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EmuCR: DuckStation DuckStation v0.1-12442 is released. DuckStation is an simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues.

Features:
CPU Recompiler/JIT (x86-64, armv7/AArch32 and AArch64)
Hardware (D3D11, D3D12, OpenGL, Vulkan) and software rendering
Upscaling, texture filtering, and true colour (24-bit) in hardware renderers
PGXP for geometry precision, texture correction, and depth buffer emulation
Adaptive downsampling filter
Post processing shader chains
"Fast boot" for skipping BIOS splash/intro
Save state support
Windows, Linux, highly experimental macOS support
Supports bin/cue images, raw bin/img files, MAME CHD, single-track ECM, MDS/MDF, and unencrypted PBP formats.
Direct booting of homebrew executables
Direct loading of Portable Sound Format (psf) files
Digital and analog controllers for input (rumble is forwarded to host)
Namco GunCon lightgun support (simulated with mouse)
NeGcon support
Qt and "Big Picture" UI
Automatic updates for Windows builds
Automatic content scanning - game titles/hashes are provided by redump.org
Optional automatic switching of memory cards for each game
Supports loading cheats from existing lists
Memory card editor and save importer
Emulated CPU overclocking
Integrated and remote debugging
Multitap controllers (up to 8 devices)
RetroAchievements
Automatic loading/applying of PPF patches

DuckStation Changelog:
1b79c8b Deps: Update to 20261010
6a9c296 Achievements: Extract bucket names out of FullscreenUI
e468c80 Achievements: Separate login and credential saving steps
3856bf0 SettingsInterface: Guard against copying to self
8af1da4 Threading: Add WaitFor() to ConditionVariable
fdb7e8f GameDatabase: Sort disc sets by save title
363da8d GameList: Don't persist cache map between refreshes
deaa4a4 GameList: Allow use of external SettingsInterface
43cf72f GameList: Synchronize settings between FullscreenUI and Qt
b8ce9b4 System: Provide content details to OnSystemStarted()
de2dd2b StringUtil: Fix possible integer overflow in EncodeAndAppendUTF8()
aa03edc Settings: Add a dedicated key for overlays
5941550 Settings: Don't copy controller type to game
bd44b2a Core: Don't reset folders when resetting settings
03f7316 FileSystem: Backport additional helper functions
1b123c3 FileSystem: Make OpenSharedCFile() wrap OpenCFile() on non-Windows
84d511d FileSystem: Add error parameter to FTell64()
230b478 FileSystem: Extract find result sorting to function
98c25ab FileSystem: Use shared file open for ReadBinaryFile/ReadFileToString
7d618a5 FileSystem: More RVO optimizations
f20b39b FileSystem: Add more ReadFileToString() overloads
a6a22ba CPU/Recompiler: Respect load delays when swapping NOP slots
10525f9 CPU/Recompiler: Cancel pending loads on self moves
19d5077 CPU/Recompiler: Keep link-register delay slots in order
95102c3 CPU/Recompiler: Dispatch interpreter fallback exceptions
cc6f410 CPU/Recompiler: Trap constant signed arithmetic overflow
00adf51 CPU/Recompiler: Preserve pending loads on memory exceptions
96c7577 CPU/Recompiler: Correct misaligned indirect jump exceptions
c714922 CPU/Recompiler: Fix ARM32 VIXL debug builds
501fe22 CPU/Recompiler: Mask constant variable shift counts on ARM
05c811f CPU/Recompiler: Truncate ARM64 multiplication results in LO
b224f7a CPU/Recompiler: Decode ARM32 load exceptions from r0
63cbd90 CPU/Recompiler: Align ARM32 backpatch thunk calls
22a3b06 CPU/Recompiler: Use 32-bit ARM64 fastmem LUT indices
38651d4 CPU/Recompiler: Handle large ARM64 backpatch cycle counts
5b37f3d SPU: Fast-path ADPCM blocks without predictors
16fa969 SPU: Skip reverb output filtering at zero volume
fd8574a SPU: Pack reverb FIR coefficients into 16-bit lanes
5a5bb3d SPU: Extract reverb-master-enable out of loop
22a06c8 GTE: Add regression tests
953285b GTE: Only sign extend MAC results on overflow
