3339 Commits

Author SHA1 Message Date
Stenzek
e0877c1922
System: Add IsUsingPS2BIOS() 2024-12-31 14:58:31 +10:00
Stenzek
69826f2101
FullscreenUI: Fix incorrect section for Deinterlacing Mode 2024-12-31 14:15:42 +10:00
Stenzek
7228f6f1cf
System: Don't fail startup if cpuinfo init fails 2024-12-30 18:11:56 +10:00
Stenzek
3c5db39ee4
GPU/SW: Remove polygon size checks from backend
It's already checked before the draw is handed off.
2024-12-30 18:11:52 +10:00
Stenzek
4d4523dc04
GPU: Use same early culling rules for lines as polygons 2024-12-30 18:11:52 +10:00
Stenzek
c5bd4101b3
GPU: Refactor and simplify deinterlacing
Both HW and SW deal with half-height buffers coming in now.
2024-12-30 14:36:17 +10:00
Stenzek
9cba1decad
GPU/HW: Compiler warning fix 2024-12-29 22:34:39 +10:00
Stenzek
468c907fd6
Cheats: Compiler warning fix 2024-12-29 22:34:31 +10:00
Stenzek
242561debf
CPU/Recompiler: Align dispatchers and JIT blocks
A couple of percent difference if we're lucky. Practically probably <1%.
2024-12-29 18:11:58 +10:00
Stenzek
82a843c121
RegTest: Log state and RAM hashes on exit
Useful for checking determinism.
2024-12-29 17:25:55 +10:00
Stenzek
1ed9e609a5
RegTest: Support replaying GPU dumps 2024-12-29 17:25:55 +10:00
Stenzek
b7832e609f
GPU/HW: Vectorize flipped sprite handling 2024-12-29 17:25:55 +10:00
Stenzek
1a211e0a21
GPU/HW: Fix mask bit regression from FF8 fix
Fixes overbright polygons appearing in Silent Hill.
2024-12-29 17:25:54 +10:00
Stenzek
799f5bdf97
GPU: Assume vertex commands are 8-byte aligned 2024-12-28 20:24:22 +10:00
Stenzek
c2589461e9
GPU/HW: Remove extra debug group pop 2024-12-28 20:24:21 +10:00
Stenzek
74fd217afb
GPU/HW: Always update/load/save CLUT
We have the headroom with multithreading now, and it prevents issues
saving/loading state in loading screens in some games.
2024-12-28 20:24:21 +10:00
Stenzek
25b0bb752a
GPU/HW: Try truncating culled vertices
What is this monstrosity? Final Fantasy VIII relies on X coordinates
being truncated during scanline drawing, with negative coordinates
becoming positive and vice versa. Fortunately the bits that we need
are consistent across the entire polygon, so we can get away with
truncating the vertices. However, we can't do this to all vertices,
because other game's vertices break in various ways. For example,
+1024 becomes -1024, which is a valid vertex position as the ending
coordinate is exclusive. Therefore, 1024 is never truncated, only
1023. Luckily, FF8's vertices get culled as they do not intersect
with the clip rectangle, so we can do this fixup only when culled,
and everything seems happy.
2024-12-28 20:24:21 +10:00
Stenzek
c99625e4c3
GPU: Move vertex culling to GPU thread
i.e. push all primitives through unless they are oversized, which the
GPU will definitely skip.

Needed because of coordinate truncation in Final Fantasy VIII, these
scenes will now render correctly with the software renderer again.
2024-12-28 20:24:09 +10:00
Stenzek
69ed6e5e58
Hotkeys: Screenshot should not be present on Android
Since it saves to app-private, users would complain that the app is
using too much data.
2024-12-27 19:39:23 +10:00
Stenzek
2da692b341
CPU/Recompiler: Swap bl{x,r} for b{x,r} on ARM
Not a subroutine call.
2024-12-27 15:02:40 +10:00
Stenzek
2a8cfc7922
CPU/CodeCache: Simplify code LUT addressing
One more instruction on x86/ARM32, no additional instructions on ARM64.

