Commit Graph
491 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 35de8e5d97 Screenshot the display from wherever in a framebuffer it is
The display can point inside a larger framebuffer: Silent Hill flips
between two halves of a 1024-wide 565 buffer. Presenting it found the
framebuffer and the offset, but screenshots looked up only an exact
address match, and otherwise read RAM, which with a hardware renderer
holds something stale (Silent Hill: Origins' savestate thumbnails showed
the loading screen). Screenshots of the display now use the same lookup
and read back the 480x272 at the offset.

Headless screenshots go the same way: eight Silent Hill frame dumps
(Origins and Shattered Memories) now match the PSP exactly on Vulkan and
OpenGL, from 0.8k-104k differing pixels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:15:46 +02:00
Henrik RydgårdandClaude Opus 5.5 6cbba6ee24 Fix Silent Hill: Origins' flashlight shadows on the hardware backends
The game does shadow mapping without depth textures (#16126):
- It renders the scene once into 44170000 with depth, then draws it again
  into 44170400 (the same buffer 256 pixels to the right) with the same
  depth address and an EQUAL depth test. We render 44170400 into the
  same framebuffer at an X offset, which moves the depth test along with
  the color, so it compared against the wrong depth and the shadow pass
  drew nothing. Copy the depth over to the offset once per pass.
- It reads its 256x256 565 light-depth map as CLUT32. The reinterpret to
  8888 went into an existing 8888 buffer at the same address that was
  only 128x128, which cut the map off below row 128. Grow it first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:15:46 +02:00
Henrik RydgårdandClaude Opus 5.5 e12c4ca0eb Size the render target viewport from the whole buffer, not the guessed drawing size
The viewport (and u_xywh, which must match it) used the framebuffer's
estimated drawing size, so anything drawn past it was clipped even though the
buffer has the rows and the scissor allows them. Tokimeki Memorial 4 draws its
characters to y 271 into a buffer whose height was guessed from a 256 tall
viewport: the bottom 16 rows were cut off, a line through every character, and
its arms broke when the two halves were stitched (#6379, #11249).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:15:46 +02:00
Henrik RydgårdandClaude Opus 5.5 8ff41f3cb2 Keep the render target when a block transfer upload resizes another buffer
ResizeFramebufFBO makes the resized buffer the current render target, and
the rebind after the upload then kept drawing to it. The game's draws to its
own render target went into the uploaded buffer until it changed the
framebuffer pointer. God of War: Ghost of Sparta and Chains of Olympus lost
most of their scenes this way (#12215, #11953, #16170, #11123, #12169).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:15:46 +02:00
Henrik RydgårdandClaude Opus 5.5 73b5d2a4a2 Self-texture copy: Include the texel past each edge of the UV bounds
The copy for texturing from the current render target was cropped to the
UV bounds, but bilinear filtering at the edges reads one texel beyond them,
which then came from whatever the temp FBO last held. On Vulkan that put
magenta streaks into Need for Speed Shift's sun glow, and also hit Call of
Duty, Burnout Dominator (#12831) and Assassin's Creed Bloodlines (#15821).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 16:16:24 +02:00
Henrik RydgårdandClaude Opus 5.5 89fabe21fb Rebuild the stencil from alpha after reinterpreting a framebuffer
On the PSP the stencil is the alpha bits, so after the colors of another
format are reinterpreted into a 5551, 4444 or 8888 buffer, its stencil has to
follow the new alpha. Ultimate Ghosts 'n Goblins sets 5551 alpha with a masked
565 blue write and then stencil tests on it; Vulkan drew its glow through a
stale stencil. The memory stencil upload's pipeline and passes are shared.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:45:57 +02:00
sum2012 6ccab3d1d0 Add Worms to compat by Gemini
Fix #18713.
Fix assert
2026-10-01 11:28:57 +08:00