769f433 GTE: Force inline matrix/lighting/projection helpers
d6d1373 GTE: Specialize instruction handlers on sf/lm
9a5bb3d GTE: Factorize NCLIP to use three multiplies
79161b0 GTE: Use shift for IRGB/ORGB conversion
5b3bcf1 GTE: Simplify FLAG error bit update
8e4701a GTE: Mark saturation branches as unlikely
e43d2f8 GTE: Use branchless saturation for light matrix multiply
cf71052 CDROM: Vectorize XA resampling
b70866f MSBuild: Improve reproducibility
7f0b327 CMake: Improve reproducibility
60ab60a CPU: Don't stall for GTE with a single cycle remaining
645734b System: Add optional callback to screenshot save
a22292b System: Avoid unnecessary mutex unlock->relock
217cb94 ZipHelpers: Fix incorrect error message
4beed32 InputManager: Return proper error from GetGenericBindingMapping()
70b95a4 Settings: Shorten fastmem mode description
fcd8c7b System: Don't use exact sleep on core thread
0a93c23 Settings: Fix inconsistent default values
9dc2bd5 Settings: Use constants for section names
b8a8aba Update Swedish Qt translation
e0deda0 TimingEvent: Relax Assert to DebugAssert
ee6c200 FullscreenUI: Fix deadlock opening game properties
9b47014 Qt: Fix window icon/title desynchronizing
390686a MDEC: Fix word alignment of DMA writes
86c5bef MDEC: Fix signed monochrome output
f52eb12 MDEC: Use 32-bit add for red/blue chroma rounding
1f3c4a5 Tests: Add MDEC decode tests
8fb9907 MDEC: Vectorize IDCT across matrix rows
d5bfad7 MDEC: Convert whole macroblock in YUVToRGB_New()
60d5498 MDEC: Simplify 15-bit output conversion
16dc60f MDEC: Add IDCT fast path for low frequency blocks
9a78570 DMA: Preserve source address for staged GPU transfers
d7120b2 DMA: Optimize contiguous ordering table clears
284f83e DMA: Avoid staging transfers ending at the RAM boundary
c37f390 DMA: Copy forward wrapping transfers in contiguous spans
859d7e8 DMA: Skip transfer eligibility checks when clearing requests
4ac2270 MDEC: Turn state dispatcher into a jump table
95dc9f0 OpenGLDevice: Fix active texture tracking when unbinding
c03dd0b D3D11Device: Fix compute/image binding state tracking
9bdc668 D3D11Device: Fix texture copy/map/upload edge cases
d073111 D3D11Device: Fix swap chain error handling and fullscreen output selection
d714394 D3D11Device: Fix timestamp query state and WaitForGPUIdle()
df9ea5e D3D11Device: Fix input layout cache keys and feature level 10 limits
3014909 GPUDevice: Respect DisableMemoryImport in OpenGL/Metal
337d066 VulkanDevice: Fix crash when device creation fails
e2f2fe1 VulkanDevice: Fix ROV clear not ending render pass
a267c71 VulkanDevice: Fix compute image descriptor set binding
5712013 VulkanDevice: Only update multi-texture descriptors when dirty
a74c6a4 VulkanDevice: Always allocate storage image descriptors
3c5861a VulkanSwapChain: Fix abort when recreate fails after cached acquire
720c607 VulkanDevice: Increase uniform buffer range to 16K
d52ba48 VulkanDevice: Unbind texture buffer on destroy
6eb49f9 VulkanDevice: Don't restart render pass if one wasn't active
50eddf2 VulkanSwapChain: Fix old swap chain leak on creation failure
33a238b VulkanDevice: Don't flag extensions that aren't enabled on Vulkan 1.0
cf7be2c VulkanDevice: Respect DisableMemoryImport flag
402c567 VulkanDevice: Fix resolve with unused or invalidated textures
8b8f3ca VulkanDevice: Fix download transitioning wrong texture layer
cc4eb9f VulkanDevice: Fix render pass flags being truncated in cache key
605e5fe VulkanDevice: Fix blend attachment count with no colour targets
6bff12e VulkanDevice: Don't set blend constants unless used
d761273 VulkanDevice: Fix image layout in null texture descriptor
b7269a8 VulkanDevice: Fix buffer image height for compressed uploads
ca9a7f3 VulkanDevice: Add self-dependency when framebuffer fetch is disabled
90b7ec7 VulkanDevice: Fix render pass state after flushing mid-present
da59abe VulkanDevice: Check swapchain maintenance feature and push descriptor limit
