Compare commits

...

27 Commits

Author SHA1 Message Date
lightningterror
c4a8fc5b71 Qt: Fix Winconsistent-missing-override warning. 2025-06-11 23:17:53 +02:00
GovanifY
8eb46b5a4c IopBios: remove clang deprecated carveout
we use snprintf now, so this isn't useful anymore.
2025-06-10 20:59:25 +02:00
GovanifY
8be16d1039 IopBios: do not overflow snprintf tmp buffer
We could otherwise overflow as snprintf does not return the number of
written bytes but the number of written bytes assuming an infinite
buffer.
2025-06-10 20:59:25 +02:00
refractionpcsx2
76e6208d1b GS/TC: Fix region for tex in rt depth 2025-06-10 20:12:41 +02:00
refractionpcsx2
bc09080ba5 GS/TC: Remove old inside check from source lookup 2025-06-10 20:12:41 +02:00
refractionpcsx2
a6eb257a3a GS/HW: Allow RT in RT offset on Z buffer if FRAME is disabled 2025-06-10 20:11:32 +02:00
PCSX2 Bot
e62450d255 [ci skip] PAD: Update to latest controller database. 2025-06-10 20:10:22 +02:00
GovanifY
1aa922f700 IopBios: allow %u string formatting in IOP kprintf 2025-06-10 14:47:27 +02:00
GovanifY
4c9d2f99b1 IopBios: truncate printf output if bigger than our buffer
I also increased the buffer size while we are at it to avoid breakage,
despite the obvious unintended allowed situations that we allowed up
until now

Reported-By: Michael Lappas
2025-06-10 14:47:27 +02:00
Ty Lamontagne
f6e899b570 Debugger: Update search results when we are _not_ going to remove them 2025-06-08 15:44:56 -04:00
refractionpcsx2
695c39fba2 GS/HW: Remove channel shuffle override from Namco CRC hack 2025-06-08 16:05:24 +02:00
refractionpcsx2
e5616cff98 GS/HW: Improve shuffle detection robustness 2025-06-08 13:51:19 +02:00
refractionpcsx2
76d5994c1e GS/TC: Improve rect block offset calculation for translation and invalidation 2025-06-08 13:51:19 +02:00
refractionpcsx2
cbb40832a1 GS/HW: Correct block offset target usage 2025-06-08 13:51:19 +02:00
refractionpcsx2
e4bdcde1ca GS/HW: Remove CRC hacks for Kunoichi and Sakura Wars 2025-06-08 13:51:19 +02:00
refractionpcsx2
863e119ff4 GS/HW: Allow conversion of colour to Z formats during HW move 2025-06-08 13:51:19 +02:00
refractionpcsx2
2ccf6dc872 GS: Add IsPageAlignedMasked to return an alignment mask 2025-06-08 13:51:19 +02:00
refractionpcsx2
24ebf1b4f1 GS/HW: Fix bug in target preloading causing misaligned base addresses 2025-06-08 13:51:19 +02:00
refractionpcsx2
ed2832434c GS/HW: Don't look up block offset targets on Exact target lookup 2025-06-08 13:51:19 +02:00
TJnotJT
5e160fca8f Tools: Small fix to gsrunner args. 2025-06-06 18:05:37 -04:00
JordanTheToaster
a0ef82e221 AudioStream: Fix typo with default output latency 2025-06-06 18:03:29 -04:00
icup321
3e7ac3d66c GameDB: Add native scaling to Scooby-Doo! Unmasked 2025-06-06 23:09:37 +02:00
JordanTheToaster
730e6fa737 GameDB: Simple 2000 Vol 92 Fixes 2025-06-06 23:09:26 +02:00
PCSX2 Bot
cdfcd9fddd [ci skip] Qt: Update Base Translation. 2025-06-06 02:31:08 +02:00
refractionpcsx2
b6930c10b9 GS/HW: Clean up target download formats 2025-06-05 13:51:21 +02:00
refractionpcsx2
852734580d GameDB: Update Harry Potter fixes. 2025-06-05 13:51:21 +02:00
refractionpcsx2
d1dc6a9c1d GS/HW: Add 16bit to 8bit conversion shader 2025-06-05 13:51:21 +02:00
27 changed files with 855 additions and 232 deletions

View File

@@ -2557,8 +2557,6 @@ SCAJ-25012:
SCAJ-25026:
name: "Kunoichi Shinobi"
region: "NTSC-Unk"
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SCAJ-25034:
name: "Sakura Taisen Monogatari"
region: "NTSC-Unk"
@@ -12878,8 +12876,6 @@ SLAJ-25023:
SLAJ-25026:
name: "Kunoichi Shinobi"
region: "NTSC-Unk"
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLAJ-25027:
name: "Sonic Heroes"
region: "NTSC-Unk"
@@ -12894,8 +12890,6 @@ SLAJ-25030:
SLAJ-25031:
name: "Kunoichi - Shinobu"
region: "NTSC-C-J"
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLAJ-25033:
name: "Puyo Puyo Fever"
region: "NTSC-Unk"
@@ -12927,7 +12921,7 @@ SLAJ-25041:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-C"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLAJ-25042:
@@ -16829,7 +16823,7 @@ SLES-51192:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51193:
@@ -16839,7 +16833,7 @@ SLES-51193:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51194:
@@ -16849,7 +16843,7 @@ SLES-51194:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51195:
@@ -16859,7 +16853,7 @@ SLES-51195:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51196:
@@ -16869,7 +16863,7 @@ SLES-51196:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51197:
@@ -16926,7 +16920,7 @@ SLES-51214:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51215:
@@ -16936,7 +16930,7 @@ SLES-51215:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51216:
@@ -16946,7 +16940,7 @@ SLES-51216:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51217:
@@ -16956,7 +16950,7 @@ SLES-51217:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51218:
@@ -16966,7 +16960,7 @@ SLES-51218:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51219:
@@ -16976,7 +16970,7 @@ SLES-51219:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
texturePreloading: 0 # Performs better on certain areas like mid-game in and around the castle as the hash goes easily to 200 MB.
SLES-51220:
@@ -19388,8 +19382,6 @@ SLES-52238:
name: "Nightshade"
region: "PAL-M5"
compat: 5
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLES-52240:
name: "International Pool Championship"
region: "PAL-M5"
@@ -19896,7 +19888,7 @@ SLES-52440:
region: "PAL-M7"
compat: 3
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLES-52444:
@@ -20123,7 +20115,7 @@ SLES-52527:
name: "Harry Potter og Fangen fra Azkaban"
region: "PAL-M4"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLES-52531:
@@ -20434,7 +20426,7 @@ SLES-52600:
name: "Harry Potter and the Prisoner of Azkaban"
region: "PAL-PL"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLES-52601:
@@ -22086,6 +22078,8 @@ SLES-53099:
SLES-53100:
name: "Scooby-Doo! Unmasked"
region: "PAL-M4"
gsHWFixes:
nativeScaling: 2 # Fixes post processing position.
SLES-53104:
name: "Tom Clancy's Rainbow Six - Lockdown"
region: "PAL-M5"
@@ -30956,8 +30950,6 @@ SLKA-25135:
name: "Kunoichi"
region: "NTSC-K"
compat: 5
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLKA-25136:
name: "Need for Speed - Underground"
region: "NTSC-K"
@@ -31108,7 +31100,7 @@ SLKA-25172:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-K"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLKA-25173:
@@ -32522,8 +32514,6 @@ SLKA-35004:
name: "Sakura Wars 5 So Long My Love"
region: "NTSC-K"
compat: 5
gsHWFixes:
getSkipCount: "GSC_SakuraWarsSoLongMyLove"
SLKA-35005:
name: "Jin Samguk Mussang 5 - Special"
region: "NTSC-K"
@@ -35217,8 +35207,6 @@ SLPM-61059:
name-sort: "くのいち -しのび- [たいけんばん]"
name-en: "Kunoichi -Shinobi- [Trial]"
region: "NTSC-J"
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLPM-61060:
name: "BUSIN 0 Wizardry Alternative NEO [体験版]"
name-sort: "ぶしん ぜろ ~うぃざーどりぃ おるたなてぃぶ ねお~ [たいけんばん]"
@@ -36957,7 +36945,7 @@ SLPM-62241:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-62242:
name: "撞球 ビリヤードマスター2"
@@ -38369,7 +38357,7 @@ SLPM-62513:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-62514:
name: "シムピープル ~お茶の間劇場~ [EA BEST HITS]"
@@ -39800,7 +39788,7 @@ SLPM-64528:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-64532:
name: "Digital Holmes"
@@ -42473,8 +42461,6 @@ SLPM-65447:
name-en: "Kunoichi -Shinobi-"
region: "NTSC-J"
compat: 5
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLPM-65448:
name: "カンブリアンQTS ~化石になっても~"
name-sort: "かんぶりあんQTS ~かせきになっても~"
@@ -43355,7 +43341,7 @@ SLPM-65612:
name-en: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-J"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLPM-65613:
@@ -52157,7 +52143,7 @@ SLPM-68005:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPM-68007:
name: "カラオケレボリューション用マイク同梱お試しディスク"
@@ -54308,7 +54294,7 @@ SLPS-20234:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLPS-20237:
name: "Saikyou Toudai Shougi 3"
@@ -59136,6 +59122,8 @@ SLPS-25581:
name-sort: "しんぷる2000しりーず Vol. 92 THE のろいのげーむ"
name-en: "Simple 2000 Series Vol. 92 - The Game of a Curse"
region: "NTSC-J"
gsHWFixes:
cpuCLUTRender: 1 # Fixes corrupted and missing graphics.
SLPS-25582:
name: "アストロ球団 決戦!!ビクトリー球団編"
name-sort: "あすとろきゅうだん けっせん!!びくとりーきゅうだんへん"
@@ -65273,7 +65261,7 @@ SLUS-20576:
- EETimingHack # Fixes flickering textures.
gsHWFixes:
recommendedBlendingLevel: 4 # Fixes missing lighting effects.
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Fixes misaligned lighting and other effects.
SLUS-20577:
name: "Drome Racers"
@@ -66538,8 +66526,6 @@ SLUS-20810:
name: "Nightshade"
region: "NTSC-U"
compat: 5
gsHWFixes:
getSkipCount: "GSC_Kunoichi"
SLUS-20811:
name: "Need for Speed - Underground"
region: "NTSC-U"
@@ -67218,7 +67204,7 @@ SLUS-20926:
name: "Harry Potter and the Prisoner of Azkaban"
region: "NTSC-U"
gsHWFixes:
cpuFramebufferConversion: 1 # Fixes right side of the screen from garbage textures.
textureInsideRT: 1 # Fixes right side shadow lookup.
halfPixelOffset: 2 # Aligns mirror reflections, removes some bloom-related ghosting.
recommendedBlendingLevel: 4 # Improves lighting effects.
SLUS-20927:
@@ -68231,6 +68217,8 @@ SLUS-21091:
name: "Scooby-Doo! Unmasked"
region: "NTSC-U"
compat: 5
gsHWFixes:
nativeScaling: 2 # Fixes post processing position.
SLUS-21093:
name: "Worms Forts - Under Siege"
region: "NTSC-U"
@@ -73133,8 +73121,6 @@ SLUS-21927:
name: "Sakura Wars - So Long, My Love [English - Disc 1]"
region: "NTSC-U"
compat: 5
gsHWFixes:
getSkipCount: "GSC_SakuraWarsSoLongMyLove"
SLUS-21928:
name: "Scooby-Doo! and the Spooky Swamp"
region: "NTSC-U"
@@ -73151,8 +73137,6 @@ SLUS-21930:
name: "Sakura Wars - So Long, My Love [Japanese - Disc 2]"
region: "NTSC-U"
compat: 5
gsHWFixes:
getSkipCount: "GSC_SakuraWarsSoLongMyLove"
SLUS-21931:
name: "Disney/Pixar Toy Story 3"
region: "NTSC-U"

