793 Commits
Author SHA1 Message Date
Henrik Rydgård e0634f3df9 Assorted cleanup and tweaks 2026-06-13 13:34:41 +02:00
Henrik Rydgård 0bf1d12053 Prepare for shader depal (CLUT palette lookup) for ordinary textures 2026-06-11 11:58:58 +02:00
Henrik Rydgård d33425d01d Split out the CLUT texture cache from "TextureShaderCache" 2026-06-11 10:57:30 +02:00
Henrik Rydgård f034cb45bb Unify UpdateCurrentClut between D3D11 and Vulkan (GLES is still different) 2026-06-11 10:40:21 +02:00
Henrik Rydgård a38c52601c Turn TexCacheEntry::TexStatus into an enum class 2026-06-09 11:25:51 +02:00
Henrik Rydgård ec6c7b08f5 Add a common TextureAlpha enum, replacing CheckAlphaResult and ReplacedTextureAlpha. 2026-06-09 11:25:50 +02:00
Henrik Rydgård 2534eb4480 Disable anisotropic filtering for all flat draws.
May improve performance slightly, and should fix the last instances of #19555
2026-06-08 15:28:58 +02:00
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 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 bdd72c08f3 Fix dirtying caused by clip flag state. This could probably be a bit smarter. 2026-05-30 21:47:21 +02:00
Henrik Rydgård f8b153ba2b Fix some issues with depth rounding, and depth clamp in D3D11 2026-05-30 19:07:59 +02:00
Henrik Rydgård 44ece6dfa2 Determine the clip flags directly when culling, simplifying the code. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 0e8ba0d6fe Bugfixes, cleanup 2026-05-30 19:07:59 +02:00
Henrik Rydgård e75d9f8a5f Unify the bounding depth checks, correct them if minmax clip is needed 2026-05-30 19:07:59 +02:00
Henrik Rydgård 0eede05f5f Implement fragment shader depth clamp and min/max discard. Slow on some hardware, but it's a fallback. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 66fd3e65d8 Remove some redundant function parameters 2026-05-30 19:07:59 +02:00
Henrik Rydgård 058b1af285 Revert to software on out-of-bounds projected depth 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 08f4c8fae8 Compute min/max Z and W from the culling loop, use to cull some more 2026-05-30 19:07:58 +02:00
Henrik Rydgård 5808afef10 Implement minZ/maxZ through user clip planes 2026-05-30 19:07:58 +02:00
Henrik Rydgård ae98055cec Delete a lot of legacy depth and viewport code, fix OpenGL 2026-05-30 19:07:58 +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 69c7c75124 Replace u_proj_through with a simple scale/offset
First reasonable output appears.
2026-05-30 19:07:58 +02:00
Henrik Rydgård f60e27a9b7 Just some refactoring of the GPUStatistics struct, and more use of StringWriter 2026-05-29 14:40:31 +02:00
Henrik Rydgård 886d9c255b D3D11: Improve compilation error reporting 2026-05-28 10:55:29 +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 f40e487a61 Simplify the TransformedVertex struct 2026-05-24 12:48:26 +02:00
Henrik Rydgård 65c99beea7 Remove some old debris 2026-05-19 15:43:25 +02:00
Henrik Rydgård afb764e6ae Rendering: Unify the Y-flipping state across backends (now only applied in-shader, not through matrices). 2026-05-14 23:30:06 +02:00
Henrik Rydgård c3897fef4c Finish up #21151
See #21151
2026-01-24 10:42:43 +01:00
Henrik Rydgård 7853881210 GPU header cleanup: Avoid including GPUCommon.h in some places 2025-11-23 20:37:37 +01:00
Henrik Rydgård 67010ff2af Split the display layout config between landscape and portrait orientations 2025-11-05 12:49:51 +01:00
Henrik Rydgård 6e00df7cfe D3D11: Fix some fallout from my previous fixes 2025-08-02 22:58:47 +02:00
Henrik Rydgård 77e894c64d Fix more D3D11 lifecycle problems. Removed some ComPtr that got in the way 2025-08-01 18:20:44 +02:00
Henrik Rydgård a5aac9c386 D3D11 stock objects: Remove unused items 2025-08-01 17:59:33 +02:00
Henrik Rydgård e0d9edc077 TextureCacheD3D11: Fix resource lifecycle 2025-08-01 17:57:52 +02:00
Henrik Rydgård e4abbd3cae DrawEngine: Fix resource lifecycle 2025-08-01 17:53:03 +02:00
Henrik Rydgård 62ff5ca81d Unit test fix part #1: Get more information 2025-06-24 15:20:50 +02:00
Henrik Rydgård 751e4fad2e Move more of GPU init to the loader thread. Some log cleanup. 2025-05-15 11:43:37 +02:00
Henrik Rydgård 4fcf5a4fab Start reordering things in the GPU init, with the goal of doing most of it on the loader thread. 2025-05-15 10:24:30 +02:00
Henrik Rydgård 8ed898c5e6 GPU: Constify VertexDecoder pointers, remove in some cases 2025-05-14 15:13:59 +02:00
Henrik Rydgård 8accc57df7 Avoid using shader blending (with framebuffer copy) if skip-buffer-effects is enabled
Fixes #20267
2025-04-17 19:18:59 +02:00
Henrik Rydgård 5d85d5ed22 Depth raster: Rename some variables, fix incorrect draw limit 2025-04-10 17:49:06 +02:00
oltolm b09eb3dd23 use ComPtr for D3D11 2025-02-17 22:58:44 +01:00
Henrik Rydgård 4aaea67766 Enable depth raster in all backends, not just Vulkan 2024-12-24 23:26:32 +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