Henrik Rydgård
250abe0d56
Loongarch64 build fixes
2026-05-25 15:41:24 +02:00
Henrik Rydgård
37f6fda9c9
Add a CrossSIMD loongarch64 LSX implementation. Note: This is untested!
2026-05-25 15:40:22 +02:00
Henrik Rydgård
4a55fc6724
Prepare TestBoundingBoxFast for optimization
2026-05-25 13:37:27 +02:00
Henrik Rydgård
dd125b2e4d
Delete obsolete (and non-working) support for GPUs without non-pow-2 textures.
2026-05-24 14:15:34 +02:00
Henrik Rydgård
f40e487a61
Simplify the TransformedVertex struct
2026-05-24 12:48:26 +02:00
Henrik Rydgård
2eca0123f1
Correct culling in case of some weird viewport setups
2026-05-23 14:49:17 +02:00
Henrik Rydgård
fa856fbf68
Pass the culling unit tests.
2026-05-23 14:40:15 +02:00
Henrik Rydgård
a854a2bed1
Correct some comparisons for bbox
2026-05-23 14:40:15 +02:00
Henrik Rydgård
0d33cd0a65
Convert the BBOX/BJUMP culling to use the worldviewproj matrix and a screen space check.
2026-05-23 14:40:15 +02:00
Henrik Rydgård
7a093623e8
Sonnet NEON
2026-05-23 14:40:15 +02:00
Henrik Rydgård
1fb9446d5a
Optimize the SSE path
2026-05-23 14:40:15 +02:00
Henrik Rydgård
e64a61017e
Use the new method for NEON and fallback fast culling
2026-05-23 14:40:15 +02:00
Henrik Rydgård
dbba46bfb5
Simplify away some trivial math
2026-05-23 14:40:15 +02:00
Henrik Rydgård
893bc732a1
Fast culling: Use the worldviewproj matrix to avoid the need for planes
2026-05-23 14:40:15 +02:00
Henrik Rydgård
5cfbf50111
Keep updated products of view*proj and world*view*proj matrices. Use to simplify bbox culling.
2026-05-21 19:18:32 +02:00
Henrik Rydgård
4a420c95c2
Remove some redundant device caps, show clip/cull/depth-clamp in system info
2026-05-21 11:59:26 +02:00
Henrik Rydgård
736d054b8f
Remove the u_proj_though matrix from the uniform buffer
2026-05-19 16:33:45 +02:00
Henrik Rydgård
65c99beea7
Remove some old debris
2026-05-19 15:43:25 +02:00
Henrik Rydgård
e108828bcc
Unify Z handling between the backends
2026-05-19 15:17:44 +02:00
Henrik Rydgård
d243737c11
Revert "Convert the pre-rotation to just the matrix multiplication."
...
After the previous commit, the optimization is no longer needed, and
unnecessarily bloats the uniform buffer.
This reverts commit 62bcb1785e .
2026-05-17 11:02:35 +02:00
Henrik Rydgård
4b93a870db
Optimize out pre-rotation entirely from vertex shaders when not needed
2026-05-17 11:01:50 +02:00
Henrik Rydgård
947217d1be
Convert the pre-rotation to just the matrix multiplication.
2026-05-17 10:59:40 +02:00
Henrik Rydgård
065a68ef4f
Split out screen rotation from the projection matrix
2026-05-17 10:58:54 +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
85de7fdc50
Add new flag that will simplify the GL path
2026-05-14 22:20:35 +02:00
Henrik Rydgård
27650fe3e4
Fix race condition during Vulkan startup
2026-05-13 23:09:04 +02:00
Henrik Rydgård
28166cb35d
Add "allocation slack" to our pushbuffers. Fixes a memory overwrite bug
...
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
ebc647bd06
Merge pull request #21648 from sum2012/softgpu-patch
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Remove 2 cases for fast path for soft gpu by Deepseek
2026-05-12 10:45:38 +02:00
Henrik Rydgård
e0d6664e85
Fix issue with raw screenshots not always being cropped correctly
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Fixes #21664
2026-05-12 10:12:41 +02:00
sum2012
5954db188e
Remove 2 cases for fast path for soft gpu by Deekseek
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Fix #21363
https://chat.deepseek.com/share/980xe4c2ue35te8cy2
Performance impact is minimal because sprites that require depth/fog are relatively rare, and the fallback still uses the per-pixel rectangle loop (not the full triangle rasterizer)
2026-05-07 00:26:06 +08:00
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"
...
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