Stenzek
0d9e6bd482
FullscreenUI: Use effective value for achievement options enable
2025-01-30 01:18:47 +10:00
Stenzek
d314b25f91
System: Fix per-game achievements hardcore mode
...
By mostly reverting 4dd6365a99ee591c136bf2e36ef376013ee17b04, I didn't
think of all the implications. Not just per-game HC mode, but it's also
problematic on Android too.
2025-01-30 01:18:47 +10:00
Stenzek
02234715c5
FullscreenUI: Move UpdateRunIdleState() for system soft-fail to host
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That way it's always in the correct state for e.g. memory card shutdown
confirmations.
2025-01-29 20:40:14 +10:00
Stenzek
4dd6365a99
System: Simplify HC disable confirm on startup
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Use one path on all platforms, always asynchronous.
2025-01-29 19:19:53 +10:00
Stenzek
4da7692a2d
System: Adjust initialization order to better fit FullscreenUI
...
Fixes jankyness of rendering the landing page when trying to resume
a game with achievements active, or when loading state.
2025-01-29 19:19:53 +10:00
Stenzek
1b678d0ebc
FullscreenUI: Allow using right mouse button for 'back'
2025-01-29 19:19:53 +10:00
Stenzek
224cb6ac8e
FullscreenUI: Fix ClosePauseMenu() running on wrong thread
2025-01-29 19:19:49 +10:00
Stenzek
231ba050a2
GPUThread: Switch to borderless if exclusive fullscreen fails
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Better than ending up windowed.
2025-01-29 18:20:41 +10:00
Stenzek
70c45f7cf8
GPU/TextureCache: Handle replacements larger than 256x256
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I left this unfinished because it was a pain...
2025-01-28 17:36:00 +10:00
Stenzek
f58fa2297e
GPU/TextureCache: Only use a single palette record for C16
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Stops C16 textures larger than 256x256 being split up.
2025-01-28 17:36:00 +10:00
Stenzek
b0c0d6444c
GPU/TextureCache: Fix parsing of C16 replacement names
2025-01-28 17:36:00 +10:00
Stenzek
7188ab863a
GPU/HW: Treat fill-like sprites as fills if TC is enabled
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Umihara Kawase Shun clears the framebuffer with a single large
sprite, which causes the texture cache to think the pages have
been drawn.
2025-01-28 17:35:52 +10:00
Stenzek
d7c78eedce
GPU/HW: Fix box downsampling on OpenGL ES
2025-01-28 15:59:35 +10:00
Stenzek
0665cb5306
FullscreenUI: Further refine achievements login dialog
2025-01-27 13:34:45 +10:00
Stenzek
0e3668a7bb
GameList: Show achievement information in game list
2025-01-26 13:49:08 +10:00
Stenzek
6512ed8a8c
Achievements: Add offline tracking of progress and hash library
2025-01-26 13:49:08 +10:00
Stenzek
d4b0b7fc29
Achievements: Include rc_client version in user agent
2025-01-26 13:49:08 +10:00
Stenzek
6a09d6ecda
Achievements: Don't store hash as a string
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This is needed to store achievement metadata in the game list.
2025-01-26 13:30:26 +10:00
Stenzek
2b7a4f8d19
Qt: Avoid game list refresh on shutdown
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We only need to invalidate the entries that have had their play times
changed, not the entire list.
2025-01-25 19:45:42 +10:00
Stenzek
573b2eb529
SPU: Move device failure message to OSD
2025-01-24 14:54:57 +10:00
Stenzek
9666abc172
FullscreenUI: Hook up to disc change hotkey
2025-01-24 13:47:55 +10:00
Stenzek
dc5f85a34e
System: Display safe mode warning when toggling on
2025-01-24 12:50:35 +10:00
Stenzek
13c7b8542d
GPUThread: Fix starting big picture mode
2025-01-23 12:37:26 +10:00
Stenzek
4da1f613b6
System: Simplify CD speedup warnings
2025-01-23 12:22:32 +10:00
Stenzek
df8822760a
GPU/HW: Further tweaks to replacement alpha handling
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We can't simply clear the alpha channel unconditionally here, because that
would result in any black pixels with zero alpha being transparency-culled.
Instead, we set it to a minimum value (2/255 in case of rounding error, I
don't trust drivers here) so that transparent polygons in the source still
set bit 15 to zero in the framebuffer, but are not transparency-culled.
Silent Hill needs it to be zero, I'm not aware of anything that needs
specific values yet. If it did, we'd need a different dumping technique.
