Compare commits

..

16 Commits

Author SHA1 Message Date
Mrlinkwii
b4293a40d2 Docs: update Gamedb documentation 2026-01-30 18:06:59 +01:00
Mrlinkwii
9acadb21fe GameDB: remove left over schemea options 2026-01-30 18:06:02 +01:00
TJnotJT
e82fa0bba5 GS/HW: Require 32 bit RT for accumulation blend on max blend. 2026-01-30 11:06:13 +01:00
Ziemas
45490d903a SPU: Slow down DMA 2026-01-29 22:26:28 -05:00
PCSX2 Bot
76dadf792a [ci skip] Qt: Update Base Translation. 2026-01-30 02:03:26 +01:00
wxvu
204829865d GameDB: Add fixes for Puchi Copter 2 2026-01-29 14:21:14 +01:00
lightningterror
84dc2959c5 GSDumpRunner: Use utf-8 encoding for opening files.
Allows the dump compare to work normally with unique characters.
2026-01-29 14:17:02 +01:00
refractionpcsx2
a85b203689 GS/TC: More fixes for dst_matches and old target deletion. 2026-01-29 14:17:02 +01:00
lightningterror
135d40fb7f GS/TC: Remove targets in reverse lookup if the targets are old. 2026-01-29 14:17:02 +01:00
lightningterror
a0bc7a5d0e GS/TC: Update depth lookup when looking up targets. 2026-01-29 14:17:02 +01:00
SternXD
955b925633 FullscreenUI: Run translation script
Signed-off-by: SternXD <stern@sidestore.io>
2026-01-29 14:15:17 +01:00
SternXD
cc338cdd9d Tools: Refactor translation string extraction to support multiple source files
Signed-off-by: SternXD <stern@sidestore.io>

f
2026-01-29 14:15:17 +01:00
SternXD
082a28dc13 FullscreenUI: Cleanup headers
Signed-off-by: SternXD <stern@sidestore.io>
2026-01-29 14:15:17 +01:00
SternXD
664e14bd6c FullscreenUI: Extract Settings into separate source and add internal header
Signed-off-by: SternXD <stern@sidestore.io>
2026-01-29 14:15:17 +01:00
refractionpcsx2
7ea33400a9 GS: Update the stored transfer rect if worked out to be different 2026-01-29 14:13:39 +01:00
refractionpcsx2
32a3e8e62d GS/HW: On EE->GS transfer only invalidate area actually transferred 2026-01-29 14:13:39 +01:00
20 changed files with 7857 additions and 7666 deletions

Binary file not shown.

View File

@@ -24781,6 +24781,11 @@ SLES-53820:
SLES-53821:
name: "Radio Helicopter II"
region: "PAL-E"
patches:
9A695202:
content: |-
comment=Patch that nops a branch instruction causing a freeze.
patch=1,EE,001799AC,word,00000000
SLES-53824:
name: "Trapt"
region: "PAL-E"
@@ -40089,6 +40094,11 @@ SLPM-62624:
name-sort: "ぷちこぷたー2"
name-en: "Petit Copter 2"
region: "NTSC-J"
patches:
9A695202:
content: |-
comment=Patch that nops a branch instruction causing a freeze.
patch=1,EE,001799B8,word,00000000
SLPM-62625:
name: "鬼浜爆走愚連隊 激闘編"
name-sort: "おにはまばくそうぐれんたい げきとうへん"

View File

@@ -184,7 +184,7 @@ if __name__ == "__main__":
args = parser.parse_args()
MAX_DIFF_FRAMES = args.maxframes
outfile = open(args.outfile, "w")
outfile = open(args.outfile, "w", encoding="utf-8")
write(FILE_HEADER)
if not check_regression_tests(os.path.realpath(args.baselinedir), os.path.realpath(args.testdir)):

File diff suppressed because it is too large Load Diff

View File

@@ -830,6 +830,7 @@ set(pcsx2HostHeaders
set(pcsx2ImGuiSources
ImGui/FullscreenUI.cpp
ImGui/FullscreenUI_Settings.cpp
ImGui/ImGuiFullscreen.cpp
ImGui/ImGuiManager.cpp
ImGui/ImGuiOverlays.cpp
@@ -837,6 +838,7 @@ set(pcsx2ImGuiSources
set(pcsx2ImGuiHeaders
ImGui/FullscreenUI.h
ImGui/FullscreenUI_Internal.h
ImGui/ImGuiAnimated.h
ImGui/ImGuiFullscreen.h
ImGui/ImGuiManager.h

View File

@@ -139,12 +139,15 @@ The clamp modes are also numerically based.
### GS Hardware Mipmap Fixes
* mipmap [`0` or `1` or `2`] {Off, Basic, Full} Default: Automatic (No value, looks up GameDB)
* mipmap [`0` or `1`] {Off, On} Default: On (looks up GameDB)
* trilinearFiltering [`0` or `1` or `2`] {None, Trilinear, Trilinear Ultra} Default: None (`0`)
### GS Hardware General Fixes
* beforeDraw {`OI` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name (ex. OI_BurnoutGames)
* moveHandler {`MV` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name (ex. MV_Ico)
* afterDraw {`OO` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name
* conservativeFramebuffer [`0` or `1`] {Off or On} Default: On (`1`)
* texturePreloading [`0` or `1` or `2`] {None, Partial or Full Hash Cache} Default: None (`0`)
@@ -153,11 +156,17 @@ The clamp modes are also numerically based.
### GS Hardware Renderer Fixes
* autoFlush [`0` or `1` or `2`] {Disabled, Enabled (Sprites Only), Enabled (All Primitives)} Default: Off (`0`)
* partialTargetInvalidation [`0` or `1`] {Off, On} Default: Off (`0`)
* PCRTCOffsets [`0` or `1`] {Off, On} Default: Off (`0`)
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
* disableDepthSupport [`0` or `1`] {Off, On} Default: Off (`0`)
* disablePartialInvalidation [`0` or `1`] {Off, On} Default: Off (`0`)
* cpuFramebufferConversion [`0` or `1`] {Off, On} Default: Off (`0`)
* preloadFrameData [`0` or `1`] {Off, On} Default: Off (`0`)
* textureInsideRT [`0` or `1`] {Disabled, Inside Targets, Merge Targets} Default: Off (`0`)
* textureInsideRT [`0` or `1`or `2`] {Disabled, Inside Targets, Merge Targets} Default: Off (`0`)
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
* cpuCLUTRender [`0` or `1` or `2`] {Disabled, Normal, Aggressive} Default: Disabled (`0`)
* cpuSpriteRenderBW [Value between `0` to `10`] {Disabled, 1 (64), 2 (128), 3 (192), 4 (256), 5 (320), 6 (384), 7 (448), 8 (512), 9 (576), 10 (640)} Default: Off (`0`)

View File

@@ -229,11 +229,6 @@
"minimum": 0,
"maximum": 100000
},
"halfBottomOverride": {
"type": "integer",
"minimum": 0,
"maximum": 1
},
"halfPixelOffset": {
"type": "integer",
"minimum": 0,

View File

@@ -1899,6 +1899,30 @@ void GSState::FlushWrite()
r = m_tr.rect;
// If the end isn't where it said it would be, we need to calculate the end point.
// Star Wars - The Clone Wars just sets the rect to 16x4095 then YOLO's about half a page, then kills the transfer.
// If we just nuke the whole lot, even though nothing has been transferred, we risk killing data we don't mean to.
if (m_tr.end < m_tr.total && GSIsHardwareRenderer())
{
const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[m_tr.m_blit.DPSM];
// Convert to nibbles then back to bytes after, in case trbpp is 4.
const u32 in_data_pixel_count = (((len * 2) + ((psm_s.trbpp / 4) - 1)) / (psm_s.trbpp / 4));
const u32 rect_pixel_count = r.width() * r.height();
if (rect_pixel_count > in_data_pixel_count)
{
const int calculated_height = ((in_data_pixel_count + (r.width() - 1)) / r.width());
// Just setting the height should be okay...
r.w = std::max(r.y + calculated_height, psm_s.bs.y);
if (m_draw_transfers.size() > 0 && m_tr.m_blit.DBP == m_draw_transfers.back().blit.DBP)
{
m_draw_transfers.back().rect = r;
}
}
}
InvalidateVideoMem(m_env.BITBLTBUF, r);
const GSLocalMemory::writeImage wi = GSLocalMemory::m_psm[m_env.BITBLTBUF.DPSM].wi;

View File

@@ -756,7 +756,7 @@ bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
config.ps.channel = ChannelFetch_RGB;
config.colormask.wrgba = 1 | 2 | 4;
r.EndHLEHardwareDraw(false);
src->m_last_draw = r.s_n;
return true;
}
else
@@ -814,6 +814,7 @@ bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
config.ps.channel = ChannelFetch_RED + channel;
config.colormask.wrgba = 8;
r.EndHLEHardwareDraw(false);
dst->m_last_draw = r.s_n;
}
return true;

