oltolm
9566065455
make compile on mingw-w64
2025-01-11 01:25:27 +01:00
Henrik Rydgård
4aaea67766
Enable depth raster in all backends, not just Vulkan
2024-12-24 23:26:32 +01:00
Henrik Rydgård
df6ed8cfc9
Do some cleanup of #includes in GPU
2024-12-18 13:57:26 +01:00
Henrik Rydgård
61b14df329
Delete obsolete empty function ClearTrackedVertexArrays
2024-12-17 19:15:25 +01:00
Henrik Rydgård
abb2558535
When overriding skinning in sw transform mode, don't write/restore member variables
2024-12-17 18:52:49 +01:00
Henrik Rydgård
20ecbfdf57
Pass the VertexDecoder pointer around
2024-12-17 18:24:26 +01:00
Henrik Rydgård
e74101a2fb
applySkinInDecode belongs in the VertexTypeID, not in the options.
2024-12-17 18:24:18 +01:00
Henrik Rydgård
111d0c872d
Global rename of FBChannel to Aspect, also make it a class enum
2024-12-15 22:24:05 +01:00
Henrik Rydgård
54d18bb343
Lift some more debugging functionality into GPUCommon
2024-12-15 14:03:05 +01:00
Henrik Rydgård
190af89d9f
Plumb in a GPUCommon pointer in the draw engines. (Hopefully can get rid of this later)
2024-12-15 13:53:27 +01:00
Henrik Rydgård
b47c9b6dd2
Remove redundant call to SetColorUpdated
2024-12-15 13:44:35 +01:00
Henrik Rydgård
11dbae3457
Remove the "DispatchFlush" mechanism, not convinced it's a win
2024-12-15 13:42:05 +01:00
Henrik Rydgård
9e019ae246
Remove the notion of the GPU debugger being "Active". Now it's automatic.
2024-12-15 11:12:53 +01:00
Henrik Rydgård
0df2a40487
Remove the "GPUInterface" base class. Not really useful, GPUCommon is pretty much the same thing.
2024-12-02 11:12:14 +01:00
Henrik Rydgård
e4adc112ff
ImDebugger: Add a basic texture browser
2024-11-29 19:30:38 +01:00
Henrik Rydgård
1221a6e928
Minor code cleanups
2024-10-28 17:50:34 +01:00
oltolm
87db979ed7
use ComPtr for D3D9
2024-08-25 12:08:31 +02:00
Henrik Rydgård
096985f51f
Provoking vertex (software transform): Simpler solution
...
Simply rotate each primitive in the index buffer to simulate a different provoking vertex.
Since at this point we have already generated a plain primitive index
buffer, it's easy to manipulate like this.
An even better solution would be to generate rotated index buffers
directly during decode, although that code is super critical and does
not need more complexity..
We could now also enable this for hardware transform but I'm leaving
that for later.
2024-07-17 14:40:52 +02:00
Henrik Rydgård
6b1e57a840
We never draw non-indexed in software transform mode, so get rid of the path.
2024-07-17 14:40:52 +02:00
Henrik Rydgård
665f03ff62
Add provoking vertex to caps, flip the flag around
2024-07-17 14:40:52 +02:00
Henrik Rydgård
e01ca5b057
Logging API change (refactor) ( #19324 )
...
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård
cb79783539
Expand primitives: Check the vertex count too.
...
Still getting a few crashes, let's get rid of the last of them from this,
hopefully.
2024-01-28 22:48:40 +01:00
Henrik Rydgård
db94b0b696
Pass the limit on the number of indices to generate to BuildDrawingParams.
2024-01-15 10:09:04 +01:00
Henrik Rydgård
341fe04f4b
Apply nearest filter for pixel-mapped draws
2024-01-11 12:56:03 +01:00
Henrik Rydgård
0b6ea4b2e5
Use the Tokimeki / old Juiced 2 method for Breath of Fire III
...
Allows us to delete a bunch of complex code.
