Henrik Rydgård
b097a54ee0
Don't assert when using the old Ge debugger in OpenGL
2025-01-05 09:28:34 +01:00
Henrik Rydgård
1c2f11a468
Buildfix
2024-12-19 16:57:57 +01:00
Henrik Rydgård
e93c80db4e
Cleaning up our SIMD header includes, using the new header
2024-12-19 16:08:48 +01:00
Henrik Rydgård
df6ed8cfc9
Do some cleanup of #includes in GPU
2024-12-18 13:57:26 +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
638607d29a
Refactor: Make GPUCommon own the framedump "recorder".
2024-12-15 12:07:44 +01:00
Henrik Rydgård
60e244291a
Enable a dockspace, so you can dock windows to the sides of the screen
2024-12-12 23:01:40 +01:00
Henrik Rydgård
fa3321ca0c
ImDebugger: Switch "Dear Imgui" to the Docking branch, enable the feature
2024-12-12 22:50:51 +01:00
Henrik Rydgård
474e7acf54
Hook up the new (bare-bones) ImGui debug window to GPU stepping, fix stepping.
2024-12-05 00:51:59 +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
3eef1f8738
Minor debugger update
2024-12-01 14:54:55 +01:00
Henrik Rydgård
b195061a45
Add texture cache stats to ImDebugger
2024-12-01 13:57:07 +01:00
Henrik Rydgård
1f108a0e8c
Remove the java-side directory listing filtering, didn't work.
2024-11-30 02:44:01 +01:00
Henrik Rydgård
e4adc112ff
ImDebugger: Add a basic texture browser
2024-11-29 19:30:38 +01:00
Henrik Rydgård
f54d701a2e
Decentralize the assert for AllocateAlignedMemory failures
2024-10-22 21:49:50 +02:00
Henrik Rydgård
e01ca5b057
Logging API change (refactor) ( #19324 )
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* 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
8ce7982d8b
Increase the bad texture size threshold.
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Fixes #19116
2024-05-10 13:58:03 +02:00
Henrik Rydgård
768520dd0e
Separate out the checks for save vs replace textures more, fixing some issues
2024-01-23 01:07:31 +01:00
Henrik Rydgård
103d8b1019
Don't apply smart 2d texture filter to video.
2024-01-18 23:38:44 +01:00
Henrik Rydgård
09d8bc5c43
Don't override "Linear"-forced texture filtering
2024-01-11 12:56:03 +01:00
Henrik Rydgård
341fe04f4b
Apply nearest filter for pixel-mapped draws
2024-01-11 12:56:03 +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
Henrik Rydgård
a8b8e44de1
Increase texture size limit to 1024. It's actually used by FF3.
2023-12-13 22:18:54 +01:00
Henrik Rydgård
3902c85f7f
Enable texture replacement filtering overrides even if file is missing
2023-12-11 20:20:35 +01:00
Henrik Rydgård
8dab823936
Merge pull request #18484 from hrydgard/mlb-fix
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Fix frozen pitch meters in MLB series games - we were not hashing enough texture data
2023-12-07 12:12:35 +01:00
Henrik Rydgård
443a882041
Fix the size calculation when hashing small swizzled textures
2023-12-07 10:45:31 +01:00
Henrik Rydgård
36a2174ac0
Vulkan: Add indicator of swizzle mode to texture debug names
2023-12-07 10:35:04 +01:00
Henrik Rydgård
7bf8023dce
Don't do the texture size check for the built-in font texture.
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Fixes #18483
Fixes #18479
2023-12-07 09:01:24 +01:00
Henrik Rydgård
5373b8c5b3
Fix double-free problem in "low-memory" texture fallback (Vulkan)
2023-12-04 19:47:20 +01:00
Henrik Rydgård
d9365a6df1
FramebufferCopy: New framebuffer candidate sorting, similar to block transfer detection.
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The previous attempt was simply flawed.
2023-12-01 00:10:16 +01:00
Henrik Rydgård
69b43ab734
Extend the Test Drive color ramp smoother to detect up to 3 ramps in a texture.
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Note that we also offset the lookup slightly to miss the wrap-around
points. The existing 31 scale factor instead of 32, together with that
half-texel, are enough to avoid that problem.