2025-01-23 12:12:58 +10:00
Stenzek
9113a6e6a6
Qt: Add 'Multiple Devices' to automatic mapping
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Also populate the "current device" label with the device from
the config when running the setup wizard, instead of always setting
the label to Keyboard.
2025-01-22 18:38:37 +10:00
Stenzek
89504b0184
GPUThread: Push settings through FIFO
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Saves the std::function heap allocation.
2025-01-22 18:38:37 +10:00
Stenzek
f045a1742d
GPUThread: Fix order of updating state
...
Fixes unoverwritten textures not dumping on system shutdown.
2025-01-22 18:38:37 +10:00
Stenzek
8eaa1f312d
GPU: Fix overlay destination alpha with postfx
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Also don't assume the image has premultiplied alpha.
2025-01-22 18:38:37 +10:00
Stenzek
0129679bb0
GPU: Reduce overdraw when using overlays
...
Clear the four borders individually instead of a blit over the
entire texture.
2025-01-22 18:38:37 +10:00
Stenzek
af58740f5d
System: Always display OSD warning messages
...
I regretted what I did in f2720b98dd5c781a0b028968fc7fa166279047b1
less than a week after I pushed the change.
As a compromise, only display the unsafe settings warnings on startup.
2025-01-22 18:23:10 +10:00
Stenzek
4e588bb6c1
GPU: Fix incorrect interface for postfx config
2025-01-21 20:55:26 +10:00
Stenzek
78f6e11b91
GPUThread: Skip debug window update on Android
2025-01-21 20:22:10 +10:00
Stenzek
19ca9cb47d
GPU/HW: Use texture loads for native resolution
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Hopefully work around sampling precision issues in older AMD drivers
and Mali Midgard if we're lucky. But I don't have anything this old
to verify with.
2025-01-21 20:15:07 +10:00
Stenzek
080eccd8fc
GPUThread: Shutdown instead of panicing on switch failure
2025-01-21 20:12:38 +10:00
Stenzek
9c4b2112ae
GPU: Fix incorrect screen draw rect
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Fixes loading screen in Alundra 2, as well as incorrect effective
PAR when using None crop mode.
2025-01-21 19:54:54 +10:00
Stenzek
fb3e290133
GPUDevice: Move exclusive fullscreen to features
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Also fixes it not enabling in D3D12 renderer.
2025-01-21 19:12:44 +10:00
Stenzek
389276bb03
GPUDevice: Normalize supports_texture_buffers => texture_buffers
2025-01-21 19:06:59 +10:00
Stenzek
9d4789e082
FullscreenUI: Fix blank screen flicker starting game
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Also returns to whichever menu the system boot was initiated from.
2025-01-20 23:17:24 +10:00
Stenzek
17b0da7283
GameList: URL encode custom properties paths with brackets
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Fixes custom properties not applying on restart to games with
brackets in their paths.
2025-01-20 21:59:24 +10:00
Stenzek
78902d7632
FullscreenUI: Fix several more unsafe reads
2025-01-20 19:00:51 +10:00
Stenzek
f219b47e98
FullscreenUI: Use constant width/height scale on Android
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Fixes achievement notifications being differently sized
depending on the screen rotation.
2025-01-20 00:01:46 +10:00
Stenzek
c03b6f3d84
Misc: Replace isspace() usage with StringUtil::IsWhitespace()
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Avoids the UB if the character is negative (e.g. reading from a binary
file), as well as locale-specific rubbish.
2025-01-19 21:29:14 +10:00
Stenzek
7905793ae0
GPU: Use screen alignment for overlay instead of display rect
2025-01-19 21:13:16 +10:00
Stenzek
ade8bf7b3b
GPU: Fix overlay+postprocessing combination
2025-01-19 21:13:16 +10:00
Stenzek
9fdeeb3fb6
GPU: Add alpha blending support to overlay
2025-01-19 16:37:51 +10:00
Stenzek
9b8d2a88de
System: Required changes for Android
2025-01-19 15:31:58 +10:00
Stenzek
e1cbb50c64
GPU: Fix various capture/screenshot issues
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- Simplify functions for rendering display.
- Post-processing should only when the target size matches the window.
Otherwise the shaders are constantly recompiled.
- Include border overlay in capture/screenshots when above condition
is satisfied.
- Relax video alignment size when using screen resolution + auto.
- Fix "Internal Resolution (Uncorrected)" capture mode.
2025-01-19 13:42:38 +10:00
Stenzek
725dcea05a
GPU: Fix crash toggling border overlays
2025-01-19 12:25:19 +10:00
Stenzek
6131ddbefe
GPU: Fill in unused/padded area in overlays
2025-01-18 22:59:49 +10:00