refractionpcsx2
257eb6a6c2
Debug: Implement lazy loading and width restrictions on GS dump compare
2026-10-17 01:06:36 +01:00
refractionpcsx2
5185baad64
Debug: Improve HTML compare to allow multiple frames + fix some bugs
2026-10-17 01:06:35 +01:00
refractionpcsx2
94826f54f1
Debug: Multithread GS dump run comparer
2026-10-16 21:20:57 +01:00
chaoticgd
091ab68708
Patch: Clean up PatchCommand struct
v2.9.129
2026-10-16 18:40:22 +02:00
DiscoStarslayer
fdd6aca352
GS: Off by one when reducing/extending texture coordinates
v2.9.128
2026-10-16 18:39:56 +02:00
PCSX2 Bot
685637d30b
[ci skip] Qt: Update Base Translation.
2026-10-14 14:25:56 +02:00
TJnotJT
e35cb2c875
GS:DX:GL: Reduce copies with DS as RT feedback.
v2.9.127
2026-10-14 03:28:07 +02:00
lightningterror
a77a079031
GS/Shaders: Fix up a few more types mismatch.
...
Mesa 20 was complaining.
v2.9.126
2026-10-13 20:00:50 +02:00
TJnotJT
bbb99d2a28
GS:VK: Remove obsolete VMA flags.
v2.9.125
2026-10-13 19:29:57 +02:00
TJnotJT
3a0c7383e3
GS:VK: Add feedback loop creation flags to pipeline.
v2.9.124
2026-10-13 19:27:35 +02:00
TellowKrinkle
73ca7dcfcf
GHActions:MacOS: Fix build on Xcode 27
v2.9.123
2026-10-13 19:22:18 +02:00
refractionpcsx2
0f71e668b8
GS/HW: Favour full screen shuffles for depth mismatches
v2.9.122
2026-10-12 17:05:22 +02:00
refractionpcsx2
af2472c79c
GS/HW: Allow overlap on sprite draws for gap detection
2026-10-12 17:05:22 +02:00
refractionpcsx2
af51ec32ae
GS/HW: Ignore invalid sized Z buffers on double half clear
2026-10-12 17:05:22 +02:00
refractionpcsx2
287b07c673
GameDB: Update Xenosaga Episode 3 fixes
v2.9.121
2026-10-12 17:04:28 +02:00
refractionpcsx2
51641261bc
GS/TC: Don't update TBW on format swap if using page rearranging
2026-10-12 17:04:28 +02:00
refractionpcsx2
05c6f8cf69
GS/TC: If ds == target being truncated, split them
v2.9.120
2026-10-12 17:02:32 +02:00
refractionpcsx2
9fc90907c2
GS/HW: Do combine check when new draw expands valid size
v2.9.119
2026-10-12 02:33:55 +02:00
refractionpcsx2
99f42b6953
GS/TC: Use drawn area when available for checking overlap
2026-10-12 02:33:55 +02:00
PCSX2 Bot
5763cf034e
[ci skip] Qt: Update Base Translation.
2026-10-12 02:33:23 +02:00
TJnotJT
2954ebe696
GS:VK: Cleanup render pass handling.
...
Rewrite render pass builder.
Make a begin/end present render pass function.
Rename `depth_sampling` to `depth_feedback`.
v2.9.118
2026-10-11 19:59:12 +02:00
TJnotJT
8fab8847f9
GS:VK: Remove legacy device validation layers.
2026-10-11 19:59:12 +02:00
TJnotJT
ecc3b3cc41
GS:VK: Cleanup creation of VK structs.
...
Avoid using unnamed initializer lists.
2026-10-11 19:59:12 +02:00
TellowKrinkle
b18c0007a4
GS:VK: Formatting
2026-10-11 19:59:12 +02:00
lightningterror
c53b0c9c92
GS/GL: Rename active state attachments.
...
Matches the other renderers naming.
rt->current_rt
ds_as_rt ->current_ds_as_rt
ds->current_ds
v2.9.117
2026-10-11 02:36:08 +02:00
lightningterror
6bdd913a67
GS/HW: Try to use barriers first if depth buffer isn't safe to read on shuffles.
v2.9.116
2026-10-10 19:12:02 +02:00
PCSX2 Bot
3556089527
[ci skip] Qt: Update Base Translation.
2026-10-10 02:06:24 +02:00
lightningterror
cf3c372043
GS/GL: Partially revert 16592f3a and disable depth test and sample.
...
When an attachment is bound but not written and also bound as a shader resource
it might still cause issues if the writes didn't finish from the previous draw so it
will still need a barrier.