View File

@@ -1000,6 +1000,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,
03000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000c62400002b89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000853200008906000000010000,Nacon Revolution X Unlimited,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000632500007505000000020000,NeoGeo mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X,
03000000921200004b46000003020000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X,
030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Mac OS X,
@@ -1607,6 +1608,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000009b2800003200000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
030000009b2800006000000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
030000009b2800006100000001010000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Linux,
030000009b2800006400000001010000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Linux,
030000009b2800008000000020020000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux,
030000009b2800008000000001010000,Raphnet Wii Classic Adapter V3,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux,
03000000f8270000bf0b000011010000,Razer Kishi,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,

View File

@@ -313,6 +313,127 @@ float ps_convert_rgb5a1_float16_biln(PS_INPUT input) : SV_Depth
SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
}
PS_OUTPUT ps_convert_rgb5a1_8i(PS_INPUT input)
{
PS_OUTPUT output;
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uint2 pos = uint2(input.p.xy);
// Collapse separate R G B A areas into their base pixel
uint2 column = (pos & ~uint2(0u, 3u)) / uint2(1,2);
uint2 subcolumn = (pos & uint2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
uint PSM = uint(DOFFSET);
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uint2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uint SBW = uint(EMODA);
uint DBW = uint(EMODC);
uint2 block_xy = coord / uint2(64,64);
uint block_num = (block_xy.y * (DBW / 128)) + block_xy.x;
uint2 block_offset = uint2((block_num % (SBW / 64)) * 64, (block_num / (SBW / 64)) * 64);
coord = (coord % uint2(64, 64)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
float ScaleFactor = BGColor.x;
if (floor(ScaleFactor) != ScaleFactor)
coord = uint2(float2(coord) * ScaleFactor);
else
coord *= uint(ScaleFactor);
float4 pixel = Texture.Load(int3(int2(coord), 0));
uint4 denorm_c = (uint4)(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = (float)(((green << 5) | red) & 0xFF) / 255.0f;
output.c = (float4)(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = (float)((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
output.c = (float4)(sel0);
}
return output;
}
PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input)
{
PS_OUTPUT output;

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@@ -237,9 +237,131 @@ void ps_convert_rgb5a1_float16_biln()
}
#endif
#ifdef ps_convert_rgb5a1_8i
uniform uint SBW;
uniform uint DBW;
uniform uint PSM;
uniform float ScaleFactor;
void ps_convert_rgb5a1_8i()
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 column = (pos & ~uvec2(0u, 3u)) / uvec2(1,2);
uvec2 subcolumn = (pos & uvec2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uvec2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 64u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 64u);
coord = (coord % uvec2(64u, 64u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
uvec4 denorm_c = uvec4(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = float(((green << 5) | red) & 0xFF) / 255.0f;
SV_Target0 = vec4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = float((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
SV_Target0 = vec4(sel0);
}
}
#endif
#ifdef ps_convert_rgba_8i
uniform uint SBW;
uniform uint DBW;
uniform uint PSM;
uniform float ScaleFactor;
void ps_convert_rgba_8i()

View File

@@ -307,12 +307,138 @@ void ps_convert_rgb5a1_float16_biln()
}
#endif
#ifdef ps_convert_rgb5a1_8i
layout(push_constant) uniform cb10
{
uint SBW;
uint DBW;
uint PSM;
float cb_pad1;
float ScaleFactor;
vec3 cb_pad2;
};
void ps_convert_rgb5a1_8i()
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 column = (pos & ~uvec2(0u, 3u)) / uvec2(1,2);
uvec2 subcolumn = (pos & uvec2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uvec2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 64u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 64u);
coord = (coord % uvec2(64u, 64u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
uvec4 denorm_c = uvec4(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = float(((green << 5) | red) & 0xFF) / 255.0f;
o_col0 = vec4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = float((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
o_col0 = vec4(sel0);
}
}
#endif
#ifdef ps_convert_rgba_8i
layout(push_constant) uniform cb10
{
uint SBW;
uint DBW;
uvec2 cb_pad1;
uint PSM;
float cb_pad1;
float ScaleFactor;
vec3 cb_pad2;
};

View File

@@ -534,7 +534,7 @@ bool GSRunner::ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& pa
{
std::string str(argv[++i]);
s_settings_interface.SetBoolValue("EmuCore/GS", "dump", true);
s_settings_interface.SetBoolValue("EmuCore/GS", "DumpGSData", true);
if (str.find("rt") != std::string::npos)
s_settings_interface.SetBoolValue("EmuCore/GS", "SaveRT", true);
@@ -766,7 +766,7 @@ bool GSRunner::ParseCommandLineArgs(int argc, char* argv[], VMBootParameters& pa
return false;
}
if (s_settings_interface.GetBoolValue("EmuCore/GS", "dump") && !dumpdir.empty())
if (s_settings_interface.GetBoolValue("EmuCore/GS", "DumpGSData") && !dumpdir.empty())
{
if (s_settings_interface.GetStringValue("EmuCore/GS", "HWDumpDirectory").empty())
s_settings_interface.SetStringValue("EmuCore/GS", "HWDumpDirectory", dumpdir.c_str());

