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7 changed files with 1224 additions and 1202 deletions
+6
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@@ -12928,6 +12928,7 @@ SCUS-97584:
autoFlush: 2
preloadFrameData: 1
nativeScaling: 2 # Fixes post-processing.
halfPixelOffset: 4 # Aligns post bloom.
SCUS-97589:
name: "NBA '08 featuring The Life Vol.3"
region: "NTSC-U"
@@ -21923,6 +21924,7 @@ SLES-52940:
region: "PAL-M3"
gsHWFixes:
halfPixelOffset: 5 # Fixes double image and aligns glow effects.
nativeScaling: 1 # Fixes depth blur.
SLES-52941:
name: "Gungrave - Overdose"
region: "PAL-M3"
@@ -45830,6 +45832,7 @@ SLPM-65791:
region: "NTSC-J"
gsHWFixes:
halfPixelOffset: 5 # Fixes double image and aligns glow effects.
nativeScaling: 1 # Fixes depth blur.
SLPM-65793:
name: "SSX3 [EA BEST HITS]"
name-sort: "SSX3 [EA BEST HITS]"
@@ -69376,6 +69379,7 @@ SLUS-20969:
compat: 5
gsHWFixes:
halfPixelOffset: 5 # Fixes double image and aligns glow effects.
nativeScaling: 1 # Fixes depth blur.
SLUS-20970:
name: "Rumble Roses"
region: "NTSC-U"
@@ -75906,6 +75910,7 @@ SLUS-29132:
region: "NTSC-U"
gsHWFixes:
halfPixelOffset: 5 # Fixes double image and aligns glow effects.
nativeScaling: 1 # Fixes depth blur.
SLUS-29133:
name: "Namco Transmission Demo Disc Vol.2"
region: "NTSC-U"
@@ -76708,6 +76713,7 @@ TLES-52940:
region: "PAL-E"
gsHWFixes:
halfPixelOffset: 5 # Fixes double image and aligns glow effects.
nativeScaling: 1 # Fixes depth blur.
TLES-53544:
name: "Pro Evolution Soccer 5 Beta Trial Code"
region: "PAL-E"
+4 -1
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@@ -428,7 +428,7 @@
03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
030000008f0e00001330000000000000,Mayflash Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00001330000000000000,Mayflash N64 Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
@@ -516,6 +516,7 @@
030000006f0e00000901000000000000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00008901000000000000,PDP Realmz Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows,
03000000d620000020a7000000000000,PowerA Advantage Nintendo Switch 2 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,misc2:b16,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d620000011a7000000000000,PowerA Core Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000dd62000015a7000000000000,PowerA Fusion Nintendo Switch Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d620000012a7000000000000,PowerA Fusion Nintendo Switch Fight Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
@@ -804,6 +805,8 @@
030000006f0e00000302000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
030000006f0e00000702000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
0300000034120000adbe000000000000,vJoy Device,a:b0,b:b1,back:b15,dpdown:b6,dpleft:b7,dpright:b8,dpup:b5,guide:b16,leftshoulder:b9,leftstick:b13,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b14,righttrigger:b12,rightx:a3,righty:a4,start:b4,x:b2,y:b3,platform:Windows,
03000000d23800001010000000000000,Void Genesis,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b2,leftstick:b9,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b18,misc2:b21,misc3:b20,paddle1:b22,paddle2:b15,paddle3:b23,paddle4:b17,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a5,start:b19,x:b3,y:b4,platform:Windows,
03000000d23800001210000000000000,Void Genesis,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b2,leftstick:b9,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b18,misc2:b21,misc3:b20,paddle1:b22,paddle2:b15,paddle3:b23,paddle4:b17,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a5,start:b19,x:b3,y:b4,platform:Windows,
03000000120c0000ab57000000000000,Warrior Joypad JS083,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000007e0500003003000000000000,Wii U Pro,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b6,leftstick:b11,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b12,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
0300000032150000030a000000000000,Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
File diff suppressed because it is too large Load Diff
+3 -3
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@@ -161,7 +161,7 @@ static bool OpenGSDevice(GSRendererType renderer, bool clear_state_on_fail, bool
return false;
}
if (GSConfig.OsdShowGPU && !g_gs_device->SetGPUTimingEnabled(true))
if (!g_gs_device->SetGPUTimingEnabled(true))
GSConfig.OsdShowGPU = false;
if (GSConfig.OsdShowGPUStats && !g_gs_device->SetGPUPipelineStatisticsEnabled(true))
GSConfig.OsdShowGPUStats = false;
@@ -881,9 +881,9 @@ void GSUpdateConfig(const Pcsx2Config::GSOptions& new_config)
g_gs_renderer->PurgeTextureCache(true, false, true);
}
if (GSConfig.OsdShowGPU != old_config.OsdShowGPU)
if (GSConfig.OsdShowGPU && !old_config.OsdShowGPU)
{
if (!g_gs_device->SetGPUTimingEnabled(GSConfig.OsdShowGPU))
if (!g_gs_device->SetGPUTimingEnabled(true))
GSConfig.OsdShowGPU = false;
}
+1
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@@ -531,6 +531,7 @@ REG_END2
__forceinline bool IsOpaque() const { return ((A == B || (C == 2 && FIX == 0)) && D == 0) || (A == 0 && B == D && C == 2 && FIX == 0x80); }
__forceinline bool IsOpaque(int amin, int amax) const { return ((A == B || amax == 0) && D == 0) || (A == 0 && B == D && amin == 0x80 && amax == 0x80); }
__forceinline bool IsCd() const { return (A == B) && (D == 1); }
__forceinline bool IsAdditive() const { return (A == 0 && B == 2 && (C != 2 || FIX != 0) && D == 1); }
// output will be Cd, Cs is discarded
__forceinline bool IsCdOutput() const { return (C == 2 && D != 1 && FIX == 0x00); }
+11 -5
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@@ -10709,8 +10709,10 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
IsMipMapDraw() || GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 8)
return 0;
const bool is_smaller = draw_size.x <= (tex_size.x * 0.75f) && draw_size.y <= (tex_size.y * 0.75f);
const bool is_smaller_and_writing_back = draw_size.x < tex_size.x && draw_size.y < tex_size.y && next_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 && next_ctx.TEX0.TBP0 == m_cached_ctx.FRAME.Block();
// Should usually be 2x but some games like Monster House goes from 512x448 -> 128x128
const bool is_downscale = m_cached_ctx.TEX0.TBW >= m_cached_ctx.FRAME.FBW && draw_size.x <= (tex_size.x * 0.75f) && draw_size.y <= (tex_size.y * 0.75f);
const bool is_downscale = m_cached_ctx.TEX0.TBW >= m_cached_ctx.FRAME.FBW && (is_smaller || is_smaller_and_writing_back);
// Check we're getting most of the texture and not just stenciling a part of it.