View File

@@ -5910,6 +5910,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, const boo
{
case AccBlendLevel::Maximum:
sw_blending |= true;
accumulation_blend &= (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 32);
[[fallthrough]];
case AccBlendLevel::Full:
sw_blending |= m_conf.ps.blend_a != m_conf.ps.blend_b && alpha_c0_high_max_one;

View File

@@ -2404,250 +2404,289 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
};
Target* dst = nullptr;
auto& list = m_dst[type];
Target* dst_match = nullptr;
auto* list = &m_dst[type];
const GSVector4i min_rect = draw_rect.max_u32(GSVector4i(0, 0, draw_rect.x, draw_rect.y));
// TODO: Move all frame stuff to its own routine too.
if (!is_frame)
{
for (auto i = list.begin(); i != list.end();)
for (int iteration = 0; iteration < 2; iteration++)
{
Target* t = *i;
if (bp == t->m_TEX0.TBP0)
{
bool can_use = true;
if (dst != nullptr)
break;
if (dst && ((GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw) && dst->m_TEX0.TBP0 <= bp))
auto& new_dst = iteration == 0 ? dst : dst_match;
list = &m_dst[iteration == 0 ? type : (1 - type)];
for (auto i = list->begin(); i != list->end();)
{
Target* t = *i;
if (bp == t->m_TEX0.TBP0)
{
DevCon.Warning("Ignoring target at %x as one at %x is newer", t->m_TEX0.TBP0, dst->m_TEX0.TBP0);
i++;
continue;
}
// if It's an old target and it's being completely overwritten, kill it.
// Dragon Quest 8 reuses a render-target sized buffer as a single-page buffer, without clearing it. But,
// it does dirty it by writing over the 64x64 region. So while we can't use this heuristic for tossing
// targets at BW=1 because it breaks other games, we can when the *new* buffer area is completely dirty.
if (((!preserve_rgb && !preserve_alpha) || (t->m_was_dst_matched && fbmask == 0xffffff)) && TEX0.TBW != t->m_TEX0.TBW)
{
// Old targets or shrunk targets where Y draw height goes outside the page.
if (TEX0.TBW > 1 && (t->m_age >= 1 || (type == RenderTarget && draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && TEX0.TBW < t->m_TEX0.TBW)))
bool can_use = true;
if (new_dst && ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw) && new_dst->m_TEX0.TBP0 <= bp))
{
DevCon.Warning("Ignoring target at %x as one at %x is newer", t->m_TEX0.TBP0, new_dst->m_TEX0.TBP0);
i++;
continue;
}
// If there's no valid RGB, it can't be interchanged between RT and Depth
if (iteration == 1)
{
const u32 valid_mask = (t->m_valid_rgb ? 0x7 : 0x0) | ((t->m_valid_alpha_low || t->m_valid_alpha_high) ? 0x8 : 0x0);
if ((!(valid_mask & GSUtil::GetChannelMask(TEX0.PSM)) || (!is_shuffle && TEX0.TBW < (t->m_TEX0.TBW / 2))) ||
(!is_shuffle && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != GSLocalMemory::m_psm[TEX0.PSM].bpp))
{
if (!preserve_rgb && !preserve_alpha && (!src || src->m_from_target != t) && (valid_mask & GSUtil::GetChannelMask(TEX0.PSM)))
{
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
}
else
i++;
continue;
}
}
// if It's an old target and it's being completely overwritten, kill it.
// Dragon Quest 8 reuses a render-target sized buffer as a single-page buffer, without clearing it. But,
// it does dirty it by writing over the 64x64 region. So while we can't use this heuristic for tossing
// targets at BW=1 because it breaks other games, we can when the *new* buffer area is completely dirty.
if (((!preserve_rgb && !preserve_alpha) || (t->m_was_dst_matched && fbmask == 0xffffff)) && TEX0.TBW != t->m_TEX0.TBW)
{
// Old targets or shrunk targets where Y draw height goes outside the page.
if (TEX0.TBW > 1 && (t->m_age >= 1 || (type == RenderTarget && draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && TEX0.TBW < t->m_TEX0.TBW)))
{
can_use = false;
}
else if (!t->m_dirty.empty())
{
const GSVector4i size_rect = GSVector4i::loadh(size);
can_use = !t->m_dirty.GetTotalRect(TEX0, size).rintersect(size_rect).eq(size_rect);
}
}
else if (type == RenderTarget && (fbmask == 0xffffff && !t->m_was_dst_matched && TEX0.TBW != t->m_TEX0.TBW))
{
// When returning to being matched with the Z buffer in width, we need to make sure the RGB is up to date as it could get used later (Hitman Contracts).
auto& rev_list = m_dst[1 - type];
for (auto j = rev_list.begin(); j != rev_list.end(); ++j)
{
Target* ds = *j;
if (t->m_TEX0.TBP0 != ds->m_TEX0.TBP0 || !ds->m_valid_rgb || TEX0.TBW != ds->m_TEX0.TBW)
continue;
t->m_was_dst_matched = true;
t->m_valid_rgb = false;
break;
}
}
// TODO: What might be a nicer solution than this, is to rearrange the targets to match the new layout, however this comes with some caviets:
// 1. They can draw wider than the FBW
// 2. The dirty+valid rects will need to also be rearranged
// 3. This could mean larger targets hanging around more
// 4. Sources which reference a target may become invalid and will need to be removed
// 5. Potential performance implications from additional render passes/copying
//
// But the bonuses are:
// 1. Rearranging the page layout will fix quite a few games which do this
// 2. Preserved data will be in the correct place (in most cases)
// 3. Less deleting sources/targets
// 4. We can basically do clears in hardware, if they aren't insane ones
bool dirtied_area = t->m_dirty.size() >= 1;
// Check it covers the whole area of the new draw
if (!is_shuffle && dirtied_area)
{
const u32 draw_start = GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const u32 draw_end = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const u32 dirty_start = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
const u32 dirty_end = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
if (dirty_end < draw_end || dirty_start > draw_start)
dirtied_area = false;
}
if (can_use && ((!is_shuffle && dirtied_area) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
{
can_use = false;
}
else if (!t->m_dirty.empty())
if (can_use)
{
const GSVector4i size_rect = GSVector4i::loadh(size);
can_use = !t->m_dirty.GetTotalRect(TEX0, size).rintersect(size_rect).eq(size_rect);
}
}
else if (type == RenderTarget && (fbmask == 0xffffff && !t->m_was_dst_matched && TEX0.TBW != t->m_TEX0.TBW))
{
// When returning to being matched with the Z buffer in width, we need to make sure the RGB is up to date as it could get used later (Hitman Contracts).
auto& rev_list = m_dst[1 - type];
for (auto j = rev_list.begin(); j != rev_list.end(); ++j)
{
Target* ds = *j;
if (t->m_TEX0.TBP0 != ds->m_TEX0.TBP0 || !ds->m_valid_rgb || TEX0.TBW != ds->m_TEX0.TBW)
continue;
t->m_was_dst_matched = true;
t->m_valid_rgb = false;
break;
}
}
// TODO: What might be a nicer solution than this, is to rearrange the targets to match the new layout, however this comes with some caviets:
// 1. They can draw wider than the FBW
// 2. The dirty+valid rects will need to also be rearranged
// 3. This could mean larger targets hanging around more
// 4. Sources which reference a target may become invalid and will need to be removed
// 5. Potential performance implications from additional render passes/copying
//
// But the bonuses are:
// 1. Rearranging the page layout will fix quite a few games which do this
// 2. Preserved data will be in the correct place (in most cases)
// 3. Less deleting sources/targets
// 4. We can basically do clears in hardware, if they aren't insane ones
bool dirtied_area = t->m_dirty.size() >= 1;
// Check it covers the whole area of the new draw
if (!is_shuffle && dirtied_area)
{
const u32 draw_start = GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const u32 draw_end = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const u32 dirty_start = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
const u32 dirty_end = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
if (dirty_end < draw_end || dirty_start > draw_start)
dirtied_area = false;
}
if (can_use && ((!is_shuffle && dirtied_area) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
{
can_use = false;
}
if (can_use)
{
if (used)
list.MoveFront(i.Index());
dst = t;
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
else if (!(src && src->m_from_target == t))
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
continue;
}
}
// Probably pointing to half way through the target
else if (!min_rect.rempty() && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets)
{
// Some games misuse the scissor so it ends up valid 1 pixel over, which causes hell for us. So check if it still overlaps without the extra pixel.
const GSVector4i adjusted_valid = GSVector4i(t->m_valid.x, t->m_valid.y, std::min(t->m_valid.z, static_cast<int>(t->m_TEX0.TBW) * 64), t->m_valid.w - 1);
const u32 adjusted_endblock = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, adjusted_valid);
if (adjusted_endblock <= bp)
{
i++;
continue;
}
const u32 widthpage_offset = (std::abs(static_cast<int>(bp - t->m_TEX0.TBP0)) >> 5) % std::max(t->m_TEX0.TBW, 1U);
const bool is_aligned_ok = widthpage_offset == 0 || ((min_rect.width() <= static_cast<int>((t->m_TEX0.TBW - widthpage_offset) * 64) && (t->m_TEX0.TBW == TEX0.TBW || TEX0.TBW == 1)) && bp >= t->m_TEX0.TBP0);
const bool no_target_or_newer = (!dst || ((GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
const bool ds_offset = !ds || offset != 0;
const bool is_double_buffer = TEX0.TBP0 == ((((t->m_end_block + 1) - t->m_TEX0.TBP0) / 2) + t->m_TEX0.TBP0);
const bool source_match = src && src->m_TEX0.TBP0 <= bp && src->m_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, 32)));
if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer || was_used_last_draw)))
{
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
{
const u32 local_offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
if ((dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), scale, type, true, fbmask, false, false, preserve_rgb || preserve_alpha, GSVector4i::zero(), src)))
