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10 Commits

Author SHA1 Message Date
lightningterror
ff9da17498 GS/DX11: Allow to pick whenever to update sr or ss, and some reordering.
No need to call sampler update when updating conflicting srvs.
2025-06-26 13:43:51 +02:00
lightningterror
722bc94270 GS/DX11: Cache shader resource and sampler.
Might help speed things up, requires srv and rtv conflicts to be resolved.
2025-06-26 13:43:51 +02:00
lightningterror
d51a5db5b1 GS/GL: Add missing texture barrier count. 2025-06-26 09:20:54 +02:00
PCSX2 Bot
04541ae2ab [ci skip] Qt: Update Base Translation. 2025-06-25 07:15:25 +02:00
JordanTheToaster
c58a67815b GameDB: Stuart Little 3 loading screen fix 2025-06-25 00:03:28 +02:00
JordanTheToaster
085f964cd9 CI/Linux: Link ffmpeg for the appimage 2025-06-24 06:18:38 +02:00
Mrlinkwii
a8b6e448eb GameDB: remove reference to old GSC 2025-06-24 06:13:14 +02:00
PCSX2 Bot
78ab8381d9 [ci skip] PAD: Update to latest controller database. 2025-06-24 06:12:26 +02:00
PCSX2 Bot
49a5d82086 [ci skip] Qt: Update Base Translation. 2025-06-24 06:12:04 +02:00
TheLastRar
4ed129ccac FSUI: Improve layout scaling in games list selected preview 2025-06-24 06:11:49 +02:00
8 changed files with 1009 additions and 932 deletions

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@@ -144,6 +144,7 @@ jobs:
-DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
-DENABLE_SETCAP=OFF \
-DDISABLE_ADVANCE_SIMD=TRUE \
-DUSE_LINKED_FFMPEG=ON \
-DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON \
$ADDITIONAL_CMAKE_ARGS

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@@ -6074,6 +6074,8 @@ SCES-53409:
SCES-53422:
name: "Stuart Little 3 - Big Photo Adventure"
region: "PAL-M9"
gameFixes:
- InstantDMAHack # Fixes loading screen corruption.
gsHWFixes:
autoFlush: 2 # Fixes missing effects.
SCES-53449:
@@ -7551,8 +7553,11 @@ SCKA-20066:
name: "EyeToy - Play 3"
region: "NTSC-K"
SCKA-20067:
name: "Stuart Little 3 - Big Photo Adventure"
name: "스튜어트 리틀 3 - 빅 포토 어드벤처"
name-en: "Stuart Little 3 - Big Photo Adventure"
region: "NTSC-K"
gameFixes:
- InstantDMAHack # Fixes loading screen corruption.
gsHWFixes:
autoFlush: 2 # Fixes missing effects.
SCKA-20068:
@@ -21812,7 +21817,6 @@ SLES-53028:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53029:
name: "Hitman - Blood Money"
region: "PAL-F"
@@ -21823,7 +21827,6 @@ SLES-53029:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53030:
name: "Hitman - Blood Money"
region: "PAL-G"
@@ -21834,7 +21837,6 @@ SLES-53030:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53031:
name: "Hitman - Blood Money"
region: "PAL-I"
@@ -21845,7 +21847,6 @@ SLES-53031:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53032:
name: "Hitman - Blood Money"
region: "PAL-S"
@@ -21856,7 +21857,6 @@ SLES-53032:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53035:
name: "Masters of the Universe - He-Man - Defender of Greyskull"
region: "PAL-E"
@@ -68432,7 +68432,6 @@ SLUS-21108:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLUS-21109:
name: "Drive to Survive"
region: "NTSC-U"
@@ -69996,6 +69995,8 @@ SLUS-21341:
name: "Stuart Little 3 - Big Photo Adventure"
region: "NTSC-U"
compat: 5
gameFixes:
- InstantDMAHack # Fixes loading screen corruption.
gsHWFixes:
autoFlush: 2 # Fixes missing effects.
SLUS-21342:
@@ -74353,8 +74354,8 @@ SLUS-29191:
vuClampMode: 0 # Fixes bump mapping issues
gsHWFixes:
textureInsideRT: 1 # Fixes post-processing.
autoFlush: 1 # Fixes sun intensity in Hitman.
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing in Hitman.
getSkipCount: "GSC_HitmanBloodMoney"
SLUS-29192:
name: "Test Drive Unlimited [Public Beta Vol.1.0]"
region: "NTSC-U"

View File

@@ -329,6 +329,7 @@
030000000d0f0000ee00000000000000,Horipad Mini 4,a:b1,b:b2,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:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000c100000000000000,Horipad Nintendo Switch Controller,a:b1,b:b2,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:b0,y:b3,platform:Windows,
030000000d0f0000f600000000000000,Horipad Nintendo Switch Controller,a:b0,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:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000000d0f00000202000000000000,Horipad O Nintendo Switch 2 Controller,a:b1,b:b0,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,misc2:b14,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000000d0f00009601000000000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,

