Henrik Rydgård
623545bd24
Delete the "Hardware tessellation" feature.
...
Very hard to maintain and debug, not worth it.
2026-06-16 16:17:14 +02:00
Henrik Rydgård
e0634f3df9
Assorted cleanup and tweaks
2026-06-13 13:34:41 +02:00
Henrik Rydgård
2534eb4480
Disable anisotropic filtering for all flat draws.
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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
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
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transform fix
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
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
28166cb35d
Add "allocation slack" to our pushbuffers. Fixes a memory overwrite bug
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Reported by Joseph on Discord.
Sometimes, things could align perfectly so allocations happend exactly
at the end of a pushbuffer. At the same time, we allow our vertex decoder to write an extra few
bytes if it needs to for speed. Unfortunately I missed this interaction,
resulting in some uncommon crashes that were especially common with
heavy-geometry things like modified GTA LCS with PS2 assets, for
example.
The problem was reported with Vulkan, but our OpenGL backend had the
same issue too.
2026-05-13 15:55:34 +02:00
Henrik Rydgård
c3897fef4c
Finish up #21151
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See #21151
2026-01-24 10:42:43 +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
8ed898c5e6
GPU: Constify VertexDecoder pointers, remove in some cases
2025-05-14 15:13:59 +02:00
Henrik Rydgård
5d85d5ed22
Depth raster: Rename some variables, fix incorrect draw limit
2025-04-10 17:49:06 +02:00
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
54d18bb343
Lift some more debugging functionality into GPUCommon
2024-12-15 14:03:05 +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
1221a6e928
Minor code cleanups
2024-10-28 17:50:34 +01:00
Henrik Rydgård
2ba4eaf3dd
First part of the const changes etc
2024-09-17 15:13:13 +02:00
Henrik Rydgård
096985f51f
Provoking vertex (software transform): Simpler solution
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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 )
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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
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.
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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