Worth it so that the application doesn't crash if the game jumps to an
invalid PC. Note that the lower 2 bits are truncated, so an unaligned
jump will round down to the closest instruction. Obviously not correct,
but if a game ends up doing this, it's a lost cause anyway.
2024-12-27 15:02:40 +10:00
Stenzek
4e5b4ba071
CPU: Fix AdEL/IBE on instruction fetch
CAUSE and EPC were swapped for the latter.
2024-12-27 15:02:40 +10:00
Stenzek
4b34825afd
CPU/CodeCache: Remove InstructionInfo pc field
No longer needed since oldrecs are gone.
2024-12-27 15:02:40 +10:00
Stenzek
ce71b168c3
CPU/CodeCache: Add static to a couple of missing functions 2024-12-27 15:02:40 +10:00
Stenzek
9921d2074c
Achievements: Fix serialization on Linux 2024-12-26 18:00:29 +10:00
Stenzek
5c83bbe5c5
FullscreenUI: Slight tidy-up to achievements login dialog 2024-12-26 18:00:29 +10:00
Stenzek
6903abba55
CDROM: Adjust missed INT1 sector behaviour
Max Power Racing and C3 Racing are slow with their DMAs out,
and get confused when an additional INT1 comes inbetween reading
the sector header and data.

Fixes these games crashing during loading. 5000 cycles is more in
line with what the real mech would do anyway, it's pretty slow.
2024-12-26 01:55:55 +10:00
Stenzek
0528ce567c
Achievement: Fix glitchy fade indicator animation 2024-12-25 23:01:58 +10:00
Stenzek
00eb54cd15
Achievements: Refactor state serialization
Fix load failures, and eliminate the buffer copy.
2024-12-25 22:23:09 +10:00
Stenzek
d360564cef
GameList: Fix lock not re-acquired on failure 2024-12-25 21:55:19 +10:00
Stenzek
8c2fe430d8
GPU/TextureCache: Apply 'Dump Replaced Textures' option to backgrounds too 2024-12-25 15:53:53 +10:00
Stenzek
b03127b206
GPU: Move background dumping to HW+GPU thread
And only dump when the mask bit check is not enabled.

