54 Commits

Author SHA1 Message Date
Henrik Rydgård 169f473b95 Smart 2D texture filtering: Use the new vertex path to check for pixel mapping in transformed geometry
Previously, "Smart 2D texture filtering" was limited to through-mode
draws, but many games use fully transformed draws to do 2D elements.

An example of this is Outrun in the menus, and it's always been plagued by
horrible filtering artifacts.

With the improved Smart 2D texture filtering, the artifacts are gone!
Of course, instead of glitchy bilinear you instead get point sampled
texturing so it looks more pixellated, but no more ugly borders between letters
in the game.
2026-06-04 17:04:04 +02:00
Henrik Rydgård 84c366971c Software transform: Scope some variables properly. Remove unnecessary & on parameter. 2026-06-04 12:45:17 +02:00
Henrik Rydgård d0f4e5c2d1 Visualize bounding boxes in ImGe debugger by drawing their corners 2026-06-03 13:46:30 +02:00
Henrik Rydgård 79328a99b3 Vertex preview works again in both debuggers. 2026-06-02 15:40:37 +02:00
Henrik Rydgård bb573e6e0c Well, it builds, but doesn't work yet. 2026-06-02 12:33:53 +02:00
Henrik Rydgård 5151df7366 Remove fbman, texcache parameters from SoftwareTransformParams 2026-06-02 11:39:33 +02:00
Henrik Rydgård 77d5ca3116 Remove the SoftwareTransform class, there's no state anymore 2026-06-02 11:39:33 +02:00
Henrik Rydgård 8113cb9147 Misc cleanup and renaming 2026-06-02 11:39:33 +02:00
Henrik Rydgård a317890c08 Remove the GPUDebugInterface class
Just a pointless extra layer in the class hiearchy, making it
unnecessarily hard to modify the interface.

Might as well hit GPUCommon directly.
2026-06-02 11:15:08 +02:00
Henrik Rydgård 8b84fd555d Apply triangle near-clipping in software transform.
Fixes, but only in SW transform, #10914

Re-enable range culling, oops.
2026-05-30 19:07:59 +02:00
Henrik Rydgård 280ddbf86c Remove state from SoftwareTransform class 2026-05-30 19:07:59 +02:00
Henrik Rydgård d60d190236 Implement depth clamp (for safe cases) in the software transform pipeline, and make sure triangle culling is always done. 2026-05-30 19:07:59 +02:00
Henrik Rydgård a6b146b74b Some work on software transform 2026-05-30 19:07:59 +02:00
Henrik Rydgård 62d8cf22de Move the viewport transform to software in SW transform mode
transform fix
2026-05-30 19:07:58 +02:00
Henrik Rydgård db99de8575 Rename BuildDrawParams to ProjectClipAndExpand, call it directly from Transform 2026-05-26 16:05:53 +02:00
Henrik Rydgård 9ad9a6c0bb DrawEngines: Move the clear-detection to a more sensible place, reorder things to make more sense. 2026-05-26 16:05:53 +02:00
Henrik Rydgård 65c99beea7 Remove some old debris 2026-05-19 15:43:25 +02:00
Henrik Rydgård 7853881210 GPU header cleanup: Avoid including GPUCommon.h in some places 2025-11-23 20:37:37 +01:00
Henrik Rydgård 8ed898c5e6 GPU: Constify VertexDecoder pointers, remove in some cases 2025-05-14 15:13:59 +02:00
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 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
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 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 944b3c5be5 Add pixel mapping detection for through mode RECT primitives 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 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 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
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
Unknown W. Brackets 2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
Unknown W. Brackets 4fb09859fd GPU: Refactor out rectangle expansion.
Just so it's cleaner when the same is done for lines.
2021-10-31 11:09:04 -07:00
Unknown W. Brackets 5128480d74 GPU: Implement cull behavior in sw transform. 2021-10-30 21:04:16 -07:00
Unknown W. Brackets 159eab5141 GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets 3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
Unknown W. Brackets ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -07:00
Unknown W. Brackets ef43ec5f33 GPU: Split up software transform into phases. 2020-05-08 23:09:24 -07:00
Unknown W. Brackets 48980d8786 GLES: Simplify the framebuf offset detection.
It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Henrik Rydgård 734d9c494c Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors. 2017-12-02 11:05:10 +01:00
Unknown W. Brackets 8efbcf8d42 Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
Henrik Rydgard 5d0d67140f Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738. 2015-05-12 20:01:04 +02:00