Commit Graph

197 Commits

Author SHA1 Message Date
Flyinghead 27f19a5b54 rend: fix dithering kernel
Use the actual PVR2 dithering kernel (standard 4x4 Bayer matrix) used on
real hardware.
Fixes the screen melt effect of Doom64 (per-pixel only).
Issue #1939
2025-05-26 19:27:02 +02:00
Flyinghead e1ab9af89d oit: incorrect color used when src=OTHER_COLOR if dest is 2nd accum
Using src=OTHER_COLOR with destination secondary accumulator should use
the secondary accumulator color, not the final one.
Fixes dark gun in Doom 64 with Ultra graphics (bump mapping).
Issue #1771
2025-05-02 17:46:29 +02:00
Flyinghead 3f8d645c42 rend: last frame was sometimes presented after the game is stopped
When the clearLastFrame flag is set, renderers should return false from
Present() and RenderLastFrame() until a new frame is rendered.
2024-12-15 15:55:28 +01:00
Flyinghead d789b57412 rend: get rid of globals for fog/palette updates & tex cache flush
Add state vars to Renderer
Use events to detect loading a state and terminating the game.
Don't present last rendered frame after game terminated.
2024-12-14 17:00:51 +01:00
Flyinghead b4dcc64ef6 android: draw onscreen gamepad with imgui
Get rid of Renderer::DrawOSD.
gl: make a GlQuadDrawer class.
Draw on-screen gamepad using imgui.
Clean up vgamepad interface.
2024-11-22 14:42:51 +01:00
Flyinghead 2653c5ed73 naomi2: fix modifier volumes clipping
Don't clip modifier volumes but tesselate triangles intersecting the
near plane. Then project clipped vertices onto it in the vertex shader.
Issue #1651
2024-09-29 16:42:38 +02:00
Flyinghead 4cd6278104 rend: force palette update when setting dx order. extra depth for cvs
Force palette update when changing directx color order.
Add 10k extra depth scale to Capcom vs SNK 2000 Pro and cvs.zip to fix
winner character portraits not appearing during ending.
Issue #1546
2024-06-08 16:43:52 +02:00
Flyinghead 4f834610b3 gl: refactor vmu and xhair drawing. Blit rendered frame only once
Refactor vmu and xhair drawing to use the same code as libretro.
Fix an issue were each rendered frame was blit twice to the backbuffer.
2024-05-17 17:37:32 +02:00
Flyinghead e714e94510 rend: do bilinear filtering of palette textures on the GPU
All renderers updated.
2024-01-31 16:46:25 +01:00
Flyinghead 8715e5a5e9 gl: use glTexStorage/glTexSubImage to update textures when available 2024-01-31 16:03:07 +01:00
Flyinghead 88fd2641d9 pvr: allow blending for opaque polys of list continuations
Fixes Crackin'DJ invisible background animation and Monkey Ball grey map
background.
2024-01-23 19:20:40 +01:00
Flyinghead 032cc17659 video routing fixes
dx11: terminate video routing in DX11Renderer::Term. Don't use
DX11Context.
dx11: avoid using local static vars
gl: don't send rendered frame when full FB is on
gl: send rendered framebuffer
gl: terminate video routing in termGLCommon. Don't use GLGraphicsContext

gl: avoid crash on quick exit during test automation
2024-01-05 12:46:39 +01:00
Flyinghead 8fb3def2d5 gl oit: fix several issues
Disable blending when rendering a-buffers. Fixes ECW Anarchy Rulz black
title screen and Demolition Racer glitchy end of race screen.

Use palette in the depth pass for punch-through polygons using palette
texture. Fixes shadow issue in Alone in the Dark.

Copy ouput fbo to geom_fbo before drawing. Fixes missing transparent
polygons in subsequent partial renders. Fixes Test Drive Le Mans missing
labels in loading screen.

