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GS/HW: Clear downscale source on draw to avoid cross game corruption#13876

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lightningterror merged 1 commit intomasterfrom
gs_nsbug
Jan 24, 2026
Merged

GS/HW: Clear downscale source on draw to avoid cross game corruption#13876
lightningterror merged 1 commit intomasterfrom
gs_nsbug

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Description of Changes

Clears m_downscale_source on a new draw to avoid it being a hangover from a different game/gs dump.

Rationale behind Changes

Discovered it while cycling through God of War dumps.

Suggested Testing Steps

Switch between some GS dumps (God of War 2 to God of War 1 are a good combo). But honestly zero impact outside of doing this.

Did you use AI to help find, test, or implement this issue or feature?

No.

@lightningterror lightningterror merged commit 5bb9910 into master Jan 24, 2026
22 checks passed
@lightningterror lightningterror deleted the gs_nsbug branch January 24, 2026 17:32
Hancock33 added a commit to Hancock33/batocera.piboy that referenced this pull request Jan 25, 2026
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batocera-emulationstation.mk 4e09d39686c15f0787869b26c53281b3b2ea11ca # Version: Commits on Jan 24, 2026
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update po

Signed-off-by: Nicolas Adenis-Lamarre <nicolas.adenis.lamarre@gmail.com>,

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batocera-es-piboy.mk 4e09d39686c15f0787869b26c53281b3b2ea11ca # Version: Commits on Jan 24, 2026
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update po

Signed-off-by: Nicolas Adenis-Lamarre <nicolas.adenis.lamarre@gmail.com>,

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eden.mk ddbb6f221924eefb57b8a9b0c346462da56c4527 # Version: Commits on Jan 24, 2026
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[hle/ui] Add cmds and fix invalid handle return, remove Starter applet from UI (#3376)

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pcsx2.mk v2.7.60 # Version: Commits on Jan 24, 2026
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- [GS/HW: Clear downscale source on draw to avoid cross game corruption](PCSX2/pcsx2#13876)

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rpcs3.mk b41c2754ce0d49d92dfb7843180abb8682b4a599 # Version: Commits on Jan 14, 2026
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cellVdec: Remove resolved TODOs,

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ymir.mk 0b22da51eb18047938fcfc0eaab142ca5584ee3f # Version: Commits on Jan 24, 2026
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chore(settings): Fix typo in fullscreen vsync tooltip,

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box64.mk 0eb0f9decb0b7e560005b30c11e019f18805eec2 # Version: Commits on Jan 24, 2026
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[LA64_DYNAREC] Fixed AVX VPMASKMOVD/Q opcode (#3406),

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etlegacy.mk 1254a1949fb3f67ab7996628ba43c8ba19400dd8 # Version: Commits on Jan 24, 2026
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cgame: don't display incompatible editor tab for comp, refs #3270,

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supertux2.mk 2369ed7ac46a271db42dc6fb1809787aa1948af8 # Version: Commits on Jan 24, 2026
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Add option to allow ignoring the hardcoded player limit (#3564)

Since the player limit isn't based on a technical limitation, an option was added to authorize users to ignore the limit if they want to play with 5 or more players. The limit is retained by default, as some HUD elements overflow off the screen (currently, only the item pocket) when too many players are added.

Co-authored-by: Semphris <semphris@protonmail.com>,

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theforceengine.mk aacc1f7522bf68886ca1743377d86fc16acf8d51 # Version: Commits on Jan 24, 2026
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Secret map colors (#562)

* Fix for remaster darkpilo.cfg which is not located in the game folder.

* Add for linux compatibility

* Update Linux pathing.

* fix for nix paths

* change the path path based on testing on proton.