57533b5 VulkanSwapChain: Don't request unsupported composite alpha
ef5a84e VulkanDevice: Remove unused GetRenderPassForRestarting()
ed81176 VulkanDevice: Fix double free when texture buffer creation fails
d90a4da VulkanDevice: Wait for image acquire when submitting mid-present
d570226 GPUDevice: Support mirrored surface pre-transforms
a9c8dd0 GPUDevice: Remove unused DispatchWithPushConstants()
b540517 OpenGLDevice: Fix uniform range padding and buffer mapping issues
9c61b14 OpenGLDevice: glBlitFramebuffer() to self is not allowed in GLES
6282dfd OpenGLDevice: Reset last program when unbinding pipeline
9e77097 OpenGLDevice: Fix texture copy/resolve/download targets and ordering
ce9ee81 OpenGLDevice: Fix clear value handling for non-RGBA8 targets
0aa7687 OpenGLTexture: Fix format table, MSAA creation and upload sizing
65056bd OpenGLDevice: Don't disable async downloads when only PBO uploads are slow
0e138ae OpenGLDevice: Use stable VAO cache pointers and a default VAO
a4179f5 OpenGLDevice: Fix vsync mode and surface leak when creating swap chains
4f0af1a OpenGLDevice: Fix depth-only framebuffers and sRGB render targets
c5325ad OpenGLDevice: Fix MRT output locations without binding layouts, detach shaders
68d2342 OpenGLDevice: Delete samplers, check for optional sampler state
8123e67 OpenGLDevice: Add FlushPipelineCache(), fix pipeline cache error paths
32dab77 OpenGLDevice: Fix timer query feature check and debug labels
20d784e ShaderGen: Use explicit output locations for MRT on GLES 3.0
cc1970f MSBuild: Work around broken MSVC release builds
a6f0faa GPU: Fix automatic resolution scale when loading state
53209ba System: Avoid redundant resolution change with auto upscale
5df2b56 GPU: Guess automatic resolution scale while initializing
34c3744 MemoryCard: Save card to file asynchronously
1640992 Translation: Add Android string list
a1b6f64 FullscreenUI: Update translation strings
4e7516f Qt: Update machine translations
2434029 Qt: Add new strings to non-machine translations
d7fce2d FullscreenUI: Add Waves background shader
4e072ef FullscreenUI: Subtle visual improvements
66888ba FullscreenUI: Fix sort column being disabled
4df2fcc GPU/SW: Fix source desync in masked VRAM writes
46307c7 GPU/SW: Fix signed overflow in attribute steppers
0ed7e28 GPU/SW: Add drawing and copy tests
65c554c GPU/SW: Read 8-bit palette indices as bytes
5542670 GPU/SW: Use shuffle for 4-bit palette lookups
96ecf13 GPU/SW: Load sequential texels for sprites
84dcb20 GPU/SW: Remove redundant clip test for triangle spans
dd5370f GPU/SW: Simplify colour unpacking and packing
3054fb0 GPU/SW: Only copy VRAM in reverse when necessary
7883f38 GPU/SW: Remove some redundant vector operations
c94a799 GPU/SW: Force inline vector constructors
d177f7a Common: Fix AVX2 vector helpers
22c78a1 GPU/SW: Enable AVX2 rasterizer on x64
8e7c289 Timers: Fix sysclk IRQs being delayed by gate changes
4a0746d Timers: Fix target being reached when counter overflows
98de9b4 Timers: Fix off-by-one when scheduling sysclk event
2a5f942 Timers: Account for sysclk/8 prescaler when scheduling IRQ
c71dddf Timers: Account for overclock remainder when scheduling IRQ
ca776d8 Timers: Only reach zero target when counter is zero
008cd2a Timers: Fix IRQ time for GPU-clocked timers past the target
8449611 Timers: Reschedule CRTC after writing to GPU-clocked timers
abd5fc8 Timers: Clear use_external_clock on reset
5b536b7 TimingEvents: Add InvokeEarlyNoReschedule()
436c1e6 Timers: Avoid updating counters when reading registers
191839a Fix regression
b9d4fc9 Timers: Skip IRQ check when not reaching target or overflowing
c28b547 GPU: Use InvokeEarlyNoReschedule() for CRTC event
652117a GPU: Use InvokeEarlyNoReschedule() for command event
fe80980 SPU: Use InvokeEarlyNoReschedule() for transfer event
a5f55a5 Pad: Use InvokeEarlyNoReschedule() for transfer event
