Compare commits

...

21 Commits

Author SHA1 Message Date
chaoticgd
3e782d355d Docs: Add missing third party license for KDBindings 2025-06-20 22:22:51 +02:00
PCSX2 Bot
22a7324b69 [ci skip] Qt: Update Base Translation. 2025-06-20 02:02:47 +02:00
refractionpcsx2
f3b4c50909 GS/HW: Improve Native Scaling detection + Include direct mem reads 2025-06-20 02:02:30 +02:00
lightningterror
a45f27e6e9 GS/DX: Don't output color for datm/stencil date shaders.
RTV(Render target view) is not bound so no need
to output anything, just clip/discard if needed.

Fixes dx11 api warning that pixel shader writes color
output but no rtv is bound.
2025-06-20 02:01:47 +02:00
lightningterror
2f84bf0cca GS/TC: Don't enable Frame buffer conversion on PSMT8.
We have dedicated shader now, no need.
2025-06-20 02:01:28 +02:00
refractionpcsx2
3e2c3e5075 GS/TC: Slight fix for rect translation with block offset 2025-06-20 02:00:51 +02:00
refractionpcsx2
154259d0a6 GS/HW: Don't resize target if only writing to alpha when RGB is valid 2025-06-20 02:00:51 +02:00
TellowKrinkle
7d2d05ff59 GS: Send all frames to capture, including skipped ones
You wanted those frames recorded right?  Also if you skip them you'll desync audio and everything will be sad.
2025-06-18 20:08:16 -04:00
TheLastRar
f7c587c9a8 CI: Restore repository check in Flathub publish action 2025-06-18 09:07:54 -04:00
PCSX2 Bot
9162b30b18 [ci skip] Qt: Update Base Translation. 2025-06-18 07:09:06 +02:00
chaoticgd
14cfe37c8b Debugger: Fix crash when breakpoint is hit before createMenuBar call 2025-06-17 04:39:32 +02:00
PCSX2 Bot
a27a0ab49d [ci skip] PAD: Update to latest controller database. 2025-06-17 04:38:20 +02:00
Ty
0742fe07ec [ci skip] Testing flathub versioning, please ignore 2025-06-15 14:53:55 -04:00
Ty
65a92470d3 CI: Fix flathub versioning on tagless commits 2025-06-15 14:26:08 -04:00
PCSX2 Bot
10dc1a2da2 [ci skip] Qt: Update Base Translation. 2025-06-14 21:50:20 +02:00
JordanTheToaster
aad2128c32 GSRunner: Fix broken compilation 2025-06-14 21:50:08 +02:00
refractionpcsx2
2640678cac GS/HW: Adjust which function gets used for clearing depth on perfect match 2025-06-14 01:30:00 +02:00
KamFretoZ
8b90e2d53d BPM: Fix CTD when exiting BPM in No GUI mode 2025-06-14 01:28:49 +02:00
KamFretoZ
f87175dc7f Host: Move Batch/NoGUI mode check to Host
Moved from QtHost to Host for more accesibility
2025-06-14 01:28:49 +02:00
refractionpcsx2
b30444c0d0 GS/HW: Fix bug and improve inside target tracking on HW moves 2025-06-12 23:01:36 +01:00
refractionpcsx2
c1da0caf15 GS/HW: Fix possible null reference causing a crash 2025-06-12 18:26:15 +01:00
21 changed files with 1200 additions and 1091 deletions

View File

@@ -6,36 +6,45 @@ on:
workflow_dispatch: # As well as manually.
jobs:
check:
if: github.repository == 'PCSX2/pcsx2'
name: "Check if release is needed"
runs-on: ubuntu-latest
timeout-minutes: 180
outputs:
PCSX2_RELEASE: ${{ steps.getinfo.outputs.PCSX2_RELEASE }}
FLATHUB_RELEASE: ${{ steps.getinfo.outputs.FLATHUB_RELEASE }}
steps:
- name: Get latest tag and Flathub release
id: getinfo
env:
GH_TOKEN: ${{ github.token }}
run: |
PCSX2_RELEASE=$(gh api -H 'Accept: application/vnd.github+json' -H 'X-GitHub-Api-Version: 2022-11-28' /repos/PCSX2/pcsx2/releases | jq -r '.[0].tag_name')
FLATHUB_RELEASE=$(curl -L -s https://flathub.org/api/v2/appstream/net.pcsx2.PCSX2 | jq -r '.releases | max_by(.version) | .version')
echo "Latest PCSX2 release is: '${PCSX2_RELEASE}'"
echo "Latest Flathub release is: '${FLATHUB_RELEASE}'"
PCSX2_RELEASE=$(echo $PCSX2_RELEASE | sed 's/[^0-9]*//g')
FLATHUB_RELEASE=$(echo $FLATHUB_RELEASE | sed 's/[^0-9]*//g')
echo "PCSX2_RELEASE=${PCSX2_RELEASE}" >> "$GITHUB_OUTPUT"
echo "FLATHUB_RELEASE=${FLATHUB_RELEASE}" >> "$GITHUB_OUTPUT"
# check is disabled as the flathub api does not give us beta repository information
# Alternatively we can "flatpak remote-info or parse the appstream directly for the beta repo"
# Maybe in the future if we don't want to publish the same version twice if we get no commits
# for 24 hours.
# check:
# if: github.repository == 'PCSX2/pcsx2'
# name: "Check if release is needed"
# runs-on: ubuntu-latest
# timeout-minutes: 180
# outputs:
# PCSX2_RELEASE: ${{ steps.getinfo.outputs.PCSX2_RELEASE }}
# FLATHUB_RELEASE: ${{ steps.getinfo.outputs.FLATHUB_RELEASE }}
# steps:
# - name: Get latest tag and Flathub release
# id: getinfo
# env:
# GH_TOKEN: ${{ github.token }}
# run: |
# PCSX2_RELEASE=$(gh api -H 'Accept: application/vnd.github+json' -H 'X-GitHub-Api-Version: 2022-11-28' /repos/PCSX2/pcsx2/releases | jq -r '.[0].tag_name')
# FLATHUB_RELEASE=$(curl -L -s https://flathub.org/api/v2/appstream/net.pcsx2.PCSX2 | jq -r '.releases | max_by(.version) | .version')
# echo "Latest PCSX2 release is: '${PCSX2_RELEASE}'"
# echo "Latest Flathub release is: '${FLATHUB_RELEASE}'"
# PCSX2_RELEASE=$(echo $PCSX2_RELEASE | sed 's/[^0-9]*//g')
# FLATHUB_RELEASE=$(echo $FLATHUB_RELEASE | sed 's/[^0-9]*//g')
# echo "PCSX2_RELEASE=${PCSX2_RELEASE}" >> "$GITHUB_OUTPUT"
# echo "FLATHUB_RELEASE=${FLATHUB_RELEASE}" >> "$GITHUB_OUTPUT"
build:
needs: check
# needs: check
# outputs are automatically compared as strings. This doesn't work in our favour
# Use fromJson() to convert them to proper integers...
# see: https://github.com/github/docs/pull/25870
# and: https://github.com/orgs/community/discussions/57480
#if: fromJson(needs.check.outputs.FLATHUB_RELEASE) < fromJson(needs.check.outputs.PCSX2_RELEASE)
# if: fromJson(needs.check.outputs.FLATHUB_RELEASE) < fromJson(needs.check.outputs.PCSX2_RELEASE)
# As the check step is disabled, perform repository check here
if: github.repository == 'PCSX2/pcsx2'
name: "Build and publish Flatpak"
uses: ./.github/workflows/linux_build_flatpak.yml
with:

View File

@@ -54,19 +54,16 @@ jobs:
uses: actions/checkout@v4
with:
set-safe-directory: ${{ env.GITHUB_WORKSPACE }}
# 10 here, since the odds of having 10 untagged commits in a row should be slim to none
# This is required for the tagging logic in generate-metainfo.sh
fetch-depth: 10
fetch-tags: true
# Work around container ownership issue
- name: Set Safe Directory
shell: bash
run: git config --global --add safe.directory "*"
# Hackity hack. When running the workflow on a schedule, we don't have the tag,
# it doesn't fetch tags, therefore we don't get a version. So grab them manually.
# actions/checkout elides tags, fetch them primarily for releases
- name: Fetch tags
if: ${{ inputs.fetchTags }}
run: git fetch --tags --no-recurse-submodules
- name: Add stable release identifier file
if: ${{ inputs.stableBuild == true || inputs.stableBuild == 'true' }}
shell: bash
@@ -125,7 +122,7 @@ jobs:
cache: true
restore-cache: true
cache-key: ${{ inputs.os }} ${{ inputs.platform }} ${{ inputs.compiler }} flatpak ${{ hashFiles('.github/workflows/scripts/linux/flatpak/**/*.json') }}
#- name: Validate build
# run: |
# flatpak-builder-lint repo repo

View File

@@ -12,12 +12,24 @@ GIT_DATE=$(git log -1 --pretty=%cd --date=iso8601)
GIT_VERSION=$(git tag --points-at HEAD)
GIT_HASH=$(git rev-parse HEAD)
if [[ "${GIT_VERSION}" == "" ]]; then
# In the odd event that we run this script before the release gets tagged.
GIT_VERSION=$(git describe --tags)
if [[ "${GIT_VERSION}" == "" ]]; then
GIT_VERSION=$(git rev-parse HEAD)
fi
if [[ -z "${GIT_VERSION}" ]]; then
if git branch -r --contains HEAD | grep -q 'origin/master'; then
# Our master doesn't have a tagged commit
# This happens when the commit is "ci skip"
# abbrev so we have just the latest tag
# ie v2.3.420 (Yes, that's the current master at the time of writing)
GIT_VERSION=$(git describe --tags --abbrev=0)
else
# We are probably building a PR
# Keep the short SHA in the version
# ie v2.3.420-1-g10dc1a2da
GIT_VERSION=$(git describe --tags)
fi
if [[ -z "${GIT_VERSION}" ]]; then
# Fallback to raw commit hash
GIT_VERSION=$(git rev-parse HEAD)
fi
fi
echo "GIT_DATE: ${GIT_DATE}"

View File

@@ -24,6 +24,7 @@
<li><a href="#googletest">GoogleTest</a></li>
<li><a href="#harfbuzz">HarfBuzz</a></li>
<li><a href="#jsonformoderncpp">JSON for Modern C++</a></li>
<li><a href="#kdbindings">KDBindings</a></li>
<li><a href="#kddockwidgets">KDDockWidgets</a></li>
<li><a href="#kissfft">kissfft</a></li>
<li><a href="#libbacktrace">libbacktrace</a></li>
@@ -1910,6 +1911,7 @@ PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
</pre>
</div>
<!-- Transitive dependency of KDDockWidgets. -->
<div id="jsonformoderncpp">
<h3>JSON for Modern C++ - <a href="https://json.nlohmann.me">https://json.nlohmann.me</a></h3>
<pre>
@@ -1937,6 +1939,34 @@ SOFTWARE.
</pre>
</div>
<!-- Transitive dependency of KDDockWidgets. -->
<div id="kdbindings">
<h3>KDBindings - <a href="https://github.com/KDAB/KDBindings">https://github.com/KDAB/KDBindings</a></h3>
<pre>
MIT License
Copyright 2021 Klarälvdalens Datakonsult AB, a KDAB Group company &lt;info@kdab.com&gt;
Copyright 2021 Jeremy Burns
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the &quot;Software&quot;), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED &quot;AS IS&quot;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
</pre>
</div>
<div id="kddockwidgets">
<h3>KDDockWidgets - <a href="https://github.com/KDAB/KDDockWidgets">https://github.com/KDAB/KDDockWidgets</a></h3>
<pre>