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
// I know what you're thinking, and I hate the guy who wrote it too (me). Project Snowblind, Tomb Raider etc decide to offset where they're drawing using a channel shuffle, and this gets messy, so best just to kill the old target.
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s offset overwrite shuffle", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
continue;
}
if (!is_shuffle && (!GSUtil::HasSameSwizzleBits(t->m_TEX0.PSM, TEX0.PSM) ||
((widthpage_offset % std::max(t->m_TEX0.TBW, 1U)) != 0 && ((widthpage_offset + (min_rect.width() + (s_psm.pgs.x - 1)) / s_psm.pgs.x)) > t->m_TEX0.TBW)))
{
const int page_offset = TEX0.TBP0 - t->m_TEX0.TBP0;
const int number_pages = page_offset / 32;
const u32 tbw = std::max(t->m_TEX0.TBW, 1u);
const int row_offset = number_pages / tbw;
const int page_height = GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
const int vertical_position = row_offset * page_height;
if (src && src->m_from_target == t && src->m_target_direct && vertical_position >= t->m_valid.w / 2)
{
// Valids and drawn since last read doesn't match, keep the target but resize it.
src->m_valid_rect.w = std::min(vertical_position, src->m_valid_rect.w);
t->m_valid.w = std::min(vertical_position, t->m_valid.w);
t->ResizeValidity(t->m_valid);
t->ResizeDrawn(t->m_valid);
++i;
}
else
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
}
continue;
}
GSVector4i lookup_rect = min_rect;
if (is_shuffle)
lookup_rect = lookup_rect & GSVector4i(~8);
const GSVector4i translated_rect = GSVector4i(0, 0, 0, 0).max_i32(TranslateAlignedRectByPage(t, TEX0.TBP0, TEX0.PSM, TEX0.TBW, lookup_rect));
const GSVector4i dirty_rect = t->m_dirty.empty() ? GSVector4i::zero() : t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const bool all_dirty = dirty_rect.eq(t->m_valid);
if (!is_shuffle && !dirty_rect.rempty() && (!preserve_alpha && !preserve_rgb) && (GSState::s_n - 3) > t->m_last_draw)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to dirty areas not preserved (Likely change in target)", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
continue;
}
if (!all_dirty && ((translated_rect.w <= t->m_valid.w) || widthpage_offset == 0 || (GSState::s_n - 3) <= t->m_last_draw))
{
if (TEX0.TBW == t->m_TEX0.TBW && !is_shuffle && widthpage_offset == 0 && ((min_rect.w + 63) / 64) > 1)
{
// Beyond Good and Evil does this awful thing where it puts one framebuffer at 0xf00, with the first row of pages blanked out, and the whole thing goes down to 0x2080
// which is a problem, because it then puts the Z buffer at 0x1fc0, then offsets THAT by 1 row of pages, so it starts at, you guessed it, 2080.
// So let's check the *real* start.
u32 real_start_address = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, t->m_drawn_since_read);
u32 new_end_address = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect);
// Not really overlapping.
if (real_start_address > new_end_address)
{
i++;
continue;
}
}
//DevCon.Warning("Here draw %d wanted %x PSM %x got %x PSM %x offset of %d pages width %d pages draw width %d", GSState::s_n, bp, TEX0.PSM, t->m_TEX0.TBP0, t->m_TEX0.PSM, (bp - t->m_TEX0.TBP0) >> 5, t->m_TEX0.TBW, draw_rect.width());
dst = t;
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
//Continue just in case there's a newer target
if (used)
list.MoveFront(i.Index());
if (t->m_TEX0.TBP0 <= bp || GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect) >= bp)
break;
else
continue;
list->MoveFront(i.Index());
new_dst = t;
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
else if (!(src && src->m_from_target == t))
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
continue;
}
}
}
// Probably pointing to half way through the target
else if (!min_rect.rempty() && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets)
{
// Some games misuse the scissor so it ends up valid 1 pixel over, which causes hell for us. So check if it still overlaps without the extra pixel.
const GSVector4i adjusted_valid = GSVector4i(t->m_valid.x, t->m_valid.y, std::min(t->m_valid.z, static_cast<int>(t->m_TEX0.TBW) * 64), t->m_valid.w - 1);
const u32 adjusted_endblock = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, adjusted_valid);
if (adjusted_endblock <= bp)
{
i++;
continue;
}
i++;
const u32 widthpage_offset = (std::abs(static_cast<int>(bp - t->m_TEX0.TBP0)) >> 5) % std::max(t->m_TEX0.TBW, 1U);
const bool is_aligned_ok = widthpage_offset == 0 || ((min_rect.width() <= static_cast<int>((t->m_TEX0.TBW - widthpage_offset) * 64) && (t->m_TEX0.TBW == TEX0.TBW || TEX0.TBW == 1)) && bp >= t->m_TEX0.TBP0);
const bool no_target_or_newer = (!new_dst || ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
const bool ds_offset = !ds || offset != 0;
const bool is_double_buffer = TEX0.TBP0 == ((((t->m_end_block + 1) - t->m_TEX0.TBP0) / 2) + t->m_TEX0.TBP0);
const bool source_match = src && src->m_TEX0.TBP0 <= bp && src->m_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, 32)));
if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer || was_used_last_draw)))
{
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
{
const u32 local_offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
if ((new_dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), scale, type, true, fbmask, false, false, preserve_rgb || preserve_alpha, GSVector4i::zero(), src)))
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
// I know what you're thinking, and I hate the guy who wrote it too (me). Project Snowblind, Tomb Raider etc decide to offset where they're drawing using a channel shuffle, and this gets messy, so best just to kill the old target.
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
{
if (iteration == 0)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s offset overwrite shuffle", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
}
else
i++;
continue;
}
if (!is_shuffle && (!GSUtil::HasSameSwizzleBits(t->m_TEX0.PSM, TEX0.PSM) ||
((widthpage_offset % std::max(t->m_TEX0.TBW, 1U)) != 0 && ((widthpage_offset + (min_rect.width() + (s_psm.pgs.x - 1)) / s_psm.pgs.x)) > t->m_TEX0.TBW)))
{
const int page_offset = TEX0.TBP0 - t->m_TEX0.TBP0;
const int number_pages = page_offset / 32;
const u32 tbw = std::max(t->m_TEX0.TBW, 1u);
const int row_offset = number_pages / tbw;
const int page_height = GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
const int vertical_position = row_offset * page_height;
if (src && src->m_from_target == t && src->m_target_direct && vertical_position >= t->m_valid.w / 2)
{
// Valids and drawn since last read doesn't match, keep the target but resize it.
src->m_valid_rect.w = std::min(vertical_position, src->m_valid_rect.w);
t->m_valid.w = std::min(vertical_position, t->m_valid.w);
t->ResizeValidity(t->m_valid);
t->ResizeDrawn(t->m_valid);
++i;
}
else
{
if (iteration == 0)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
}
else
i++;
}
continue;
}
GSVector4i lookup_rect = min_rect;
if (is_shuffle)
lookup_rect = lookup_rect & GSVector4i(~8);
const GSVector4i translated_rect = GSVector4i(0, 0, 0, 0).max_i32(TranslateAlignedRectByPage(t, TEX0.TBP0, TEX0.PSM, TEX0.TBW, lookup_rect));
const GSVector4i dirty_rect = t->m_dirty.empty() ? GSVector4i::zero() : t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const bool all_dirty = dirty_rect.eq(t->m_valid);
if (!is_shuffle && !dirty_rect.rempty() && (!preserve_alpha && !preserve_rgb) && (GSState::s_n - 3) > t->m_last_draw)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to dirty areas not preserved (Likely change in target)", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
continue;
}
if (!all_dirty && ((translated_rect.w <= t->m_valid.w) || widthpage_offset == 0 || (GSState::s_n - 3) <= t->m_last_draw))
{
if (TEX0.TBW == t->m_TEX0.TBW && !is_shuffle && widthpage_offset == 0 && ((min_rect.w + 63) / 64) > 1)
{
// Beyond Good and Evil does this awful thing where it puts one framebuffer at 0xf00, with the first row of pages blanked out, and the whole thing goes down to 0x2080
// which is a problem, because it then puts the Z buffer at 0x1fc0, then offsets THAT by 1 row of pages, so it starts at, you guessed it, 2080.
// So let's check the *real* start.
u32 real_start_address = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, t->m_drawn_since_read);
u32 new_end_address = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect);
// Not really overlapping.
if (real_start_address > new_end_address)
{
i++;
continue;
}
}
//DevCon.Warning("Here draw %d wanted %x PSM %x got %x PSM %x offset of %d pages width %d pages draw width %d", GSState::s_n, bp, TEX0.PSM, t->m_TEX0.TBP0, t->m_TEX0.PSM, (bp - t->m_TEX0.TBP0) >> 5, t->m_TEX0.TBW, draw_rect.width());
new_dst = t;
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
//Continue just in case there's a newer target
if (used)
list->MoveFront(i.Index());
if (t->m_TEX0.TBP0 <= bp || GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect) >= bp)
break;
else
continue;
}
}
}
i++;
}
}
}
else
{
pxAssert(type == RenderTarget);
// Let's try to find a perfect frame that contains valid data
for (auto i = list.begin(); i != list.end(); ++i)
for (auto i = list->begin(); i != list->end(); ++i)
{
Target* t = *i;
@@ -2673,7 +2712,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
DevCon.Warning("Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
InvalidateSourcesFromTarget(t);
i = list.erase(i);
i = list->erase(i);
delete t;
continue;
}
@@ -2691,7 +2730,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// 2nd try ! Try to find a frame at the requested bp -> bp + size is inside of (or equal to)
if (!dst)
{
for (auto i = list.begin(); i != list.end(); ++i)