The replacements are gated by the mask bit check anyway, so there's
no point dumping anything that can't be replaced.
2024-12-25 15:53:53 +10:00
Stenzek
6f3e9913f5
GPU/HW: Fix VRAM write dumping only first row
Still has race conditions.
2024-12-25 15:53:53 +10:00
Stenzek
dd180f2fd6
System: Fix dump VRAM writes not updating on GPU thread 2024-12-25 15:53:53 +10:00
Stenzek
b33aa31db8
FullscreenUI: Update translation strings
I always forget to do this...
2024-12-25 15:53:46 +10:00
Stenzek
ad7318f5f9
FullscreenUI: Fix spacing in game list 2024-12-25 14:37:26 +10:00
Stenzek
dc18ce2c2a
System: Warn if fastmem mode is not optimal 2024-12-24 13:16:37 +10:00
Stenzek
86d78e5eca
GPU/TextureCache: Only use shader bilinear for initial pagefill
Make bilinear replacements behave the same as nearest.
2024-12-24 13:05:38 +10:00
Stenzek
33083cfae1
Settings: Add missing bitfield width 2024-12-24 01:21:07 +10:00
Stenzek
00278fa905
PIO: Fix failure to load state with different cart type 2024-12-24 00:24:37 +10:00
Stenzek
b8fa97e1a7
GPU: Fix sprite texture filtering with TC enabled 2024-12-24 00:24:37 +10:00
Stenzek
89f11095bc
CPU: GTE completion cycle should be reset/serialized
Yay more determinism breakage...
2024-12-24 00:24:37 +10:00
Stenzek
9f73e690ad
CPU: Debug mode flag should be updated on state load 2024-12-24 00:24:36 +10:00
Stenzek
ac05c35292
CPU: Fix DCIC not being cleared on reset
Stops interpreter mode being unintentionally forced after
restarting some games.
2024-12-24 00:24:36 +10:00
Stenzek
18c509a679
CPU/Recompiler: Exit block early on DCIC/BPCM change
Fixes booting Xplorer cartridge with recompiler.
2024-12-24 00:24:36 +10:00
Stenzek
307bd86b72
SPU: Fix determinism loss when loading state where IRQs differ 2024-12-24 00:24:36 +10:00
Stenzek
9a22ac3c70
GPU/HW: Download VRAM when enabling sw-for-readbacks 2024-12-23 17:55:47 +10:00
Stenzek
8e254c4baf
GPUBackend: Fix VRAM loss with runahead/rewind 2024-12-23 17:55:33 +10:00
Stenzek
f3f99f7eac
FullscreenUI: Support renderer swapping without restart 2024-12-23 14:37:38 +10:00
Stenzek
406cd1b6a1
Qt: Shuffle a couple of graphics options
Save a tiny bit of vertical space.
2024-12-23 14:24:17 +10:00
Stenzek
9e04b0bf55
GPU/TextureCache: Add 'Always Track Uploads' option 2024-12-23 13:52:23 +10:00
Stenzek
a8361f985e
GPU: CLUT should not be saved on CPU thread memory state 2024-12-22 16:48:45 +10:00
Stenzek
448009f4ef
CPU/CodeCache: Fastmem RAM faults are always writes 2024-12-22 16:48:45 +10:00
Stenzek
515a4d07fb
System: Fix pre-frame sleep getting stuck 2024-12-22 16:48:45 +10:00
Stenzek
0b4e302c22
GPU: Implement PGXP for lines 2024-12-22 16:48:45 +10:00
Stenzek
b81287efd2
GPUBackend: Remove duplicate num_vertices 2024-12-22 16:48:45 +10:00
Stenzek
9b62632951
Achievements: Re-add NeedsIdleUpdate()
Forgot I needed this on Android..
2024-12-22 16:48:24 +10:00
Stenzek
080d30bf0c
GPU: Slightly adjust PAL active range
Gets the PAR closer to the expected value of 59/94 with a divider of 4.
2024-12-21 23:05:30 +10:00
Stenzek
ad980a7004
GPU: Fix 480i resolution display in OSD 2024-12-21 22:20:41 +10:00
Stenzek
0aa89ec7b0
System: Fix some GPU settings not updating 2024-12-21 18:29:56 +10:00
Stenzek
e1bd5690ac
Misc: Slightly reduce include pollution from settings.h 2024-12-21 15:28:27 +10:00
Stenzek
62285dcf33
Settings: Split into GPU and main settings
That way the GPU thread copy doesn't need fields it never touches.
2024-12-21 14:53:15 +10:00
Stenzek
6b754e6759
FullscreenUI: Fix CPU/GPU thread race on achievements toggle 2024-12-21 14:40:24 +10:00
Stenzek
26db661a05
GPU: Remove global indirection 2024-12-21 14:35:12 +10:00
Stenzek
c4b0430d5e
System: Remove unused SetExpansionROM() 2024-12-19 23:32:15 +10:00
Stenzek
7826c258b0
System: Frame step after runahead
Makes it behave as expected.
2024-12-19 23:32:15 +10:00
Stenzek
2d659fc3eb
GPU: Move backend work off CPU thread 2024-12-19 23:32:15 +10:00
Stenzek
831c982f3b
System: Rewrite memory save state handling
Makes it more friendly to GPU thread.
2024-12-19 22:42:28 +10:00
Stenzek
6993e6c31f
GPU/SW: Fix double draws of polyline vertices 2024-12-19 22:42:02 +10:00
Stenzek
10e2079ee4
CPU/Recompiler: Don't use far code for mtc0 cache check
Redundant for a few instructions.
2024-12-19 18:44:08 +10:00
Stenzek
fe1fa765f7
CPU/Recompiler: Don't back up value to stack in mtc0
Fixes misaligned stack that could crash in log messages.
2024-12-19 18:44:08 +10:00
Stenzek
568667753d
CPU/CodeCache: Avoid log calls in faults outside of JIT code
Could be in other functions that are unsafe to call log functions from.
2024-12-19 18:44:08 +10:00
Stenzek
31c1cfa650
Achievements: Remove unused NeedsIdleUpdate() 2024-12-19 12:46:59 +10:00
Stenzek
7442ec2f19
JogCon: Implement command 0x44 2024-12-19 12:42:01 +10:00
Stenzek
f010d81652
ISOReader: Add XA and raw extraction modes 2024-12-17 14:19:41 +10:00
Stenzek
b68370dff7
Mouse: Move s8 clamp to after subtraction
Stops the mouse from accumulating long distances which are applied
over several frames. Seems to "feel" slightly better.
2024-12-16 01:53:03 +10:00
Stenzek
cc52320dfe
FullscreenUI: Update translation string list 2024-12-16 01:30:20 +10:00
Stenzek
b634eecd21
System: Allow separate configuration for multi-disc games 2024-12-16 01:22:48 +10:00
Stenzek
fda10a6978
FullscreenUI: Remove legacy 'Enable Cheats' option
It did nothing.
2024-12-16 01:02:04 +10:00
Stenzek
43af57d735
System: Fix UpdateGTEAspectRatio() during initialization 2024-12-15 22:12:43 +10:00
Stenzek
6e2223b517
OpenGLDevice: Fix surfaceless context switch 2024-12-15 22:09:21 +10:00
Stenzek
9d52e27e16
CPU/Recompiler: Use condition select for ICache updates
Tidy ~4% perf boost.
2024-12-15 16:00:25 +10:00
Stenzek
90e9634c19
FullscreenUI: Enable DrawStringListSetting() 2024-12-14 18:07:33 +10:00
Stenzek
c0c2e69b59
CPU/Recompiler: Document ARM32 code size
Yikes, it's huge..
2024-12-14 16:43:29 +10:00
Stenzek
e91ae5f1b9
GPU/HW: Only compile page texture shaders if TC is enabled
Knocks about 1/4 off the total pipelines with the default config.
2024-12-14 15:56:46 +10:00
Stenzek
726aa67d1b
CPU/CodeCache: Only cache EXP1 blocks up to 0x1F060000
Neither cart type has code mapped above this address.