View File

@@ -469,8 +469,10 @@
030000001008000001e5000000000000,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:Windows,
03000000050b00000045000000000000,Nexus,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:b10,x:b2,y:b3,platform:Windows,
03000000152000000182000000000000,NGDS,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:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
030000007e0500006920000000000000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Windows,
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,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,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows,
030000007e0500007320000000000000,NSO GameCube Controller,a:b1,b:b3,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b13,lefttrigger:b12,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b4,rightx:a2,righty:a3~,start:b6,x:b0,y:b2,platform:Windows,
030000007e0500001920000000000000,NSO N64 Controller,+rightx:b8,+righty:b2,-rightx:b3,-righty:b7,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Windows,
030000007e0500001720000000000000,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:Windows,
03000000550900001472000000000000,NVIDIA Controller,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows,
@@ -1004,10 +1006,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
030000007e0500006920000001010000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Mac OS X,
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,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:b2,y:b3,platform:Mac OS X,
030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,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:b2,y:b3,platform:Mac OS X,
030000007e0500000920000010020000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:Mac OS X,
050000007e05000009200000ff070000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:Mac OS X,
030000007e0500007320000001010000,NSO GameCube Controller,a:b1,b:b3,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b13,lefttrigger:b12,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b4,rightx:a2,righty:a3~,start:b6,x:b0,y:b2,platform:Mac OS X,
030000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Mac OS X,
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,
@@ -1482,6 +1486,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
060000007e0500003713000000000000,Nintendo 3DS,a:b0,b:b1,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux,
03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux,
030000007e0500006920000011010000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Linux,
060000004e696e74656e646f20537700,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
060000007e0500000620000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
060000007e0500000820000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
@@ -1496,6 +1501,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
050000005a1d00000218000003000000,Nokia GC 5000,a:b9,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,
030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
030000007e0500007320000011010000,NSO GameCube Controller,a:b1,b:b3,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b13,lefttrigger:b12,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b4,rightx:a2,righty:a3~,start:b6,x:b0,y:b2,platform:Linux,
030000007e0500001920000011810000,NSO N64 Controller,+rightx:b2,+righty:b3,-rightx:b4,-righty:b10,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b5,rightshoulder:b7,righttrigger:b9,start:b11,platform:Linux,
050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux,
050000007e0500001920000001800000,NSO N64 Controller,+rightx:b2,+righty:b3,-rightx:b4,-righty:b10,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b5,rightshoulder:b7,righttrigger:b9,start:b11,platform:Linux,

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@@ -110,48 +110,24 @@ uint ps_convert_rgba8_16bits(PS_INPUT input) : SV_Target0
return ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
}
PS_OUTPUT ps_datm1(PS_INPUT input)
void ps_datm1(PS_INPUT input)
{
PS_OUTPUT output;
clip(sample_c(input.t).a - 127.5f / 255); // >= 0x80 pass
output.c = 0;
return output;
}
PS_OUTPUT ps_datm0(PS_INPUT input)
void ps_datm0(PS_INPUT input)
{
PS_OUTPUT output;
clip(127.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass)
output.c = 0;
return output;
}
PS_OUTPUT ps_datm1_rta_correction(PS_INPUT input)
void ps_datm1_rta_correction(PS_INPUT input)
{
PS_OUTPUT output;
clip(sample_c(input.t).a - 254.5f / 255); // >= 0x80 pass
output.c = 0;
return output;
}
PS_OUTPUT ps_datm0_rta_correction(PS_INPUT input)
void ps_datm0_rta_correction(PS_INPUT input)
{
PS_OUTPUT output;
clip(254.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass)
output.c = 0;
return output;
}
PS_OUTPUT ps_rta_correction(PS_INPUT input)

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@@ -104,7 +104,6 @@ void ps_datm1()
{
if(sample_c(v_tex).a < (127.5f / 255.0f)) // >= 0x80 pass
discard;
}
#endif

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@@ -419,6 +419,16 @@ void Host::OnCreateMemoryCardOpenRequested()
// noop
}
bool Host::InBatchMode()
{
return false;
}
bool Host::InNoGUIMode()
{
return false;
}
bool Host::ShouldPreferHostFileSelector()
{
return false;

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@@ -142,12 +142,12 @@ void DockManager::switchToLayout(DockLayout::Index layout_index, bool blink_tab)
layout.thaw();
int tab_index = static_cast<int>(layout_index);
if (m_menu_bar && tab_index >= 0)
if (tab_index >= 0 && m_menu_bar)
m_menu_bar->onCurrentLayoutChanged(layout_index);
}
}
if (blink_tab)
if (blink_tab && m_menu_bar)
m_menu_bar->startBlink(m_current_layout);
}
@@ -512,7 +512,8 @@ void DockManager::newLayoutClicked()
{
// The plus button has just been made the current tab, so set it back to the
// one corresponding to the current layout again.
m_menu_bar->onCurrentLayoutChanged(m_current_layout);
if (m_menu_bar)
m_menu_bar->onCurrentLayoutChanged(m_current_layout);
auto name_validator = [this](const QString& name) {
return !hasNameConflict(name, DockLayout::INVALID_INDEX);

