Compare commits

...

8 Commits

Author SHA1 Message Date
TheLastRar
f182379d24 FSUI: Don't attempt to translate input profile names in game properties 2025-06-23 09:53:25 +02:00
refractionpcsx2
32ba08980d GS: Treat Q == 0 in STQ as FLT_MIN 2025-06-23 09:46:03 +02:00
PCSX2 Bot
1e1f08abb9 [ci skip] Qt: Update Base Translation. 2025-06-23 06:28:14 +02:00
refractionpcsx2
cbe20c0eed GS/HW: Fix dirty check on SWPrimRenderer check 2025-06-23 06:27:41 +02:00
refractionpcsx2
ec288ffa62 GS/TC: Fix CanTranslate rect BWs, disallow block inside target lookup 2025-06-23 06:27:41 +02:00
JordanTheToaster
7e18c02c7e GameDB: Xenosaga Episode III fixes 2025-06-23 06:27:13 +02:00
twingofan
4a505cc239 GameDB: Add memcardFilters to Armored Core: Last Raven NTSC-U SLUS-21338. (#12891) 2025-06-23 06:26:16 +02:00
Kuan-Wei Chiu
35c81106c6 Fix invalid comparator in FullscreenUI game list sort
The game list comparator previously used >= when sorting by CRC in
descending order. This violates the requirements of a strict weak
ordering, as defined by the C++ standard, which mandates that the
comparator must be irreflexive: comp(x, x) must always return false.

Using >= causes comp(a, b) and comp(b, a) to both return true when
a == b, which breaks the irreflexivity and can invalidate the
assumptions made by std::sort. This may lead to undefined behavior,
including memory corruption or segmentation faults.

Replace >= with > to ensure the comparator satisfies the strict weak
ordering requirement, restoring correctness and stability in game list
sorting behavior.
2025-06-22 14:44:34 -04:00
6 changed files with 932 additions and 915 deletions

View File

@@ -2409,6 +2409,7 @@ SCAJ-20179:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
SCAJ-20180:
name: "Xenosaga Episode III - Also Sprach Zarathustra [Disc 2 of 2]"
region: "NTSC-Unk"
@@ -2416,6 +2417,7 @@ SCAJ-20180:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
SCAJ-20181:
name: "Minna no Tennis"
region: "NTSC-Unk"
@@ -35734,6 +35736,7 @@ SLPM-61147:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
SLPM-61148:
name: "グローランサーⅤ ジェネレーションズ [体験版]"
name-sort: "ぐろーらんさー5 じぇねれーしょんず [たいけんばん]"
@@ -59562,6 +59565,7 @@ SLPS-25640:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters: # Allows import of Xenosaga II save data.
- "SLPS-25640"
- "SLPS-25368"
@@ -59575,6 +59579,7 @@ SLPS-25641:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters:
- "SLPS-25640"
- "SLPS-25368"
@@ -69974,6 +69979,11 @@ SLUS-21338:
halfPixelOffset: 2 # Corrects shadow alignment and reduces blurriness.
recommendedBlendingLevel: 3 # Fixes level and map menu brightness.
preloadFrameData: 1 # Fixes glowing emblems.
memcardFilters: # Convert savegames from AC: Nexus and AC: Nine Breaker.
- "SLUS-21338"
- "SLUS-21200"
- "SLUS-20986"
- "SLUS-21079"
SLUS-21339:
name: "Puzzle Challenge - Crosswords and More!"
region: "NTSC-U"
@@ -70356,6 +70366,7 @@ SLUS-21389:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters: # Allows import of Xenosaga II save data.
- "SLUS-21389"
- "SLUS-20892"
@@ -70525,6 +70536,7 @@ SLUS-21417:
autoFlush: 1 # Fixes shadows.
halfPixelOffset: 4 # Fixes lighting misalignment.
nativeScaling: 2 # Fixes lighting smoothness.
textureInsideRT: 1 # Fixes broken crystalline surface textures.
memcardFilters:
- "SLUS-21389"
- "SLUS-20892"

File diff suppressed because it is too large Load Diff

View File

@@ -575,7 +575,7 @@ void GSState::GIFPackedRegHandlerSTQ(const GIFPackedReg* RESTRICT r)
// Vexx (character shadow)
// q = 0 (st also 0 on the first 16 vertices), setting it to 1.0f to avoid div by zero later
q = q.blend8(GSVector4i::cast(GSVector4::m_one), q == GSVector4i::zero());
q = q.blend8(GSVector4i::cast(GSVector4(FLT_MIN)), q == GSVector4i::zero());
// Suikoden 4
// creates some nan for Q. Let's avoid undefined behavior (See GIFRegHandlerRGBAQ)
@@ -671,7 +671,7 @@ void GSState::GIFPackedRegHandlerSTQRGBAXYZF2(const GIFPackedReg* RESTRICT r, u3
GSVector4i q = GSVector4i::loadl(&r[0].U64[1]);
const GSVector4i rgba = (GSVector4i::load<false>(&r[1]) & GSVector4i::x000000ff()).ps32().pu16();
q = q.blend8(GSVector4i::cast(GSVector4::m_one), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
q = q.blend8(GSVector4i::cast(GSVector4(FLT_MIN)), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
m_v.m[0] = st.upl64(rgba.upl32(q)); // TODO: only store the last one
@@ -705,7 +705,7 @@ void GSState::GIFPackedRegHandlerSTQRGBAXYZ2(const GIFPackedReg* RESTRICT r, u32
GSVector4i q = GSVector4i::loadl(&r[0].U64[1]);
const GSVector4i rgba = (GSVector4i::load<false>(&r[1]) & GSVector4i::x000000ff()).ps32().pu16();
q = q.blend8(GSVector4i::cast(GSVector4::m_one), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
q = q.blend8(GSVector4i::cast(GSVector4(FLT_MIN)), q == GSVector4i::zero()); // see GIFPackedRegHandlerSTQ
m_v.m[0] = st.upl64(rgba.upl32(q)); // TODO: only store the last one