Saves ~91MB of memory.
2024-12-14 14:10:06 +10:00
Stenzek
b832dfbb3a
CDROM: Zero out seek start/end after read 2024-12-14 13:47:20 +10:00
Stenzek
c25c0067af
CDROM: Handle repeated SeekL to same target
Fixes more lockups in Resident Evil 3.
2024-12-14 13:36:20 +10:00
Stenzek
e683c89770
CPU/Recompiler: Fix ICache updates on ARM32 2024-12-14 01:05:42 +10:00
Stenzek
5687dd22bd
PIO: Add basic flash cartridge support 2024-12-13 23:22:57 +10:00
Stenzek
2f6eaa1d43
CPU/Interpreter: Address ICache lines in words
Might help on ARM32, because no unaligned access.

Otherwise, ~23% perf boost in debug builds. But this is pretty
meaningless.
2024-12-13 23:22:57 +10:00
Stenzek
25ffc5a248
GameDatabase: Warn if multitap enabled on unsupported game
Fear Effect sends a multitap read command, but doesn't know how to
handle it. There's probably others.

Also add a DisableMultitap trait for these games to force it off.
2024-12-13 18:41:00 +10:00
Stenzek
8f19912c64
GPU/ShaderGen: Use sample instead of load at 1x as well
Consistency. Mali ends up ever-so-slightly faster with sample versus
texel loads, apparently.

Also fixes compile errors when using texture filtering on GLSL ES.
2024-12-13 14:36:21 +10:00
Stenzek
db848d1381
System: Remove redundant GameDB lookup 2024-12-12 17:43:00 +10:00
Stenzek
5577328f35
Controller: Allow !compatsettings to always start in analog mode 2024-12-12 17:42:37 +10:00
Stenzek
99f133223c
CPU/Recompiler: Create block links for self-looping blocks
This way invalidation will rewrite the jump back to the compiler.
Otherwise a SMC block can end up looping itself indefinitely.

