Henrik Rydgård
84c1755abe
Cleanup in TextureCacheCommon
2026-04-28 16:27:56 +02:00
Herman Semenoff
8f4fb77f79
gameinfocache: fbmanager: use const ref and modernize to for range C++17
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From #21606
2026-04-28 10:54:55 +02:00
Herman Semenoff
5e2f51af8e
gpu: elf: using reserve() for optimize inserts in for loop
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From #21611
2026-04-28 10:53:32 +02:00
Herman Semenoff
1e2e04b9d2
shadermanagervk: fix possible typo in Clear() function
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After set_invalid(), shader pointers are not nulled as in DirtyLastShader()
2026-04-28 10:45:45 +02:00
Lin Runze
d1bf797e1b
loongarch: Fix Jit_WeightsU16Skin in VertexDecoderLoongArch64.cpp
2026-04-25 16:33:06 +08:00
Henrik Rydgård
d108fe25d1
Rework constant buffer loading, barrier fix
2026-04-23 13:32:06 +02:00
Henrik Rydgård
4c2be7f8af
More work. Some initialization order problem.
2026-04-23 13:31:51 +02:00
Henrik Rydgård
4335a327cd
Hackery to prepare for constant buffers in compute
2026-04-23 13:31:51 +02:00
Henrik Rydgård
799827e9fb
Revert "Remove unnecessary bindings from compute shader descriptor layout"
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This reverts commit 090efb9513 .
2026-04-23 11:19:57 +02:00
Henrik Rydgård
090efb9513
Remove unnecessary bindings from compute shader descriptor layout
2026-04-13 10:04:02 -06:00
Henrik Rydgård
8d99c71c12
Merge pull request #21527 from ZironZ/pr/gpu-texture-scaling-nnedi3-spline36-clean
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NNEDI3 and Spline36 GPU texture scaling
2026-04-09 13:24:19 -06:00
Henrik Rydgård
6919d8a764
ImGeDebugger: In the textures window, properly write out the status flags.
2026-04-07 11:39:16 -06:00
Henrik Rydgård
7f53eeff08
Fix deferred texture scaling when GPU texture scaling is used. This partially broke GPU texture scaling partially on many mobile devices.
2026-04-07 11:36:59 -06:00
ZironZ
62bea77bd0
Add Vulkan multipass texture scaler infrastructure
2026-04-07 13:29:15 -04:00
Henrik Rydgård
0b154ca6ef
Depth raster: Handle triangles with culling disabled properly.
2026-03-31 18:17:01 -06:00
Henrik Rydgård
10b6c14a9e
Avoid memory access functions that can cause memory exceptions in ImDebugger. Minor opt.
2026-03-31 17:53:00 -06:00
Henrik Rydgård
df5ad56546
Merge pull request #21324 from hrydgard/silent-hill-shadows
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WIP: Apply changes by fcrwr, fixing (mostly) shadows in Silent Hill: Shattered memories
2026-03-18 09:06:55 +01:00
Henrik Rydgård
30c717cb4a
Merge pull request #21386 from chealy/gpu-shader-optimizations
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GPU: Shader optimizations using inversesqrt and dead code removal
2026-03-17 22:31:06 +01:00
Henrik Rydgård
c1f8421dc2
Merge pull request #21342 from fcrwr/block-transfer-clipping
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Fix block transfer clipping
2026-03-17 22:28:04 +01:00
Henrik Rydgård
75453632f9
Handle inset adjustements on the C++ side, handle them better in the UI.
2026-03-14 18:13:37 +01:00
Henrik Rydgård
b4646a49d5
Blacklist the "MMPX Advanced" texture upscaler on mobile GPUs.
2026-03-13 09:04:27 +01:00
Chris Healy
6dae3327a6
GPU: Remove dead helper functions from fragment shader
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Remove two unused helper functions that were left behind after refactoring:
1. unpackUVec3: Left over from commit 4329aaa31c ("GPU: Apply color
test mask as a uint") which refactored color test to use
roundAndScaleTo8x4 with direct uint comparison instead of unpacking
to uvec3 components.
2. packFloatsTo8x4: Left over from commit aec22491fe ("Don't expand
alphaColorRef to 128 bytes") which changed u_alphacolorref from vec4
to uint, making the float-to-uint packing function unnecessary.
Both functions were defined but never called, wasting shader compilation
time and binary size for shaders that enable color testing.
Signed-off-by: Chris Healy <cphealy@gmail.com >
2026-03-08 19:13:41 -07:00
Chris Healy
9ed5dcdc27
GPU: Use inversesqrt for light distance and half-vector calculations
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Replace length()/normalize() with inversesqrt() pattern for better
performance on mobile GPUs. The inversesqrt instruction is a single
hardware operation, while length() requires sqrt(dot()) and normalize()
requires inversesqrt internally plus a multiply.
Changes:
1. Light distance calculation:
Before: distance = length(toLight); toLight /= distance;
After: distSq = dot(toLight, toLight);
invDist = inversesqrt(distSq);
distance = distSq * invDist;
toLight *= invDist;
2. Specular half-vector normalization:
Before: ldot = dot(normalize(toLight + vec3(0,0,1)), worldnormal);
After: halfVec = toLight + vec3(0,0,1);
halfInvLen = inversesqrt(dot(halfVec, halfVec));
ldot = dot(halfVec, worldnormal) * halfInvLen;
Also reuses distSq in attenuation calculation to avoid recomputing
distance*distance.
