Commit Graph
74 Commits
Author SHA1 Message Date
Stenzek ebeb646e4d GS/HW: Relax CPU sprite render requirements further via levels 2023-03-28 11:21:47 +01:00
TellowKrinkle a59f95317a Core: Use auto for ryml noderefs
The return type switched between 0.4 and 0.5, so this will be compatible with both
2023-03-18 17:28:30 -05:00
refractionpcsx2 2b49614df9 GS-HW: Don't bilinear dirty rects by default, added as upscale hack. 2023-03-18 17:07:29 +00:00
refractionpcsx2 f0d5d21e64 GS-Config: Remove remnants of the WrapMem setting. 2023-03-12 15:11:29 +00:00
Stenzek ad05193916 GameDatabase: Fix recommended blending message
It was reading from the GS thread copy instead of the CPU thread config.
2023-03-09 12:44:21 +01:00
Stenzek 7df189ced4 GameDB: Add PCRTC and blending HW fixes 2023-03-03 15:33:47 +00:00
Stenzek 64b38e5a4a GS/HW: Add "Merge Targets" texture-in-RT mode
Can take several targets from the cache, and create a combined/merged
source from them.

Fixes shadow maps in Destroy All Humans.
2023-03-01 21:13:37 +00:00
Stenzek 43c6e321f5 GS/HW: Add a new option to attempt to reduce large texture sizes
For Snowblind games which use 1024x1024 textures and UVs.
2023-02-28 17:39:15 +00:00
Stenzek 4583c64ff7 GS/HW: Add partial target invalidation option
Eventually hopefully we can make this the default, but it breaks too
much at the moment.

Fixes missing/corrupted textures in True Crime: New York City.
2023-02-25 08:18:34 +00:00
Stenzek f9dcac8cd0 GS/HW: Make readback-on-close a HW fix
Unfortunately it's too risky to enable by default all the time. So,
we'll make it a hw fix, and hopefully one day can make it default on.

Also makes save states readback the TC as well.
2023-02-23 17:25:03 +00:00
Stenzek 38957625ad GameDatabase: Add GPUTargetCLUT 2023-01-11 23:37:43 +00:00
Stenzek 580b7c94fb GS/HW: Remove AfterDraw function
Not needed.
2023-01-06 11:59:10 +00:00
Stenzek fe1e432f9e GS: Move HW hacks into game database 2023-01-06 11:59:10 +00:00
Stenzek ff82232e27 Config: Add separate VU0/VU1 round/clamp mode options 2022-12-28 16:36:36 +00:00
refractionpcsx2 7ee62b8222 GameDB/Patching: Add dynamic EE JIT patching 2022-12-28 13:55:26 +00:00
Stenzek 96a1c77577 Core: Remove PCSX2_CORE define and leftovers from wx 2022-12-24 08:42:23 +00:00
lightningterror a0b6290a4d GameDB: Fix empty could not find serial and searching for serial logs.
Fixes the logs from pasting when the size of the serial is 0 which is invalid.

Update GameDatabase.cpp
2022-12-22 10:27:00 +01:00
Connor McLaughlin bd22d29d58 Host: Make OSD message timing consistent
It was all over the place previously.
2022-11-22 17:14:56 +00:00
sideprojectslab 50861dc5c1 UI/GameDB: fixed issues with MAD integration in UI and GameDB
GameDB: fixed compile error
2022-11-18 21:29:37 +00:00
refractionpcsx2 bc2f576b30 GS-HW: SW Render CLUT draws 2022-10-30 14:46:11 +00:00
Connor McLaughlin 6c17f7ad49 GS: Support fractional upscale 2022-10-15 17:37:35 +01:00
lightningterror d908fa5e38 GS/wx: Change TriFilter name and move it to main renderer tab on wx.
Matches Qt behavior.
2022-10-01 17:34:42 +01:00
Connor McLaughlin 0f24048cd5 GameDatabase: Add gpuPaletteConversion = 2 value
Some games (e.g. Metal Gear Solid 2) use large-ish textures, with a
bunch of different CLUTs/palettes, depending on the draw. Kind-of like a
texture atlas.

This causes issues when texture preloading is enabled, as both VRAM and
GS CPU thread usage increase proporiately to the number of texture:clut
pairs (since it has to be hashed).

An alternative to disabling preloading, which is what we currently do,
is enabling GPU palette conversion in these games. Even though we
ever-so-slightly increase the GPU load due to having to do shader
sampling, the CPU load on the GS thread is considerably reduced, and
overall performance is greater. In theory it'll also achieve higher
cache hit rates on the GPU, since we're not duplicating a bunch of
textures.

However, as a general rule of thumb, we don't want to encourage people
to enable paltex, as most games run slower with it on. So, what this PR
does, is add a GameDB option for these types of games, to enable paltex
when texture preloading is set to full/hash cache, but otherwise leave
the setting alone. The best of both worlds.

NOTE: I've also forced paltex=0 for Spider-Man 2, as it uses a massive
number of palettes which can cause descriptor issues in DX12/Vulkan. A
perfect example of where you *don't* want to use paltex.
2022-09-15 12:24:43 +01:00
refractionpcsx2 93f4277b3c UI-Files: Codacy fix codacy errors and warnings 2022-08-27 00:33:59 +01:00
Connor McLaughlin 6a144f86cf GS: Improve target size calcs and remove conservative framebuffer 2022-07-30 17:16:59 +01:00