Might help with Spyro 2/3. I can't seem to make them crash anymore.
2024-12-12 16:28:51 +10:00
Stenzek
2e805d56dd
CPU/CodeCache: Always backpatch KSEG2 writes 2024-12-12 16:24:54 +10:00
Stenzek
c3a2156c79
CPU/CodeCache: Fix event kicking for Cached Interpreter 2024-12-12 16:24:19 +10:00
Stenzek
cdcf05a878
CPU/Recompiler: Only truncate block for future writes
If we overwrite an instruction that has already executed, it
should invalidate the block next time.
2024-12-12 16:23:32 +10:00
Stenzek
e507fdcb1f
System: Load state before calling OnSystemStarted()
Needed for transitent state cleanup on Android.
2024-12-11 22:04:21 +10:00
Stenzek
d8af8e4a60
GPU/HW: Fix possibly-stale display with MSAA+Show VRAM 2024-12-11 22:04:21 +10:00
Stenzek
69947fb907
GPU/TextureCache: Look for replacements outside of subdirectory
i.e. old setups that do not have the `replacements` subdirectory.
2024-12-11 15:02:55 +10:00
Stenzek
d871c17f3f
Settings: Set sprite texture filter on reset 2024-12-11 14:54:26 +10:00
Stenzek
1edcc8c0ac
System: Merge system taints with state taints on load 2024-12-10 20:19:27 +10:00
Stenzek
cc567d9498
Cheats: Fix hash-suffixed files incorrectly loading 2024-12-10 20:19:26 +10:00
Stenzek
1e839224e8
CDROM: Fix physical disc reading without SubQ on Linux 2024-12-10 02:28:02 +10:00
Stenzek
2e6deca76f
FileSystem: Don't use POSIX locks on Android
Requires SDK 24, and it's pointless anyway.
2024-12-10 02:26:54 +10:00
Stenzek
b814666134
CPU/Recompiler: Fix ARM32 build (again) 2024-12-10 02:26:45 +10:00
Stenzek
a1928de4d0
ImGuiOverlays: Pack SaveStateSelectorUI state 2024-12-09 15:35:07 +10:00
Stenzek
765a46fc88
FullscreenUI: Pack state in struct 2024-12-09 15:02:05 +10:00
Stenzek
53c08c52ed
ImGuiFullscreen: Pack state in struct 2024-12-09 15:01:57 +10:00
Stenzek
5d7cb6c5dc
System: Move state compression/writing to worker thread
Reduce hitches when saving.
2024-12-09 14:16:55 +10:00
Stenzek
31d953dac2
System: Prevent memcard blocking resume state save
Because otherwise you end up with a stale/old resume state, which is
arguably worse.
2024-12-09 13:42:41 +10:00
Stenzek
5bf7227790
CPU/CodeCache: Use code buffer section on Android 2024-12-08 19:44:27 +10:00
Stenzek
3a661a1c3d
Cheats: Move file clearing into core
Needed for Android.
2024-12-08 02:58:50 +10:00
Stenzek
d5432da082
Settings: Disable runahead/rewind in Safe Mode 2024-12-08 02:58:50 +10:00
Stenzek
f9155e5ce7
Settings: Fix incorrect data type for rewind slots 2024-12-08 02:58:50 +10:00
Stenzek
5725a0360b
GPU: Use A1BGR5 format for SW/HashCache if available 2024-12-06 18:28:09 +10:00
Stenzek
f0c456893c
GPUDevice: Support pre-rotating swap chains 2024-12-06 15:38:51 +10:00
Stenzek
acf04ed67a
GPUDevice: Use row-major matrix packing
With column vectors. mul() turns into dot products instead of madds.
2024-12-06 15:10:15 +10:00
Stenzek
5c4d95fd51
Settings: Add missing GPU feature disables 2024-12-06 15:07:56 +10:00
Stenzek
6d080c1a3f
GPU: Fix additional GL_POP() causing validation errors 2024-12-06 14:51:57 +10:00
Stenzek
0c7636b3c3
System: Add missing safe mode disable messages 2024-12-05 17:04:09 +10:00
Stenzek
5b6e3a952c
System: Reset code cache on fastmem mode change
Fixes excess backpatching and potential crashes when changing mode.
2024-12-03 17:29:47 +10:00
Stenzek
0a2facfaeb
Settings: Don't enable fastmem without recompiler
Don't need to bother allocating memory otherwise.
2024-12-03 16:54:42 +10:00
Stenzek
d3ceda0c5b
CPU/CodeCache: Improve block host size heuristics
Codegen is much better these days, especially with NewRec.
2024-12-03 16:54:28 +10:00
Stenzek
25063d4018
Achievements: Fix overlay stacking 2024-12-03 14:13:04 +10:00
Stenzek
cbc22a89f7
GPU/HW: Fix TC + SW-For-Readbacks combo 2024-12-02 20:45:02 +10:00
Stenzek
3959c83bd4
GPU/TextureCache: Fix split writes not dumping 2024-12-02 20:12:40 +10:00
Stenzek
22edf23269
GPU: Fix parameter logging of some commands 2024-12-02 17:24:18 +10:00
Stenzek
6756c96fa2
CDROM: Improve SeekL -> ReadN timing
See comments - Mech stops at target Data - 2, or SubQ target.
2024-12-02 17:24:16 +10:00
Stenzek
2f70d1bd9c
CPU: Write trace log to data directory 2024-12-01 23:21:33 +10:00
Stenzek
e9848a6182
Misc: Collapse more niche log channels 2024-12-01 23:21:33 +10:00
Stenzek
0faa9cf650
Build: Add Devel configuration
Gets you debug assertions and logging, while still producing an
optimized executable.
2024-12-01 23:21:33 +10:00
Stenzek
7c627a8c83
Controller: Add JogCon
This is probably wrong, but I have no way of testing it with an actual
force feedback wheel.

