![pcsx2 shaders pcsx2 shaders](https://u.cubeupload.com/adribbleofink/EBOOT180712144407.png)
GHActions:macos: Install glib Looks like GHActions changed what things they preinstall Gamedb: add 'VIFFIFOHack' to 'Men in Black II: Alien Escape'
Pcsx2 shaders update#
Gh: Update issue-templates to include Win11 Gh: add minimal issue template for issues that don't pertain to games A lot of the required information we enforce is not applicable to application level bugs Gh: remove 32-bit Windows 11, it doesn't exist SPU: Start the sample pointer at -1 This makes videos in Stolen work again. SPU: Change dummy SP check for consistency
Pcsx2 shaders code#
Use the function for both sw blending and dithering, less code duplication. GS-ogl:glsl: Split color clamp/wrap in it's own function. GS-d3d11:fx: Split color clamp/wrap in it's own function. GameDB: add 'VUKickstartHack' to 'Crash Twinsanity' Optimization.ĭEV9: Add DEV9: prefix to "Can't open Device" log messageĭEV9: Don't shadow return value of GetAdaptersAddressesĪctions: increase linux build times as well until cache is reliable We can rely on the cache more once the following issue is resolved - Once we can, we should be able to dynamically set the timeout according to the cache-hit/missĪctions: Only announce `pre-release` releases in the discord GS-d3d11: Update ChannelShuffle buffer only when GXBY channel is used, and cleanup some variables. GS-ogl: Update SetupCBMisc buffer only when GXBY channel is used, and cleanup some variables. GS: Use static_assert over assert where possible GS: Fix compiler warning and possible memory leak on exception GS-d3d11: Don't enable PABE on accumulation blend. GS-ogl: Disable accumulation blend on PABE.
Pcsx2 shaders full#
GameDB: add patches to the 'K-1 World' series games and EE clamping full to 'D1 Professional Drift Grand Prix Series' GameDB:add EEclamping full to 'Shinobido Takumi' GameDB: add VU clamping to 'MVP Baseball 2003' When alpha is less than 128: Do Cs*F or Cs*As in shader. GS-d3d11: Try to use a mix of hw/sw blending in more situations. Optimization, might be faster as we will require less barriers. GS-ogl: Try to use a mix of hw/sw blending in more situations. GS-ogl: Don't enable blend_mix if sw blend is already enabled. Not yet needed but will be useful for sw blending when prims don't overlap. GS-d3d11: Add a condition to not enable blend_mix if sw blending is already enabled. GS SW: Handle flat prims without float conversion (#5115)Ĭore: Remove empty file Had everything commented out and there's already a file with the same name and things not commented out in CDVD GS:GL: Move TextureOffset to vs cb It's used by the vs, why would you put it in the ps cb? GS: Use actual names for DX11 convert shaders GS: Use actual names for GL convert shaders The submission process is taking a while, but we are happy to report that the following core DLCs have now been added for use with RetroArch Steam: BlastEm Snes9x Desmume Nestopia Flycast PPSSPP Enjoy! This brings the core total up to 18.GS-ogl: Optimize fragment shader uniform buffer. So we changed it Continue reading RetroArch Steam – 6 New Core DLCs added! This would lead to many people’s existing overlay config files being broken due to the paths no longer working. The main reason for this was that the overlays had been changed in 1.9.13. This overwrites the current 1.9.13 build. Release summary Changes since version 3.5.2: RetroArch updated to 1.9.13.2Option to control the menu by all users is back New option for automatic frame delay (accessible via Settings → Latency, and also via Continue reading RetroArch 1.9.13 ninjafix releaseĪ ninjafix release was just pushed for RetroArch 1.9.13. New version of Lakka has been released! We are happy to announce the new and updated version of Lakka. This project exists because Continue reading Lakka 3.6 release Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. If you’d like to learn more about upcoming releases, please consult our roadmap here.