View File

@@ -311,7 +311,7 @@ void searchWorker(DebugInterface* cpu, std::vector<SearchResult>& searchResults,
const auto readValue = readValueAtAddress<T>(cpu, addr);
const bool doesMatch = handleSearchComparison(searchComparison, addr, &searchResult, searchValue, readValue);
if (!doesMatch)
if (doesMatch)
searchResult = MemorySearchView::SearchResult(addr, QVariant::fromValue(readValue), searchType);
return !doesMatch;

View File

@@ -92,7 +92,7 @@ public Q_SLOTS:
void refreshGridCovers();
protected:
void resizeEvent(QResizeEvent* event);
void resizeEvent(QResizeEvent* event) override;
bool event(QEvent* event) override;
private:

View File

@@ -10866,7 +10866,7 @@ Do you want to load this save and continue?</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="5060"/>
<location filename="../../pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp" line="5061"/>
<source>Spin GPU During Readbacks is enabled, but calibrated timestamps are unavailable. This might be really slow.</source>
<translation type="unfinished"></translation>
</message>
@@ -10959,7 +10959,7 @@ Please see our official documentation for more information.</source>
<context>
<name>GSDeviceOGL</name>
<message>
<location filename="../../pcsx2/GS/Renderers/OpenGL/GSDeviceOGL.cpp" line="641"/>
<location filename="../../pcsx2/GS/Renderers/OpenGL/GSDeviceOGL.cpp" line="642"/>
<source>OpenGL renderer is not supported. Only OpenGL {}.{}
was found</source>
<translation type="unfinished"></translation>

View File

@@ -446,6 +446,13 @@ std::vector<GSVector2i>* GSLocalMemory::GetPage2TileMap(const GIFRegTEX0& TEX0)
return p2t;
}
u32 GSLocalMemory::IsPageAlignedMasked(u32 psm, const GSVector4i& rc)
{
const psm_t& psm_s = m_psm[psm];
const GSVector4i pgmsk = GSVector4i(psm_s.pgs).xyxy() - GSVector4i(1);
return ((rc & pgmsk) == GSVector4i::zero()).mask();
}
bool GSLocalMemory::IsPageAligned(u32 psm, const GSVector4i& rc)
{
const psm_t& psm_s = m_psm[psm];

View File

@@ -524,6 +524,7 @@ public:
GSPixelOffset4* GetPixelOffset4(const GIFRegFRAME& FRAME, const GIFRegZBUF& ZBUF);
std::vector<GSVector2i>* GetPage2TileMap(const GIFRegTEX0& TEX0);
static bool HasOverlap(u32 src_bp, u32 src_bw, u32 src_psm, GSVector4i src_rect, u32 dst_bp, u32 dst_bw, u32 dst_psm, GSVector4i dst_rect);
static u32 IsPageAlignedMasked(u32 psm, const GSVector4i& rc);
static bool IsPageAligned(u32 psm, const GSVector4i& rc);
static u32 GetStartBlockAddress(u32 bp, u32 bw, u32 psm, GSVector4i rect);
static u32 GetEndBlockAddress(u32 bp, u32 bw, u32 psm, GSVector4i rect);

View File

@@ -68,6 +68,7 @@ const char* shaderName(ShaderConvert value)
case ShaderConvert::DEPTH_COPY: return "ps_depth_copy";
case ShaderConvert::DOWNSAMPLE_COPY: return "ps_downsample_copy";
case ShaderConvert::RGBA_TO_8I: return "ps_convert_rgba_8i";
case ShaderConvert::RGB5A1_TO_8I: return "ps_convert_rgb5a1_8i";
case ShaderConvert::CLUT_4: return "ps_convert_clut_4";
case ShaderConvert::CLUT_8: return "ps_convert_clut_8";
case ShaderConvert::YUV: return "ps_yuv";

View File

@@ -44,6 +44,7 @@ enum class ShaderConvert
DEPTH_COPY,
DOWNSAMPLE_COPY,
RGBA_TO_8I,
RGB5A1_TO_8I,
CLUT_4,
CLUT_8,
YUV,

View File

@@ -1417,14 +1417,14 @@ void GSDevice11::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offs
{
float scale;
float pad1[3];
u32 SBW, DBW, pad3;
u32 SBW, DBW, SPSM;
};
const Uniforms cb = {sScale, {}, SBW, DBW};
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
StretchRect(sTex, GSVector4::zero(), dTex, dRect, m_convert.ps[static_cast<int>(shader)].get(), m_merge.cb.get(), nullptr, false);
}

View File

@@ -1486,15 +1486,15 @@ void GSDevice12::ConvertToIndexedTexture(
{
float scale;
float pad1[3];
u32 SBW, DBW, pad2;
u32 SBW, DBW, SPSM;
};
const Uniforms cb = {sScale, {}, SBW, DBW};
const Uniforms cb = {sScale, {}, SBW, DBW, SPSM};
SetUtilityRootSignature();
SetUtilityPushConstants(&cb, sizeof(cb));
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
DoStretchRect(static_cast<GSTexture12*>(sTex), GSVector4::zero(), static_cast<GSTexture12*>(dTex), dRect,
m_convert[static_cast<int>(shader)].get(), false, true);
}

View File

@@ -184,40 +184,6 @@ bool GSHwHack::GSC_NamcoGames(GSRendererHW& r, int& skip)
{
if (skip == 0)
{
if (r.IsPossibleChannelShuffle() && !(RTBP0 & 31))
{
GSVertex* v = &r.m_vertex.buff[0];
// Make sure we're detecting the right effect.
if (((v[1].XYZ.X - v[0].XYZ.X) >> 4) != 8 || ((v[1].XYZ.Y - v[0].XYZ.Y) >> 4) != 14)
return false;
GSTextureCache::Target* rt = g_texture_cache->LookupTarget(GIFRegTEX0::Create(RTBP0, RFBW, RFPSM),
GSVector2i(1, 1), r.GetTextureScaleFactor(), GSTextureCache::RenderTarget);
if (!rt)
return false;
GL_INS("GSC_NamcoGames(): HLE channel shuffle");
// have to set up the palette ourselves too, since GSC executes before it does
r.m_mem.m_clut.Read32(RTEX0, r.m_draw_env->TEXA);
std::shared_ptr<GSTextureCache::Palette> palette =
g_texture_cache->LookupPaletteObject(r.m_mem.m_clut, GSLocalMemory::m_psm[RTEX0.PSM].pal, true);
if (!palette)
return false;
GSHWDrawConfig& conf = r.BeginHLEHardwareDraw(
rt->GetTexture(), nullptr, rt->GetScale(), rt->GetTexture(), rt->GetScale(), rt->GetUnscaledRect());
conf.pal = palette->GetPaletteGSTexture();
conf.ps.channel = ChannelFetch_RGB;
conf.colormask.wa = false;
r.EndHLEHardwareDraw(false);
// 12 pages: 2 calls by channel, 3 channels, 1 blit
skip = 12 * (3 + 3 + 1);
return true;
}
if (!s_nativeres && r.PRIM->PRIM == GS_SPRITE && RTME && RTEX0.TFX == 1 && RFPSM == RTPSM && RTPSM == PSMCT32 && RFBMSK == 0xFF000000 && r.m_index.tail > 2)
{
GSVertex* v = &r.m_vertex.buff[0];
@@ -431,31 +397,6 @@ bool GSHwHack::GSC_TalesOfLegendia(GSRendererHW& r, int& skip)
return true;
}
bool GSHwHack::GSC_Kunoichi(GSRendererHW& r, int& skip)
{
if (skip == 0)
{
if (!RTME && (RFBP == 0x0 || RFBP == 0x00700 || RFBP == 0x00800) && RFPSM == PSMCT32 && RFBMSK == 0x00FFFFFF)
{
// Removes depth effects(shadows) not rendered correctly on all renders.
skip = 3;
}
if (RTME && (RFBP == 0x0700 || RFBP == 0) && RTBP0 == 0x0e00 && RTPSM == 0 && RFBMSK == 0)
{
skip = 1; // Removes black screen (not needed anymore maybe)?
}
}
else
{
if (RTME && (RFBP == 0x0e00) && RFPSM == PSMCT32 && RFBMSK == 0xFF000000)
{
skip = 0;
}
}
return true;
}
bool GSHwHack::GSC_ZettaiZetsumeiToshi2(GSRendererHW& r, int& skip)
{
if (skip == 0)
@@ -505,27 +446,6 @@ bool GSHwHack::GSC_ZettaiZetsumeiToshi2(GSRendererHW& r, int& skip)
return true;
}
bool GSHwHack::GSC_SakuraWarsSoLongMyLove(GSRendererHW& r, int& skip)
{
if (skip == 0)
{
if (RTME == 0 && RFBP != RTBP0 && RTBP0 && RFBMSK == 0x00FFFFFF)
{
skip = 3; // Remove darkness
}
else if (RTME == 0 && RFBP == RTBP0 && (RTBP0 == 0x1200 || RTBP0 == 0x1180 || RTBP0 == 0) && RFBMSK == 0x00FFFFFF)
{
skip = 3; // Remove darkness
}
else if (RTME && (RFBP == 0 || RFBP == 0x1180) && RFPSM == PSMCT32 && RTBP0 == 0x3F3F && RTPSM == PSMT8)
{
skip = 1; // Floodlight
}
}
return true;
}
bool GSHwHack::GSC_UltramanFightingEvolution(GSRendererHW& r, int& skip)
{
if (skip == 0)
@@ -1393,12 +1313,10 @@ bool GSHwHack::MV_Ico(GSRendererHW& r)
#define CRC_F(name) { #name, &GSHwHack::name }
const GSHwHack::Entry<GSRendererHW::GSC_Ptr> GSHwHack::s_get_skip_count_functions[] = {
CRC_F(GSC_Kunoichi),
CRC_F(GSC_Manhunt2),
CRC_F(GSC_MidnightClub3),
CRC_F(GSC_SacredBlaze),
CRC_F(GSC_GuitarHero),
CRC_F(GSC_SakuraWarsSoLongMyLove),
CRC_F(GSC_SFEX3),
CRC_F(GSC_DTGames),
CRC_F(GSC_TalesOfLegendia),