Attachment can not be bound as read only unlike on dx11/12/vk,
and it's not always guaranteed to work properly even if depth write is disabled.
v2.9.115
2026-10-09 23:19:59 +02:00
lightningterror
aa7ab4306e
R5900: Early return when Rt part of register is zero in LD.
...
We already do this in other functions.
v2.9.114
2026-10-08 22:25:38 +02:00
lightningterror
562705ea5c
GS/DX: Fix swapchain flags when falling back from fullscreen to windowed mode.
v2.9.113
2026-10-08 20:46:26 +02:00
lightningterror
3c8df07e8e
GS/DX12/VK: Fix DoMerge feedbackwrite shader copy sizes.
...
We are doing a shader copy from dTex to sTex[2] so we should be using the destination sizes from sTex[2].
v2.9.112
2026-10-08 16:18:38 +02:00
PCSX2 Bot
a9bd239ff9
[ci skip] Qt: Update Base Translation.
2026-10-08 02:24:12 +02:00
TheLastRar
904bd9da01
Deps: Update ARM DirectX-Headers to 1.619.5
v2.9.111
2026-10-07 22:11:17 +02:00
TheLastRar
9dc37af3ce
Deps: Update DirectX Shader Compiler to 1.9.2609.5
2026-10-07 22:11:17 +02:00
TellowKrinkle
a511890a68
Common: Add Buffer type
v2.9.110
2026-10-07 14:10:46 -04:00
TellowKrinkle
d3a1eee5e7
Misc: Use compareNoCase instead of Strncasecmp
...
Strncasecmp("a", "ab", 1) returns true, which isn't what we want
2026-10-07 14:10:46 -04:00
TellowKrinkle
d3d48a757b
GS: Support top level replacement texture zip
2026-10-07 14:10:46 -04:00
TellowKrinkle
bb78a1e250
GS: Support loading replacement textures from zip files
2026-10-07 14:10:46 -04:00
TellowKrinkle
f00cb4cec3
GS: Use C strings for filenames in texture loading
2026-10-07 14:10:46 -04:00
shawly
2ddbf1a3ee
Qt: Disable the Convert context menu entry when conversion is unavailable
...
The entry now follows the enabled state of the Convert button.
Fixes #13340 .
v2.9.109
2026-10-07 14:10:14 -04:00
shawly
44732e5adb
Qt: Validate renames against the card's own extension
...
Renaming a card that is not a .ps2 was rejected outright.
2026-10-07 14:10:14 -04:00
shawly
a5c33c1548
Qt: Use completeBaseName() when naming a converted Memory Card
...
lastIndexOf(".ps2") returned -1 into a size_t for cards with any other
extension, corrupting the destination name.
2026-10-07 14:10:14 -04:00
shawly
eb3823ac95
Memcard: Add ECC bytes when converting an ECC-less file card to a folder
...
MMCE cards such as MemCard PRO and SD2PSX store pages without ECC, so the
source is expanded to raw pages and rejected if it is not a whole number.
2026-10-07 14:10:14 -04:00
shawly
161a6cd219
Memcard: Reject accesses to reserved clusters in folder memcards
...
Reads and writes below the allocation offset or past the allocation end
wrapped the FAT cluster subtraction and read out of bounds.
Fixes #14890 .
2026-10-07 14:10:14 -04:00
shawly
874b5ab1e1
Memcard: Fix ECC and spare bytes when converting cards to raw format
...
Masks the unused bit out of the second line parity byte and leaves the
remaining spare bytes erased (0xff) instead of zeroed.
2026-10-07 14:10:14 -04:00
PCSX2 Bot
e487304308
[ci skip] Qt: Update Base Translation.
2026-10-07 02:04:25 +02:00
TellowKrinkle and TJnotJT
cf8633fe50
GS:Vk: Use vkCmdPipelineBarrier2KHR
...
Co-Authored-By: TJnotJT <tjnotjt.github@gmail.com >
v2.9.108
2026-10-06 23:35:15 +02:00
TJnotJT
4463fe4e7b
GS:MTL: Use uvec4 for color vertex input.
v2.9.107
2026-10-06 23:30:57 +02:00
TJnotJT
deb23b0d8d
GS:GL: Use uvec4 for color vertex input.
...
For uniformity with VK.
2026-10-06 23:30:57 +02:00
ranchodelaluna
9fffbdbd59
GameDB: Various name-en fixes ( #14979 )
...
Corrected some incorrect transliterations in English game titles.
v2.9.106
2026-10-06 18:13:05 +02:00