17ce9ad Timers: Only toggle IRQ request once in one-shot mode
c012107 Timers: Toggle IRQ request for both target and overflow in one update
adcc4c3 Timers: Hold sysclk counters after writes and target resets
0270386 Timers: Synchronize GPU before reading gated sysclk timers
2819a8c GPU: Always activate CRTC event
aaeda48 GPU: Rename UpdateCRTCTickEvent() to RescheduleCRTC()
f83e4f6 GPU: Reset IRQ and CLUT state correctly
99d5d84 GPU: Correct polyline parsing and bound draw commands
a518326 GPU: Correct fine cropping coordinates and bounds
ac35d7a GPU: Refresh display dimensions when changing deinterlacing
050d972 GPU: Keep lightgun coordinates in the correct clock domain
719c3a4 GPU: Handle wrapped readback dumps and trace save failures
a9c01a6 GPU: Implement v2 register queries and status bits
b9b8366 GPU: Implement v2 textured rectangle flips
10ecadb CPU/Recompiler: Use native divide semantics on ARM
20c0b43 CPU/Recompiler: Allow 12-bit compare immediates on ARM64
6de56e0 CPU/Recompiler: Use tbz/tbnz for bltz/bgez on ARM64
a2b812c CPU/Recompiler: Use sub for negative add immediates on ARM
f7a237e CPU/Recompiler: Avoid constant load for const - reg on ARM
b975fc3 CPU/Recompiler: Swap operands for slt with constant rs on ARM
e320597 CPU/Recompiler: Shorten lwl/lwr/swl/swr shift setup on ARM
9f171d3 CPU/Recompiler: Load downcount and pending ticks as a pair on ARM64
383fa02 CPU/Recompiler: Use rotated/inverted immediates for ARM32 constants
bad45f0 CPU/Recompiler: Use ubfx for low-bit andi masks on ARM32
6c7d834 FullscreenUI: Make background shader accent dynamic
4d30280 FullscreenUI: Improve footer styling
7adc495 FullscreenUI: Display achievements points in landing window
35b3260 FullscreenUI: Ensure background load time is initialised
1f1f2d4 Add @ANK-dev to UI Contributions (#3811)
bdf5535 Tests: Fix util-tests building
4b3dafa Tests: Fix timers test failures and assertion on shutdown
8cbf86c SettingsInterface: Fix CopySection() breaking string lists
e89a23c FullscreenUI: Fix trails shader starting late
1216a51 ImGuiOverlays: Allow displaying resolution while paused
e9b9975 Settings: Shuffle some bitfields
25477b1 ImGuiOverlays: Add frame number to OSD
d2c5c06 Qt: Work around Qt 6.12.0 spinbox text alignment bug
c896368 SPU: Fix IRQ-enabled event scheduling with overclock active
d708117 ImGuiManager: Don't try to upload an empty vertex/index buffer
05650d9 SPU: Flush pending samples on off-voice register access with IRQs enabled
670f0bb SPU: Sync pending samples on ENDX reads and manual RAM writes
a15efdc SPU: Don't run every sample while the IRQ flag is set
c893d47 SPU: Predict the next sample that can trigger a RAM IRQ
e7d2bb4 D3D11/D3D12: Block until vblank on FIFO present
baa9c86 VideoPresenter: Drop frames that missed vblank with blocking vsync
0a07f4d System: Lock throttler phase to vblank with blocking vsync
ccecbf4 VideoThread: Start idle frames half a refresh before vblank
6613bf3 FullscreenUI: Fix heading font size not adjusting
27669c0 GameList: Reduce padding in entry struct
4627e28 dep/imgui: Update to 4be0b47ec
9ed01fa dep/imgui: Add minimal bidirectional text support
0d73ecc Host: Remove resource file functions
be81684 PostProcessing: Load built-in shaders by absolute path
8a5b99b FullscreenUI: Simplify LoadTextureImage() path handling
ab15051 Android: Update translation strings
5f486f8 SPU: Write per-voice dumps from the caller
1892b87 SPU: Fix interpolation product precision
1ecd1aa SPU: Prime the interpolation window on key on
075c8af SPU: Decay below the sustain threshold
de332d5 SPU: Eliminate padding in Voice structure
805aaf0 SPU: Model key-on timing and startup delay
4a8158b SPU: Time the repeat address latch from key on
b8e5e9a SPU: Clear ENDX on the first sample of the key on delay
c0e283c SPU: Remove per-voice last_volume
d84c168 Qt: Allow value editing in memory editor inspector
