RipleyTom
c49ff490bc
Fix scenp_score_record_score param check
2024-09-29 12:09:11 +03:00
Antonino Di Guardo
3f66297593
Fix crash on VFS Tool ( #16146 )
2024-09-29 03:11:27 +03:00
Elad
f0c60b42c2
SPURS Task limit hotfix ( #16140 )
2024-09-27 22:15:06 +03:00
RipleyTom
88adaa9d2d
Add some extra param handling for cellNetCtlGetInfo
2024-09-27 19:14:09 +02:00
Elad
10dece1c80
SPU: Improve SPURS Task limit algorithm
2024-09-27 12:43:44 +03:00
RipleyTom
9dd0b055d0
Fake sceNpMatching2GetLobbyInfoList
2024-09-26 21:12:10 +02:00
Elad Ashkenazi
60b5adab63
SPU: SPURS limit update
2024-09-26 06:59:20 +03:00
Elad Ashkenazi
e3c8b3d524
GUI: Add SPURS limit to home menu
2024-09-26 06:59:20 +03:00
Elad Ashkenazi
8b79fd3da1
SPU: Make SPURS limit a dynamic setting
2024-09-26 06:59:20 +03:00
Elad Ashkenazi
4b0a5bd1b8
SPU: Fix callback leak
2024-09-24 10:31:37 +03:00
Elad Ashkenazi
6995467ff6
SPU: SPURS limiter algorithm update
2024-09-24 10:31:37 +03:00
Elad Ashkenazi
ad42a2b89a
SPU: Task-based SPURS limiter
2024-09-24 10:31:37 +03:00
Megamouse
4c3d243672
MacOs/Arm64: Fix warning
2024-09-23 23:00:58 +02:00
Ani
02362a4807
spu: Do not apply a Max SPURS Threads limit to libSail
...
On all the tested games (e.g. Naruto Ultimate Ninja Storm, Catherine),
limiting SPURS threads for "_libsailCellSpursKernelGroup" causes video
playback to hang and the game to permanently freeze. These games still
function properly while limiting the other CellSpursKernelGroup groups,
as I've confirmed through manual thread pausing.
I have not found a single example that shows that
_libsailCellSpursKernelGroup threads can be limited without the game
freezing.
This allows the Max SPURS Threads setting to work with more games, or to
work with a lower thread limit count for games where it already works.
2024-09-21 15:02:41 +02:00
Megamouse
c89e30b3d9
cellMsgDialog: only abort dialogs that were actually spawned by cellMsgDialog
2024-09-20 20:43:57 +02:00
Megamouse
d88b7f6fde
cellSaveData: improve logging for overlays
2024-09-20 20:43:57 +02:00
Antonino Di Guardo
df9275819e
Added reconciliation functions for game list file (games.yml) ( #16061 )
2024-09-20 08:46:51 +02:00
RipleyTom
3d9c8a670e
Implement old matching API
2024-09-19 20:34:56 +02:00
Elad Ashkenazi
cf65571be7
SPU Analyzer Hotfix
2024-09-19 10:00:18 +03:00
capriots
66eae05e75
cellAtracXdec: fix FFmpeg warning
2024-09-18 07:57:10 +02:00
Antonino Di Guardo
d1648dd707
[TESTERS NEEDED] Improved contextual menu ( #16038 )
2024-09-14 21:51:42 +02:00
capriots
7f2534819e
cellAtracXdec: review fixes
2024-09-14 19:37:21 +02:00
capriots
e678931cee
cellAtracXdec: review fixes
2024-09-14 19:37:21 +02:00
capriots
965dbf2c12
cellAtracXdec: review fixes
2024-09-14 19:37:21 +02:00
capriots
624f34ae13
cellAtracXdec: review fixes
2024-09-14 19:37:21 +02:00
capriots
d60eced317
cellAtracXdec: set to HLE by default
2024-09-14 19:37:21 +02:00
capriots
c813c5e953
cellAtracXdec implementation
2024-09-14 19:37:21 +02:00
capriots
5ce9c5b09f
cellAdec: add internal datatypes
2024-09-14 19:37:21 +02:00
Megamouse
e5a526e4d6
input: enable squircle settings in keyboard pad handler
...
Clamp squircled values to radius 1.
Also set kb and evdev default to 8000 as the others
2024-09-14 17:20:07 +02:00
Elad Ashkenazi
8131f40269
SPU Analyzer: Fix dereferencing freed reference
2024-09-13 19:32:15 +03:00
Elad Ashkenazi
743f9a9f51
rsx: Add 120fps and monitor refresh-rate frame limits
2024-09-12 13:49:03 +03:00
Megamouse
53c84577c0
Set cellSysutilAvcExtInitOptionParam to notice
2024-09-08 20:04:30 +02:00
Megamouse
00e5d54be7
cellSysutilAvc: fix cellSysutilAvcEnumPlayers error check
2024-09-08 20:04:30 +02:00
Elad Ashkenazi
03980304cf
SPU Analyser: Fix source termination of starting block
2024-09-08 06:51:57 +03:00
Megamouse
2bc0d19c9d
cellSysutilAvcExt: add some param checks
2024-09-06 17:17:17 +02:00
Megamouse
fe1fa45956
cellSysutilAvcExt: fix some params and size of long (the disassembly makes zero sense with s64)
2024-09-06 17:17:17 +02:00
Megamouse
6fa993645e
cellSysutilAvc: add param checks
2024-09-06 17:17:17 +02:00
Megamouse
144ff82402
Stub cellSysutilAvc
2024-09-06 17:17:17 +02:00
Megamouse
7e9cf297ac
cellPad: Remove obsolete comment
2024-09-06 17:17:17 +02:00
Megamouse
d780355784
cellPad: draw debug overlay for basic input debugging of port 0
2024-09-06 08:33:55 +02:00
Megamouse
b0194ba6af
cellPad: scale emulated skateboard IR input down
2024-09-06 08:33:55 +02:00
kd-11
7353696014
cpu: Format additions to sse2neon to match the rest of the file
2024-09-04 07:49:49 +03:00
kd-11
a60eab6e36
aarch64: Fix compilation for windows-on-arm
2024-09-04 07:49:49 +03:00
snake
ad1eb93a05
cellMic: add 16-bit PCM to 32-bit float conversion for DSP stream ( #16030 )
2024-09-03 23:25:24 +02:00
kd-11
c80342e8d4
aarch64: Support calloc patch blocks
2024-08-31 13:55:58 +03:00
kd-11
00a0c4e69d
rsx: Silence compiler warnings
2024-08-29 13:08:23 +03:00
kd-11
81f91e2095
Fix GL stencil tracking
2024-08-29 13:08:23 +03:00
Megamouse
3b36df48e9
Vk/Gl/Overlays: Do not blend the alpha channel when rendering overlays
...
When blending a source pixel with alpha less than 1 onto a texture, we will end up having even less alpha than before.
This can lead to ugly "holes" in the overlays, especially on the edges of glyphs with smooth fonts for example.
We can fix this by only blending the RGB values while keeping the destination's alpha value.
I haven't really seen this happen in RPCS3, but it's better to be safe than sorry.
2024-08-28 01:19:15 +03:00
Elad Ashkenazi
d1bfa9cd9c
RSX: Fix RSX Captures
2024-08-27 06:51:55 +03:00
Megamouse
e5b03d9cbd
Qt: check microphone permissions
2024-08-26 07:42:22 +02:00