry bli;
if (InitializeSaveStateListEntry(&bli, title, serial, crc, i, true))
s_save_state_selector_slots.push_back(std::move(bli));
}
}
return static_cast<u32>(s_save_state_selector_slots.size());

View File

@@ -394,6 +394,8 @@ __ri void ImGuiManager::DrawSettingsOverlay(float scale, float margin, float spa
APPEND("IVU ");
if (EmuConfig.Speedhacks.vuThread)
APPEND("MTVU ");
if (EmuConfig.GS.VsyncEnable)
APPEND("VSYNC ");
APPEND("EER={} EEC={} VUR={} VUC={} VQS={} ", static_cast<unsigned>(EmuConfig.Cpu.FPUFPCR.GetRoundMode()),
EmuConfig.Cpu.Recompiler.GetEEClampMode(), static_cast<unsigned>(EmuConfig.Cpu.VU0FPCR.GetRoundMode()),