8f16f93 Qt: Colour memory editor search box instead of dialog
fe18bfa D3D12Device: End render pass when submitting command list
dd642f1 D3D12Device: Begin render pass before applying dirty state
af211cb D3D12Device: Only restart render pass after submit if one was active
0dc0559 D3D12Device: Unbind all render targets when one is destroyed
a78fc70 D3D12Device: Don't end a closed render pass in EndPresent()
37ae55b D3D12Device: Allow UAV writes in render passes with image RTs
9c512d9 D3D12Device: Fix image RT bindings lost after command list submit
bf8824e D3D12Device: Prepare textures on every SetTextureSampler() call
3d7b934 D3D12Device: Batch image RT UAV barriers before dispatch
060537c D3D12Device: Unbind texture buffers on destruction
4eeecc1 D3D12Device: Fix sampler group cache going stale and never resetting
425a816 D3D12Device: Fix topology tracking and RTV handling in mipmap generation
703bcf4 D3D12Device: Fix download texture destination row offset applied twice
e2b5936 D3D12Device: Free RTV/DSV to the right heap on texture creation failure
a19c8e6 D3D12Device: Fix texture Map() bounds check and upload space reservation
2abd257 D3D12Device: Fix swap chain ResizeBuffers() error handling and flags
17efd80 D3D12Device: Don't key pipeline cache on adapter LUID
b9cd91a D3D12Device: Increase persistent descriptor heap sizes
d0e7e07 D3D12Device: Require typed UAV loads for ROV support
42e66ac D3D11Device: Unbind UAVs when switching back from ROV binding
5c88e81 GPU/HW: Deactivate ROV before blitting VRAM replacements
db3704a DMA: Mirror channel control at offset 0xC
cd490cf DMA: Make DICR bit 6 read-only
6cd02e1 Bus: Honour byte enables for 8/16-bit DMA block control writes
3333953 Timers: Mode register bits 13-15 always read as zero
a89dc55 Bus: Fix memory control register write masks
5215e06 Pad/SIO: Mask unused mode bits and write-only control bits on read
6ad37b1 Bus: Return both halves for 32-bit pad/SIO mode and baud reads
125026a SPU: Store the unused registers at 1F801DBCh and 1F801E60h
7310181 CPU: Check coprocessor enable for lwcN/swcN, store the next opcode
6e0561b CPU: Implement coprocessor branches
37a11f0 Tests: Add register write and coprocessor tests
2c7039e GPUDevice: Add DrawWithBarrier()
cd494cb GPU/HW: Fix VRAM writes/copies with check_mask and fbfetch/ROV
d6c608d FullscreenUI: Fix transitions with prerotation
734141f FullscreenUI: Fix shader backgrounds with prerotation
932a2b8 FullscreenUI: Fix loading screen blur with prerotation
1095419 ImGuiManager: Invalidate blur background on resize
591f9fb CPU/Recompiler: Check events when linking truncated blocks
bf550e7 CPU/Recompiler: Cancel incoming load delay on a load to the same register
146d8ee CMake: Add DISABLE_SIMD option
fdd7923 Common: Fix gsvector_nosimd.h issues
a2f8455 GPU/HW: Defer cover lookup until needed
34bd6e0 Achievements: Save avatar URL in settings
9766391 Swedish translation corrections (#3812)
124a4b1 Android: Update translation strings
1cb71ac Qt: Split common log window code into LogWindowBase
a6cb424 Qt: Add separate TTY window
9e75916 Qt: Add icons to Debug and Toolbar menus
195be09 Qt: Add icons to log and TTY window menus
1b3379d Settings: Turn PGXP CPU Mode / Vertex Cache into an override
d2d8ce1 Regtest: Add save state option
1d5fad3 Regtest: Add -setting option
839e550 Image: Fix 16-bit to RGBA8 colour expansion
604ea2c VulkanDevice: Enable GPU-assisted and sync validation with GPU validation option
7531ac5 GPU/SW: Fix out-of-bounds read in interlaced 15-bit scanout
429c75a CI: Include version number in installer
7a984ce GPU: Add mid-frame scanout option
1857775 GameDatabase: Add ForceMidFrameScanout
0e3bcaf GameDB: Enable ForceMidFrameScanout for Dreams
009d2eb GameDB: Golden Goal 98 apparently doesn't support analog
9744816 Qt: Move modulation crop to debugging settings