View File

@@ -16,9 +16,7 @@ public:
static bool GSC_BlackAndBurnoutSky(GSRendererHW& r, int& skip);
static bool GSC_MidnightClub3(GSRendererHW& r, int& skip);
static bool GSC_TalesOfLegendia(GSRendererHW& r, int& skip);
static bool GSC_Kunoichi(GSRendererHW& r, int& skip);
static bool GSC_ZettaiZetsumeiToshi2(GSRendererHW& r, int& skip);
static bool GSC_SakuraWarsSoLongMyLove(GSRendererHW& r, int& skip);
static bool GSC_UltramanFightingEvolution(GSRendererHW& r, int& skip);
static bool GSC_TalesofSymphonia(GSRendererHW& r, int& skip);
static bool GSC_UrbanReign(GSRendererHW& r, int& skip);

View File

@@ -2862,7 +2862,9 @@ void GSRendererHW::Draw()
GIFRegTEX0 FRAME_TEX0;
bool shuffle_target = false;
if (!no_rt && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp >= 16 &&
const u32 page_alignment = GSLocalMemory::IsPageAlignedMasked(m_cached_ctx.TEX0.PSM, m_r);
const bool page_aligned = (page_alignment & 0xF0F0) != 0; // Make sure Y is page aligned.
if (!no_rt && page_aligned && m_cached_ctx.ZBUF.ZMSK && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp >= 16 &&
(m_vt.m_primclass == GS_SPRITE_CLASS || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index.tail % 6) == 0 && TrianglesAreQuads(true) && m_index.tail > 6)))
{
// Tail check is to make sure we have enough strips to go all the way across the page, or if it's using a region clamp could be used to draw strips.
@@ -3164,6 +3166,144 @@ void GSRendererHW::Draw()
}
}
}
if (no_rt && ds->m_TEX0.TBP0 != m_cached_ctx.ZBUF.Block())
{
const GSLocalMemory::psm_t& zbuf_psm = GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM];
int vertical_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) / std::max(static_cast<int>(ds->m_TEX0.TBW), 1)) * zbuf_psm.pgs.y; // I know I could just not shift it..
int texture_offset = 0;
int horizontal_offset = ((static_cast<int>((m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0)) / 32) % static_cast<int>(std::max(ds->m_TEX0.TBW, 1U))) * zbuf_psm.pgs.x;
// Used to reduce the offset made later in channel shuffles
m_target_offset = std::abs(static_cast<int>((m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0)) >> 5);
if (vertical_offset < 0)
{
ds->m_TEX0.TBP0 = m_cached_ctx.ZBUF.Block();
GSVector2i new_size = ds->m_unscaled_size;
// Make sure to use the original format for the offset.
const int new_offset = std::abs((vertical_offset / zbuf_psm.pgs.y) * GSLocalMemory::m_psm[ds->m_TEX0.PSM].pgs.y);
texture_offset = new_offset;
new_size.y += new_offset;
const GSVector4i new_drect = GSVector4i(0, new_offset * ds->m_scale, new_size.x * ds->m_scale, new_size.y * ds->m_scale);
ds->ResizeTexture(new_size.x, new_size.y, true, true, new_drect);
if (src && src->m_from_target && src->m_from_target == ds && src->m_target_direct)
{
src->m_texture = ds->m_texture;
// If we've moved it and the source is expecting to be inside this target, we need to update the region to point to it.
int max_region_y = src->m_region.GetMaxY() + new_offset;
if (max_region_y == new_offset)
max_region_y = new_size.y;
src->m_region.SetY(src->m_region.GetMinY() + new_offset, max_region_y);
}
ds->m_valid.y += new_offset;
ds->m_valid.w += new_offset;
ds->m_drawn_since_read.y += new_offset;
ds->m_drawn_since_read.w += new_offset;
g_texture_cache->CombineAlignedInsideTargets(ds, src);
if (ds->m_dirty.size())
{
for (int i = 0; i < static_cast<int>(ds->m_dirty.size()); i++)
{
ds->m_dirty[i].r.y += new_offset;
ds->m_dirty[i].r.w += new_offset;
}
}
t_size.y += std::abs(vertical_offset);
vertical_offset = 0;
}
if (horizontal_offset < 0)
{
// Thankfully this doesn't really happen, but catwoman moves the framebuffer backwards 1 page with a channel shuffle, which is really messy and not easy to deal with.
// Hopefully the quick channel shuffle will just guess this and run with it.
ds->m_TEX0.TBP0 += horizontal_offset;
horizontal_offset = 0;
}
if (vertical_offset || horizontal_offset)
{
GSVertex* v = &m_vertex.buff[0];
for (u32 i = 0; i < m_vertex.tail; i++)
{
v[i].XYZ.X += horizontal_offset << 4;
v[i].XYZ.Y += vertical_offset << 4;
}
if (texture_offset && src && src->m_from_target && src->m_target_direct && src->m_from_target == ds)
{
GSVector4i src_region = src->GetRegionRect();
if (src_region.rempty())
{
src_region = GSVector4i::loadh(ds->m_unscaled_size);
src_region.y += texture_offset;
}
else
{
src_region.y += texture_offset;
src_region.w += texture_offset;
}
src->m_region.SetX(src_region.x, src_region.z);
src->m_region.SetY(src_region.y, src_region.w);
}
m_context->scissor.in.x += horizontal_offset;
m_context->scissor.in.z += horizontal_offset;
m_context->scissor.in.y += vertical_offset;
m_context->scissor.in.w += vertical_offset;
m_r.y += vertical_offset;
m_r.w += vertical_offset;
m_r.x += horizontal_offset;
m_r.z += horizontal_offset;
m_in_target_draw = ds->m_TEX0.TBP0 != m_cached_ctx.ZBUF.Block();
m_vt.m_min.p.x += horizontal_offset;
m_vt.m_max.p.x += horizontal_offset;
m_vt.m_min.p.y += vertical_offset;
m_vt.m_max.p.y += vertical_offset;
t_size.y = ds->m_unscaled_size.y - vertical_offset;
t_size.x = ds->m_unscaled_size.x - horizontal_offset;
}
// Don't resize if the BPP don't match.
GSVector2i new_size = GetValidSize(src, possible_shuffle);
if (new_size.x > ds->m_unscaled_size.x || new_size.y > ds->m_unscaled_size.y)
{
const u32 new_width = std::max(new_size.x, ds->m_unscaled_size.x);
const u32 new_height = std::max(new_size.y, ds->m_unscaled_size.y);
//DevCon.Warning("HW: Resizing texture %d x %d draw %d", ds->m_unscaled_size.x, new_height, s_n);
ds->ResizeTexture(new_width, new_height);
}
else if ((IsPageCopy() || is_possible_mem_clear) && m_r.width() <= zbuf_psm.pgs.x && m_r.height() <= zbuf_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.ZBUF.PSM].pgs.x, GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y + vertical_offset));
ds->UpdateValidity(update_valid, true);
if (is_possible_mem_clear)
{
if ((horizontal_offset + GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x) >= static_cast<int>(ds->m_TEX0.TBW * 64) && next_ctx.ZBUF.Block() == (m_cached_ctx.ZBUF.Block() + 0x20))
{
update_valid.x = 0;
update_valid.z = GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
update_valid.y += GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
update_valid.w += GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
ds->UpdateValidity(update_valid, true);
}
}
}
}
}
if (!no_rt)