* Map Enhancements

1. Show Secrets

2. Show Discovered Secrets

3. Disable showing objects

4. Show Unexplored Areas

---------

Co-authored-by: Karjala22 <78927981+Karjala22@users.noreply.github.com>,

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libretro-mame-src.mk c0c54576df507e52005977edc2bc40ced2429723 # Version: Commits on Jan 24, 2026
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Merge remote-tracking branch 'upstream/master',

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syncthing.mk v2.0.14-rc.1 # Version: Commits on Jan 24, 2026
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## Major changes in 2.0

- Database backend switched from LevelDB to SQLite. There is a migration on

  first launch which can be lengthy for larger setups. The new database is

  easier to understand and maintain and, hopefully, less buggy.

- The logging format has changed to use structured log entries (a message

  plus several key-value pairs). Additionally, we can now control the log

  level per package, and a new log level WARNING has been inserted between

  INFO and ERROR (which was previously known as WARNING...). The INFO level

  has become more verbose, indicating the sync actions taken by Syncthing. A

  new command line flag `--log-level` sets the default log level for all

  packages, and the `STTRACE` environment variable and GUI has been updated

  to set log levels per package. The `--verbose` and `--logflags` command

  line options have been removed and will be ignored if given.

- Deleted items are no longer kept forever in the database, instead they are

  forgotten after fifteen months. If your use case require deletes to take

  effect after more than a fifteen month delay, set the

  `--db-delete-retention-interval` command line option or corresponding

  environment variable to zero, or a longer time interval of your choosing.

- Modernised command line options parsing. Old single-dash long options are

  no longer supported, e.g. `-home` must be given as `--home`. Some options

  have been renamed, others have become subcommands. All serve options are

  now also accepted as environment variables. See  `syncthing --help` and

  `syncthing serve --help` for details.

- Rolling hash detection of shifted data is no longer supported as this

  effectively never helped. Instead, scanning and syncing is faster and more

  efficient without it.

- A \default folder\ is no longer created on first startup.

- Multiple connections are now used by default between v2 devices. The new

  default value is to use three connections: one for index metadata and two

  for data exchange.

- The following platforms unfortunately no longer get prebuilt binaries for

  download at syncthing.net and on GitHub, due to complexities related to

  cross compilation with SQLite:

  - dragonfly/amd64

  - solaris/amd64

  - linux/ppc64

  - netbsd/*

  - openbsd/386 and openbsd/arm

  - windows/arm

- The handling of conflict resolution involving deleted files has changed. A

  delete can now be the winning outcome of conflict resolution, resulting in

  the deleted file being moved to a conflict copy.

This release is also available as:

* APT repository: https://apt.syncthing.net/

* Docker image: `docker.io/syncthing/syncthing:2.0.14-rc.1` or `ghcr.io/syncthing/syncthing:2.0.14-rc.1`

  (`{docker,ghcr}.io/syncthing/syncthing:2` to follow just the major version)

## What's Changed

### Fixes

* fix(beacon): skip point-to-point interfaces on Android by @bt90 in syncthing/syncthing#10504

* fix(stdiscosrv): use fmt.Println for version output (fixes #10523) by @maishivamhoo123 in syncthing/syncthing#10527

### Other

* chore(api): remove charset declaration from JSON content-type (fixes #10500) by @prathik8794 in syncthing/syncthing#10508

* chore(sqlite): allow periodic database maintenance to be disabled by @pixelspark in syncthing/syncthing#10441

* chore(gui): include license files for fork-awesome assets by @gotmax23 in syncthing/syncthing#10539

* build: add build attestation step at release by @calmh in syncthing/syncthing#10540

## New Contributors

* @prathik8794 made their first contribution in syncthing/syncthing#10508

* @gotmax23 made their first contribution in syncthing/syncthing#10539

* @maishivamhoo123 made their first contribution in syncthing/syncthing#10527

**Full Changelog**: syncthing/syncthing@v2.0.13...v2.0.14-rc.1,

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wf-recorder.mk 80fb62d43ed2078fa3306cc1dd569933d0c35b8c # Version: Commits on Jan 24, 2026
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Actually use parsed audio options when opening audio codec (#337)

The options were parsed but not passed to ffmpeg.