Henrik RydgårdandClaude Opus 5.5 b8789af997 GPU: Draw frames displayed from RAM in non-buffered mode
They were uploaded but never drawn, and the block transfer hack drew
whatever source was left over. Draw them straight into the backbuffer
pass, without post shaders, which would need to bind their own targets.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 13:17:01 -06:00
Henrik RydgårdandClaude Opus 5.5 e108e41675 GPU: Fix assorted leaks, null derefs and small rendering bugs
- Put the anisotropy level in the sampler key, so changing it applies on
  Vulkan and D3D11.
- Release CLUT textures at shutdown on GLES and D3D11.
- Fix the depth readback viewport, which squeezed the image whenever the
  read rectangle was smaller than the fbo.
- Test the computed depth, not the unset result, in the equal-depth clear
  check.
- Don't read back a CLUT from a framebuffer without an fbo.
- Tolerate null entries when releasing post-shader objects and CLUT
  textures after a failed creation.
- ImGe: Don't crash on a framebuffer without an fbo, or on GetVFB under the
  software renderer.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik RydgårdandClaude Opus 5.5 b912b5823b GPU: Fix texture cache and framebuffer cache lifetime bugs
- Delete TexCacheEntry objects dropped on rehash instead of leaking them.
- Don't leave a released null entry in cache_ when the framebuffer match
  returns before the slot is refilled.
- Reset clutRenderAddress_ in Clear(), which releases the dynamic CLUT FBOs.
- Don't cache a null texture in drawPixelsCache_ when creation fails.
- Fix the reversed subtraction in the failed-FBO retry check.
- Remove the never-taken buffered-rendering early-out in UpdateRenderSize.
  Taking it would leave existing VFBs without an fbo.
- Include smoothedDepal in the depal shader cache key, and print/parse the
  debug IDs as 64-bit.
- Release depal pipelines through Draw2DPipeline::Release so the shader
  source isn't leaked, and make that null-safe.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:35:17 -06:00
Henrik RydgårdandClaude Opus 5.5 3f44da709b Clamp sampling of video textures and direct-displayed video to the 480x272 frame
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:22:01 -06:00
Henrik RydgårdandClaude Opus 5.5 242ef0a984 GPU: Track video frames in GPUCommon, so they expire for the blit cost too
The blit cost remembered only the last buffer a decoder wrote into, forever.
Move the texture cache's video list (with its ageing out a few flips after
the last write) into GPUCommon, so the texture cache, the blit cost and
SoftGPU all share one. That also counts both of a double-buffered player's
frames, which exposed that a clear drawn with texturing still enabled was
being charged as a blit - skip clears and draws without texture coordinates.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 17:00:11 -06:00
sum2012 a8b85eec8b Add ForceEnableGPUReadback compat
To solve gpu readback issue
2026-09-23 22:06:28 +08:00
Henrik Rydgård 9cb50459d6 Merge pull request #22186 from hrydgard/medium-correctness-fixes
Medium-severity correctness fixes
2026-08-31 16:30:53 +02:00
Henrik Rydgård 7604ae67ff FramebufferManagerCommon: don't deref dstRect.vfb when no dst buffer was found
A failed FindTransferFramebuffer leaves dstRect zero-initialized, and RASTER_COLOR is
0, so the channel check passes and vfb is read through a null pointer. Only reachable
for a depth-source transfer to an address with no matching framebuffer.
Check dstBuffer first, like every other use of dstRect.vfb below.
2026-08-31 13:02:53 +02:00
Henrik Rydgård 98e8ffe7cd Check framebuffer copy sources, and fix two easy crashes
The three framebuffer upload paths took Memory::GetPointerUnchecked() on a
GE-supplied source address and then read height rows of it, without ever checking
that span was mapped. Only the destination was validated (and DoBlockTransfer's own
memcpy is carefully guarded, so the intent was clearly there). A copy whose source
starts near the end of RAM walks straight off the end of the view. Clamp the row
count to what's actually mapped, and warn when we do.