View File

@@ -228,8 +228,8 @@ bool GSTextureCache::CanTranslate(u32 bp, u32 bw, u32 spsm, GSVector4i r, u32 db
{
const GSVector2i src_page_size = GSLocalMemory::m_psm[spsm].pgs;
const GSVector2i dst_page_size = GSLocalMemory::m_psm[dpsm].pgs;
const bool bp_page_aligned_bp = ((bp & ~((1 << 5) - 1)) == bp) || bp == dbp;
const bool block_layout_match = GSLocalMemory::m_psm[spsm].bpp == GSLocalMemory::m_psm[dpsm].bpp;
const bool bp_page_aligned_bp = ((bp & ~((1 << 5) - 1)) == bp) || bp == dbp || (block_layout_match && bw == dbw);
const GSVector4i page_mask(GSVector4i((src_page_size.x - 1), (src_page_size.y - 1)).xyxy());
const GSVector4i masked_rect(r & ~page_mask);
const int src_pixel_width = static_cast<int>(bw * 64);
@@ -276,7 +276,7 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
int page_offset = (static_cast<int>(sbp) - static_cast<int>(tbp)) >> 5;
int block_offset = (static_cast<int>(sbp) - static_cast<int>(tbp)) & 0x1F;
if (!(s_psm.bpp == t_psm.bpp))
if (!(s_psm.bpp == t_psm.bpp) || block_offset)
{
if (block_offset)
in_rect = in_rect.ralign<Align_Outside>(s_psm.bs);
@@ -299,6 +299,33 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
DevCon.Warning("Error translating rect");
return GSVector4i::zero();
}
const bool block_matched_format = s_psm.bpp == t_psm.bpp && (sbw == tbw || sbw == 1);
// If there is block offset left over, try to adjust to that.
if (block_matched_format)
{
GSVector4i b2a_offset = GSVector4i::zero();
const GSVector4i target_rect = GSVector4i(0, 0, src_bw, 2048);
bool offset_found = false;
for (b2a_offset.x = target_rect.x; b2a_offset.x < target_rect.z; b2a_offset.x += s_psm.bs.x)
{
for (b2a_offset.y = target_rect.y; b2a_offset.y < target_rect.w; b2a_offset.y += s_psm.bs.y)
{
const u32 a_candidate_bp = s_psm.info.bn(b2a_offset.x, b2a_offset.y, tbp, sbw);
if (sbp == a_candidate_bp)
{
offset_found = true;
break;
}
}
if (offset_found)
break;
}
if (offset_found)
in_rect = (in_rect + b2a_offset.xyxy()).max_i32(GSVector4i(0));
}
}
GSVector4i new_rect = GSVector4i::zero();
@@ -618,7 +645,7 @@ void GSTextureCache::DirtyRectByPage(u32 sbp, u32 spsm, u32 sbw, Target* t, GSVe
int block_offset = static_cast<int>(sbp) - static_cast<int>(target_bp);
// Different format needs to be page aligned, unless the block layout matches, then we can block align
// Might be able to translate the original rect.
if (!(src_info->bpp == dst_info->bpp))
if (!(src_info->bpp == dst_info->bpp) || block_offset)
{
const int src_bpp = src_info->bpp;
const bool column_align = !block_offset && src_r.z <= src_info->cs.x && src_r.w <= src_info->cs.y && src_info->depth == dst_info->depth;
@@ -741,7 +768,7 @@ void GSTextureCache::DirtyRectByPage(u32 sbp, u32 spsm, u32 sbw, Target* t, GSVe
const int yblocks = in_rect.height() / src_info->bs.y;
// if !(block_offset & 0x7) is false, this is technically incorrect, but FFX hates it and starts making a mess, so it's better this way without adding complexity.
// TODO maybe: Add per block invalidation? ugh, would have to keep that to small blocks. 2 blocks in the case of FFX.
if ((xblocks <= 4 && yblocks <= 2) || req_depth_offset)
if ((xblocks <= (src_info->pgs.x / src_info->bs.x) && yblocks <= (src_info->pgs.y / src_info->bs.y)) || req_depth_offset)
{
GSVector4i b2a_offset = GSVector4i::zero();
const GSVector4i target_rect = GSVector4i(0, 0, src_width, 2048);
@@ -1165,8 +1192,8 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const bool is_depth, c
if (inside_target)
{
// Need to set it up as a region target.
src->m_region.SetX(block_boundary_rect.x, src->m_from_target->m_valid.z);
src->m_region.SetY(block_boundary_rect.y, src->m_from_target->m_valid.w);
src->m_region.SetX(block_boundary_rect.x, std::max(src->m_from_target->m_valid.z, block_boundary_rect.z));
src->m_region.SetY(block_boundary_rect.y, std::max(src->m_from_target->m_valid.w, block_boundary_rect.w));
}
if (GSRendererHW::GetInstance()->IsTBPFrameOrZ(dst->m_TEX0.TBP0))
@@ -1279,11 +1306,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// Make sure it is page aligned, otherwise things get messy with the pixel order (Tomb Raider Legend).
if (t->m_used)
{
// If the BP is block offset it's unlikely to be a target, but a target can be made by a HW move, so we need to check for a match.
// Good for Baldurs Gate Dark Alliance (HW Move), bad for Tomb Raider Legends (just offset).
if (((bp & (BLOCKS_PER_PAGE - 1)) != (t->m_TEX0.TBP0 & (BLOCKS_PER_PAGE - 1))) && (bp & (BLOCKS_PER_PAGE - 1)))
continue;
//const bool overlaps = t->Inside(bp, bw, psm, block_boundary_rect);
const bool overlaps = t->Overlaps(bp, bw, psm, block_boundary_rect);
// Try to make sure the target has available what we need, be careful of self referencing frames with font in the alpha.
@@ -1293,6 +1315,12 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
if (!overlaps || (found_t && (GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw)))
continue;
// If the BP is offset in to a page and the format does not match, trying to match up the correct position is very difficult since we don't swizzle.
// Tomb Raider Legends does a block level BP in PSMT8 over a C16 target, which is just a nightmare to get right.
// Baldurs Gate used to have this too, but now we can translate HW moves inside targets when the format matches.
if (((bp & (BLOCKS_PER_PAGE - 1)) != (t->m_TEX0.TBP0 & (BLOCKS_PER_PAGE - 1))) && (bp & (BLOCKS_PER_PAGE - 1)) && !CanTranslate(bp, bw, psm, block_boundary_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW))
continue;
const bool width_match = (std::max(64U, bw * 64U) >> GSLocalMemory::m_psm[psm].info.pageShiftX()) ==
(std::max(64U, t->m_TEX0.TBW * 64U) >> GSLocalMemory::m_psm[t->m_TEX0.PSM].info.pageShiftX());
@@ -1617,8 +1645,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
{
const bool outside_target = !t->Overlaps(bp, bw, psm, r);
// We don't have a shader for this.
if (!possible_shuffle && TEX0.PSM == PSMT8 && ((GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != 32) || outside_target))
if (!possible_shuffle && TEX0.PSM == PSMT8 && outside_target)
{
continue;
}
@@ -1647,7 +1674,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// 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 &&
(GSLocalMemory::m_psm[color_psm].bpp >= 16 || (/*possible_shuffle &&*/ GSLocalMemory::m_psm[color_psm].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32)) && // Channel shuffles or non indexed lookups.
(GSLocalMemory::m_psm[color_psm].bpp >= 16 || (/*possible_shuffle &&*/ GSLocalMemory::m_psm[color_psm].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp >= 16)) && // Channel shuffles or non indexed lookups.
t->m_age <= 1 && (!found_t || t->m_last_draw > dst->m_last_draw) /*&& CanTranslate(bp, bw, psm, block_boundary_rect, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW)*/)
{
u32 rt_tbw = std::max(1U, t->m_TEX0.TBW);
@@ -1666,7 +1693,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// Keep note that 2 bw is basically 1 normal page, as bw is in 64 pixels, and 8bit pages are 128 pixels wide, aka 2 bw.
// Also check for 4HH/HL and 8H which use the alpha channel, if the page order is wrong this can cause problems as well (Jak X font).
else if (!possible_shuffle && GSLocalMemory::m_psm[psm].trbpp <= 8 && (GSUtil::GetChannelMask(t->m_TEX0.PSM) != 0xF ||
(GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32 && (!(block_boundary_rect.w <= GSLocalMemory::m_psm[psm].pgs.y &&
((GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != 16 || GSLocalMemory::m_psm[psm].bpp < 16) && (!(block_boundary_rect.w <= GSLocalMemory::m_psm[psm].pgs.y &&
((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) <= t->m_TEX0.TBW) &&
!(((GSLocalMemory::m_psm[psm].bpp == 32) ? bw : ((bw + 1) / 2)) == rt_tbw)))))
{
@@ -1773,10 +1800,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
if (!t->HasValidBitsForFormat(psm, req_color, req_alpha, rt_tbw == TEX0.TBW) && !(possible_shuffle && GSLocalMemory::m_psm[psm].bpp == 16 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 32))
continue;
// Be careful of shuffles where it can shuffle the width of the target, even though it may not have all been drawn to.
if (!possible_shuffle && frame.Block() != TEX0.TBP0 && !t->Inside(bp, bw, psm, block_boundary_rect))
continue;
x_offset = rect.x;
y_offset = rect.y;
dst = t;
@@ -2007,7 +2030,6 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
GL_CACHE("TC: src miss (0x%x, 0x%x, %s)", TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0, psm_str(TEX0.PSM));
}
#endif
// This is for the condition where the target doesn't exist on a shuffle and it needs to load from memory.
// The Godfather clears the depth buffer with a normal clear, so our depth target gets deleted, then because it finds no target
// it assumes it really is 16bits, causing the texture to be full of garbage, and our shuffle handling becomes a mess.
@@ -3545,11 +3567,11 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
continue;
}
const int height_adjust = (((dst_end_block - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
const int height_adjust = ((((dst_end_block + 31) - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
if (height_adjust < t->m_unscaled_size.y)
{
t->m_TEX0.TBP0 = dst_end_block;
t->m_TEX0.TBP0 = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, GSVector4i(0, height_adjust, t->m_valid.z, t->m_valid.w));
