Connor McLaughlin
628dc36e77
GPU: Add GPU::GetFullDisplayResolution()
2021-08-24 11:57:09 +10:00
Connor McLaughlin
70209db402
GPU/HW: Implement oversized VRAM fills in hardware
...
Fixes downscaling in Bugs and Taz PAL.
2021-07-21 19:24:10 +10:00
Connor McLaughlin
bb2e459f9f
Warning fixes
2021-07-12 22:44:02 +10:00
Connor McLaughlin
552b0098ef
GPU/HW: Fix incorrect initial transparency mode
...
Fixes broken menus in Road Rash after loading state.
2021-07-12 21:14:06 +10:00
Connor McLaughlin
096a92ba84
GPU/HW: Simplify shader compile progress updates
2021-07-11 13:21:41 +10:00
Connor McLaughlin
08876d132f
GPU/HW: Don't generate always/never-discarding discard shaders
...
Might fix the PowerVR driver...
2021-05-25 13:38:33 +10:00
Connor McLaughlin
245dd5b27a
GPU/HW: Fix crash with oversized writes and sw readback
2021-05-20 14:14:26 +10:00
Connor McLaughlin
5d877250e9
GPU/HW: Add an option to use software renderer for readbacks
2021-05-20 13:28:36 +10:00
Connor McLaughlin
ddea2818d9
Qt: Add renderer/resolution to status bar
2021-03-28 13:47:53 +10:00
Connor McLaughlin
82749d1ba3
GPU/HW: Increase streaming buffer sizes to 4MB/2MB
2021-03-13 03:06:56 +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
43bb69fb6b
GPU/SW: Fix 576-line scanout of PAL games
2021-02-01 18:39:36 +10:00
Connor McLaughlin
23e102b90a
GPU: Make display texture 720x576 instead of 1024x512
...
Some PAL games render in the full permissable 576 height, not 512.
2021-02-01 01:10:32 +10:00
Connor McLaughlin
516d685dd0
System: Add memory-only save states and rewind
2021-01-25 01:15:45 +10:00
Connor McLaughlin
2ec26e54b7
GPU/HW: Disable downsampling when using 24-bit display
...
It's dropped to 1x first anyway.
2021-01-03 12:18:21 +10:00
Connor McLaughlin
3cb2cd8235
GPU: Add adaptive and box downsampling modes
2020-12-30 17:41:39 +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
b45bee5954
libretro: Work around crash in RetroArch Vulkan driver
2020-11-25 23:06:41 +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
92a4551bb2
GPU/OpenGL: Support GL_EXT_blend_func_extended for dual-source blend
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
2eaebd8921
GPU: Implement support for multisample antialiasing
2020-10-31 14:27:58 +10:00
Connor McLaughlin
cacf7a7cc9
GPU: Precompute texture window expression [SAVEVERSION+]
2020-09-30 23:03:52 +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
10a46a7fd8
OSD: Add option to show display resolution
2020-08-16 00:20:11 +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
9b7512f7b8
GPU/HW: Implement automatic resolution scale from window size
2020-08-03 03:06:03 +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
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
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
c8e1881ea9
GPU/HW: Clear dirty rectangle when updating shadow texture
...
Fixes high GPU usage in Robbit mon Dieu in D3D11, should improve overall
performance slightly when VRAM copies are heavily used.
2020-06-02 21:45:38 +10:00
Connor McLaughlin
e368dbbadc
GPU: Implement non-interleaved interlaced rendering
...
Fixes screen shaking in True Pinball.
2020-05-26 03:18:05 +10:00
Connor McLaughlin
e058beb4b0
GPU/HW: Fix oversized VRAM copies writing out of bounds
...
Fixes jittering in Duke Nukem - Land of the Babes water effect.
2020-05-03 18:09:34 +10:00
Connor McLaughlin
9446587e8f
GPU/HW: Mask bit handling in hardware renderers
...
Fixes:
- Menu effect in Ghost in the Shell
- Incorrect text colours in menu of Dragon Quest VII
- Fade effect in TwinBee RPG
- Fog in Silent Hill
- Water in Duke Nukem - Land of the Babes
- Shadows in Ultraman - Fighting Evolution
and probably others.
2020-05-03 17:11:31 +10:00
Connor McLaughlin
5ad133a278
GPU/HW: Implement oversized copies on GPU
...
Fixes slowdown caused by this.
2020-04-19 22:30:55 +10:00
Connor McLaughlin
1757932b3a
GPU: Implement FIFO and timings
...
This will cause a slight performance loss. I've left some knobs in which
can be tweaked to mitigate this, but the goal is to be compatible with
all games which require them.
2020-04-19 01:17:28 +10:00
Connor McLaughlin
65ca8b9fe0
GPU/HW: Move logic from backend to GPU_HW class
2020-04-18 15:30:46 +10:00
Connor McLaughlin
3cfead36c4
Revert "GPU: Clamp coordinates to 11 bits after applying drawing offset"
...
This reverts commit 5302f83818
.
This is not the correct fix, and breaks other games.
2020-04-04 19:31:19 +10:00
Connor McLaughlin
2aecb570c1
GPU: Implement interlaced rendering in hardware backends
2020-04-04 00:24:37 +10:00
Connor McLaughlin
5302f83818
GPU: Clamp coordinates to 11 bits after applying drawing offset
...
Fixes flickering in some scenes (e.g. Galbadia Missile Base).
2020-04-04 00:10:45 +10:00
Connor McLaughlin
0b347e2151
GPU/HW: Implement flipped quad coordinate hack from beetle-psx
...
Fixes graphical glitches around the edges of flipped sprites.
2020-03-28 02:24:22 +10:00
Connor McLaughlin
e2e2b573c0
GPU/HW: Move drawing offset to CPU-side
...
Saves updating the uniform buffer.
2020-03-24 00:20:15 +10:00