Fixes #18300
2023-10-03 23:30:18 +02:00
Unknown W. Brackets
3c7b05c3e8
PPGe: Use texture windows for atlas text.
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This makes it software rendering, which correctly applies clamp/wrap
limits at 512x512, still has readable text. Other textures may still be
wrong.
2023-09-10 23:54:55 -07:00
Henrik Rydgård
05d8752a64
Vulkan: Correct the calculation for max possible mip levels
2023-09-07 15:20:16 +02:00
Henrik Rydgård
0aa67e5276
Add some texture loading safety checks
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I hit a spurious, non-reproducible debug assert in Archer McLean's Mercury.
Just want to rule out some bad code paths.
2023-09-06 15:38:47 +02:00
Henrik Rydgård
62c9041060
Merge pull request #18011 from hrydgard/collapse-degenerate-volume-textures
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Detect the simplest Tactics Ogre case (US/EU) early
2023-08-31 08:45:11 +02:00
Henrik Rydgård
7e0e9a6d2b
Shrink TexCacheEntry by 4 bytes and clean up a naming issue
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Was a little confused by the "/2". It's not really useful to cache this
value anyway.
2023-08-30 16:37:38 +02:00
Henrik Rydgård
0d0c11a1ed
Remove unnecessary check, add comment.
2023-08-30 10:29:14 +02:00
Henrik Rydgård
30a165b1dd
Detect the simplest Tactics Ogre case (US/EU) early
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Removes the need for the compat.ini flag for these versions, since we
can just treat the texture exactly as a regular 2D texture.
2023-08-30 10:27:19 +02:00
Henrik Rydgård
de679e2761
Generalize the odd/even mip level check
2023-08-29 10:44:18 +02:00
Henrik Rydgård
0cdfaffb48
Enable the FakeMipmapChange flag for US/EU Tactics Ogre, fixing replacement problem.
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For correct lookups, without our texture replacement actually supporting
volume textures, we need to use this mechanism here too.
The game actually uses two mipmaps, but they're identical and point to
the same memory, so we treat them as a regular 2D texture instead for
purposes of both texturing and replacement. This is presumably legacy
from the initial Japanese version that needs to use multiple texture
layers. Similarly it does in in pairs.
This does actually not fully fix texture replacement for the Japanese
version, unfortunately. For that we need more proper support for these
weird textures in the texture replacement code - when I refactored it
before for more natural handling of regular mipmapping, this kinda got
lost.
2023-08-28 20:58:57 +02:00
Henrik Rydgård
5c42aa07fc
Minor log improvement
2023-08-28 16:11:47 +02:00
Henrik Rydgård
a529a9c408
Improve the logging in the CLUT load path
2023-08-28 14:39:24 +02:00
Henrik Rydgård
16d073c4ad
Add compat flag to not load CLUTs from old framebuffers
2023-08-24 10:30:37 +02:00
Henrik Rydgård
714558853c
Enable anisotropic filtering for replacement textures with mipmaps
2023-08-18 15:21:07 +02:00
Henrik Rydgård
a32249a3cf
Move DebugOverlay rendering to the overlay screen, allowing drawing it on top of the menu
2023-08-03 16:19:18 +02:00
Henrik Rydgård
fc6879674e
Refactor overlays into an enum
2023-08-02 13:03:04 +02:00
Henrik Rydgård
def09bf575
Update the uvscale uniform a bit more conservatively on framebuffer changes
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Plus fixes a few minor oversights
Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård
80e47b7bd3
Only dirty the uniform UVSCALEOFFSET when really needed
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Broken out from #17479
With OpenGL, greatly reduces the amount of glUniform4fv calls in many games (and
similar in the other backends).
2023-05-25 15:00:57 +02:00
Henrik Rydgård
bdd0eeb7c3
Avoid double texture cache load.
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Texture packs are loaded from NotifyConfigChanged which is called
anyway.
Fixes #17381
2023-05-01 23:52:39 +02:00
Henrik Rydgård
484f2c5954
Fix texcoord issue with SOCOM post effect
2023-04-25 23:02:12 +02:00