t->m_valid.w -= height_adjust;
t->ResizeValidity(t->m_valid);
@@ -4735,7 +4757,7 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
// Not even going to go down the rabbit hole of palette formats on the GPU.. We shouldn't have any targets with P4/P8 anyway.
const GSLocalMemory::psm_t& spsm_s = GSLocalMemory::m_psm[SPSM];
const GSLocalMemory::psm_t& dpsm_s = GSLocalMemory::m_psm[DPSM];
if (SPSM != DPSM || ((spsm_s.pal + dpsm_s.pal) != 0 && !alpha_only))
if (GSLocalMemory::m_psm[SPSM].bpp != GSLocalMemory::m_psm[DPSM].bpp || ((spsm_s.pal + dpsm_s.pal) != 0 && !alpha_only))
{
GL_CACHE("TC: Skipping HW move from 0x%X to 0x%X with SPSM=%s DPSM=%s", SBP, DBP, psm_str(SPSM), psm_str(DPSM));
return false;
@@ -4751,6 +4773,7 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
return false;
}
bool req_resize = false;
if (m_expected_src_bp == static_cast<int>(SBP) && m_expected_dst_bp == static_cast<int>(DBP))
{
// Get the new position so we can work out the offset.
@@ -4761,7 +4784,7 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
sy += rect_offset.y;
dx += rect_offset.x;
dy += rect_offset.y;
req_resize = true;
GL_INS("TC: Detected striped move, realigning from SBP %x->%x DBP %x->%x", SBP, m_remembered_src_bp, DBP, m_remembered_dst_bp);
SBP = m_remembered_src_bp;
@@ -4806,15 +4829,18 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
const GSVector2i target_size = GetTargetSize(DBP, DBW, DPSM, Common::AlignUpPow2(w, 64), h);
dst = LookupTarget(new_TEX0, target_size, src->m_scale, src->m_type);
if (!dst)
dst = CreateTarget(new_TEX0, target_size, target_size, src->m_scale, src->m_type);
{
dst = Target::Create(new_TEX0, target_size.x, target_size.y, src->m_scale, GSLocalMemory::m_psm[DPSM].depth, true);
if (!dst) [[unlikely]]
return false;
}
else // Expand if necessary (Silent hill 4 takes an old target which is smaller).
{
dst->ResizeTexture(std::max(dst->m_unscaled_size.x, target_size.x), std::max(dst->m_unscaled_size.y, target_size.y));
req_resize = true;
// If it was matched to an old target, make sure to clear the other type and update its information.
if (dst->m_was_dst_matched)
{
g_texture_cache->InvalidateVideoMemType(GSTextureCache::DepthStencil - dst->m_type, dst->m_TEX0.TBP0);
dst->m_TEX0 = new_TEX0;
}
}
@@ -4829,6 +4855,24 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
if (!src || !dst || src->m_scale != dst->m_scale)
return false;
// If we have an offset, adjust the base positions
if (src->m_TEX0.TBP0 != SBP)
{
GSVector4i offset = TranslateAlignedRectByPage(dst, SBP, SPSM, SBW, GSVector4i(0, 1).xxyy(), false);
sx += offset.x;
sy += offset.y;
}
if (dst->m_TEX0.TBP0 != DBP)
{
GSVector4i offset = TranslateAlignedRectByPage(dst, DBP, DPSM, DBW, GSVector4i(0, 1).xxyy(), false);
dx += offset.x;
dy += offset.y;
req_resize = true;
}
// Scale coordinates.
const float scale = src->m_scale;
const int scaled_sx = static_cast<int>(sx * scale);
@@ -4842,6 +4886,11 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
if ((scaled_sx + scaled_w) > src->m_texture->GetWidth() || (scaled_sy + scaled_h) > src->m_texture->GetHeight())
return false;
if (req_resize)
{
const GSVector2i target_size = GetTargetSize(DBP, DBW, DPSM, Common::AlignUpPow2(dx + w, 64), dx + h);
dst->ResizeTexture(std::max(dst->m_unscaled_size.x, target_size.x), std::max(dst->m_unscaled_size.y, target_size.y));
}
// We don't want to copy "old" data that the game has overwritten with writes,
// so flush any overlapping dirty area.
src->UpdateIfDirtyIntersects(GSVector4i(sx, sy, sx + w, sy + h));
@@ -4850,6 +4899,9 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
// we're not going to be able to use it as a source.
dst->Update();
// Invalidate any opposite targets.
g_texture_cache->InvalidateVideoMemType(GSTextureCache::DepthStencil - dst->m_type, dst->m_TEX0.TBP0);
// Expand the target when we used a more conservative size.
const int required_dh = scaled_dy + scaled_h;
if ((scaled_dx + scaled_w) <= dst->m_texture->GetWidth() && required_dh > dst->m_texture->GetHeight())
@@ -4938,9 +4990,30 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
{
if (SPSM == PSMT8H && SPSM == DPSM)
{
ShaderConvert shader = ShaderConvert::COPY;
const GSVector4 src_rect = GSVector4(scaled_sx, scaled_sy, scaled_sx + scaled_w, scaled_sy + scaled_h) / (GSVector4(src->m_texture->GetSize()).xyxy());
const GSVector4 dst_rect = GSVector4(scaled_dx, scaled_dy, (scaled_dx + scaled_w), (scaled_dy + scaled_h));
g_gs_device->StretchRect(src->m_texture, src_rect, dst->m_texture, dst_rect, false, false, false, true);
g_gs_device->StretchRect(src->m_texture, src_rect, dst->m_texture, dst_rect, false, false, false, true, shader);
}
else if (src->m_type != dst->m_type)
{
ShaderConvert shader = dst->m_type ? ShaderConvert::RGBA8_TO_FLOAT32 : ShaderConvert::FLOAT32_TO_RGBA8;
switch (dpsm_s.trbpp)
{
case 24:
shader = dst->m_type ? ShaderConvert::RGBA8_TO_FLOAT24 : ShaderConvert::FLOAT32_TO_RGB8;
break;
case 16:
shader = dst->m_type ? ShaderConvert::RGB5A1_TO_FLOAT16 : ShaderConvert::FLOAT16_TO_RGB5A1;
break;
default:
break;
}
const GSVector4 src_rect = GSVector4(scaled_sx, scaled_sy, scaled_sx + scaled_w, scaled_sy + scaled_h) / (GSVector4(src->m_texture->GetSize()).xyxy());
g_gs_device->StretchRect(src->m_texture, src_rect, dst->m_texture, GSVector4(scaled_sx, scaled_sy, scaled_sx + scaled_w, scaled_sy + scaled_h), shader, false);
}
else
{
@@ -4968,7 +5041,8 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
dst->m_alpha_range |= src->m_alpha_range;
}
if (GSLocalMemory::IsPageAligned(src->m_TEX0.PSM, GSVector4i(sx, sy, sx + w, sy + h)) && (w == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.x || h == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.y))
u32 page_mask = GSLocalMemory::IsPageAlignedMasked(src->m_TEX0.PSM, GSVector4i(sx, sy, sx + w, sy + h));
if (((page_mask & 0x0f0f) == 0x0f0f || (page_mask & 0xf0f0) == 0xf0f0) && (w == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.x || h == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.y))
{
// Vertical Strips
if (w == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.x)
@@ -5003,7 +5077,7 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
// Invalidate any sources that overlap with the target (since they're now stale).
InvalidateVideoMem(g_gs_renderer->m_mem.GetOffset(DBP, DBW, DPSM), GSVector4i(dx, dy, dx + w, dy + h), false);
CombineAlignedInsideTargets(dst);
return true;
}
@@ -5190,7 +5264,7 @@ GSTextureCache::Target* GSTextureCache::GetExactTarget(u32 BP, u32 BW, int type,
{
Target* t = *it;
const u32 tgt_bw = std::max(t->m_TEX0.TBW, 1U);
if ((t->m_TEX0.TBP0 == BP || (GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets && t->m_TEX0.TBP0 < BP && (((BP - t->m_TEX0.TBP0) >> 5) % tgt_bw) == 0)) && tgt_bw == BW && t->UnwrappedEndBlock() >= end_bp)
if ((t->m_TEX0.TBP0 == BP || (GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets && t->m_TEX0.TBP0 < BP && !(BP & 0x1f) && (((BP - t->m_TEX0.TBP0) >> 5) % tgt_bw) == 0)) && tgt_bw == BW && t->UnwrappedEndBlock() >= end_bp)
{
rts.MoveFront(it.Index());
return t;
@@ -5667,7 +5741,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
if (is_8bits)
{
GL_INS("TC: Reading RT as a packed-indexed 8 bits format");
shader = ShaderConvert::RGBA_TO_8I;
shader = GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 16 ? ShaderConvert::RGB5A1_TO_8I : ShaderConvert::RGBA_TO_8I;
}
#ifdef ENABLE_OGL_DEBUG
@@ -5737,7 +5811,11 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
{
// We're inside the target, so conversion needs to happen on the entire target so we can offset properly.
src->m_unscaled_size.x = dst->m_unscaled_size.x * 2;
src->m_unscaled_size.y = dst->m_unscaled_size.y * 2;
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 32)
src->m_unscaled_size.y = dst->m_unscaled_size.y * 2;
else
src->m_unscaled_size.y = dst->m_unscaled_size.y;
new_size.x = src->m_unscaled_size.x;
new_size.y = src->m_unscaled_size.y;
}
@@ -5908,7 +5986,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
// Adjust to match a PSMT8 texture (coordinates are double C32, we shouldn't be converting from anything else).
x_offset *= 2;
y_offset *= 2;
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 32)
y_offset *= 2;
src->m_region.SetX(x_offset, x_offset + tw);
src->m_region.SetY(y_offset, y_offset + th);
@@ -6695,6 +6774,8 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
{
case PSMCT32:
case PSMCT24:
case PSMZ32:
case PSMZ24:
{
// If we're downloading a depth buffer that's been reinterpreted as a color
// format, convert it to integer. The format/swizzle is likely wrong, but it's
@@ -6720,27 +6801,11 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
case PSMCT16:
case PSMCT16S:
{
fmt = GSTexture::Format::UInt16;
ps_shader = is_depth ? ShaderConvert::FLOAT32_TO_16_BITS : ShaderConvert::RGBA8_TO_16_BITS;
dltex = &m_uint16_download_texture;
}
break;
case PSMZ32:
case PSMZ24:
{
fmt = GSTexture::Format::UInt32;
ps_shader = ShaderConvert::FLOAT32_TO_32_BITS;
dltex = &m_uint32_download_texture;
}
break;
case PSMZ16:
case PSMZ16S:
{
fmt = GSTexture::Format::UInt16;
ps_shader = ShaderConvert::FLOAT32_TO_16_BITS;
ps_shader = is_depth ? ShaderConvert::FLOAT32_TO_16_BITS : ShaderConvert::RGBA8_TO_16_BITS;
dltex = &m_uint16_download_texture;
}
break;

