Commit Graph

2723 Commits

Author SHA1 Message Date
e6a682f8d5 System: Reduce rewind/runahead memory usage w/o 8MB enabled 2024-08-06 16:02:18 +10:00
0517aef5bd CDROM: Don't allow deferred INT1 after Pause ACK 2024-08-06 13:34:11 +10:00
0c15c9eaa8 Qt: Fix bug where config-based RAIntegration occasionally failed 2024-08-04 21:03:42 +10:00
c3bf267936 System: Remove redundant remap 2024-08-04 21:03:39 +10:00
02fbfae6a0 System: Add advanced 'Export Shared Memory' option
Memory map is exported as duckstation_<pid>. Previously, this only
worked on Windows, now it is extended to Linux as well.
2024-08-04 20:28:07 +10:00
c538df317a GameDatabase: Add crop mode override 2024-08-04 18:59:21 +10:00
6c0a0e6203 GPU: Fix incorrect lightgun line with force progressive 2024-08-04 17:54:19 +10:00
ec5d8cb1d6 Achievements: Use badge IDs from server
Fixes icons not invalidating if they're changed/reassigned in the RA
database.
2024-08-04 17:00:08 +10:00
f9079b0151 CDROM: Display XA coding info in debug window 2024-08-04 16:30:04 +10:00
ee538ae0ea CDROM: Improve resampling quality of 18900hz XA 2024-08-04 16:21:35 +10:00
a2f98541b3 Misc: Slim down some header includes 2024-08-04 14:49:55 +10:00
143acca03b Core: Purge resources.cpp
Save around 64KB in binary size.
2024-08-04 14:13:15 +10:00
1b9b4699d9 Qt: Fix render-window-resize with 270deg rotation 2024-08-03 01:19:22 +10:00
9a626caad9 Qt: Reduce game list jank after shutting down VM
Prevents progress bar briefly appearing, and the list scrolling to the
top when you exit a game.
2024-08-03 00:50:04 +10:00
3a83c4265c Misc: Fix a bunch of code analysis warnings
Some of which were even actual errors.
2024-08-02 23:56:07 +10:00
33f6cc246e System: Use default compression level
I'd intended to make this an option.
2024-07-29 22:06:21 +10:00
e0911d7f54 GPU/HW: Fix spec violation with Vulkan fbfetch 2024-07-29 17:27:33 +10:00
6ce9e571ed Misc: Purge remaining ByteStream references 2024-07-29 17:27:32 +10:00
a6518ff9dc System: Rewrite save state I/O
No more ByteStream or virtual calls for every piece of data.
2024-07-29 17:27:32 +10:00
dd8bf2c9d9 MemoryCard: Purge use of ByteStream 2024-07-29 17:27:32 +10:00
b5009da2bc GameList: Purge use of ByteStream 2024-07-29 17:27:32 +10:00
7aaaf7c575 GameDatabase: Purge use of ByteStream 2024-07-29 17:27:32 +10:00
ab7a3e1934 BinaryReaderWriter: Add class for files as well as spans 2024-07-29 17:27:32 +10:00
6fe0c986fa System: Rewrite EXE override/loading
Relies on POST=7 as a kernel initialization indicator, instead of
patching the BIOS.

Fixes EXE loading with OpenBIOS and PS2 BIOS, and fast boot getting
baked into save states.
2024-07-28 19:05:56 +10:00
7b99fcbbf3 GPU: Fix edge bleeding with Bilinear Integer scaling 2024-07-28 14:08:28 +10:00
a3acb0c5db GPU/HW: Always allow shader blend with fbfetch 2024-07-27 19:52:08 +10:00
c2d24f436c CDROM: Re-enable error-on-seeking-pause behaviour
See the comments in the diff. This **will** cause lag in Final Fantasy
VII during preload areas, but that has also been confirmed on console.

Duke Nukem - Total Meltdown does this silly Read -> Pause command chain,
except it sets its data/INT1 callback on the read, but never clears it
after the pause. Therefore, if it doesn't receive at least one sector,
the callback never gets cleared, and when the next read happens, it
stores the "current" callback in the "backup" variable, which should be
null, but now has the callback from the dud read.