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@@ -43,7 +43,7 @@ void LogWindow::updateSettings()
{
std::unique_lock lock(s_log_mutex);
const bool new_enabled = Host::GetBaseBoolSettingValue("Logging", "EnableLogWindow", false) && !QtHost::InNoGUIMode();
const bool new_enabled = Host::GetBaseBoolSettingValue("Logging", "EnableLogWindow", false) && !Host::InNoGUIMode();
const bool attach_to_main = Host::GetBaseBoolSettingValue("Logging", "AttachLogWindowToMainWindow", true);
const bool curr_enabled = Log::IsHostOutputEnabled();

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@@ -1130,7 +1130,7 @@ bool MainWindow::shouldHideMainWindow() const
// NOTE: We can't use isRenderingToMain() here, because this happens post-fullscreen-switch.
return (Host::GetBoolSettingValue("UI", "HideMainWindowWhenRunning", false) && !g_emu_thread->shouldRenderToMain()) ||
(g_emu_thread->shouldRenderToMain() && (isRenderingFullscreen() || m_is_temporarily_windowed)) ||
QtHost::InNoGUIMode();
Host::InNoGUIMode();
}
bool MainWindow::shouldMouseLock() const
@@ -1306,7 +1306,7 @@ bool MainWindow::requestShutdown(bool allow_confirm, bool allow_save_to_state, b
// reshow the main window during display updates, because otherwise fullscreen transitions and renderer switches
// would briefly show and then hide the main window. So instead, we do it on shutdown, here. Except if we're in
// batch mode, when we're going to exit anyway.
if (!isRenderingToMain() && isHidden() && !QtHost::InBatchMode() && !g_emu_thread->isRunningFullscreenUI())
if (!isRenderingToMain() && isHidden() && !Host::InBatchMode() && !g_emu_thread->isRunningFullscreenUI())
updateWindowState(true);
// Clear the VM valid state early. That way we can't do anything in the UI if we take a while to shut down.
@@ -2060,7 +2060,7 @@ void MainWindow::onVMStopped()
updateInputRecordingActions(false);
// If we're closing or in batch mode, quit the whole application now.
if (m_is_closing || QtHost::InBatchMode())
if (m_is_closing || Host::InBatchMode())
{
quit();
return;

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@@ -602,7 +602,7 @@ void Host::CheckForSettingsChanges(const Pcsx2Config& old_config)
bool EmuThread::shouldRenderToMain() const
{
return !Host::GetBoolSettingValue("UI", "RenderToSeparateWindow", false) && !QtHost::InNoGUIMode();
return !Host::GetBoolSettingValue("UI", "RenderToSeparateWindow", false) && !Host::InNoGUIMode();
}
void EmuThread::toggleSoftwareRendering()
@@ -1268,7 +1268,7 @@ void Host::RequestVMShutdown(bool allow_confirm, bool allow_save_state, bool def
// This will probably call shutdownVM() again, but by the time it runs, we'll have already shut down
// and it'll be a noop.
if (QtHost::InBatchMode())
if (Host::InBatchMode())
QMetaObject::invokeMethod(g_main_window, "requestExit", Qt::QueuedConnection, Q_ARG(bool, false));
}
}
@@ -1437,12 +1437,12 @@ void Host::CommitBaseSettingChanges()
}
}
bool QtHost::InBatchMode()
bool Host::InBatchMode()
{
return s_batch_mode;
}
bool QtHost::InNoGUIMode()
bool Host::InNoGUIMode()
{
return s_nogui_mode;
}

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@@ -245,12 +245,6 @@ namespace QtHost
/// Sets the icon theme, based on the current style (light/dark).
void SetIconThemeFromStyle();
/// Sets batch mode (exit after game shutdown).
bool InBatchMode();
/// Sets NoGUI mode (implys batch mode, does not display main window, exits on shutdown).
bool InNoGUIMode();
/// Returns true if the calling thread is the UI thread.
bool IsOnUIThread();