for (auto i = list->begin(); i != list->end(); ++i)
{
Target* t = *i;
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
@@ -2711,7 +2750,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
DevCon.Warning("2 Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
InvalidateSourcesFromTarget(t);
i = list.erase(i);
i = list->erase(i);
delete t;
continue;
}
@@ -2731,7 +2770,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// 3rd try ! Try to find a frame that doesn't contain valid data (honestly I'm not sure we need to do it)
if (!dst)
{
for (auto i = list.begin(); i != list.end(); ++i)
for (auto i = list->begin(); i != list->end(); ++i)
{
Target* t = *i;
if (bp == t->m_TEX0.TBP0 && TEX0.TBW == t->m_TEX0.TBW)
@@ -2743,7 +2782,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
DevCon.Warning("3 Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
InvalidateSourcesFromTarget(t);
i = list.erase(i);
i = list->erase(i);
delete t;
continue;
}
@@ -3088,67 +3127,28 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
}
else if (!is_frame && !GSConfig.UserHacks_DisableDepthSupport)
{
const int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
// some bad data.
auto& rev_list = m_dst[rev_type];
Target* dst_match = nullptr;
for (auto i = rev_list.begin(); i != rev_list.end(); ++i)
if (!dst_match)
{
Target* t = *i;
// Don't pull in targets without valid lower 24 bits unless the Z is 32bits and the alpha is valid, it makes no sense to convert them otherwise.
// FIXME: Technically the difference in size is fine, but if the target gets reinterpreted, the hw renderer doesn't rearrange the target.
// This does cause some extra uploads in some games (like Burnout), but without this, bad data gets displayed in games like Transformers.
if (bp != t->m_TEX0.TBP0 || (!t->m_valid_rgb && (!(GSUtil::GetChannelMask(TEX0.PSM) & 0x8) || !(t->m_valid_alpha_low || t->m_valid_alpha_high))) ||
(!is_shuffle && t->m_TEX0.TBW != TEX0.TBW && (possible_clear || ((~GSLocalMemory::m_psm[t->m_TEX0.PSM].fmsk | fbmask) == 0xffffffff))))
const int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
// some bad data.
auto& rev_list = m_dst[rev_type];
for (auto i = rev_list.begin(); i != rev_list.end(); ++i)
{
continue;
}
// If the format is completely different, but it's the same location, it's likely just overwriting it, so get rid.
// Make sure it's not currently in use, that could be bad.
if (!is_shuffle && (!ds || (ds != t)) &&
t->m_TEX0.TBW != TEX0.TBW && TEX0.TBW != 1 && !preserve_rgb && min_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y)
{
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
Target* t = *i;
// Don't pull in targets without valid lower 24 bits unless the Z is 32bits and the alpha is valid, it makes no sense to convert them otherwise.
// FIXME: Technically the difference in size is fine, but if the target gets reinterpreted, the hw renderer doesn't rearrange the target.
// This does cause some extra uploads in some games (like Burnout), but without this, bad data gets displayed in games like Transformers.
if (bp != t->m_TEX0.TBP0 || (!t->m_valid_rgb && (!(GSUtil::GetChannelMask(TEX0.PSM) & 0x8) || !(t->m_valid_alpha_low || t->m_valid_alpha_high))) ||
(!is_shuffle && t->m_TEX0.TBW != TEX0.TBW && (possible_clear || ((~GSLocalMemory::m_psm[t->m_TEX0.PSM].fmsk | fbmask) == 0xffffffff))))
{
src->m_target_direct = false;
src->m_shared_texture = false;
t->m_texture = nullptr;
continue;
}
GL_CACHE("TC: Deleting Z draw %d", GSState::s_n);
InvalidateSourcesFromTarget(t);
i = rev_list.erase(i);
delete t;
continue;
}
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM];
if (t_psm_s.bpp != psm_s.bpp)
{
bool remove_target = possible_clear || (used && !is_shuffle);
// If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw
// puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17
// buffer as BW 10, and if we don't discard the BW 17 buffer, the BW 10 buffer ends up twice the size.
const u32 shuffle_bw = (psm_s.bpp > t_psm_s.bpp) ? (TEX0.TBW / 2u) : (TEX0.TBW * 2u);
if (t->m_TEX0.TBW != TEX0.TBW && (t->m_TEX0.TBW != shuffle_bw && !is_shuffle))
// If the format is completely different, but it's the same location, it's likely just overwriting it, so get rid.
// Make sure it's not currently in use, that could be bad.
if (!is_shuffle && (!ds || (ds != t)) &&
t->m_TEX0.TBW != TEX0.TBW && TEX0.TBW != 1 && !preserve_rgb && min_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y)
{
// But we'll make sure the whole existing target's actually being drawn over to be safe.
const u32 end_block = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
if (end_block >= t->UnwrappedEndBlock())
{
GL_CACHE("TC: Not converting %s at %x TBW %u with end block of %x when we're drawing through %x",
to_string(rev_type), t->m_TEX0.TBP0, t->m_TEX0.TBW, t->UnwrappedEndBlock(), end_block);
remove_target = true;
}
}
// Probably an old target, get rid of it.
if (remove_target)
{
// DT Racer hits this path and causes a crash when RT in RT is disabled,
// so let's make sure source and target texture isn't linked/shared before deleting the target.
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
{
src->m_target_direct = false;
@@ -3156,26 +3156,68 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
t->m_texture = nullptr;
}
GL_CACHE("TC: Deleting Z draw %d", GSState::s_n);
InvalidateSourcesFromTarget(t);
i = rev_list.erase(i);
delete t;
continue;
}
}
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM];
if (t_psm_s.bpp != psm_s.bpp)
{
bool remove_target = possible_clear || (used && !is_shuffle);
if (t->m_age == 0)
{
dst_match = t;
break;
}
else if (t->m_age == 1 && (preserve_rgb || (preserve_alpha && (t->m_valid_alpha_low || t->m_valid_alpha_high))))
{
dst_match = t;
// If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw
// puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17
// buffer as BW 10, and if we don't discard the BW 17 buffer, the BW 10 buffer ends up twice the size.
const u32 shuffle_bw = (psm_s.bpp > t_psm_s.bpp) ? (TEX0.TBW / 2u) : (TEX0.TBW * 2u);
if (t->m_TEX0.TBW != TEX0.TBW && (t->m_TEX0.TBW != shuffle_bw && !is_shuffle))
{
// But we'll make sure the whole existing target's actually being drawn over to be safe.
const u32 end_block = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
if (end_block >= t->UnwrappedEndBlock())
{
GL_CACHE("TC: Not converting %s at %x TBW %u with end block of %x when we're drawing through %x",
to_string(rev_type), t->m_TEX0.TBP0, t->m_TEX0.TBW, t->UnwrappedEndBlock(), end_block);
remove_target = true;
}
}
// Probably an old target, get rid of it.
if (remove_target)
{
// DT Racer hits this path and causes a crash when RT in RT is disabled,
// so let's make sure source and target texture isn't linked/shared before deleting the target.
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
{
src->m_target_direct = false;
src->m_shared_texture = false;
t->m_texture = nullptr;
}
InvalidateSourcesFromTarget(t);
i = rev_list.erase(i);
delete t;
continue;
}
}
if (t->m_age == 0)
{
dst_match = t;
break;
}
else if (t->m_age == 1 && (preserve_rgb || (preserve_alpha && (t->m_valid_alpha_low || t->m_valid_alpha_high))))
{
dst_match = t;
}
}
}
// We only want to use a matched target if it's actually being used.
if (dst_match)
{
// dst_match, we only want to use a matched target if it's actually being used.
calcRescale(dst_match);
// If we don't need A, and the existing target doesn't have valid alpha, don't bother converting it.
@@ -3192,7 +3234,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// Clear instead of invalidating if there is anything which isn't touched.
clear |= (!preserve_target && fbmask != 0);
GIFRegTEX0 new_TEX0;
new_TEX0.TBP0 = TEX0.TBP0;
new_TEX0.TBP0 = GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets ? dst_match->m_TEX0.TBP0 : TEX0.TBP0;
new_TEX0.TBW = (!half_width) ? dst_match->m_TEX0.TBW : TEX0.TBW;
new_TEX0.PSM = is_shuffle ? dst_match->m_TEX0.PSM : TEX0.PSM;
@@ -3207,8 +3249,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
dst->m_valid_alpha_low = dst_match->m_valid_alpha_low; //&& psm_s.trbpp != 24;
dst->m_valid_alpha_high = dst_match->m_valid_alpha_high; //&& psm_s.trbpp != 24;
dst->m_valid_rgb = dst_match->m_valid_rgb && (dst->m_TEX0.TBW == TEX0.TBW || min_rect.w <= GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].pgs.y);
dst->m_was_dst_matched = true;
dst_match->m_was_dst_matched = true;
dst->m_was_dst_matched = !dst_match->m_was_dst_matched;
dst_match->m_valid_rgb = preserve_rgb;
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp > 16)
@@ -4377,6 +4418,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
t->m_valid_alpha_low &= preserve_alpha;
t->m_valid_alpha_high &= preserve_alpha;
t->m_valid_rgb &= (fb_mask & 0x00FFFFFF) != 0;
t->m_was_dst_matched = false;
// Don't keep partial depth buffers around.
if ((!t->m_valid_alpha_low && !t->m_valid_alpha_high && !t->m_valid_rgb) || type == DepthStencil)
@@ -4387,7 +4429,22 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
Target* const rev_t = *j;
if (rev_t->m_TEX0.TBP0 == t->m_TEX0.TBP0 && GSLocalMemory::m_psm[rev_t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp)
{
rev_t->m_was_dst_matched = false;
if (t->m_last_draw > rev_t->m_last_draw && GSUtil::GetChannelMask(t->m_TEX0.PSM) == GSUtil::GetChannelMask(rev_t->m_TEX0.PSM))
{
if (type == DepthStencil && GSUtil::GetChannelMask(t->m_TEX0.PSM) == 0x7)
{
rev_t->m_valid_rgb = false;
rev_t->m_was_dst_matched = false;
}
else
{
GL_CACHE("TC: InvalidateContainedTargets: Remove Target %s[%x, %s]", to_string(1 - type), rev_t->m_TEX0.TBP0, GSUtil::GetPSMName(rev_t->m_TEX0.PSM));
rev_list.erase(j);
delete rev_t;
}
}
else
rev_t->m_was_dst_matched = false;
break;
}
++j;

