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5 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
5 changed files with 919 additions and 914 deletions

File diff suppressed because it is too large Load Diff

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@@ -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

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@@ -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;
}

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@@ -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()) ==

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@@ -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));
}