File diff suppressed because it is too large Load Diff

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@@ -617,72 +617,71 @@ void GSRenderer::VSync(u32 field, bool registers_written, bool idle_frame)
EndPresentFrame();
PerformanceMetrics::Update(registers_written, fb_sprite_frame, skip_frame);
return;
}
if (!idle_frame)
g_gs_device->AgePool();
g_perfmon.EndFrame(idle_frame);
if ((g_perfmon.GetFrame() & 0x1f) == 0)
g_perfmon.Update();
// Little bit ugly, but we can't do CAS inside the render pass.
GSVector4i src_rect;
GSVector4 src_uv, draw_rect;
GSTexture* current = g_gs_device->GetCurrent();
if (current && !blank_frame)
else
{
src_rect = CalculateDrawSrcRect(current, m_real_size);
src_uv = GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy();
draw_rect = CalculateDrawDstRect(g_gs_device->GetWindowWidth(), g_gs_device->GetWindowHeight(),
src_rect, current->GetSize(), s_display_alignment, g_gs_device->UsesLowerLeftOrigin(),
GetVideoMode() == GSVideoMode::SDTV_480P);
s_last_draw_rect = draw_rect;
if (!idle_frame)
g_gs_device->AgePool();
if (GSConfig.CASMode != GSCASMode::Disabled)
{
static bool cas_log_once = false;
if (g_gs_device->Features().cas_sharpening)
{
// sharpen only if the IR is higher than the display resolution
const bool sharpen_only = (GSConfig.CASMode == GSCASMode::SharpenOnly ||
(current->GetWidth() > g_gs_device->GetWindowWidth() &&
current->GetHeight() > g_gs_device->GetWindowHeight()));
g_gs_device->CAS(current, src_rect, src_uv, draw_rect, sharpen_only);
}
else if (!cas_log_once)
{
Host::AddIconOSDMessage("CASUnsupported", ICON_FA_EXCLAMATION_TRIANGLE,
TRANSLATE_SV("GS",
"CAS is not available, your graphics driver does not support the required functionality."),
10.0f);
cas_log_once = true;
}
}
}
g_perfmon.EndFrame(idle_frame);
if (BeginPresentFrame(false))
{
if ((g_perfmon.GetFrame() & 0x1f) == 0)
g_perfmon.Update();
// Little bit ugly, but we can't do CAS inside the render pass.
GSVector4i src_rect;
GSVector4 src_uv, draw_rect;
GSTexture* current = g_gs_device->GetCurrent();
if (current && !blank_frame)
{
const u64 current_time = Common::Timer::GetCurrentValue();
const float shader_time = static_cast<float>(Common::Timer::ConvertValueToSeconds(current_time - m_shader_time_start));
src_rect = CalculateDrawSrcRect(current, m_real_size);
src_uv = GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy();
draw_rect = CalculateDrawDstRect(g_gs_device->GetWindowWidth(), g_gs_device->GetWindowHeight(),
src_rect, current->GetSize(), s_display_alignment, g_gs_device->UsesLowerLeftOrigin(),
GetVideoMode() == GSVideoMode::SDTV_480P);
s_last_draw_rect = draw_rect;
g_gs_device->PresentRect(current, src_uv, nullptr, draw_rect,
s_tv_shader_indices[GSConfig.TVShader], shader_time, GSConfig.LinearPresent != GSPostBilinearMode::Off);
if (GSConfig.CASMode != GSCASMode::Disabled)
{
static bool cas_log_once = false;
if (g_gs_device->Features().cas_sharpening)
{
// sharpen only if the IR is higher than the display resolution
const bool sharpen_only = (GSConfig.CASMode == GSCASMode::SharpenOnly ||
(current->GetWidth() > g_gs_device->GetWindowWidth() &&
current->GetHeight() > g_gs_device->GetWindowHeight()));
g_gs_device->CAS(current, src_rect, src_uv, draw_rect, sharpen_only);
}
else if (!cas_log_once)
{
Host::AddIconOSDMessage("CASUnsupported", ICON_FA_EXCLAMATION_TRIANGLE,
TRANSLATE_SV("GS", "CAS is not available, your graphics driver does not support the required functionality."),
10.0f);
cas_log_once = true;
}
}
}
EndPresentFrame();
if (BeginPresentFrame(false))
{
if (current && !blank_frame)
{
const u64 current_time = Common::Timer::GetCurrentValue();
const float shader_time = static_cast<float>(Common::Timer::ConvertValueToSeconds(current_time - m_shader_time_start));
if (GSConfig.OsdShowGPU)
PerformanceMetrics::OnGPUPresent(g_gs_device->GetAndResetAccumulatedGPUTime());
g_gs_device->PresentRect(current, src_uv, nullptr, draw_rect,
s_tv_shader_indices[GSConfig.TVShader], shader_time, GSConfig.LinearPresent != GSPostBilinearMode::Off);
}
EndPresentFrame();
if (GSConfig.OsdShowGPU)
PerformanceMetrics::OnGPUPresent(g_gs_device->GetAndResetAccumulatedGPUTime());
}
PerformanceMetrics::Update(registers_written, fb_sprite_frame, false);
}
PerformanceMetrics::Update(registers_written, fb_sprite_frame, false);
// snapshot
if (!m_snapshot.empty())
{