View File

@@ -380,7 +380,6 @@ static const char* s_gs_hw_fix_names[] = {
"trilinearFiltering",
"skipDrawStart",
"skipDrawEnd",
"halfBottomOverride",
"halfPixelOffset",
"roundSprite",
"nativeScaling",

View File

@@ -65,7 +65,6 @@ namespace GameDatabaseSchema
TrilinearFiltering,
SkipDrawStart,
SkipDrawEnd,
HalfBottomOverride,
HalfPixelOffset,
RoundSprite,
NativeScaling,

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,496 @@
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#pragma once
#include "FullscreenUI.h"
#include "ImGuiFullscreen.h"
#include "common/Timer.h"
#include "Input/InputManager.h"
#define TR_CONTEXT "FullscreenUI"
template <size_t L>
class IconStackString : public SmallStackString<L>
{
public:
__fi IconStackString(const char* icon, const char* str)
{
SmallStackString<L>::format("{} {}", icon, Host::TranslateToStringView(TR_CONTEXT, str));
}
__fi IconStackString(const char8_t* icon, const char* str)
{
SmallStackString<L>::format("{} {}", reinterpret_cast<const char*>(icon), Host::TranslateToStringView(TR_CONTEXT, str));
}
__fi IconStackString(const char* icon, const char* str, const char* suffix)
{
SmallStackString<L>::format("{} {}##{}", icon, Host::TranslateToStringView(TR_CONTEXT, str), suffix);
}
__fi IconStackString(const char8_t* icon, const char* str, const char* suffix)
{
SmallStackString<L>::format("{} {}##{}", reinterpret_cast<const char*>(icon), Host::TranslateToStringView(TR_CONTEXT, str), suffix);
}
};
#define FSUI_ICONSTR(icon, str) IconStackString<256>(icon, str).c_str()
#define FSUI_ICONSTR_S(icon, str, suffix) IconStackString<256>(icon, str, suffix).c_str()
#define FSUI_STR(str) Host::TranslateToString(TR_CONTEXT, str)
#define FSUI_CSTR(str) Host::TranslateToCString(TR_CONTEXT, str)
#define FSUI_VSTR(str) Host::TranslateToStringView(TR_CONTEXT, str)
#define FSUI_FSTR(str) fmt::runtime(Host::TranslateToStringView(TR_CONTEXT, str))
#define FSUI_NSTR(str) str
using ImGuiFullscreen::ActiveButton;
using ImGuiFullscreen::AddNotification;
using ImGuiFullscreen::BeginFullscreenColumns;
using ImGuiFullscreen::BeginFullscreenColumnWindow;
using ImGuiFullscreen::BeginFullscreenWindow;
using ImGuiFullscreen::BeginHorizontalMenu;
using ImGuiFullscreen::BeginMenuButtons;
using ImGuiFullscreen::BeginNavBar;
using ImGuiFullscreen::CenterImage;
using ImGuiFullscreen::CloseChoiceDialog;
using ImGuiFullscreen::CloseFileSelector;
using ImGuiFullscreen::EndFullscreenColumns;
using ImGuiFullscreen::EndFullscreenColumnWindow;
using ImGuiFullscreen::EndFullscreenWindow;
using ImGuiFullscreen::EndHorizontalMenu;
using ImGuiFullscreen::EndMenuButtons;
using ImGuiFullscreen::EndNavBar;
using ImGuiFullscreen::EnumChoiceButton;
using ImGuiFullscreen::FloatingButton;
using ImGuiFullscreen::FocusResetType;
using ImGuiFullscreen::ForceKeyNavEnabled;
using ImGuiFullscreen::g_large_font;
using ImGuiFullscreen::g_layout_padding_left;
using ImGuiFullscreen::g_layout_padding_top;
using ImGuiFullscreen::g_medium_font;
using ImGuiFullscreen::GetCachedSvgTexture;
using ImGuiFullscreen::GetCachedSvgTextureAsync;
using ImGuiFullscreen::GetCachedTexture;
using ImGuiFullscreen::GetCachedTextureAsync;
using ImGuiFullscreen::GetPlaceholderTexture;
using ImGuiFullscreen::GetQueuedFocusResetType;
using ImGuiFullscreen::HorizontalMenuItem;
using ImGuiFullscreen::HorizontalMenuSvgItem;
using ImGuiFullscreen::InputFilterType;
using ImGuiFullscreen::IsFocusResetQueued;
using ImGuiFullscreen::IsGamepadInputSource;
using ImGuiFullscreen::LAYOUT_FOOTER_HEIGHT;
using ImGuiFullscreen::LAYOUT_LARGE_FONT_SIZE;
using ImGuiFullscreen::LAYOUT_MEDIUM_FONT_SIZE;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING;
using ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING;
using ImGuiFullscreen::LAYOUT_SCREEN_HEIGHT;
using ImGuiFullscreen::LAYOUT_SCREEN_WIDTH;
using ImGuiFullscreen::LayoutScale;
using ImGuiFullscreen::LoadSvgTexture;
using ImGuiFullscreen::LoadTexture;
using ImGuiFullscreen::MenuButton;
using ImGuiFullscreen::MenuButtonFrame;
using ImGuiFullscreen::MenuButtonWithoutSummary;
using ImGuiFullscreen::MenuButtonWithValue;
using ImGuiFullscreen::MenuHeading;
using ImGuiFullscreen::MenuHeadingButton;
using ImGuiFullscreen::MenuImageButton;
using ImGuiFullscreen::ModAlpha;
using ImGuiFullscreen::MulAlpha;
using ImGuiFullscreen::NavButton;
using ImGuiFullscreen::NavTitle;
using ImGuiFullscreen::OpenChoiceDialog;
using ImGuiFullscreen::OpenConfirmMessageDialog;
using ImGuiFullscreen::OpenFileSelector;
using ImGuiFullscreen::OpenInfoMessageDialog;
using ImGuiFullscreen::OpenInputStringDialog;
using ImGuiFullscreen::PopPrimaryColor;
using ImGuiFullscreen::PushPrimaryColor;
using ImGuiFullscreen::QueueResetFocus;
using ImGuiFullscreen::ResetFocusHere;
using ImGuiFullscreen::RightAlignNavButtons;
using ImGuiFullscreen::SetFullscreenFooterText;
using ImGuiFullscreen::ShowToast;
using ImGuiFullscreen::SvgScaling;
using ImGuiFullscreen::ThreeWayToggleButton;
using ImGuiFullscreen::ToggleButton;
using ImGuiFullscreen::UIBackgroundColor;
using ImGuiFullscreen::UIBackgroundHighlightColor;
using ImGuiFullscreen::UIBackgroundLineColor;
using ImGuiFullscreen::UIBackgroundTextColor;
using ImGuiFullscreen::UIDisabledColor;
using ImGuiFullscreen::UIPopupBackgroundColor;
using ImGuiFullscreen::UIPrimaryColor;
using ImGuiFullscreen::UIPrimaryDarkColor;
using ImGuiFullscreen::UIPrimaryLightColor;
using ImGuiFullscreen::UIPrimaryLineColor;
using ImGuiFullscreen::UIPrimaryTextColor;
using ImGuiFullscreen::UISecondaryColor;
using ImGuiFullscreen::UISecondaryStrongColor;
using ImGuiFullscreen::UISecondaryTextColor;
using ImGuiFullscreen::UISecondaryWeakColor;
using ImGuiFullscreen::UITextHighlightColor;
using ImGuiFullscreen::WantsToCloseMenu;
namespace FullscreenUI
{
enum class MainWindowType
{
None,
Landing,
StartGame,
Exit,
GameList,
GameListSettings,
Settings,
PauseMenu,
Achievements,
Leaderboards,
};
enum class PauseSubMenu
{
None,
Exit,
Achievements,
};
enum class SettingsPage
{
Summary,
Interface,
BIOS,
Emulation,
Graphics,
Audio,
MemoryCard,
NetworkHDD,
Folders,
Achievements,
Controller,
Hotkey,
Advanced,
Patches,
Cheats,
GameFixes,
Count
};
enum class GameListView
{
Grid,
List,
Count
};
enum class IPAddressType
{
PS2IP,
SubnetMask,
Gateway,
DNS1,
DNS2,
Other
};
//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////
void UpdateGameDetails(std::string path, std::string serial, std::string title, u32 disc_crc, u32 crc);
bool AreAnyDialogsOpen();
void PauseForMenuOpen(bool set_pause_menu_open);
void ClosePauseMenu();
void OpenPauseSubMenu(PauseSubMenu submenu);
void DrawLandingTemplate(ImVec2* menu_pos, ImVec2* menu_size);
void DrawLandingWindow();
void DrawStartGameWindow();
void DrawExitWindow();
void DrawPauseMenu(MainWindowType type);