Issue #1262
2023-10-25 16:59:01 +02:00
Flyinghead e96b38ff5c rend: support vscalefactor > 1 for RTT
SCALER_CTL.vscalefactor also applies to RTT and values > 1 will increase
the texture height.
dx11: initialize abufferPointers to avoid issues with first frame
rendered.
Fixes pause menu/battle animation with Skies of Arcadia (PAL)
Issue #1127
2023-10-16 14:51:27 +02:00
Flyinghead 38d4689b63 gl,vk,dx: use nearest filtering for mipmap with PT polys
Interpolating between LoDs produces unexpected alpha values.
dx,vk: add negative LoD bias
Fixes "Press Start" text in Trizeal title screen

dx11: get rid of bogus nearest wrap hack
Can't reproduce original issue with daytona
Fixes Virtua Tennis title screen
Issue #1230
2023-10-09 21:09:03 +02:00
Flyinghead 78b44919c5 vk, gl: ignore fb_enable and blank_video during normal render
Fixes some screen missing. Already handled in renderFB. Should be
handled at Present time.
gl4: first frame after renderFB was missing

Issue #1217
2023-10-07 15:46:28 +02:00
Flyinghead 09857008bd rend: guard against NaN depth if z is negative
Fixes prison white background effect in RayMan 2
Issue #1209
2023-09-27 14:55:31 +02:00
Flyinghead 0f6e1752e3 rend: clear framebuffer when vram address changes
Fixes top and bottom leftovers from BIOS boot in San Francisco Rush
2049.
Issue #1197
2023-09-25 18:23:26 +02:00
Flyinghead 5ffcdb5f1e gl: flip Y coord when drawing framebuffer to avoid rounding issues
Flip Y again when drawing to final framebuffer
Fixes HUD characters truncated vertically in Test Drive V-Rally
Issue #1088
2023-09-23 14:57:19 +02:00
Flyinghead 79bbd86c2f rend: Fix PT polygons alpha test
Alpha test for PT polys is done after mixing texture and vertex colors
and clamping. Revert db0534d5dd. See
86235bb4a3.
Fixes visible triangle arrows after selecting a character in Langrisser
Millenium.
Issue #1201

vk oit: OP polygons don't support blending
2023-09-23 14:01:26 +02:00
Flyinghead f4835a89d3 implement dithering in full FB mode
gl, vk, dx11, dx9: implement ordered dithering in GLSL/HLSL
refactor framebuffer and texture writes to vram
don't expand color data when reading planar textures
2023-09-10 16:25:19 +02:00
vkedwardli 7cd308fcae
Realtime Video Routing (#1126)
* Syphon video routing with OpenGL and Vulkan (MacOS)
* Spout video routing with DX11 and OpenGL (Windows)
* Fix Xcode detection
2023-06-26 11:56:56 +02:00
Flyinghead ffc0a42c18 std::vector::operator[index] with index >= size is UB 2023-06-04 12:48:50 +02:00
Flyinghead 7108358ebd Merge remote-tracking branch 'origin/master' into dev 2023-03-30 17:31:22 +02:00
Flyinghead eb3ebe24e8 gl,gl4: video shift support, fix powervr filter, refactor lr osd
Shift the framebuffer according to VO_STARTX and VO_STARTY.
Issue #594
GlVertexArray class to handle vertex arrays (or lack thereof)
lr: Fix PowerVR2 filter including in full fb emu mode. Use quad to draw
vmus and lightgun xhairs.
2023-03-27 16:31:57 +02:00
Flyinghead 9f2ffd102c oit: Can't discard pixel in pixel shader when using 2ndary accumulator
When using the secondary accumulator as source or destination, pixel
must not be discarded even if blending results in a nop. Doing so
cancels the transfer to/from the accumulator.
Issue #979

dx11 oit: use FAILED to detect pixel shader creation error. Log error
codes when Buffers::init fails.
2023-03-21 11:22:04 +01:00
Flyinghead a156edbd73 Merge remote-tracking branch 'origin/master' into dev 2023-02-19 14:10:37 +01:00
Flyinghead 4f65d45e55 rend: don't access first poly if list is empty. dx11 oit: resize error
fix crash with dx11 and gl4 when tr poly count is 0
quick exit if nothing to do
2023-02-18 13:33:38 +01:00
scribam d8137a967c
C++17 (#926)
* cmake: use c++17

* Use std::size

* Use std::make_unique

* Use std::clamp

* Use structured binding

* Use [[fallthrough]]

* Use enable_if_t/is_enum_v/is_integral_v/is_same_v

* Use if constexpr

* Use try_emplace

* Use auto for iterators

* Use inline variables
2023-02-18 13:24:34 +01:00
Flyinghead 3f4c24d350 gl4: don't reference two-volumes attributes if not used
The naomi2 vertex shader doesn't set 2-volume attributes (vtx_base1,
vtx_offs1 and vtx_uv1) if they aren't used. But the pixel shader always
references them even though they aren't actually used. This breaks some
gl drivers: "The shader uses varying vtx_uv1, but previous shader does
not write to it."