The result is any INT1 during XA playback running the dud callback,
which says "hey, I'm not expecting any data, so pause, and stops the
background music playback. Making sure at least one sector from that
silly chain is delivered ensures the callback is cleared, and this does
not happen.

Since the pause first mentioned above will now error out until the first
sector is delievered, the game spams pause until it eventually does
succeed after the INT1. This behaviour has also been verified on
hardware, thanks to rama for the xStation logs.
2024-07-27 14:24:23 +10:00
440e08cf3e Qt: Fix crash opening game compatibility report 2024-07-27 01:31:22 +10:00
7a3a72ec3d GPU: Add display rotation option 2024-07-26 23:09:33 +10:00
0b5287f199 Bus: Implement RAM_SIZE register
Fixes Rock-Climbing - Mitouhou e no Chousen - Alps Hen (Japan) crashing
on boot. Silly game does a 512 word DMA from CDROM to 0x001FFF04, with the
mapped memory size set to 4MB, expecting the DMA to trigger a bus error,
because if it doesn't, then your kernel memory goes bye bye.

A bunch of other games do set the upper 4MB to be unmapped, but this
change appears to have no effect on them. As expected, they're probably
doing the correct thing.
2024-07-24 00:14:17 +10:00
dce1221021 Bus: Log when RAM_SIZE changes 2024-07-23 23:00:44 +10:00
68575d15a4 CDROM: Shift instead of divide in ZigZagInterpolate 2024-07-23 22:10:04 +10:00
5ec9c8a397 CDROM: Fix handling of 8-bit ADPCM and decoder overruns
Fixes pops in menu music in Simple 1500 Series Vol. 92 - The Tozan
RPG - Ginrei no Hasha.

I haven't seen anything that _properly_ uses 8-bit ADPCM yet. The above
game does, but only in the inaudible portion of the start of the track.
2024-07-23 21:54:22 +10:00
861d4a5aa2 FullscreenUI: Reorder graphics settings to match Qt 2024-07-23 21:11:01 +10:00
0407f939fc CPU: Fix loading recompiler-saved states with interpreter 2024-07-23 21:11:01 +10:00
2a617c505a GPU/HW: Support using ROV for accurate blending 2024-07-23 14:46:06 +10:00
e743c5d1b1 GPU/HW: Force update CLUT on save state
Fixes switching from hardware->software renderer in games that are
drawing without reloading the CLUT.
2024-07-22 21:25:14 +10:00
298f39a0c8 GPU/HW: Fully report shader/pipeline creation failures 2024-07-22 15:43:18 +10:00
deed0c9713 GameDatabase: Merge compatibility messages 2024-07-22 14:59:55 +10:00
b4136d2834 TimingEvents: Avoid heap allocation in SortEvents() 2024-07-21 16:15:40 +10:00
d9ada75d4f Qt: Toggle for DualSense Player LED (#3254) 2024-07-21 16:07:36 +10:00
3172eac8df PINE: Disable nagle buffering 2024-07-21 13:43:21 +10:00
f2e88ce0e5 PINE: Add MsgReadBytes/MsgWriteBytes 2024-07-21 13:34:10 +10:00
79644bfb2a CPU: Add Safe{Read,Write}MemoryBytes 2024-07-21 13:33:54 +10:00
52f9e8556a CDROM: Deactivate command attempt before queueing another
Reduces chances of ending up with unordered events.
2024-07-20 22:35:32 +10:00
efd8aab437 TimingEvents: Fix events ending up out-of-order 2024-07-20 22:35:32 +10:00
9b77a9aff7 TimingEvents: Move interrupt dispatch to end of loop
Saves another iteration.
2024-07-20 13:42:01 +10:00
4f7ddfaae6 TimingEvents: Remove pointer indirection
Probably should move this to one big array for locality.
2024-07-19 22:56:41 +10:00
56dd9878e1 Misc: RISC-V build fixes 2024-07-19 22:25:57 +10:00
2e96931c32 CPU/CodeCache: Dynamically compute BIOS memory access timing
The timings can change if the game does so. Instead of forcing the
blocks to recompile, we can just manually multiply size * word_time.

Improves stability of Nightmare Creatures booting, and fixes corrupted
text in Formula Circus when using the cached interpreter.
2024-07-19 22:25:57 +10:00