void ExitFullscreenAndOpenURL(const std::string_view url);
void CopyTextToClipboard(std::string title, const std::string_view text);
void DrawAboutWindow();
void OpenAboutWindow();
void GetStandardSelectionFooterText(SmallStringBase& dest, bool back_instead_of_cancel);
void ApplyLayoutSettings(const SettingsInterface* bsi = nullptr);
void DrawSvgTexture(GSTexture* padded_texture, ImVec2 unpadded_size);
void DrawCachedSvgTexture(const std::string& path, ImVec2 size, SvgScaling mode);
void DrawCachedSvgTextureAsync(const std::string& path, ImVec2 size, SvgScaling mode);
void DrawListSvgTexture(ImDrawList* drawList, GSTexture* padded_texture, const ImVec2& p_min, const ImVec2& p_unpadded_max);
inline MainWindowType s_current_main_window = MainWindowType::None;
inline PauseSubMenu s_current_pause_submenu = PauseSubMenu::None;
inline bool s_initialized = false;
inline bool s_tried_to_initialize = false;
inline bool s_pause_menu_was_open = false;
inline bool s_was_paused_on_quick_menu_open = false;
inline bool s_about_window_open = false;
// achievements login dialog state
inline bool s_achievements_login_open = false;
inline bool s_achievements_login_logging_in = false;
inline char s_achievements_login_username[256] = {};
inline char s_achievements_login_password[256] = {};
inline Achievements::LoginRequestReason s_achievements_login_reason = Achievements::LoginRequestReason::UserInitiated;
// local copies of the currently-running game
inline std::string s_current_game_title;
inline std::string s_current_game_subtitle;
inline std::string s_current_disc_serial;
inline std::string s_current_disc_path;
inline u32 s_current_disc_crc;
//////////////////////////////////////////////////////////////////////////
// Resources
//////////////////////////////////////////////////////////////////////////
bool LoadResources();
bool LoadSvgResources();
void DestroyResources();
inline std::array<std::shared_ptr<GSTexture>, static_cast<u32>(GameDatabaseSchema::Compatibility::Perfect)>
s_game_compatibility_textures;
inline std::shared_ptr<GSTexture> s_banner_texture;
inline std::vector<std::unique_ptr<GSTexture>> s_cleanup_textures;
//////////////////////////////////////////////////////////////////////////
// Landing
//////////////////////////////////////////////////////////////////////////
void SwitchToLanding();
ImGuiFullscreen::FileSelectorFilters GetOpenFileFilters();
ImGuiFullscreen::FileSelectorFilters GetDiscImageFilters();
ImGuiFullscreen::FileSelectorFilters GetAudioFileFilters();
ImGuiFullscreen::FileSelectorFilters GetImageFileFilters();
void DoVMInitialize(const VMBootParameters& boot_params, bool switch_to_landing_on_failure);
void DoStartPath(
const std::string& path, std::optional<s32> state_index = std::nullopt, std::optional<bool> fast_boot = std::nullopt);
void DoStartFile();
void DoStartBIOS();
void DoStartDisc(const std::string& drive);
void DoStartDisc();
void DoToggleFrameLimit();
void DoToggleSoftwareRenderer();
void RequestShutdown(bool save_state);
void DoShutdown(bool save_state);
void RequestReset();
void DoReset();
void DoChangeDiscFromFile();
void RequestChangeDisc();
void DoRequestExit();
void DoDesktopMode();
void DoToggleFullscreen();
void ConfirmShutdownIfMemcardBusy(std::function<void(bool)> callback);
bool ShouldDefaultToGameList();
//////////////////////////////////////////////////////////////////////////
// Save State List
//////////////////////////////////////////////////////////////////////////
struct SaveStateListEntry
{
std::string title;
std::string summary;
std::string path;
std::unique_ptr<GSTexture> preview_texture;
time_t timestamp;
s32 slot;
};
void InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, s32 slot);
bool InitializeSaveStateListEntry(
SaveStateListEntry* li, const std::string& title, const std::string& serial, u32 crc, s32 slot, bool backup = false);
void ClearSaveStateEntryList();
u32 PopulateSaveStateListEntries(const std::string& title, const std::string& serial, u32 crc);
bool OpenLoadStateSelectorForGame(const std::string& game_path);
bool OpenSaveStateSelector(bool is_loading);
void CloseSaveStateSelector();
void DrawSaveStateSelector(bool is_loading);
bool OpenLoadStateSelectorForGameResume(const GameList::Entry* entry);
void DrawResumeStateSelector();
void DoLoadState(std::string path, std::optional<s32> slot, bool backup);
void DoSaveState(s32 slot);
inline std::vector<SaveStateListEntry> s_save_state_selector_slots;
inline std::string s_save_state_selector_game_path;
inline s32 s_save_state_selector_submenu_index = -1;
inline bool s_save_state_selector_open = false;
inline bool s_save_state_selector_loading = true;
inline bool s_save_state_selector_resuming = false;
//////////////////////////////////////////////////////////////////////////
// Game List
//////////////////////////////////////////////////////////////////////////
void DrawGameListWindow();
void DrawGameList(const ImVec2& heading_size);
void DrawGameGrid(const ImVec2& heading_size);
void HandleGameListActivate(const GameList::Entry* entry);
void HandleGameListOptions(const GameList::Entry* entry);
void DrawGameListSettingsWindow();
void SwitchToGameList();
void PopulateGameListEntryList();
GSTexture* GetTextureForGameListEntryType(GameList::EntryType type, const ImVec2& size, SvgScaling mode = SvgScaling::Stretch);
GSTexture* GetGameListCover(const GameList::Entry* entry);
void DrawGameCover(const GameList::Entry* entry, const ImVec2& size);
void DrawGameCover(const GameList::Entry* entry, ImDrawList* draw_list, const ImVec2& min, const ImVec2& max);
// For when we have no GameList entry
void DrawFallbackCover(const ImVec2& size);
void DrawFallbackCover(ImDrawList* draw_list, const ImVec2& min, const ImVec2& max);
// Lazily populated cover images.
inline std::unordered_map<std::string, std::string> s_cover_image_map;
inline std::vector<const GameList::Entry*> s_game_list_sorted_entries;
inline GameListView s_game_list_view = GameListView::Grid;
//////////////////////////////////////////////////////////////////////////
// Background
//////////////////////////////////////////////////////////////////////////
void LoadCustomBackground();
void DrawCustomBackground();
inline std::shared_ptr<GSTexture> s_custom_background_texture;
inline std::string s_custom_background_path;
inline bool s_custom_background_enabled = false;
//////////////////////////////////////////////////////////////////////////
// Achievements
//////////////////////////////////////////////////////////////////////////
void SwitchToAchievementsWindow();
void SwitchToLeaderboardsWindow();
void DrawAchievementsLoginWindow();
//////////////////////////////////////////////////////////////////////////
// Settings
//////////////////////////////////////////////////////////////////////////
