Commit Graph

258 Commits

Author SHA1 Message Date
Henrik Rydgård
62c9041060 Merge pull request #18011 from hrydgard/collapse-degenerate-volume-textures
Detect the simplest Tactics Ogre case (US/EU) early
2023-08-31 08:45:11 +02:00
Henrik Rydgård
131163bf4c Replace a too-simple heuristic with a compat flag.
Should fix the flicker in Castlevania.

Fixes #17517

The heuristic worked for Rainbow Six but broke Castlevania, so I'd rather
use a compat flag instead of breaking a different game until we can find a
more reliable heuristic for Rainbow Six.
2023-08-30 10:59:57 +02:00
Henrik Rydgård
30a165b1dd Detect the simplest Tactics Ogre case (US/EU) early
Removes the need for the compat.ini flag for these versions, since we
can just treat the texture exactly as a regular 2D texture.
2023-08-30 10:27:19 +02:00
Henrik Rydgård
4a55803d41 Enable [DisallowFramebufferAtOffset] for WWE SvR 2006. 2023-08-29 14:44:59 +02:00
Henrik Rydgård
0cdfaffb48 Enable the FakeMipmapChange flag for US/EU Tactics Ogre, fixing replacement problem.
For correct lookups, without our texture replacement actually supporting
volume textures, we need to use this mechanism here too.

The game actually uses two mipmaps, but they're identical and point to
the same memory, so we treat them as a regular 2D texture instead for
purposes of both texturing and replacement. This is presumably legacy
from the initial Japanese version that needs to use multiple texture
layers. Similarly it does in in pairs.

This does actually not fully fix texture replacement for the Japanese
version, unfortunately. For that we need more proper support for these
weird textures in the texture replacement code - when I refactored it
before for more natural handling of regular mipmapping, this kinda got
lost.
2023-08-28 20:58:57 +02:00
Henrik Rydgård
f3d675ca64 After Burner: Black Falcon: Fix flickering video by enabling vertex depth rounding
Working workaround, don't see any obvious negative effects so let's just
go with it, this has been sitting around long enough.
2023-08-28 14:53:33 +02:00
Henrik Rydgård
16d073c4ad Add compat flag to not load CLUTs from old framebuffers 2023-08-24 10:30:37 +02:00
Henrik Rydgård
731d9b6d59 Merge branch 'master' into Font-ltn12-hack 2023-08-17 14:47:46 +02:00
Nab
6c479812cb Add Sindacco Chronicles 2023-06-28 21:15:06 +02:00
Henrik Rydgård
aefedb14c9 Force circle to confirm in Shining Blade too, thanks Irfan.
See report in issue #17622
2023-06-27 22:11:18 +02:00
Henrik Rydgård
0b75174d02 Force circle button to confirm in Danball Senki original too. See #17622 2023-06-27 21:26:16 +02:00
Henrik Rydgård
5e565cff35 Enable "ForceCircleButtonConfirm" for Danball Senki
See issue #17622
2023-06-26 07:18:13 +02:00
Henrik Rydgård
552746e2df Compat: Add Yu-Gi-Oh Tag Force 6 to the list of games that warn that they require buffer effects 2023-05-17 01:41:07 +02:00
Henrik Rydgård
acea6deb00 Force UMD delays for Pangya Golf. See #17458 2023-05-15 21:52:04 +02:00
Henrik Rydgård
2d2f23bd6c compat.ini: Add Infected to [ForceMax60FPS] 2023-04-26 11:35:26 +02:00
Henrik Rydgård
6c1647a174 Remove "disable first frame readback" compat flag from SOCOM games.
The CLUT8 fix for #16210 takes care of this.
2023-04-20 09:03:12 +02:00
Henrik Rydgård
9a3ff69091 Workaround for some SOCOM game's misuse of CLUT8 textures.
Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
2023-04-17 09:34:26 +02:00
Henrik Rydgård
e766f11f2b Apply small memory stick workaround for more Harry Potter game IDs. Thanks adf. 2023-04-16 15:24:38 +02:00
Henrik Rydgård
668a6d63cb Test Drive also benefits from increased depth resolution. See #17188.
Doesn't affect the map screen issue though, #12786
2023-03-27 00:59:25 +02:00
Henrik Rydgård
b13c5c2d1b Add compat setting to force using maximum depth resolution
Fixes #17014

Even if our depth-testing-equal heuristic believes that the game needs
lower depth resolution.

This removes some depth-fighting artifacts (that are present on the real
PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama -
essentially reverting these to the behavior we had before the heuristic.

(The heuristic is good though - it means less compat.ini hacks going in
the other direction).

In the case of Outrun, this relies on two passes that pass exactly the
same vertex coordinates twice resulting in the exact same final
geometry. This is actually guaranteed by the spec if the vertex math is
exactly the same and "invariant" is set on the position output, though
I guess you never know.. Haven't seen any issues at least.

Also sneak in disabling some validation messages from using extra Vulkan
validation layers other than the default.
2023-03-26 00:27:58 +01:00
Henrik Rydgård
417f61b366 Tales of Phantasia - Narikiri Dungeon X: Avoid some GPU readbacks.
Copies to a framebuffer instead of RAM.

Confirmed through e-mail that is fixes the performance drop from #16714,
but unknown whether there are any regressions in the rest of the game.

I guess we'll find out.
2023-03-24 23:59:33 +01:00
Henrik Rydgård
ea5d4a5671 Rotate the analog stick by 15 degrees in the GoW games too, they do the same thing. 2023-02-28 08:31:25 +01:00
Henrik Rydgård
7b06ec7469 Add more Daxter game IDs 2023-02-27 11:15:36 +01:00
Henrik Rydgård
1071d0808c Undo Daxter's rotation of the analog input. See #17015
I think this is quite a bit better actually. Appears to be exactly 15 degrees.
2023-02-27 11:10:47 +01:00
Henrik Rydgård
34e6dcb287 compat/perf: Enable BlockTransferAllowCreateFB for Naruto Shippuden: Ultimate Ninja Heroes 3
See issue #16733
2023-02-17 22:51:52 +01:00