File diff suppressed because it is too large Load Diff

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@@ -1105,14 +1105,14 @@ float GSDevice11::GetAndResetAccumulatedGPUTime()
void GSDevice11::DrawPrimitive()
{
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->Draw(m_vertex.count, m_vertex.start);
}
void GSDevice11::DrawIndexedPrimitive()
{
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(m_index.count, m_index.start, m_vertex.start);
}
@@ -1120,7 +1120,7 @@ void GSDevice11::DrawIndexedPrimitive(int offset, int count)
{
pxAssert(offset + count <= (int)m_index.count);
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(count, m_index.start + offset, m_vertex.start);
}
@@ -1280,8 +1280,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
GSVector2i ds;
if (dTex)
{
ds = dTex->GetSize();
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
ds = dTex->GetSize();
if (draw_in_depth)
OMSetRenderTargets(nullptr, dTex);
else
@@ -1293,6 +1295,7 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
}
// om
if (draw_in_depth)
OMSetDepthStencilState(m_convert.dss_write.get(), 0);
else
@@ -1342,6 +1345,9 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
GSVector2i ds;
if (dTex)
{
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
ds = dTex->GetSize();
OMSetRenderTargets(dTex, nullptr);
}
@@ -1357,6 +1363,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
m_ctx->UpdateSubresource(m_present.ps_cb.get(), 0, nullptr, &cb, 0, 0);
// om
OMSetDepthStencilState(m_convert.dss.get(), 0);
OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0);
@@ -1455,9 +1462,9 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
VSSetShader(m_convert.vs.get(), nullptr);
PSSetShader(m_convert.ps[static_cast<int>(shader)].get(), nullptr);
PSUnbindConflictingSRVs(dTex);
OMSetDepthStencilState(dTex->IsRenderTarget() ? m_convert.dss.get() : m_convert.dss_write.get(), 0);
PSUnbindConflictingSRVs(dTex);
OMSetRenderTargets(dTex->IsRenderTarget() ? dTex : nullptr, dTex->IsDepthStencil() ? dTex : nullptr);
const GSVector2 ds(static_cast<float>(dTex->GetWidth()), static_cast<float>(dTex->GetHeight()));
@@ -2112,7 +2119,7 @@ void GSDevice11::RenderImGui()
// Since we don't have the GSTexture...
m_state.ps_sr_views[0] = reinterpret_cast<ID3D11ShaderResourceView*>(pcmd->GetTexID());
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(pcmd->ElemCount, m_index.start + pcmd->IdxOffset, vertex_offset + pcmd->VtxOffset);
}
@@ -2132,6 +2139,10 @@ void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vert
m_ctx->ClearDepthStencilView(*static_cast<GSTexture11*>(ds), D3D11_CLEAR_STENCIL, 0.0f, 0);
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(ds);
// om
OMSetDepthStencilState(m_date.dss.get(), 1);
@@ -2360,10 +2371,46 @@ void GSDevice11::PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb)
}
}
void GSDevice11::PSUpdateShaderState()
void GSDevice11::PSUpdateShaderState(const bool sr_update, const bool ss_update)
{
m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data());
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
// Shader resource caching requires srv/rtv hazards to be resolved, ensure PSUnbindConflictingSRVs handle.
if (sr_update)
{
bool sr_changed = false;
for (size_t i = 0; i < m_state.ps_sr_views.size(); ++i)
{
if (m_state.ps_cached_sr_views[i] != m_state.ps_sr_views[i])
{
sr_changed = true;
break;
}
}
if (sr_changed)
{
m_state.ps_cached_sr_views = m_state.ps_sr_views;
m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data());
}
}
if (ss_update)
{
bool ss_changed = false;
for (size_t i = 0; i < m_state.ps_ss.size(); ++i)
{
if (m_state.ps_cached_ss[i] != m_state.ps_ss[i])
{
ss_changed = true;
break;
}
}
if (ss_changed)
{
m_state.ps_cached_ss = m_state.ps_ss;
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
}
}
}
void GSDevice11::PSUnbindConflictingSRVs(GSTexture* tex1, GSTexture* tex2)
@@ -2380,7 +2427,7 @@ void GSDevice11::PSUnbindConflictingSRVs(GSTexture* tex1, GSTexture* tex2)
}
if (changed)
PSUpdateShaderState();
PSUpdateShaderState(true, false);
}
void GSDevice11::OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref)

