Henrik Rydgård
aea4f49b6e
Remove more remains of D3D9
2025-03-26 18:14:24 +01:00
Henrik Rydgård
449e3e1360
Very minor soft transform optimization
2024-12-28 18:45:03 +01:00
Henrik Rydgård
c91169e702
Restore removed <algorithm> includes.
...
Turns out these were needed after all. For some reason, on Windows and
Mac, <algorithm> gets auto-included by something else so I don't notice
when it's missing, and MSVC's include dependency tracker doesn't see it
either.
2024-12-19 09:53:07 +01:00
Henrik Rydgård
df6ed8cfc9
Do some cleanup of #includes in GPU
2024-12-18 13:57:26 +01:00
Henrik Rydgård
ee297e974d
Move more code into SoftwareTransformCommon, cleanup
2024-12-18 13:57:26 +01:00
Henrik Rydgård
a07da939ef
Some NormalizeVertices interface cleanup
2024-12-17 19:13:38 +01:00
Henrik Rydgård
fec232f8a8
GPU: Move things around a little, out of DrawEngine.
2024-12-17 19:13:38 +01:00
Henrik Rydgård
14bb7a6062
Reduce Windows debugger crashes on shutdown
2024-10-29 11:20:03 +01:00
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
Herman Semenov
b57dab2812
[GPU] Make static and const methods if possible
2024-04-05 17:04:31 +03:00
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
103d8b1019
Don't apply smart 2d texture filter to video.
2024-01-18 23:38:44 +01:00
Henrik Rydgård
dac4c7adb0
Add checks against overrunning the index buffer space
2024-01-15 10:25:18 +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
cf5d76faf5
Continue replacing 'maxIndex' with 'numDecodedVerts'. Not an ideal name but better.
2024-01-14 23:41:05 +01:00
Henrik Rydgård
4360fe786c
Add a setting for smart 2D texture filtering
2024-01-12 11:10:53 +01:00
Henrik Rydgård
8de7a97883
Check small triangle draws in through-mode for pixel mapping too
2024-01-11 14:32:52 +01:00
Henrik Rydgård
e3841ddb4a
Accept 1D stretch as pixel mapped
2024-01-11 12:56:03 +01:00
Henrik Rydgård
944b3c5be5
Add pixel mapping detection for through mode RECT primitives
2024-01-11 12:56:03 +01:00
Henrik Rydgård
6e12465dc4
Move through-mode UV scaling for rects from Transform to ExpandRectangles
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
aca3bbc9a0
DrawEngine: Remove the confusing MaxIndex accessor, replace with directly reading numDecodedVerts_
2023-12-10 11:58:47 +01:00
Henrik Rydgård
db421165c0
Merge pull request #18172 from hrydgard/more-lenient-clear-detection
...
Make clear detection a bit more lenient
2023-09-29 09:52:08 +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
81f47caf2f
Clarify the primitive expansion, add reporting
2023-09-22 10:27:02 +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
e6a864ee04
Make clear detection a bit more lenient. Allows using clears in Assassin's Creed and likely more.
2023-09-18 23:57:20 +02:00
Henrik Rydgård
f42c682d34
Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
...
This reverts commit 10dee90c83
, reversing
changes made to 34c11c8acf
.
2023-05-08 22:01:38 +02:00
Henrik Rydgård
805591e493
Replace all uses of ToScaledDepthFromIntegerScale.
2023-02-11 13:27:44 +01:00
Henrik Rydgård
d65dae7185
Depth scale functions: Clean up the naming, add a failing test
2023-02-10 14:57:45 +01:00
Henrik Rydgård
26c748f959
Make fog-enable driven by uniform instead of fragment shader flag bit
2023-01-04 10:14:11 +01:00
Unknown W. Brackets
6584899891
GPU: Account for perspective in non-centered lines.
2022-12-26 10:13:38 -08:00
Henrik Rydgård
c25e563d13
Fix rendering of lines with the same x/y but different z.
...
Also enabled centered lines in WebFest homebrew.
2022-12-26 18:16:54 +01:00
Unknown W. Brackets
a7b7bf7826
Global: Set many read-only params as const.
...
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
e6f0f84a45
SSE optimize Float4ToUint8x4, some uses
2022-12-01 16:32:23 +01:00
Henrik Rydgård
d02f46cb27
Minor VertexReader optimizations
2022-12-01 16:00:47 +01:00
Henrik Rydgård
72029b678a
Empirical attempt at fixing #15661
...
Basically, software culling fails in some configuration, like the one we
end up with on Mali.
As noted by unknownbrackets in #15661 , the viewport Z scale, offset is -0.0, 0.0.
We end up with CalcCullParams computing minZValue == maxZValue == 1.0f,
and with the vertices ending up with z,w == 1.0, 1.0.
and as a result, the inside/outside calculations will always decide that
it's outside.
Changing the comparisons from >= / <= to > / < fixes the problem, but I
don't know if this might break something else.
Anyhow, here's the simple way to repro on PC:
Change the ending of GPU_Vulkan::CheckFeatures to:
```c
return GPU_USE_LIGHT_UBERSHADER | GPU_USE_BLEND_MINMAX | GPU_USE_TEXTURE_NPOT | GPU_USE_INSTANCE_RENDERING |
GPU_USE_VERTEX_TEXTURE_FETCH | GPU_USE_TEXTURE_FLOAT | GPU_USE_16BIT_FORMATS | GPU_USE_TEXTURE_LOD_CONTROL |
GPU_USE_DEPTH_TEXTURE | GPU_USE_ACCURATE_DEPTH;
```
2022-11-27 23:16:16 +01:00
Unknown W. Brackets
3de2557ecb
GPU: Always skin in decode for software transform.
2022-11-06 08:55:07 -08:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
9b8a5d1db3
Rename GPU_SUPPORTS_ to GPU_USE_
2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109
Rename gstate_c.Supports to gstate_c.Use
2022-10-17 08:46:37 +02:00
Unknown W. Brackets
97ae4ae712
GPU: Correct flat normal projection mapping.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
34a8056017
GPU: Correct normalized zero normal proj map.
...
Unlike lighting, this does not use 0, 0, 1.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
0a24004eac
GPU: Account for w properly in lines, fixing width.
...
See #15756 .
2022-09-20 15:12:16 -07:00
Henrik Rydgård
751afde7c9
Echochrome lines: Remove UV offsets, avoid reading the destination (much better codegen)
2022-06-11 11:22:29 +02:00
Henrik Rydgård
c82d8a04e0
Add centered line drawing for Echochrome.
2022-06-11 00:20:35 +02:00