View File

@@ -1713,12 +1713,12 @@ void GSDeviceMTL::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX,
void GSDeviceMTL::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
{ @autoreleasepool {
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
id<MTLRenderPipelineState> pipeline = m_convert_pipeline[static_cast<int>(shader)];
if (!pipeline)
[NSException raise:@"StretchRect Missing Pipeline" format:@"No pipeline for %d", static_cast<int>(shader)];
GSMTLIndexedConvertPSUniform uniform = { sScale, SBW, DBW };
GSMTLIndexedConvertPSUniform uniform = { sScale, SBW, DBW, SPSM };
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
DoStretchRect(sTex, GSVector4::zero(), dTex, dRect, pipeline, false, LoadAction::DontCareIfFull, &uniform, sizeof(uniform));

View File

@@ -64,6 +64,7 @@ struct GSMTLIndexedConvertPSUniform
float scale;
uint sbw;
uint dbw;
uint psm;
};
struct GSMTLDownsamplePSUniform

View File

@@ -296,6 +296,121 @@ fragment DepthOut ps_convert_rgb5a1_float16_biln(ConvertShaderData data [[stage_
return res.sample_biln<rgb5a1_to_depth16>(data.t);
}
fragment float4 ps_convert_rgb5a1_8i(ConvertShaderData data [[stage_in]], DirectReadTextureIn<float> res,
constant GSMTLIndexedConvertPSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uint2 pos = uint2(data.p.xy);
// Collapse separate R G B A areas into their base pixel
uint2 column = (pos & ~uint2(0u, 3u)) / uint2(1,2);
uint2 subcolumn = (pos & uint2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((uniform.psm & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((uniform.psm & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((uniform.psm & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uint2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uint2 block_xy = coord / uint2(64, 64);
uint block_num = (block_xy.y * (uniform.dbw / 128)) + block_xy.x;
uint2 block_offset = uint2((block_num % (uniform.sbw / 64)) * 64, (block_num / (uniform.sbw / 64)) * 64);
coord = (coord % uint2(64, 64)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4;
uint is_col13 = pos.y & 2;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (any(floor(uniform.scale) != uniform.scale))
coord = uint2(float2(coord) * uniform.scale);
else
coord = mul24(coord, uint2(uniform.scale));
float4 pixel = res.tex.read(coord);
uint4 denorm_c = (uint4)(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = (float)(((green << 5) | red) & 0xFF) / 255.0f;
return float4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = (float)((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
return float4(sel0);
}
}
fragment float4 ps_convert_rgba_8i(ConvertShaderData data [[stage_in]], DirectReadTextureIn<float> res,
constant GSMTLIndexedConvertPSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
{