GhidraClient dereferenced getArray()->value for both "symbols" and "types" without a
null check, and the getTag() test underneath could never catch it - getArray() has
already filtered by tag, so it returns either a JSON_ARRAY node or nullptr. Any
HTTP 200 that parses as JSON but isn't the shape we expect - {}, a bare array, an
incompatible ghidra-rest-api, or the host/port pointed at some other JSON service -
crashed the worker thread. FetchTypes() runs first, so that's the one you'd hit.

RiscV and LoongArch CPU detection divided TotalLogicalCount() by ProcessorCount()
before checking it. ProcessorCount() returns 0 whenever /proc/cpuinfo can't be read
or doesn't parse, which is SIGFPE during static init of the cpu_info global - before
anything could handle it. The existing <= 0 guard sat after the division.

314 pspautotests pass; frametests show the same 3 pre-existing failures as master.
2026-08-31 12:15:50 +02:00
Henrik Rydgård c5e4d0d90d Rename the get-memory-pointer functions to make it clear where CPU exceptions can happen. 2026-08-12 14:06:16 +02:00
Henrik Rydgård 0324c7a912 Windows buildfix 2026-08-05 00:15:56 +02:00
Henrik Rydgård 7c73ed71bf Remove the ability to "set safe size" from SoftwareTransformCommon, now redundant 2026-07-16 18:05:59 +02:00
Henrik Rydgård 66014870d2 Remove unnecessary "DirtyLastShader" mechanism. 2026-07-16 15:47:59 +02:00
Henrik Rydgård db712016bb Comment improvements, rename a dirty-flag 2026-07-13 11:10:31 +02:00
Henrik Rydgård 90c48671d7 D3D11: Remove support for BGRA textures and preferred framebuffer formats 2026-07-03 16:20:22 +02:00
Henrik Rydgård 1b2f87bf1a Rename GPUgstate to GEState 2026-07-02 20:34:09 +02:00
Henrik Rydgård 87cc608df1 Add the necessary logic to use in-shader CLUT lookups for regular textures 2026-06-11 12:42:16 +02:00
Henrik Rydgård 5c340ccd09 Remove the concept of scaled/offset depth buffers. 2026-06-10 10:41:30 +02:00
Henrik Rydgård ce7da78b17 Invalidate texture hashes on readbacks 2026-06-09 23:49:54 +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 f60e27a9b7 Just some refactoring of the GPUStatistics struct, and more use of StringWriter 2026-05-29 14:40:31 +02:00
Henrik Rydgård b65bbaf92c Merge pull request #21678 from nintendo424/gpu-save-first-frame
gpu: Preserve first-frame font render targets
2026-05-27 12:22:47 +02:00
Henrik Rydgård 06a7793f57 Fix some y-flip issues in D3D11. It got broken by recent refactorings.
Fixes #21726
2026-05-26 15:51:24 +02:00
nintendo424 e5689d1adc gpu: Preserve first-frame font render targets
Some games render HLE sceFont glyphs into small VRAM-backed framebuffers and immediately sample them as textures. This needs both the source glyph buffer and the temporary render target to be preserved before later commands overwrite or rebind them.

Save first-frame data from the previous render target before creating a new framebuffer, since ResizeFramebufFBO() makes the new framebuffer current. Also flush pending draws before PGF writes over a glyph buffer that may still be referenced by queued texture draws.

Backend software transform normally reports safe framebuffer size during draw flush, but first-frame readback can happen before queued draws reach that path. Estimate through-mode rectangle/triangle bounds before SubmitPrim() and feed those bounds to SetSafeSize(), using actual vertices clamped to scissor instead of a tiny-target heuristic.

Fixes missing text in Evangelion JO.
2026-05-15 12:23:14 -04:00
Henrik Rydgård 85de7fdc50 Add new flag that will simplify the GL path 2026-05-14 22:20:35 +02:00
Henrik Rydgård e0d6664e85 Fix issue with raw screenshots not always being cropped correctly
Fixes #21664
2026-05-12 10:12:41 +02:00
Herman Semenoff 8f4fb77f79 gameinfocache: fbmanager: use const ref and modernize to for range C++17
From #21606
2026-04-28 10:54:55 +02:00
Herman Semenoff 5e2f51af8e gpu: elf: using reserve() for optimize inserts in for loop
From #21611
2026-04-28 10:53:32 +02:00
Henrik Rydgård df5ad56546 Merge pull request #21324 from hrydgard/silent-hill-shadows
WIP: Apply changes by fcrwr, fixing (mostly) shadows in Silent Hill: Shattered memories
2026-03-18 09:06:55 +01:00
Henrik Rydgård c1f8421dc2 Merge pull request #21342 from fcrwr/block-transfer-clipping
Fix block transfer clipping
2026-03-17 22:28:04 +01:00
Henrik Rydgård 0a1be41fa7 Additional fixes to ZipFileLoader 2026-03-08 12:33:46 +01:00
fcrwr cc4bf75717 Fix block transfer clipping
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
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 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.
Fixes #15828, well at least except for savestate support.
2026-02-22 23:42:13 +01:00
Henrik Rydgård 5a5c7028b9 Assorted warning fixes and data initialization to please valgrind 2026-02-19 11:24:46 +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 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 eb234a1563 Finish the split. Greatly simplifies the render code in EmuScreen. 2026-02-08 10:46:16 +01:00
Henrik Rydgård 2ea94534e6 Split up FramebufferManagerCommon::CopyDisplayToOutput 2026-02-08 10:17:42 +01:00
Henrik Rydgård aa17599f66 Make things more consistent in the no-present case 2026-02-08 10:13:34 +01:00
Henrik Rydgård 814713e932 More refactor 2026-02-08 01:06:35 +01:00