2024-01-11 10:44:13 +01:00
Henrik Rydgård
126d88ecfc
Back out clearly inconsequential/useless .reserve() calls
2023-12-29 08:27:56 +01:00
Henrik Rydgård
a9553f4eef
Merge pull request #18586 from hrydgard/indexgen-opt
...
DrawEngine: Avoid decoding indices when we don't need them.
2023-12-20 15:28:48 +01:00
Henrik Rydgård
61acce195c
Avoid decoding indices when we don't need them.
2023-12-20 14:25:19 +01:00
Herman Semenov
ca94de8d4b
[GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope)
2023-12-20 12:34:34 +03:00
Herman Semenov
0748ce610f
[GPU/Common/D3D11/Directx9/GLES/Vulkan] Using reserve if possible
2023-12-15 14:08:22 +03:00
Henrik Rydgård
6d3c34ecd5
Eliminate inf values resulting from depth range computation.
...
Fixes #17981
2023-12-12 18:48:22 +01:00
Henrik Rydgård
33e48e9675
OpenGL: Fix some confusion between gpu->BeginHostFrame and gpu->BeginFrame, fixing black screen
2023-12-11 23:05:37 +01:00
Henrik Rydgård
aca3bbc9a0
DrawEngine: Remove the confusing MaxIndex accessor, replace with directly reading numDecodedVerts_
2023-12-10 11:58:47 +01:00
Henrik Rydgård
12a98baf59
Cleanups, make the various SubmitPrim implementations more similar
2023-10-12 11:58:48 +02:00
Henrik Rydgård
e4ea4831e9
Delete the vertex cache option from the code.
2023-10-10 15:43:43 +02:00
Henrik Rydgård
10ccbfd68c
Unify the clearing of variables after a draw call
2023-10-06 15:39:59 +02:00
Henrik Rydgård
d4703e9534
Decoded position format is always the same
2023-10-06 15:39:58 +02:00
Henrik Rydgård
e63bb0459c
Add a new stat, so we can see per game if the optimization has an effect
2023-10-03 11:01:37 +02:00
Henrik Rydgård
92ffef2626
Remove some state from IndexGenerator, fix bugs. Mostly works except vertex cache.
2023-10-03 11:01:37 +02:00
Henrik Rydgård
9b411af1f5
It's running.
2023-10-03 11:01:37 +02:00
Henrik Rydgård
abbd1c83bd
Revert "Merge pull request #18184 from hrydgard/expand-lines-mem-fix"
...
This reverts commit 65b995ac6c
, reversing
changes made to 01c3c3638f
.
2023-09-27 20:04:37 +02:00
Henrik Rydgård
6e303e8f1d
Vulkan: Simplify GetShaders and DirtyLastShader, making them internally consistent.
2023-09-24 11:55:15 +02:00
Henrik Rydgård
966144fa64
Bounds check writing to the index buffer when expanding lines/rects/points
2023-09-20 19:26:36 +02:00
Henrik Rydgård
3f2ef508c9
Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer.
2023-09-20 19:23:24 +02:00
Henrik Rydgård
10f93875c6
Fix the semantics of DenseHashMap to be consistent even when inserting nulls
2023-09-11 12:07:18 +02:00
Henrik Rydgård
89ff606ccb
D3D9 fix. Make a check more break-point-able.
2023-08-17 20:46:43 +02:00
Henrik Rydgård
eb21a2e6c9
Break out the OSD data holder from Common/System/System.h, into OSD.cpp/h
2023-06-30 17:15:49 +02:00
Henrik Rydgård
7cc8c6cea4
OSD: Add semantics, move the the OSD state to common (while keeping the renderer in the UI).
2023-06-20 14:40:46 +02:00
Henrik Rydgård
def09bf575
Update the uvscale uniform a bit more conservatively on framebuffer changes
...
Plus fixes a few minor oversights
Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård
22632b82bd
Merge pull request #17565 from hrydgard/breakout-vcache-vulkan
...
Vulkan: Breakout the vertex cache logic from DoFlush()
2023-06-13 09:56:52 +02:00