Offline shader compiler results (vertex shader with 4-light ubershader):
Mali (malioc):
G31 (Bifrost): 44.90 -> 40.50 cycles (-9.8%)
G52 (Bifrost): 14.97 -> 13.50 cycles (-9.8%)
G310 (Valhall): 13.88 -> 12.88 cycles (-7.2%)
G57 (Valhall): 7.60 -> 6.97 cycles (-8.3%)
PowerVR (Profiling Compilers):
Series 8 GE8300: 322 -> 302 ALU cycles (-6.2%)
Series 9 GM9445: 296 -> 280 ALU cycles (-5.4%)
Series B BXM: 560 -> 540 instructions (-3.6%)
Signed-off-by: Chris Healy <cphealy@gmail.com >
2026-03-08 19:13:41 -07:00
Henrik Rydgård
5a27f20387
Merge pull request #21380 from hrydgard/last-fixes
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iOS: Try to avoid leaking file sandbox bookmarks, avoid trying to install zips where it's not possible
2026-03-08 13:46:25 +01:00
Henrik Rydgård
0a1be41fa7
Additional fixes to ZipFileLoader
2026-03-08 12:33:46 +01:00
Henrik Rydgård
ffd21dba00
Quick workaround for Gripshift.
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Fixes #21367
2026-03-07 18:59:03 +01:00
ChrisF
ca8736fc6a
Adds one more image size (128x128) option for DXT1 block skipping in texture replacement
2026-03-06 14:07:03 -05:00
fcrwr
cc4bf75717
Fix block transfer clipping
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Fix block transfer clipping that happened due to code not taking block
transfer offsets into account when finding framebuffers for block
transfer and when creating ram framebuffer.
2026-03-04 19:46:28 +05:00
fcrwr
f3c98442d5
Apply changes by fcrwr, fixing (mostly) shadows in Silent Hill: Shattered Memories
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The game actually implements proper shadow mapping using some wicked
trickery, including framebuffer color reinterpretation. This finally
gets it working, by filling in some gaps in the existing mechanisms.
Unfortunately there's some precision issue that needs to be looked at,
as it can currently look quite stripy, very typical of shadow mapping.
2026-03-02 19:23:43 +01:00
Henrik Rydgård
5e6ec70280
Minor stuff
2026-03-01 12:09:43 +01:00
Henrik Rydgård
845f9f3d55
Add missing check to Vulkan init. Disable validation on android-x86-64
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The latter is broken in the Android SDK emulator.
2026-02-27 23:57:50 +01:00
Henrik Rydgård
bae1a7c7f9
Add "FastEmulatedGPU" compat flag. For games like Outrun that have intermittent slowdowns on hardware, it's unnecessary under emulation.
2026-02-26 10:44:16 +01:00
Henrik Rydgård
5dc169ecbe
Fix more race conditions if you exit during game bootup
2026-02-24 00:56:45 +01:00
Henrik Rydgård
202259eb09
Add a quick workaround for Mahjongg Artifacts framebuffer expiration.
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Fixes #15828 , well at least except for savestate support.
2026-02-22 23:42:13 +01:00
Henrik Rydgård
5aeb38412d
Fix another valgrind warning
2026-02-19 11:46:14 +01:00
Henrik Rydgård
5a5c7028b9
Assorted warning fixes and data initialization to please valgrind
2026-02-19 11:24:46 +01:00
Henrik Rydgård
12d280839c
Microoptimizations in VertexDecoder interpreter
2026-02-17 11:59:30 +01:00
Henrik Rydgård
c89582cfd6
Merge pull request #21267 from hrydgard/delete-mips-jit
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Delete remains of support for the MIPS architecture as host
2026-02-17 10:55:57 +01:00
Henrik Rydgård
f046857d2b
Delete remains of support for the MIPS architecture as host
2026-02-17 10:20:51 +01:00
Henrik Rydgård
0c70c4f9b4
Simplify
2026-02-17 10:18:08 +01:00
Henrik Rydgård
e71ffc59a6
Remove unnecessary IsStarted method
2026-02-17 10:18:08 +01:00
Henrik Rydgård
ae6ba469c1
Fix some more screenshot problems
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Followup to #21249
2026-02-13 14:56:31 +01:00
Henrik Rydgård
386fc442a6
Rework the internal screenshot API, fix bug causing screenshotting to get stuck
2026-02-13 12:34:26 +01:00
Henrik Rydgård
8ceffa08cb
Ignore extreme Y offsets when matching framebuffers.
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Fixes #15828
2026-02-12 11:03:46 +01:00
Henrik Rydgård
3ecb54e70a
More tweaking of gamelist icons
2026-02-11 01:24:11 +01:00
Henrik Rydgård
5d080d1de8
Add a quick check against bad clut vs depth texture framebuffer matches
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See #15828 and #20847
2026-02-10 15:51:49 +01:00
Henrik Rydgård
88266eee50
Warning fixes, comments
2026-02-10 13:59:32 +01:00
Henrik Rydgård
d8b8a51309
Correct a bunch of edge cases, move some code around
2026-02-08 17:07:22 +01:00
Henrik Rydgård
df2d00208e
Improve screenshots in "Skip buffer effects" mode
2026-02-08 16:33:48 +01:00
Henrik Rydgård
1599ea7b1d
SaveState: Separate screenshot operations from other ops
2026-02-08 16:11:44 +01:00