Co-authored-by: Ondrej Jirman <megi@xff.cz>,

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dxvk-nvapi.mk v0.9.1 # Version: Commits on Jan 24, 2026
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# Changelog

- Add DRS environment variables for overriding DLSS SR/RR scaling ratio, see [Passing driver settings](https://github.com/jp7677/dxvk-nvapi/wiki/Passing-driver-settings).

- Fake successes for Reflex API calls  when DXVK-NVAPI's Vulkan Reflex layer is not installed for DOOM: The Dark Ages to workaround a pink tint issue.

- Add several DRS function stubs to prevent Godot engine based titles from crashing at startup.

- Add a work around for The Last of Us Part 2 by letting several GPU queries return success, even when no real data is available. This allows this title to start when NVAPI is available.

- Fix a startup crash for Middle-earth: Shadow of Mordor by implementing `NvAPI_D3D1x_Present`.

- Report Reflex being unavailable for Stormgate to prevent a crash when opening the in-game map editor.

- Improve Vulkan layer logging.

- Internal improvements.

## Header updates

- Update NVAPI headers to R590.

- Update NVML headers to R590.

- Update Vulkan headers to 1.4.321.

- Update DirectX headers to 1.616.0.

- Update vkroots headers to g51c3213.,

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retroarch.mk 7db66bb2010580141957f805b16ce29e59401c4a # Version: Commits on Jan 23, 2026
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fix c89 build,

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doomretro.mk af52dda2a896978cedaa3f33c1f88ecde672cc06 # Version: Commits on Jan 24, 2026
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Minor tweaks,

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vkquake.mk a1ddd253d9f283ec6dec2061ef723c723b567c8f # Version: Commits on Jan 24, 2026
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Fix #861: Insufficient push constant range size after sky wind changes,

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yquake2.mk 4e4af3ef8de59ebdedd4de905e16a17550d06845 # Version: Commits on Jan 24, 2026
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models: update hlmdl support code,

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libretro-dosbox-pure.mk 38c84798aac5239a06d75e85469225a2ad9c4707 # Version: Commits on Jan 24, 2026
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Fix INT 21 FINDFIRST call used to match a FAT drive volume label which contains spaces (#709),

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libretro-holani.mk 19b974f77247a937369adf48280d2b34a5a66245 # Version: Commits on Jan 24, 2026
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version bump 0.9.9,

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slang-shaders.mk b47c23579e5c2677d90b68eb6d3d3a7cebbaec1b # Version: Commits on Jan 24, 2026
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Refactor Sony Megatron shaders to use shared include files (#840)

- Extract common shader code into reusable header files

- Move shader implementations to include/ directory (hdr_pass_v1/v2.h, sdr_pass_v1/v2.h, sony_megatron_v2.h)

- Add new configuration variants for v2 shaders

- Fix broken reference path in gba-gbi-hdr.slangp

- Reduce code duplication by ~2,400 lines

Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>,

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dhewm3.mk 81bfd0c9ead6a87eea72727c225d0a7b0087c6ee # Version: Commits on Jan 24, 2026
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Revert \MD3: Reuse state of last frame if animation didn't change\

This reverts commit c43cd9e4a85e252bab30295ef5544c83c0d3e559.

but keeps the clamping of the frame numbers

caching doesn't work like this: The idRenderModelMD3 is shared between

multiple instances, so lastFrame, lastOldFrame and lastBackLerp would

have to be saved in staticModel/cachedModel or the renderEntity_s

otherwise animations don't work when there's more than one MD3 model of

a kind in the level.

refs #727 - still doesn't fix the animation speed issues mentioned

there, they are caused by \Recalculate gameLocal.msec each frame so

 60 frames add up to 1000ms\ (sys.waitFrame() in scripts waits for

gameLocal.msec but that's the length of the current frame, not the next,

so when sleeping for 17ms and the next frame is a 16ms frame one might

sleep for two frames instead of one),

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yquake2-zaero.mk b357489fc4542ff9d168bb29ae59a11d63c36b1f # Version: Commits on Jan 24, 2026
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Merge pull request #56 from BjossiAlfreds/parity

Porting some missing features/fixes to Zaero,
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3 participants