static constexpr double INPUT_BINDING_TIMEOUT_SECONDS = 5.0;
static constexpr u32 NUM_MEMORY_CARD_PORTS = 2;
void SwitchToSettings();
void SwitchToGameSettings();
void SwitchToGameSettings(const std::string& path);
void SwitchToGameSettings(const GameList::Entry* entry);
void SwitchToGameSettings(const std::string_view serial, u32 crc);
void DrawSettingsWindow();
void DrawSummarySettingsPage();
void DrawInterfaceSettingsPage();
void DrawBIOSSettingsPage();
void DrawEmulationSettingsPage();
void DrawGraphicsSettingsPage(SettingsInterface* bsi, bool show_advanced_settings);
void DrawAudioSettingsPage();
void DrawMemoryCardSettingsPage();
void DrawNetworkHDDSettingsPage();
void DrawFoldersSettingsPage();
void DrawAchievementsSettingsPage(std::unique_lock<std::mutex>& settings_lock);
void DrawControllerSettingsPage();
void DrawHotkeySettingsPage();
void DrawAdvancedSettingsPage();
void DrawPatchesOrCheatsSettingsPage(bool cheats);
void DrawGameFixesSettingsPage();
bool IsEditingGameSettings(SettingsInterface* bsi);
SettingsInterface* GetEditingSettingsInterface();
SettingsInterface* GetEditingSettingsInterface(bool game_settings);
bool ShouldShowAdvancedSettings(SettingsInterface* bsi);
void SetSettingsChanged(SettingsInterface* bsi);
bool GetEffectiveBoolSetting(SettingsInterface* bsi, const char* section, const char* key, bool default_value);
s32 GetEffectiveIntSetting(SettingsInterface* bsi, const char* section, const char* key, s32 default_value);
void DoCopyGameSettings();
void DoClearGameSettings();
void ResetControllerSettings();
void DoLoadInputProfile();
void DoSaveInputProfile();
void DoSaveInputProfile(const std::string& name);
void DoResetSettings();
bool DrawToggleSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
bool default_value, bool enabled = true, bool allow_tristate = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, const char* const* options, size_t option_count, bool translate_options, int option_offset = 0,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
int default_value, int min_value, int max_value, int step_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
float default_value, float min_value, float max_value, const char* format = "%f", float multiplier = 1.0f, bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier,
const char* format = "%f", bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* left_key, int default_left, const char* top_key, int default_top, const char* right_key, int default_right,
const char* bottom_key, int default_bottom, int min_value, int max_value, int step_value, const char* format = "%d",
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, const char* const* options, const char* const* option_values, size_t option_count,
bool translate_options, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font, const char* translation_ctx = "FullscreenUI");
void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, SettingInfo::GetOptionsCallback options_callback, bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawIPAddressSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
const char* default_value, bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font,
IPAddressType ip_type = IPAddressType::Other);
void DrawFloatListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
float default_value, const char* const* options, const float* option_values, size_t option_count, bool translate_options,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
template <typename DataType, typename SizeType>
void DrawEnumSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, DataType default_value,
std::optional<DataType> (*from_string_function)(const char* str),
const char* (*to_string_function)(DataType value),
const char* (*to_display_string_function)(DataType value), SizeType option_count,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
std::pair<ImFont*, float> font = g_large_font, std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawFolderSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key,
const std::string& runtime_var, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawPathSetting(SettingsInterface* bsi, const char* title, const char* section, const char* key, const char* default_value,
bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, std::pair<ImFont*, float> font = g_large_font,
std::pair<ImFont*, float> summary_font = g_medium_font);
void DrawClampingModeSetting(SettingsInterface* bsi, const char* title, const char* summary, int vunum);
void PopulateGraphicsAdapterList();
void PopulateGameListDirectoryCache(SettingsInterface* si);
void PopulatePatchesAndCheatsList(const std::string_view serial, u32 crc);
void BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::Type type, const std::string_view section,
const std::string_view key, const std::string_view display_name);
void DrawInputBindingWindow();
void DrawInputBindingButton(SettingsInterface* bsi, InputBindingInfo::Type type, const char* section, const char* name, const char* display_name, const char* icon_name, bool show_type = true);
void ClearInputBindingVariables();
void StartAutomaticBinding(u32 port);
void DrawSettingInfoSetting(SettingsInterface* bsi, const char* section, const char* key, const SettingInfo& si,
const char* translation_ctx);
void OpenMemoryCardCreateDialog();
void DoCreateMemoryCard(std::string name, MemoryCardType type, MemoryCardFileType file_type, bool use_ntfs_compression = false);
inline SettingsPage s_settings_page = SettingsPage::Interface;
inline std::unique_ptr<INISettingsInterface> s_game_settings_interface;
inline std::unique_ptr<GameList::Entry> s_game_settings_entry;
inline std::vector<std::pair<std::string, bool>> s_game_list_directories_cache;
inline std::vector<GSAdapterInfo> s_graphics_adapter_list_cache;
inline std::vector<Patch::PatchInfo> s_game_patch_list;
inline std::vector<std::string> s_enabled_game_patch_cache;
inline std::vector<Patch::PatchInfo> s_game_cheats_list;
inline std::vector<std::string> s_enabled_game_cheat_cache;
inline u32 s_game_cheat_unlabelled_count = 0;
inline std::vector<const HotkeyInfo*> s_hotkey_list_cache;
inline std::atomic_bool s_settings_changed{false};
inline std::atomic_bool s_game_settings_changed{false};
inline InputBindingInfo::Type s_input_binding_type = InputBindingInfo::Type::Unknown;
inline std::string s_input_binding_section;
inline std::string s_input_binding_key;
inline std::string s_input_binding_display_name;
inline std::vector<InputBindingKey> s_input_binding_new_bindings;
inline std::vector<std::pair<InputBindingKey, std::pair<float, float>>> s_input_binding_value_ranges;
inline Common::Timer s_input_binding_timer;
} // namespace FullscreenUI