View File

@@ -350,10 +350,11 @@ bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
return false;
m_convert.ps[i].SetFormattedName("Convert pipe %s", name);
if (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I)
if (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I || static_cast<ShaderConvert>(i) == ShaderConvert::RGB5A1_TO_8I)
{
m_convert.ps[i].RegisterUniform("SBW");
m_convert.ps[i].RegisterUniform("DBW");
m_convert.ps[i].RegisterUniform("PSM");
m_convert.ps[i].RegisterUniform("ScaleFactor");
}
else if (static_cast<ShaderConvert>(i) == ShaderConvert::YUV)
@@ -1594,12 +1595,13 @@ void GSDeviceOGL::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 off
{
CommitClear(sTex, false);
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
GLProgram& prog = m_convert.ps[static_cast<int>(shader)];
prog.Bind();
prog.Uniform1ui(0, SBW);
prog.Uniform1ui(1, DBW);
prog.Uniform1f(2, sScale);
prog.Uniform1ui(2, SPSM);
prog.Uniform1f(3, sScale);
OMSetDepthStencilState(m_convert.dss);
OMSetBlendState(false);

View File

@@ -3158,15 +3158,16 @@ void GSDeviceVK::ConvertToIndexedTexture(
{
u32 SBW;
u32 DBW;
u32 pad1[2];
u32 PSM;
u32 pad1[1];
float ScaleFactor;
float pad2[3];
};
const Uniforms uniforms = {SBW, DBW, {}, sScale, {}};
const Uniforms uniforms = {SBW, DBW, SPSM, {}, sScale, {}};
SetUtilityPushConstants(&uniforms, sizeof(uniforms));
const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
const ShaderConvert shader = ((SPSM & 0xE) == 0) ? ShaderConvert::RGBA_TO_8I : ShaderConvert::RGB5A1_TO_8I;
const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
DoStretchRect(static_cast<GSTextureVK*>(sTex), GSVector4::zero(), static_cast<GSTextureVK*>(dTex), dRect,
m_convert[static_cast<int>(shader)], false, true);

View File

@@ -857,7 +857,7 @@ void AudioStreamParameters::LoadSave(SettingsWrapper& wrap, const char* section)
wrap.EnumEntry(section, "ExpansionMode", expansion_mode, &AudioStream::ParseExpansionMode, &AudioStream::GetExpansionModeName, DEFAULT_EXPANSION_MODE);
minimal_output_latency = wrap.EntryBitBool(section, "OutputLatencyMinimal", DEFAULT_OUTPUT_LATENCY_MINIMAL);
buffer_ms = static_cast<u16>(std::clamp<int>(wrap.EntryBitfield(section, "BufferMS", buffer_ms, DEFAULT_BUFFER_MS), 0, std::numeric_limits<u16>::max()));
output_latency_ms = static_cast<u16>(std::clamp<int>(wrap.EntryBitfield(section, "OutputLatencyMS", buffer_ms, DEFAULT_OUTPUT_LATENCY_MS), 0, std::numeric_limits<u16>::max()));
output_latency_ms = static_cast<u16>(std::clamp<int>(wrap.EntryBitfield(section, "OutputLatencyMS", output_latency_ms, DEFAULT_OUTPUT_LATENCY_MS), 0, std::numeric_limits<u16>::max()));
stretch_sequence_length_ms = static_cast<u16>(std::clamp<int>(wrap.EntryBitfield(section, "StretchSequenceLengthMS", DEFAULT_STRETCH_SEQUENCE_LENGTH), 0, std::numeric_limits<u16>::max()));
stretch_seekwindow_ms = static_cast<u16>(std::clamp<int>(wrap.EntryBitfield(section, "StretchSeekWindowMS", DEFAULT_STRETCH_SEEKWINDOW), 0, std::numeric_limits<u16>::max()));

View File

@@ -21,6 +21,7 @@
#include <cstring>
#include <fmt/format.h>
#include <sys/stat.h>
#include <algorithm>
#include <fcntl.h>
@@ -641,7 +642,7 @@ namespace R3000A
for (size_t i = 0; i < handles.size(); i++)
{
if (handles[i].fd_index == (u32) fd - firstfd)
if (handles[i].fd_index == (u32)fd - firstfd)
{
handles.erase(handles.begin() + i);
break;
@@ -928,12 +929,6 @@ namespace R3000A
{
int Kprintf_HLE()
{
// Using sprintf here is a bit nasty, but it has a large buffer..
// Don't feel like rewriting it.
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#endif
// Emulate the expected Kprintf functionality:
iopMemWrite32(sp, a0);
@@ -951,8 +946,12 @@ namespace R3000A
if (!ConsoleLogging.iopConsole.IsActive())
return 1;
char tmp[1024], tmp2[1024];
// maximum allowed size for our buffer before we truncate
const unsigned int max_len = 4096;
char tmp[max_len], tmp2[max_len];
char* ptmp = tmp;
unsigned int printed_bytes = 0;
int remaining_buf = max_len - 1;
int n = 1, i = 0, j = 0;
while (fmt[i])
@@ -963,21 +962,32 @@ namespace R3000A
j = 0;
tmp2[j++] = '%';
_start:
switch (fmt[++i])
// let's check whether this is our null terminator
// before allowing the parser to proceed
if (fmt[i + 1])
{
case '.':
case 'l':
tmp2[j++] = fmt[i];
goto _start;
default:
if (fmt[i] >= '0' && fmt[i] <= '9')
{
switch (fmt[++i])
{
case '.':
case 'l':
if (j >= max_len)
break;
tmp2[j++] = fmt[i];
goto _start;
}
break;
default:
if (fmt[i] >= '0' && fmt[i] <= '9')
{
if (j >= max_len)
break;
tmp2[j++] = fmt[i];
goto _start;
}
break;
}
}
if (j >= max_len)
break;
tmp2[j++] = fmt[i];
tmp2[j] = 0;
@@ -985,7 +995,9 @@ namespace R3000A
{
case 'f':
case 'F':
ptmp += sprintf(ptmp, tmp2, (float)iopMemRead32(sp + n * 4));
printed_bytes = std::min(remaining_buf, snprintf(ptmp, remaining_buf, tmp2, (float)iopMemRead32(sp + n * 4)));
remaining_buf -= printed_bytes;
ptmp += printed_bytes;
n++;
break;
@@ -995,7 +1007,9 @@ namespace R3000A
case 'E':
case 'g':
case 'G':
ptmp += sprintf(ptmp, tmp2, (double)iopMemRead32(sp + n * 4));
printed_bytes = std::min(remaining_buf, snprintf(ptmp, remaining_buf, tmp2, (double)iopMemRead32(sp + n * 4)));
remaining_buf -= printed_bytes;
ptmp += printed_bytes;
n++;
break;
@@ -1007,19 +1021,27 @@ namespace R3000A
case 'O':
case 'x':
case 'X':
ptmp += sprintf(ptmp, tmp2, (u32)iopMemRead32(sp + n * 4));
case 'u':
case 'U':
printed_bytes = std::min(remaining_buf, snprintf(ptmp, remaining_buf, tmp2, (u32)iopMemRead32(sp + n * 4)));
remaining_buf -= printed_bytes;
ptmp += printed_bytes;
n++;
break;
case 'c':
ptmp += sprintf(ptmp, tmp2, (u8)iopMemRead32(sp + n * 4));
printed_bytes = std::min(remaining_buf, snprintf(ptmp, remaining_buf, tmp2, (u8)iopMemRead32(sp + n * 4)));
remaining_buf -= printed_bytes;
ptmp += printed_bytes;
n++;
break;
case 's':
{
std::string s = iopMemReadString(iopMemRead32(sp + n * 4));
ptmp += sprintf(ptmp, tmp2, s.data());
printed_bytes = std::min(remaining_buf, snprintf(ptmp, remaining_buf, tmp2, s.data()));
remaining_buf -= printed_bytes;
ptmp += printed_bytes;
n++;
}
break;
@@ -1043,10 +1065,6 @@ namespace R3000A
iopConLog(ShiftJIS_ConvertString(tmp, 1023));
return 1;
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}
} // namespace sysmem

View File

@@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 65;
static constexpr u32 SHADER_CACHE_VERSION = 66;