View File

@@ -3045,19 +3045,19 @@ void GSRendererHW::Draw()
if (scale_draw == 1)
{
target_scale = 1.0f;
m_downscale_source = src->m_from_target->GetScale() > 1.0f;
m_downscale_source = src->m_from_target ? src->m_from_target->GetScale() > 1.0f : false;
}
else
m_downscale_source = GSConfig.UserHacks_NativeScaling != GSNativeScaling::Aggressive ? false : src->m_from_target->GetScale() > 1.0f; // Bad for GTA + Full Spectrum Warrior, good for Sacred Blaze + Parappa.
m_downscale_source = (GSConfig.UserHacks_NativeScaling != GSNativeScaling::Aggressive || !src->m_from_target) ? false : src->m_from_target->GetScale() > 1.0f; // Bad for GTA + Full Spectrum Warrior, good for Sacred Blaze + Parappa.
}
else
{
// if it's directly copying keep the scale - Ratchet and clank hits this, stops edge garbage happening.
// Keep it to small targets of 256 or lower.
if (scale_draw == -1 && src && src->m_from_target && src->m_from_target->m_downscaled && ((static_cast<int>(m_cached_ctx.FRAME.FBW * 64) <= (PCRTCDisplays.GetResolution().x >> 1) &&
if (scale_draw == -1 && src && (!src->m_from_target || (src->m_from_target && src->m_from_target->m_downscaled)) && ((static_cast<int>(m_cached_ctx.FRAME.FBW * 64) <= (PCRTCDisplays.GetResolution().x >> 1) &&
(GSVector4i(m_vt.m_min.p).xyxy() == GSVector4i(m_vt.m_min.t).xyxy()).alltrue() && (GSVector4i(m_vt.m_max.p).xyxy() == GSVector4i(m_vt.m_max.t).xyxy()).alltrue()) || possible_shuffle))
{
target_scale = src->m_from_target->GetScale();
target_scale = src->m_from_target ? src->m_from_target->GetScale() : 1.0f;
scale_draw = 1;
scaled_copy = true;
}
@@ -3073,7 +3073,7 @@ void GSRendererHW::Draw()
// This upscaling hack is for games which construct P8 textures by drawing a bunch of small sprites in C32,
// then reinterpreting it as P8. We need to keep the off-screen intermediate textures at native resolution,
// but not propagate that through to the normal render targets. Test Case: Crash Wrath of Cortex.
if (no_ds && src && !m_channel_shuffle && src->m_from_target && (GSConfig.UserHacks_NativePaletteDraw || (src->m_from_target->m_downscaled && scale_draw <= 1)) &&
if (no_ds && src && !m_channel_shuffle && src->m_from_target && (GSConfig.UserHacks_NativePaletteDraw || (src->m_target_direct && src->m_from_target->m_downscaled && scale_draw <= 1)) &&
src->m_scale == 1.0f && (src->m_TEX0.PSM == PSMT8 || src->m_TEX0.TBP0 == m_cached_ctx.FRAME.Block()))
{
GL_CACHE("HW: Using native resolution for target based on texture source");
@@ -3167,7 +3167,7 @@ void GSRendererHW::Draw()
}
}
if (no_rt && ds->m_TEX0.TBP0 != m_cached_ctx.ZBUF.Block())
if (no_rt && ds && 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..
@@ -3405,7 +3405,7 @@ void GSRendererHW::Draw()
return;
}
rt = g_texture_cache->CreateTarget(FRAME_TEX0, t_size, GetValidSize(src, possible_shuffle), (GSConfig.UserHacks_NativeScaling != GSNativeScaling::Off && scale_draw < 0 && is_possible_mem_clear != ClearType::NormalClear) ? src->m_from_target->GetScale() : target_scale,
rt = g_texture_cache->CreateTarget(FRAME_TEX0, t_size, GetValidSize(src, possible_shuffle), (GSConfig.UserHacks_NativeScaling != GSNativeScaling::Off && scale_draw < 0 && is_possible_mem_clear != ClearType::NormalClear) ? ((src && src->m_from_target) ? src->m_from_target->GetScale() : (ds ? ds->m_scale : 1.0f)) : target_scale,
GSTextureCache::RenderTarget, true, fm, false, force_preload, preserve_rt_color || possible_shuffle, lookup_rect, src);
if (!rt) [[unlikely]]
@@ -4039,7 +4039,8 @@ void GSRendererHW::Draw()
bool valid_width_change = false;
if (rt && ((!is_possible_mem_clear || blending_cd) || rt->m_TEX0.PSM != FRAME_TEX0.PSM) && !m_in_target_draw)
{
valid_width_change = rt->m_TEX0.TBW != FRAME_TEX0.TBW;
const u32 frame_mask = (m_cached_ctx.FRAME.FBMSK & frame_psm.fmsk);
valid_width_change = rt->m_TEX0.TBW != FRAME_TEX0.TBW && (frame_mask != (frame_psm.fmsk & 0x00FFFFFF) || rt->m_valid_rgb == false);
if (valid_width_change && !m_cached_ctx.ZBUF.ZMSK && (m_cached_ctx.FRAME.FBMSK & 0xFF000000))
{
// Alpha could be a font, and since the width is changing it's no longer valid.
@@ -8974,6 +8975,9 @@ bool GSRendererHW::TextureCoversWithoutGapsNotEqual()
int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
{