File diff suppressed because it is too large Load Diff

View File

@@ -163,7 +163,7 @@ void V_Core::StartADMAWrite(u16* pMem, u32 sz)
if ((AutoDMACtrl & (Index + 1)) == 0)
{
ActiveTSA = 0x2000 + (Index << 10);
DMAICounter = size * 4;
DMAICounter = size * 48;
LastClock = psxRegs.cycle;
}
else if (size >= 256)
@@ -191,7 +191,7 @@ void V_Core::StartADMAWrite(u16* pMem, u32 sz)
if (SPU2::MsgToConsole())
SPU2::ConLog("ADMA%c Error Size of %x too small\n", GetDmaIndexChar(), size);
InputDataLeft = 0;
DMAICounter = size * 4;
DMAICounter = size * 48;
LastClock = psxRegs.cycle;
}
}
@@ -248,7 +248,7 @@ void V_Core::FinishDMAwrite()
DMA7LogWrite(DMAPtr, ReadSize << 1);
#endif
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 4));
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 48));
u32 buff2end = 0;
if (buff1end > 0x100000)
{
@@ -343,7 +343,7 @@ void V_Core::FinishDMAwrite()
DMAPtr += TDA - ActiveTSA;
ReadSize -= TDA - ActiveTSA;
DMAICounter = (DMAICounter - ReadSize) * 4;
DMAICounter = (DMAICounter - ReadSize) * 48;
CounterUpdate(DMAICounter);
@@ -354,7 +354,7 @@ void V_Core::FinishDMAwrite()
void V_Core::FinishDMAread()
{
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 4));
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 48));
u32 buff2end = 0;
if (buff1end > 0x100000)
@@ -426,9 +426,9 @@ void V_Core::FinishDMAread()
// DMA Reads are done AFTER the delay, so to get the timing right we need to scheule one last DMA to catch IRQ's
if (ReadSize)
DMAICounter = std::min(ReadSize, (u32)0x100) * 4;
DMAICounter = std::min(ReadSize, (u32)0x100) * 48;
else
DMAICounter = 4;
DMAICounter = 48;
CounterUpdate(DMAICounter);
@@ -446,7 +446,7 @@ void V_Core::DoDMAread(u16* pMem, u32 size)
ReadSize = size;
IsDMARead = true;
LastClock = psxRegs.cycle;
DMAICounter = std::min(ReadSize, (u32)0x100) * 4;
DMAICounter = (std::min(ReadSize, (u32)0x100) * 48);
Regs.STATX &= ~0x80;
Regs.STATX |= 0x400;
//Regs.ATTR |= 0x30;
@@ -470,7 +470,7 @@ void V_Core::DoDMAwrite(u16* pMem, u32 size)
{
Regs.STATX &= ~0x80;
//Regs.ATTR |= 0x30;
DMAICounter = 1 * 4;
DMAICounter = 1 * 48;
LastClock = psxRegs.cycle;
return;
}

View File

@@ -254,6 +254,7 @@
<ClCompile Include="Host\SDLAudioStream.cpp" />
<ClCompile Include="Hotkeys.cpp" />
<ClCompile Include="ImGui\FullscreenUI.cpp" />
<ClCompile Include="ImGui\FullscreenUI_Settings.cpp" />
<ClCompile Include="ImGui\ImGuiFullscreen.cpp" />
<ClCompile Include="ImGui\ImGuiManager.cpp" />
<ClCompile Include="ImGui\ImGuiOverlays.cpp" />
@@ -700,6 +701,7 @@
<ClInclude Include="Host\AudioStream.h" />
<ClInclude Include="Host\AudioStreamTypes.h" />
<ClInclude Include="ImGui\FullscreenUI.h" />
<ClInclude Include="ImGui\FullscreenUI_Internal.h" />
<ClInclude Include="ImGui\ImGuiAnimated.h" />
<ClInclude Include="ImGui\ImGuiFullscreen.h" />
<ClInclude Include="ImGui\ImGuiManager.h" />

View File

@@ -1352,6 +1352,9 @@
<ClCompile Include="ImGui\FullscreenUI.cpp">
<Filter>Misc\ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\FullscreenUI_Settings.cpp">
<Filter>Misc\ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\ImGuiFullscreen.cpp">
<Filter>Misc\ImGui</Filter>
</ClCompile>
@@ -2304,6 +2307,9 @@
<ClInclude Include="ImGui\FullscreenUI.h">
<Filter>Misc\ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\FullscreenUI_Internal.h">
<Filter>Misc\ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\ImGuiFullscreen.h">
<Filter>Misc\ImGui</Filter>
</ClInclude>

View File

@@ -5,90 +5,110 @@ import os
START_IDENT = "// TRANSLATION-STRING-AREA-BEGIN"
END_IDENT = "// TRANSLATION-STRING-AREA-END"
src_file = os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI.cpp")
src_files = [
os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI.cpp"),
os.path.join(os.path.dirname(__file__), "..", "pcsx2", "ImGui", "FullscreenUI_Settings.cpp"),
]
with open(src_file, "r") as f:
full_source = f.read()
def extract_strings_from_source(source_content):
"""Extract FSUI translation strings from source content."""
strings = []
for token in ["FSUI_STR", "FSUI_CSTR", "FSUI_FSTR", "FSUI_NSTR", "FSUI_VSTR", "FSUI_ICONSTR", "FSUI_ICONSTR_S"]:
token_len = len(token)
last_pos = 0
while True:
last_pos = source_content.find(token, last_pos)
if last_pos < 0:
break
strings = []
for token in ["FSUI_STR", "FSUI_CSTR", "FSUI_FSTR", "FSUI_NSTR", "FSUI_VSTR", "FSUI_ICONSTR", "FSUI_ICONSTR_S"]:
token_len = len(token)
last_pos = 0
while True:
last_pos = full_source.find(token, last_pos)
if last_pos < 0:
break
if last_pos >= 8 and source_content[last_pos - 8:last_pos] == "#define ":
last_pos += len(token)
continue
if last_pos >= 8 and full_source[last_pos - 8:last_pos] == "#define ":
last_pos += len(token)
continue
if source_content[last_pos + token_len] == '(':
start_pos = last_pos + token_len + 1
end_pos = source_content.find(")", start_pos)
s = source_content[start_pos:end_pos]
if full_source[last_pos + token_len] == '(':
start_pos = last_pos + token_len + 1
end_pos = full_source.find(")", start_pos)
s = full_source[start_pos:end_pos]
# Split into string arguments, removing "
string_args = [""]
arg = 0;
cpos = s.find(',')
pos = s.find('"')
while pos >= 0 or cpos >= 0:
assert pos == 0 or s[pos - 1] != '\\'
if cpos == -1 or pos < cpos:
epos = pos
while True:
epos = s.find('"', epos + 1)
# found ')' in string, extend s to next ')'
if epos == -1:
end_pos = source_content.find(")", end_pos + 1)
s = source_content[start_pos:end_pos]
epos = pos
continue
# Split into sting arguments, removing "
string_args = [""]
arg = 0;
cpos = s.find(',')
pos = s.find('"')
while pos >= 0 or cpos >= 0:
assert pos == 0 or s[pos - 1] != '\\'
if cpos == -1 or pos < cpos:
epos = pos
while True:
epos = s.find('"', epos + 1)
# found ')' in string, extend s to next ')'
if epos == -1:
end_pos = full_source.find(")", end_pos + 1)
s = full_source[start_pos:end_pos]
epos = pos
continue
if s[epos - 1] == '\\':
continue
else:
break
if s[epos - 1] == '\\':
continue
else:
break
assert epos > pos
string_args[arg] += s[pos+1:epos]
cpos = s.find(',', epos + 1)
pos = s.find('"', epos + 1)
else:
arg += 1
string_args.append("")
cpos = s.find(',', cpos + 1)
assert epos > pos
string_args[arg] += s[pos+1:epos]
cpos = s.find(',', epos + 1)
pos = s.find('"', epos + 1)
print(string_args)
# FSUI_ICONSTR and FSUI_ICONSTR_S need to translate the only the second argument
# other defines take only a single argument
if len(string_args) >= 2:
new_s = string_args[1]
else:
arg += 1
string_args.append("")
cpos = s.find(',', cpos + 1)
new_s = string_args[0]
print(string_args)
assert len(new_s) > 0
# FSUI_ICONSTR and FSUI_ICONSTR_S need to translate the only the second argument
# other defines take only a single argument
if len(string_args) >= 2:
new_s = string_args[1]
else:
new_s = string_args[0]
if new_s not in strings:
strings.append(new_s)
last_pos += len(token)
return strings
assert len(new_s) > 0
def process_file(src_file):
"""Process a single source file extract strings and update its translation area."""
print(f"\nProcessing: {src_file}")
with open(src_file, "r") as f:
source = f.read()
#assert (end_pos - start_pos) < 300
#if (end_pos - start_pos) >= 300:
# print("WARNING: Long string")
# print(new_s)
if new_s not in strings:
strings.append(new_s)
last_pos += len(token)
start = source.find(START_IDENT)
end = source.find(END_IDENT)
if start < 0 or end <= start:
print(f" Warning: No translation string area found in {src_file}")
return 0
source_without_area = source[:start] + source[end + len(END_IDENT):]
strings = extract_strings_from_source(source_without_area)
print(f" Found {len(strings)} unique strings.")
new_area = ""
for string in strings:
new_area += f"TRANSLATE_NOOP(\"FullscreenUI\", \"{string}\");\n"
new_source = source[:start + len(START_IDENT) + 1] + new_area + source[end:]
with open(src_file, "w") as f:
f.write(new_source)
return len(strings)
print(f"Found {len(strings)} unique strings.")
total_strings = 0
for src_file in src_files:
total_strings += process_file(src_file)
start = full_source.find(START_IDENT)
end = full_source.find(END_IDENT)
assert start >= 0 and end > start
new_area = ""
for string in list(strings):
new_area += f"TRANSLATE_NOOP(\"FullscreenUI\", \"{string}\");\n"
full_source = full_source[:start+len(START_IDENT)+1] + new_area + full_source[end:]
with open(src_file, "w") as f:
f.write(full_source)
print(f"\nTotal: {total_strings} unique strings across all files.")