Commit graph

134 commits

Author SHA1 Message Date
Connor McLaughlin 5d877250e9 GPU/HW: Add an option to use software renderer for readbacks 2021-05-20 13:28:36 +10:00
Connor McLaughlin df5de7730c GPU/HW: Disable depth buffering on transparent polygons
These are the most likely to be coplanar and cause issues.
2021-03-30 01:40:05 +10:00
Connor McLaughlin ddea2818d9 Qt: Add renderer/resolution to status bar 2021-03-28 13:47:53 +10:00
Connor McLaughlin b13c51a2e2 GPU/SW: Use new 5-to-8 converters for RGBA8 display 2021-03-18 13:00:58 +10:00
Connor McLaughlin c043643c4d GPU/HW: Fix typo in –IncludeVRAMDirtyRectangle() name 2021-02-07 20:00:16 +10:00
Connor McLaughlin 837fb6128b GPU/HW: Fix mask bit when rendering with transparency and no DSB
Fixes some sprites in Bloody Roar on Mali GPUs.
2021-02-06 20:14:28 +10:00
Connor McLaughlin 516d685dd0 System: Add memory-only save states and rewind 2021-01-25 01:15:45 +10:00
Connor McLaughlin a927bfbe50 GPU/HW: Flush after each primitive for B-F transparency
Slow, but necessary for some games such as Suikoden II, where it draws
multiple polygons to the same area on screen with different transparency
modes.
2021-01-20 01:08:36 +10:00
Connor McLaughlin 40257e5b20 GPU/HW: Don't set m_pgxp_depth_buffer when PGXP is disabled
Fixes text corruption in Castlevania when PGXP is disabled and depth
buffer is enabled.
2021-01-01 17:49:20 +10:00
Connor McLaughlin 3cb2cd8235 GPU: Add adaptive and box downsampling modes 2020-12-30 17:41:39 +10:00
Connor McLaughlin d187c8b08d GPU/HW: Fix a potential case where depth isn't cleared on viewport change 2020-12-26 00:47:03 +10:00
Connor McLaughlin aa1543271e GPU: Support emulating a depth buffer from PGXP depth values 2020-12-23 01:39:49 +10:00
Connor McLaughlin 7b6d30a994 GPU/HW: Fix possible VRAM corruption when live switching resolutions
Mask bit was getting lost based on guest state.
2020-12-17 01:20:06 +10:00
Connor McLaughlin 5e05a14f97 GPU: Fix incorrect draw time approximation of lines
Fixes flickering pre-mission screen in Omega Boost.
2020-12-06 00:35:54 +10:00
Connor McLaughlin b45bee5954 libretro: Work around crash in RetroArch Vulkan driver 2020-11-25 23:06:41 +10:00
Connor McLaughlin 07dbc5a80d GPU/HW: Draw opaque before semitransparent for reverse subtract
Fixes missing shadows in Suikoden II.
2020-11-22 13:46:20 +10:00
Connor McLaughlin e06f85a328 GPU: Fix VRAM palette changes not being detected in hw renderer
Fixes wall texture animation in Mega Man Legends.
2020-11-22 13:22:29 +10:00
Connor McLaughlin 2595e31575 GPU: Split software to frontend/backend 2020-11-21 18:39:04 +10:00
Connor McLaughlin 03d4f80883 GPU: Move enums/types into separate file 2020-11-21 18:39:04 +10:00
Connor McLaughlin d468814a6d GPU: Disable texture filters when dual-source blend is unsupported 2020-11-11 01:02:40 +10:00
Connor McLaughlin ae1e4b1b8f GPU: Add chroma smoothing for 24-bit display enhancement 2020-11-03 16:17:45 +10:00
Connor McLaughlin f2aa343cae GPU/HW: Fix SSAA being enabled when it's not supported 2020-10-31 15:12:12 +10:00
Connor McLaughlin 2eaebd8921 GPU: Implement support for multisample antialiasing 2020-10-31 14:27:58 +10:00
Albert Liu f69889264d Core: Make some additional OSD messages translatable 2020-10-22 02:07:48 -07:00
Connor McLaughlin 50b025c75a GPU: Use triangle area for ticks rather than bbox
Fixes slow transitions in Tales of Phantasia.
2020-10-04 00:12:01 +10:00
Connor McLaughlin cacf7a7cc9 GPU: Precompute texture window expression [SAVEVERSION+] 2020-09-30 23:03:52 +10:00
Connor McLaughlin 605992f294 Fix Android build 2020-09-12 00:35:38 +10:00
Connor McLaughlin 6f250a4ff7 GPU/HW: Add JINC2 and xBRZ texture filtering options
Shaders ported from beetle-psx.
2020-09-12 00:26:34 +10:00
Connor McLaughlin 13e3095801 Core: Don't link to imgui for libretro core 2020-09-01 12:22:32 +10:00
Connor McLaughlin 10a46a7fd8 OSD: Add option to show display resolution 2020-08-16 00:20:11 +10:00
Connor McLaughlin 26aa627deb GPU/HW: Include resolution in scale change message 2020-08-16 00:20:11 +10:00
Connor McLaughlin 17a1719450 GPU/HW: Fix incorrect texel offset when upscaling
Fixes incorrectly coloured triangles in Tomb Raider.
2020-08-12 02:27:52 +10:00
Connor McLaughlin 5c6e92cdfc GPU/HW: Disable coordinate clamping when unnecessary 2020-08-10 23:28:37 +10:00
Connor McLaughlin b95ce993e0 GPU/HW: Clamp interpolated UVs to polygon limits
Fixes texture filtering and PGXP issues in some games.
2020-08-10 23:28:37 +10:00
Connor McLaughlin 23df239469 GPU/HW: Debug build compile fix 2020-08-03 03:26:00 +10:00
Connor McLaughlin f712c42c21 GPU/HW: Add more details to debug window 2020-08-03 03:06:23 +10:00
Connor McLaughlin 9b7512f7b8 GPU/HW: Implement automatic resolution scale from window size 2020-08-03 03:06:03 +10:00
Connor McLaughlin b527118c0a GPU/HW: Fix macOS compile 2020-08-02 18:04:00 +10:00
Connor McLaughlin 92975b2e81 GPU/HW: Tiny performance optimization in polygon loading 2020-08-02 17:32:43 +10:00
Connor McLaughlin 96ba9198ef GPU/HW: Expand lines into triangles before rendering
Fewer batches, consistent upscaling behavior.
2020-08-02 17:17:11 +10:00
Connor McLaughlin bd0c403672 GPU/HW: Fix mask bit test regression
Fixes white boxes in Silent Hill. Again.
2020-08-02 13:04:25 +10:00
Connor McLaughlin 0c1b637549 PGXP: Add initial implementation 2020-08-02 00:25:07 +10:00
Connor McLaughlin b6f871d2b9
JIT optimizations and refactoring (#675)
* CPU/Recompiler: Use rel32 call where possible for no-args