if (GSConfig.UserHacks_NativeScaling == GSNativeScaling::Off)
return 0;
const GSVector2i draw_size = GSVector2i(m_vt.m_max.p.x - m_vt.m_min.p.x, m_vt.m_max.p.y - m_vt.m_min.p.y);
GSVector2i tex_size = GSVector2i(m_vt.m_max.t.x - m_vt.m_min.t.x, m_vt.m_max.t.y - m_vt.m_min.t.y);
@@ -8984,10 +8988,13 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
// Try to catch cases of stupid draws like Manhunt and Syphon Filter where they sample a single pixel.
// Also make sure it's grabbing most of the texture.
if (tex_size.x == 0 || tex_size.y == 0 || draw_size.x == 0 || draw_size.y == 0 || !is_target_src)
if (tex_size.x == 0 || tex_size.y == 0 || draw_size.x == 0 || draw_size.y == 0)
return 0;
if (is_target_src && src->m_from_target->m_downscaled && std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1)
const bool no_resize = (std::abs(draw_size.x - tex_size.x) <= 1 && std::abs(draw_size.y - tex_size.y) <= 1);
const bool can_maintain = no_resize || (!is_target_src && m_index.tail == 2);
if (!src || ((!is_target_src || src->m_from_target->m_downscaled) && can_maintain))
return -1;
const GSDrawingContext& next_ctx = m_env.CTXT[m_env.PRIM.CTXT];
@@ -9000,8 +9007,9 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
const bool is_downscale = m_cached_ctx.TEX0.TBW >= m_cached_ctx.FRAME.FBW && draw_size.x <= (tex_size.x * 0.75f) && draw_size.y <= (tex_size.y * 0.75f);
// Check we're getting most of the texture and not just stenciling a part of it.
// Only allow non-bilineared downscales if it's most of the target (misdetections of shadows in Naruto, Transformers etc), otherwise it's fine.
const GSVector2i tex_size_half = GSVector2i((src->GetRegion().HasX() ? src->GetRegionSize().x : src->m_from_target->m_valid.width()) / 2, (src->GetRegion().HasY() ? src->GetRegionSize().y : src->m_from_target->m_valid.height()) / 2);
const bool possible_downscale = m_context->TEX1.MMAG == 1 || src->m_from_target->m_downscaled || tex_size.x >= tex_size_half.x || tex_size.y >= tex_size_half.y;
const GSVector4i src_valid = src->m_from_target ? src->m_from_target->m_valid : src->m_valid_rect;
const GSVector2i tex_size_half = GSVector2i((src->GetRegion().HasX() ? src->GetRegionSize().x : src_valid.width()) / 2, (src->GetRegion().HasY() ? src->GetRegionSize().y : src_valid.height()) / 2);
const bool possible_downscale = m_context->TEX1.MMIN == 1 || !src->m_from_target || src->m_from_target->m_downscaled || tex_size.x >= tex_size_half.x || tex_size.y >= tex_size_half.y;
if (is_downscale && (draw_size.x >= PCRTCDisplays.GetResolution().x || !possible_downscale))
return 0;
@@ -9019,6 +9027,39 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
return is_upscale ? 2 : 1;
}
// Last ditched check if it's doing a lot of small draws exactly the same which could be recursive lighting bloom.
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index.tail > 2 && !no_gaps_or_single_sprite && m_context->TEX1.MMAG == 1 && !m_context->ALPHA.IsOpaque())
{
GSVertex* v = &m_vertex.buff[0];
float tw = 1 << src->m_TEX0.TW;
float th = 1 << src->m_TEX0.TH;
const int first_u = (PRIM->FST) ? (v[1].U - v[0].U) >> 4 : std::floor(static_cast<int>(tw * v[1].ST.S) - static_cast<int>(tw * v[0].ST.S));
const int first_v = (PRIM->FST) ? (v[1].V - v[0].V) >> 4 : std::floor(static_cast<int>(th * v[1].ST.T) - static_cast<int>(th * v[0].ST.T));
const int first_x = (v[1].XYZ.X - v[0].XYZ.X) >> 4;
const int first_y = (v[1].XYZ.Y - v[0].XYZ.Y) >> 4;
if (first_x > first_u && first_y > first_v && !no_resize && std::abs(draw_size.x - first_x) <= 4 && std::abs(draw_size.y - first_y) <= 4)
{
for (u32 i = 2; i < m_index.tail; i += 2)
{
const int next_u = (PRIM->FST) ? (v[i + 1].U - v[i].U) >> 4 : std::floor(static_cast<int>(tw * v[i + 1].ST.S) - static_cast<int>(tw * v[i].ST.S));
const int next_v = (PRIM->FST) ? (v[i + 1].V - v[i].V) >> 4 : std::floor(static_cast<int>(th * v[i + 1].ST.T) - static_cast<int>(th * v[i].ST.T));
const int next_x = (v[i + 1].XYZ.X - v[i].XYZ.X) >> 4;
const int next_y = (v[i + 1].XYZ.Y - v[i].XYZ.Y) >> 4;
if (std::abs(draw_size.x - next_x) > 4 || std::abs(draw_size.y - next_y) > 4)
break;
if (next_u != first_u || next_v != first_v || next_x != first_x || next_y != first_y)
break;
if (i + 2 >= m_index.tail)
return 2;
}
}
}
return 0;
}