PRs welcome to improve it further.
2024-12-01 21:17:54 +10:00
Stenzek
f9c125c1a1
InputManager: Add ForceFeedbackDevice interface 2024-12-01 21:08:52 +10:00
Stenzek
b87c6dde6c
CDROM: More logging tidy-up 2024-12-01 18:15:42 +10:00
Stenzek
4fe3e1147d
Controller: Add GetPortDisplayName() that takes pad index 2024-12-01 17:47:55 +10:00
Stenzek
9fc9f4b9e9
Settings: Fix hash cache fields not being compared 2024-12-01 16:53:29 +10:00
Stenzek
00132c6070
AnalogController: Fix more log spam 2024-12-01 14:49:38 +10:00
Stenzek
c6746e76f1
CPU/Intepreter: Raise #RI on invalid COP0 move 2024-12-01 14:27:24 +10:00
Stenzek
62414b0c4c
CPU/Interpreter: IBE should not set BD/BT
Apparently. Nothing relies on this. :P
2024-12-01 14:27:24 +10:00
Stenzek
145ad2db27
GameList: Fix scanning of ELF files 2024-12-01 13:10:20 +10:00
Stenzek
9dec34c8c0
Settings: Disable texture replacements if TC disabled
Stops replacements being enumerated in the software renderer as well.
2024-11-30 14:42:51 +10:00
Stenzek
f1435dcf67
Settings: Bump maximum hash cache size
Hopefully mobile will be okay with it.. I know Adreno GL
craps out around 8,000 texture objects.
2024-11-30 14:36:07 +10:00
Stenzek
53008eb34a
GPU/HW: Allow use of RGB5A1 for texture cache
Reduces bandwidth and storage requirements by 50%.
2024-11-30 14:36:07 +10:00
Stenzek
c6e2235ee2
GPU/HW: Vectorize texture conversion routines
~100% speed up for RGBA8, ~50% for RGB5A1.
2024-11-30 14:36:07 +10:00
Stenzek
fa4dc381ed
GPUDevice: Rename RGBA5551 to RGB5A1
And fix the incorrect format for Vulkan.
2024-11-30 14:36:07 +10:00
Stenzek
ee750b44e3
Settings: Normalize texture replacment option titles 2024-11-30 01:09:41 +10:00
Stenzek
0f51472d64
Misc: Android build fix 2024-11-30 01:09:41 +10:00