b01a416 GameList: Fix incorrect ps-exe hashes
a47084f Android: Update translation strings
48a1028 Data: Add simple-color-adjustments postfx shader
7ea70e3 Qt: Add manual patch editing/deletion to patches tab
3eec8e8 Qt: Update gamesettings ini when cheats are renamed
7b24b55 Qt: Support options in patches tab
932ece5 Qt: Share code editor save/rename/remove logic between cheats and patches
d9386a2 Qt: Add setting overrides to patch code editor
e2ac791 Qt: Update machine translations
5832c10 CI: Add file filter checks to translation lint
b3d57a7 Qt: Fix a couple of style issues
c2b78c1 FullscreenUI: Add missing space in controller settings
256b5ca CPU/CodeCache: Fix crash when cache is exhausted during compilation
938c6d2 GameDatabase: Fix false positive PGXP warning
fbf93c3 Update duckstation-qt_es.ts (#3813)
611c96d CPU/PGXP: Add logging of RTPS
b4a9a6b Tests: Update cheat metadata type
15f0234 dep/cubeb: Reopen closed WASAPI stream on start instead of aborting
0c58cca dep/cubeb: Apply deferred WASAPI device reconfigure on stream start
958156f dep/cubeb: Keep WASAPI render loop alive when reconfigure fails
4542c1b dep/cubeb: Fix WASAPI thread ready event leak on init failure
e34d2ed CPU/PGXP: Fix sign of precise values crossing the 16-bit boundary in shifts
e90b83b CPU/PGXP: Track precision through GTE GPF/GPL
d7a74d2 CPU/PGXP: Fix ADD/SUB losing depth when the destination is a source
560be22 CPU/PGXP: Carry and wrap fractional values at the real halfword boundary
eb333a1 CPU/PGXP: Use floor when splitting off the upper halfword
299a3b1 CPU/PGXP: Use the native result for division by zero
d21600b CPU/PGXP: Use the native result for SLT/SLTU/SLTI/SLTIU
48f9b6a CPU: Pass SLTIU source to PGXP before it is overwritten
6eef7c8 CPU/PGXP: Mirror GTE halfword register extension in MTC2/LWC2
c90e550 CPU/PGXP: Don't leave shifted-out bits in the upper half in right shifts
fa591af CPU/PGXP: Take the upper half sign from the precise value in right shifts
f86e410 CPU/PGXP: Don't use invalid components in shifts
8404d32 CPU/PGXP: Extract the upper half directly in right shifts of 16 or more
e67b852 CPU/PGXP: Keep precision through OR/XOR with zero, prefer precise sources
1648a29 CPU/PGXP: Keep precision through ANDI/ORI that don't change the lower half
7c143e4 CPU/PGXP: Use double precision and only valid components in ADDI
d9880a9 Tests: Add PGXP CPU shift, bitwise and ADDI tests
de1cb72 Cheats: Add override for ForcePGXPPreserveProjectionPrecision
43268aa Controller: Restore 127 as the analog axis center
c674767 Controller: Initialize analog axes to AXIS_CENTER
efc6ff5 Controller: Produce center for equal opposing half-axis inputs
167c6e3 Misc: Fix gitattributes typo for vcxproj filters
450bc59 Qt: Add icon next to device indicator in bindings
8db5d62 Qt: Tweak bold group box headings
db0b553 Qt: Fix stale mouse grab after recreating display widget
1d508ac GPU/HW: Store reciprocal Z in PGXP depth buffer
7200c8c CPU/PGXP: Add option to normalize depth by GTE matrix scale
d512707 GPU/HW: Bias PGXP depth towards the camera by draw order
507e249 Common: Add PackedOptional class
796c475 GameDatabase: Use PackedOptional for overrides
113f297 PostProcessing: Fix crash loading ReShade shaders without a swap chain
d691f5a Regtest: Split -setting key at the last slash
c718990 GPU/HW: Accumulate PGXP depth across depth buffer clears
c5ffc4a Data: Add MC_SSAO.fx
6caf8b2 Android: Update translation strings
85fe47a VulkanDevice: Wait for presents with VK_KHR_present_wait
3551eef VideoPresenter: Split late present check out of ShouldPresentFrame()
7763167 VideoPresenter: Probe for presentation backlog when gap baseline rises
8d9f6e8 Data: Update SDL game controller database
dd4a0eb GPU/HW: Track dirty depth rect to shrink depth merges/clears

Download: DuckStation v0.1-12442 x64
Source:Here



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