TJnotJT
bbcd5ec25e
GS/HW: ROV support.
2026-06-03 03:26:24 +02:00
TJnotJT
8df49d7676
GS/HW: Fix a number of compiler warnings.
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Missing default case in switch statement.
Signed/unsigned implict conversion.
Unused variables.
Hidden virtual overloaded function.
2026-05-31 22:38:31 +02:00
refractionpcsx2
051fdd55b0
GS: Fix xy_tail buffers when draw buffering is enabled
2026-05-30 15:40:58 +02:00
TJnotJT
4d25bdcabb
GS/DX11/GL: Adapt full barrier multidraw FB copy for sampling RT/DS hazards.
2026-05-30 14:52:42 +02:00
TJnotJT
c1cb214a03
GS/HW: Add debug blend setting.
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Will enable SW blend and disable many optimizations.
2026-05-13 19:49:07 +02:00
TJnotJT
4fa2b8e45d
GS/HW: Fixes/improvements to early scissor/bbox test.
2026-05-09 13:48:42 +02:00
refractionpcsx2
22cb6b0c9c
GS/HW: Remove zero clear from GSUploadQueue, use transfer_type instead
2026-05-08 18:15:18 +02:00
TJnotJT
433614ae85
GS: Adjust primitive bbox in vertex kick to account for AA1.
2026-05-06 20:46:51 +02:00
refractionpcsx2
c5d6b28be4
GS/HW: Correct buffered rect size of corrected EE->GS transfers
2026-05-02 05:38:48 +02:00
TJnotJT
f95b2ce24d
GS/HW: Reorganize AA1 setup and fix some performance bugs.
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Separate depth feedback setup it is not duplicated in both AA1 and alpha test setup.
Try to optimize out depth feedback in AA1 if triangle interiors are discarded.
Fix barriers not being properly enabled for AA1 triangles (was only activating if depth test was used).
2026-04-25 22:26:09 +02:00
TJnotJT
2ae8f1f23f
GS/HW: Support HW AA1 for lines/triangles.
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Credits: concept by TellowKrinkle.
2026-04-20 11:16:27 +02:00
refractionpcsx2
1fa3c6aa4a
GS: Move new Draw Buffering to a UI option
2026-04-17 21:13:30 +02:00
refractionpcsx2
76c401b0fc
GS: Implement draw buffering
2026-04-17 21:13:30 +02:00
lightningterror
cb63269d9e
GS: Fix a bunch of compiler warnings.
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Type comparisons, unused variables, missing return value.
2026-04-14 00:01:19 +02:00
TJnotJT
26bd916e37
GS: Add utility functions for vertices/quads.
2026-04-11 08:16:04 +02:00
TJnotJT
9022072de8
GS/HW: Separate DrawPrims() into functions.
2026-04-07 17:42:46 +02:00
TellowKrinkle
81a20150f2
Core: Use ARCH_ARM64 instead of _M_ARM64
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fast_float assumes that _M_ARM64 means compiling for Windows
2026-03-20 11:13:53 -04:00
TJnotJT
93212882d0
GS/HW: Depth feedback loops and accurate AFAIL. ( #13631 )
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Add support for depth feedback loops either via texture barriers or copies.
DX12 and OpenGL do depth feedback by creating a temporary color texture to hold Z and using multiple color outputs.
Use the depth feedback for accurate AFAIL (enabled via INI setting).
2026-03-18 02:12:12 +01:00
refractionpcsx2
2f3006a572
GS: Anti-Blur takes lowest offset if neither display are alternating
2026-02-26 00:50:44 +01:00
refractionpcsx2
b7fa45ee76
GS: Improve anti blur handling
2026-02-19 14:17:47 +01:00
TJnotJT
848a9fd551
GS: Fix unused lambda capture warnings.
2026-02-19 14:14:16 +01:00
refractionpcsx2
31f621681d
GS: Update draw count to be unsigned 64bit
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I have no idea why this was ever signed int.
This doesn't update the draw settings from the UI, honestly there's no real need for it to get that high when dumping.
2026-02-15 23:23:10 +01:00
refractionpcsx2
16fde28c39
GS: Only copy Y offset for anti-blur, not the dimensions
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Mobile Suit Gundam Climax uses the same display twice but only 419 high for one of them.
2026-02-15 20:14:41 +01:00
refractionpcsx2
ed515782f9
GS: Don't try to anti-blur if both displays are alternating
2026-02-15 20:14:41 +01:00
TJnotJT
12136217c4
GS/HW: Use bounding octagon for overlap detection.
2026-02-14 21:51:23 +01:00