Compare commits

...

11 Commits

Author SHA1 Message Date
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
10 changed files with 134 additions and 112 deletions

View File

@@ -43,6 +43,8 @@ jobs:
# and: https://github.com/orgs/community/discussions/57480
# 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

@@ -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,

View File

@@ -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)

View File

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

View File

@@ -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);

View File

@@ -5422,33 +5422,33 @@ Do you want to overwrite?</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Docking/DockManager.cpp" line="580"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="581"/>
<source>Edit Layout</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Docking/DockManager.cpp" line="585"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="586"/>
<source>Reset Layout</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Docking/DockManager.cpp" line="635"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="636"/>
<source>Are you sure you want to reset layout &apos;%1&apos;?</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Docking/DockManager.cpp" line="636"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="659"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="637"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="660"/>
<source>Confirmation</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Docking/DockManager.cpp" line="591"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="592"/>
<source>Delete Layout</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../Debugger/Docking/DockManager.cpp" line="658"/>
<location filename="../Debugger/Docking/DockManager.cpp" line="659"/>
<source>Are you sure you want to delete layout &apos;%1&apos;?</source>
<translation type="unfinished"></translation>
</message>

View File

@@ -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");
@@ -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;
@@ -1626,14 +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();

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;