View File

@@ -8185,7 +8185,7 @@ bool GSRendererHW::CanUseSwPrimRender(bool no_rt, bool no_ds, bool draw_sprite_t
if (start_bp < dirty_end_bp && end_bp > dirty_start_bp)
{
if (dirty_start_bp > start_bp || dirty_end_bp < end_bp)
if (dirty_start_bp <= start_bp && dirty_end_bp >= end_bp)
{
return true;
}

View File

@@ -228,19 +228,22 @@ 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 u32 src_bw = std::max(1U, bw);
const u32 dst_bw = std::max(1U, dbw);
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 bool bp_page_aligned_bp = ((bp & ~((1 << 5) - 1)) == bp) || bp == dbp || (block_layout_match && src_bw == dst_bw);
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);
const int src_pixel_width = src_bw * 64;
const int dst_pixel_width = dst_bw * 64;
// We can do this if:
// The page width matches.
// The rect width is less than the width of the destination texture and the height is less than or equal to 1 page high.
// The rect width and height is equal to the page size and it covers the width of the incoming bw, so lines are sequential.
const bool page_aligned_rect = masked_rect.xyxy().eq(r.xyxy());
const bool width_match = ((bw * 64) / src_page_size.x) == ((dbw * 64) / dst_page_size.x);
const bool width_match = (src_pixel_width / src_page_size.x) == (dst_pixel_width / dst_page_size.x);
const bool sequential_pages = page_aligned_rect && r.x == 0 && r.z == src_pixel_width;
const bool single_row = (((bw * 64) / src_page_size.x) <= ((dbw * 64) / dst_page_size.x)) && r.width() <= src_pixel_width && r.height() <= src_page_size.y;
const bool single_row = ((src_pixel_width / src_page_size.x) <= (dst_pixel_width / dst_page_size.x)) && r.width() <= src_pixel_width && r.height() <= src_page_size.y;
const bool single_page_aligned = page_aligned_rect && r.z <= src_page_size.x && r.w <= src_page_size.y;
if (block_layout_match)
{
@@ -300,7 +303,7 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
return GSVector4i::zero();
}
const bool block_matched_format = s_psm.bpp == t_psm.bpp && (sbw == tbw || sbw == 1);
const bool block_matched_format = s_psm.bpp == t_psm.bpp && (clamped_sbw == clamped_tbw || clamped_sbw == 1);
// If there is block offset left over, try to adjust to that.
if (block_matched_format)
{
@@ -431,6 +434,8 @@ GSVector4i GSTextureCache::TranslateAlignedRectByPage(u32 tbp, u32 tebp, u32 tbw
GSVector4i offset_rect(horizontal_dst_page_offset * t_psm.pgs.x, vertical_dst_page_offset * t_psm.pgs.y);
new_rect = in_rect + offset_rect.xyxy();
}
else
new_rect = in_rect;
if (new_rect.z > dst_bw)
{
@@ -1320,7 +1325,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
// 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))
if (((bp & (BLOCKS_PER_PAGE - 1)) != (t->m_TEX0.TBP0 & (BLOCKS_PER_PAGE - 1))) && (bp & (BLOCKS_PER_PAGE - 1)))
continue;
const bool width_match = (std::max(64U, bw * 64U) >> GSLocalMemory::m_psm[psm].info.pageShiftX()) ==

View File

@@ -3379,7 +3379,7 @@ void FullscreenUI::DrawSummarySettingsPage()
for (const std::string& name : Pad::GetInputProfileNames())
{
options.emplace_back(fmt::format(FSUI_FSTR(name)), (value.has_value() && !value->empty() && value == name) ? true : false);
options.emplace_back(name, (value.has_value() && !value->empty() && value == name) ? true : false);
names.push_back(std::move(name));
}
@@ -6285,7 +6285,7 @@ void FullscreenUI::PopulateGameListEntryList()
case 4: // CRC
{
if (lhs->crc != rhs->crc)
return reverse ? (lhs->crc >= rhs->crc) : (lhs->crc < rhs->crc);
return reverse ? (lhs->crc > rhs->crc) : (lhs->crc < rhs->crc);
}
break;