// Only allow non-bilineared downscales if it's most of the target (misdetections of shadows in Naruto, Transformers etc), otherwise it's fine.
const GSVector4i src_valid = src->m_from_target ? src->m_from_target->m_valid : src->m_valid_rect;
@@ -10734,7 +10736,8 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
}
// Last ditched check if it's doing a lot of small draws exactly the same which could be recursive lighting bloom.
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index->tail > 2 && !no_gaps_or_single_sprite && m_context->TEX1.MMAG == 1 && !m_context->ALPHA.IsOpaque())
if (m_vt.m_primclass == GS_SPRITE_CLASS && m_index->tail > 2 && !no_gaps_or_single_sprite && m_context->TEX1.MMAG == 1 && is_target_src && (m_cached_ctx.TEST.ZTST == ZTST_ALWAYS || m_cached_ctx.TEST.ZTE == 0) &&
!m_context->ALPHA.IsOpaque() && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp)
{
GSVertex* v = &m_vertex->buff[0];
float tw = 1 << src->m_TEX0.TW;
@@ -10745,7 +10748,10 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
const int first_x = (v[1].XYZ.X - v[0].XYZ.X) >> 4;
const int first_y = (v[1].XYZ.Y - v[0].XYZ.Y) >> 4;
if (first_x > first_u && first_y > first_v && !no_resize && std::abs(draw_size.x - first_x) <= 4 && std::abs(draw_size.y - first_y) <= 4)
const u32 half_color_mask = (m_vt.m_min.c == GSVector4i(64, 64, 64, 64)).mask() & 0xfff;
const bool possible_fake_bilinear = no_resize && PRIM->ABE && m_context->ALPHA.IsAdditive() && m_cached_ctx.TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba && half_color_mask == 0xfff;
if (first_x >= first_u && first_y >= first_v && (!no_resize || possible_fake_bilinear) && ((draw_size.x != first_x && draw_size.y != first_y) || (tex_size.x != first_u && tex_size.y != first_v)) && std::abs(draw_size.x - first_x) <= 4 && std::abs(draw_size.y - first_y) <= 4)
{
for (u32 i = 2; i < m_index->tail; i += 2)
{
@@ -10754,14 +10760,14 @@ int GSRendererHW::IsScalingDraw(GSTextureCache::Source* src, bool no_gaps)
const int next_x = (v[i + 1].XYZ.X - v[i].XYZ.X) >> 4;
const int next_y = (v[i + 1].XYZ.Y - v[i].XYZ.Y) >> 4;
if (std::abs(draw_size.x - next_x) > 4 || std::abs(draw_size.y - next_y) > 4)
if (std::abs(draw_size.x - next_x) > 4 || std::abs(draw_size.y - next_y) > 4 || (draw_size.x == next_x && tex_size.x == next_u) || (draw_size.y == next_y && tex_size.y == next_v))
break;
if (next_u != first_u || next_v != first_v || next_x != first_x || next_y != first_y)
break;
if (i + 2 >= m_index->tail)
return 2;
return (is_target_src && src->m_from_target->m_downscaled) ? -1 : 2;
}
}
}
+1
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@@ -6324,6 +6324,7 @@ TRANSLATE_NOOP("FullscreenUI", "Tile");
TRANSLATE_NOOP("FullscreenUI", "Xbox");
TRANSLATE_NOOP("FullscreenUI", "PlayStation");
TRANSLATE_NOOP("FullscreenUI", "Nintendo");
TRANSLATE_NOOP("FullscreenUI", "Generic");
TRANSLATE_NOOP("FullscreenUI", "Enabled");
TRANSLATE_NOOP("FullscreenUI", "Disabled");
TRANSLATE_NOOP("FullscreenUI", "2% [1 FPS (NTSC) / 1 FPS (PAL)]");