View File

@@ -424,7 +424,7 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
}
}
}
else // Widths match
else if (!block_offset) // Widths match
{
const int horizontal_dst_page_offset = page_offset % clamped_tbw;
const int vertical_dst_page_offset = page_offset / clamped_tbw;
@@ -629,6 +629,8 @@ void GSTextureCache::DirtyRectByPage(u32 sbp, u32 spsm, u32 sbw, Target* t, GSVe
{
RGBAMask rgba;
rgba._u32 = GSUtil::GetChannelMask(spsm);
// FIXME: This could be a problem if used when the valid area is smaller than dirty area and it needs the data during expansion on a later draw.
// This happens on Kamen Rider - Seigi no Keifu if the invalidatevideomem function was to use this function for depth clearing.
AddDirtyRectTarget(t, t->m_valid, t->m_TEX0.PSM, t->m_TEX0.TBW, rgba);
return;
}
@@ -1624,14 +1626,12 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
{
// It is a complex to convert the code in shader. As a reference, let's do it on the CPU,
// it will be slow but can work even with upscaling, also fine tune it so it's not enabled when not needed.
if (psm == PSMT4 || (GSConfig.UserHacks_CPUFBConversion && psm == PSMT8 && (!possible_shuffle || GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != 32)) ||
(psm == PSMT8H && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16))
if (psm == PSMT4 || (psm == PSMT8H && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16))
{
// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
// There is no dedicated shader to handle 4-bit conversion (Beyond Good and Evil and Stuntman).
// Enable readbacks on PSMT4 as we don't have a dedicated shader (Beyond Good and Evil and Stuntman).
// Enable readbacks on PSMT8H 16bit as we don't have a dedicated shader (History Channel - Battle for the Pacific, Sea World - Shamu's Big Adventure).
// Note: Stuntman no longer hits the PSMT4 code path.
// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games).
// The hack can fix glitches in some games.
// Note2: Harry Potter is now properly handled with shader conversion and no need to enable frame buffer conversion.
if (!t->m_drawn_since_read.rempty())
{
t->UnscaleRTAlpha();
@@ -4363,7 +4363,9 @@ void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& r
InvalidateTemporaryZ();
}
if (GSLocalMemory::m_psm[psm].depth)
// If we're dealing with quadrant draws, we need to position them correctly (Final Fantasy X).
if (GSLocalMemory::m_psm[psm].depth &&
r.width() <= (GSLocalMemory::m_psm[psm].pgs.x >> 1) && r.height() <= (GSLocalMemory::m_psm[psm].pgs.y >> 1))
DirtyRectByPage(bp, psm, bw, t, r);
else
AddDirtyRectTarget(t, r, psm, bw, rgba);
@@ -4774,6 +4776,11 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
}
bool req_resize = false;
// Save for later in case of page copy.
const u32 start_SBP = SBP;
const u32 start_DBP = DBP;
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.
@@ -4789,12 +4796,13 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
SBP = m_remembered_src_bp;
DBP = m_remembered_dst_bp;
m_expected_src_bp = -1;
m_remembered_src_bp = -1;
m_expected_dst_bp = -1;
m_remembered_dst_bp = -1;
}
m_expected_src_bp = -1;
m_remembered_src_bp = -1;
m_expected_dst_bp = -1;
m_remembered_dst_bp = -1;
// Look for an exact match on the targets.
GSTextureCache::Target* src = GetExactTarget(SBP, SBW, spsm_s.depth ? DepthStencil : RenderTarget, SBP);
GSTextureCache::Target* dst = GetExactTarget(DBP, DBW, dpsm_s.depth ? DepthStencil : RenderTarget, DBP);
@@ -4858,7 +4866,7 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
// 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);
const GSVector4i offset = TranslateAlignedRectByPage(src, SBP, SPSM, SBW, GSVector4i(0, 1).xxyy(), false);
sx += offset.x;
sy += offset.y;
@@ -4866,7 +4874,7 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
if (dst->m_TEX0.TBP0 != DBP)
{
GSVector4i offset = TranslateAlignedRectByPage(dst, DBP, DPSM, DBW, GSVector4i(0, 1).xxyy(), false);
const GSVector4i offset = TranslateAlignedRectByPage(dst, DBP, DPSM, DBW, GSVector4i(0, 1).xxyy(), false);
dx += offset.x;
dy += offset.y;
@@ -5044,18 +5052,26 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
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)
// Page copy
if (w == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.x && h == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.y)
{
m_expected_src_bp = start_SBP + BLOCKS_PER_PAGE;
m_expected_dst_bp = start_DBP + BLOCKS_PER_PAGE;
}
// Vertical Strips.
else if (w == GSLocalMemory::m_psm[src->m_TEX0.PSM].pgs.x)
{
m_expected_src_bp = GSLocalMemory::GetStartBlockAddress(src->m_TEX0.TBP0, src->m_TEX0.TBW, src->m_TEX0.PSM, GSVector4i(sx + w, 0, sx + w + w, h));
m_expected_dst_bp = GSLocalMemory::GetStartBlockAddress(dst->m_TEX0.TBP0, dst->m_TEX0.TBW, dst->m_TEX0.PSM, GSVector4i(dx + w, 0, dx + w + w, h));
}
// Horizontal Strips.
else
{
m_expected_src_bp = GSLocalMemory::GetStartBlockAddress(src->m_TEX0.TBP0, src->m_TEX0.TBW, src->m_TEX0.PSM, GSVector4i(0, sy + h, w, sy + h + h));
m_expected_dst_bp = GSLocalMemory::GetStartBlockAddress(dst->m_TEX0.TBP0, dst->m_TEX0.TBW, dst->m_TEX0.PSM, GSVector4i(0, dy + h, w, dy + h + h));
}
// Only check the source, the destination might need expanding.
if (static_cast<u32>(m_expected_src_bp) < src->UnwrappedEndBlock() && static_cast<u32>(m_expected_src_bp) >= src->m_TEX0.TBP0)
{
m_remembered_src_bp = src->m_TEX0.TBP0;

View File

@@ -67,6 +67,12 @@ namespace Host
bool ConfirmMessage(const std::string_view title, const std::string_view message);
bool ConfirmFormattedMessage(const std::string_view title, const char* format, ...);
/// Sets batch mode (exit after game shutdown).
bool InBatchMode();
/// Sets NoGUI mode (implys batch mode, does not display main window, exits on shutdown).
bool InNoGUIMode();
/// Opens a URL, using the default application.
void OpenURL(const std::string_view url);

View File

@@ -1602,7 +1602,7 @@ void FullscreenUI::DrawExitWindow()
ImGui::PushStyleColor(ImGuiCol_Text, UIBackgroundTextColor);
if (BeginHorizontalMenu("exit_window", menu_pos, menu_size, 3))
if (BeginHorizontalMenu("exit_window", menu_pos, menu_size, (Host::InNoGUIMode()) ? 2 : 3))
{
ResetFocusHere();
@@ -1621,10 +1621,13 @@ void FullscreenUI::DrawExitWindow()
DoRequestExit();
}
if (HorizontalMenuItem(GetCachedTexture("fullscreenui/desktop-mode.png"), FSUI_CSTR("Desktop Mode"),
FSUI_CSTR("Exits Big Picture mode, returning to the desktop interface.")))
if (!Host::InNoGUIMode())
{
DoDesktopMode();
if (HorizontalMenuItem(GetCachedTexture("fullscreenui/desktop-mode.png"), FSUI_CSTR("Desktop Mode"),
FSUI_CSTR("Exits Big Picture mode, returning to the desktop interface.")))
{
DoDesktopMode();
}
}
}
EndHorizontalMenu();

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 = 66;
static constexpr u32 SHADER_CACHE_VERSION = 67;

View File

@@ -56,6 +56,16 @@ void Host::OpenURL(const std::string_view url)
{
}
bool Host::InBatchMode()
{
return false;
}
bool Host::InNoGUIMode()
{
return false;
}
bool Host::CopyTextToClipboard(const std::string_view text)
{
return false;