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@@ -145,9 +145,11 @@ private:
ID3D11VertexShader* vs;
ID3D11Buffer* vs_cb;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURES> ps_sr_views;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURES> ps_cached_sr_views;
ID3D11PixelShader* ps;
ID3D11Buffer* ps_cb;
std::array<ID3D11SamplerState*, MAX_SAMPLERS> ps_ss;
std::array<ID3D11SamplerState*, MAX_SAMPLERS> ps_cached_ss;
GSVector2i viewport;
GSVector4i scissor;
u32 vb_stride;
@@ -324,7 +326,7 @@ public:
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSUpdateShaderState(const bool sr_update, const bool ss_update);
void PSUnbindConflictingSRVs(GSTexture* tex1 = nullptr, GSTexture* tex2 = nullptr);
void PSSetSamplerState(ID3D11SamplerState* ss0);

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@@ -2585,6 +2585,7 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
{
// Ensure all depth writes are finished before sampling
GL_INS("GL: Texture barrier to flush depth or rt before reading");
g_perfmon.Put(GSPerfMon::Barriers, 1);
glTextureBarrier();
}
// additional non-pipeline config stuff

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@@ -6507,24 +6507,46 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
if (BeginFullscreenColumnWindow(-530.0f, 0.0f, "game_list_info", UIPrimaryDarkColor))
{
const ImVec2 image_size = LayoutScale(ImVec2(275.0f, 400.0f));
ImGui::SetCursorPos(LayoutScale(ImVec2(128.0f, 20.0f)));
const float img_padding_y = LayoutScale(20.0f);
// Spacing between each text item
const float text_spacing_y = LayoutScale(8.0f);
// Space between title/serial and details, is in addition to text_spacing_y
const float title_padding_below_y = LayoutScale(12.0f);
// Estimate how much space is needed for text
// Do this even when nothing is selected, to ensure cover/icon is in a consistant size/position
const float title_detail_height =
LayoutScale(LAYOUT_LARGE_FONT_SIZE) + text_spacing_y + // Title
LayoutScale(LAYOUT_MEDIUM_FONT_SIZE) + text_spacing_y + // Serial
title_padding_below_y +
7.0f * (LayoutScale(LAYOUT_MEDIUM_FONT_SIZE) + text_spacing_y) + // File, CRC, Region, Compat, Time/Last Played, Size
LayoutScale(12.0f); // Extra padding
// Limit cover height to avoid pushing text off the screen
const ImGuiWindow* window = ImGui::GetCurrentWindow();
// Based on ImGui code for WorkRect, with scrolling logic removed
const float window_height = std::trunc(window->InnerRect.GetHeight() - 2.0f * std::max(window->WindowPadding.y, window->WindowBorderSize));
const float free_height = window_height - title_detail_height;
const float img_height = std::min(free_height - 2.0f * img_padding_y, LayoutScale(400.0f));
const ImVec2 image_size = ImVec2(LayoutScale(275.0f), img_height);
ImGui::SetCursorPos(ImVec2(LayoutScale(128.0f), img_padding_y));
if (selected_entry)
DrawGameCover(selected_entry, image_size);
else
DrawFallbackCover(image_size);
const float work_width = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
constexpr float field_margin_y = 10.0f;
constexpr float start_x = 50.0f;
float text_y = 440.0f;
const float work_width = window->WorkRect.GetWidth();
const float start_x = LayoutScale(50.0f);
const float text_y = img_height + 2.0f * img_padding_y;
float text_width;
PushPrimaryColor();
ImGui::SetCursorPos(LayoutScale(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, field_margin_y));
ImGui::PushTextWrapPos(LayoutScale(480.0f));
ImGui::SetCursorPos(ImVec2(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, text_spacing_y));
ImGui::PushTextWrapPos(LayoutScale(490.0f));
ImGui::BeginGroup();
if (selected_entry)
@@ -6533,6 +6555,8 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
ImGui::PushFont(g_large_font);
const std::string_view title(std::string_view(selected_entry->GetTitle(true)).substr(0, 37));
text_width = ImGui::CalcTextSize(title.data(), title.data() + title.length(), false, work_width).x;
if (title.length() != selected_entry->GetTitle(true).length())
text_width += ImGui::CalcTextSize("...", nullptr, false, -1.0f).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped(
"%.*s%s", static_cast<int>(title.size()), title.data(), (title.length() == selected_entry->GetTitle(true).length()) ? "" : "...");
@@ -6544,7 +6568,7 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
text_width = ImGui::CalcTextSize(selected_entry->serial.c_str(), nullptr, false, work_width).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped("%s", selected_entry->serial.c_str());
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 15.0f);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + title_padding_below_y);
// file tile
ImGui::TextWrapped("%s", SmallString::from_format(FSUI_FSTR("File: {}"), Path::GetFileName(selected_entry->path)).c_str());