* JitCodeBuffer: Support using preallocated buffer

* CPU/Recompiler/AArch64: Use bl instead of blr for short branches

* CPU/CodeCache: Allocate recompiler buffer in program space

This means we don't need 64-bit moves for every call out of the
recompiler.

* GTE: Don't store as u16 and load as u32

* CPU/Recompiler: Add methods to emit global load/stores

* GTE: Convert class to namespace

* CPU/Recompiler: Call GTE functions directly

* Settings: Turn into a global variable

* GPU: Replace local pointers with global

* InterruptController: Turn into a global pointer

* System: Replace local pointers with global

* Timers: Turn into a global instance

* DMA: Turn into a global instance

* SPU: Turn into a global instance

* CDROM: Turn into a global instance

* MDEC: Turn into a global instance

* Pad: Turn into a global instance

* SIO: Turn into a global instance

* CDROM: Move audio FIFO to the heap

* CPU/Recompiler: Drop ASMFunctions

No longer needed since we have code in the same 4GB window.

* CPUCodeCache: Turn class into namespace

* Bus: Local pointer -> global pointers

* CPU: Turn class into namespace

* Bus: Turn into namespace

* GTE: Store registers in CPU state struct

Allows relative addressing on ARM.

* CPU/Recompiler: Align code storage to page size

* CPU/Recompiler: Fix relative branches on A64

* HostInterface: Local references to global

* System: Turn into a namespace, move events out

* Add guard pages

* Android: Fix build
2020-07-31 17:09:18 +10:00
Connor McLaughlin d711baaa31 GPU/HW: Fix lines being one pixel too short
Fixes lines in screen wipe effect in Vagrant Story.
2020-07-25 02:37:01 +10:00
Connor McLaughlin 2dc62ab987 GPU/HW: Fix VRAM updates when Y >= 512 2020-07-22 14:46:52 +10:00
Connor McLaughlin d1a2ebd8f3 GPU/HW: Eliminate CPU round trip on oversized VRAM writes 2020-07-11 20:35:33 +10:00
Connor McLaughlin a08c398d4b GPU/HW: Provide depth in vertex rather than computing
Fixes mask bit effects in Vulkan (e.g. Silent Hill).
Significantly reduces the number of mask bit refreshes in OpenGL/Vulkan.
2020-06-20 20:21:33 +10:00
Connor McLaughlin 49d11988bf Core: Add Vulkan GPU renderer 2020-06-19 00:18:17 +10:00
Connor McLaughlin fc0560087f GPU: Skip primitives where clip area is invalid
Fixes palettes being overwritten/menus being broken in
Yoshimoto Mahjong Club Deluxe.
2020-06-14 01:01:01 +10:00
Connor McLaughlin bda528d70a GPU: Alter timings to reflect new clock 2020-06-13 01:40:05 +10:00