Fixes MINIDUMP-93
2023-02-15 18:56:12 +01:00
Flyinghead debe21de7b Merge remote-tracking branch 'origin/master' into dev 2023-02-05 22:20:28 +01:00
Flyinghead d9c08bd081 gl: save current framebuffer in RenderLastFrame. get rid of verify (OSD)
Current framebuffer must be saved in gl.ofbo.origFbo when entering
RenderLastFrame and restored on exit.
Tentative fix for MINIDUMP-74

glIsProgram(OSD_SHADER) is strangely failing on Adreno 308 so let's get
rid of it (and pray).
Fix for MINIDUMP-7D, MINIDUMP-7C, MINIDUMP-7B, MINIDUMP-79, MINIDUMP-6J
2023-02-05 11:26:50 +01:00
Flyinghead 99d5266aa0 Merge remote-tracking branch 'origin/master' into dev
# Conflicts:
#	core/hw/holly/sb_mem.cpp
#	core/hw/naomi/naomi.cpp
#	core/hw/naomi/naomi_flashrom.cpp
#	core/hw/pvr/ta_ctx.h
#	core/rend/gui.cpp
2023-01-27 15:41:45 +01:00
Flyinghead 499f86b065 pvr: use std::vector instead of List<> in render context
Remove overrun-related code.
Replace N2 matrix and light model pointers with indices.
2023-01-26 14:13:28 +01:00
scribam 80cf4406a7 cleanup include headers 2023-01-26 10:06:51 +01:00
Flyinghead f8372c51a7 Revert "wip headers"
This reverts commit e3e2c3a0d2.
2023-01-24 14:26:14 +01:00
scribam e3e2c3a0d2 wip headers 2023-01-23 18:29:04 +01:00
scribam 8cdd171ab7 gl,gl4: simplify gl_create_resources calls 2023-01-21 12:12:21 +01:00
Flyinghead 31bd943d67 gl,vk: don't use linear mipmap filter with nearest
Fixes glitches in Railroad Tycoon II
Partially revert 15b21fff2b and
a9cabdc342
2023-01-21 11:32:28 +01:00
Flyinghead 7b49cc73ee gl,gl4: use correct framebuffer size for matrix when rtt'ing 2023-01-14 12:52:10 +01:00
Flyinghead f9feaa313b pvr: sort triangles during parse. Use primitive restart
Sort triangles during ta_parse. Use the same index as other polys. Store
results in rend_context.
Use primitive restart if available to avoid too many degenerate
triangles.
Update renderers.
2022-12-13 22:57:57 +01:00
Flyinghead 1ab4eb00c0 tex cache: minor key mask fix. egl: no need for depth/stencil surface
Part of PalSelect was used as cache key for palette textures
PrintTexture fix
egl,wgl,xgl: No need for depth/stencil surface
gl: non-functional refactoring
2022-12-09 17:49:32 +01:00
Flyinghead 40dbf53792 pvr: use render pass # to read the right tile when marking blocks
Fixes Unreal Tournament flashing/black screen.
gl: mark vram area in rtt to avoid overwriting data (Worms World Party)
Force Worms World Party to use CopyToVRam (regression due to
6a5db32d5d)
Don't calculate precise aspect ratio and use 4/3 instead (or more if
widescreen or stretch).
Fix clipping issue when using SCALER_CTL.vscalefactor. Avoir crash when
clip values are >= width or height.
vulkan: RenderFramebuffer wasn't working at all if !EmulateFramebuffer
2022-10-30 12:10:24 +01:00
Flyinghead c1f0dd81d2 pvr: copy pvr regs at start_render time to avoid concurrent update
copy TA_GLOB_TILE_CLIP and SCALER_CTL to rend context when starting
render. Use rend context copy to calculate framebuffer size.
Fixes framebuffer size glitches in vf4 water stages.
lr: pass aspect ratio when resizing.

dx11: Wrong sizing of rotated games.

gl: test automation fixes.
2022-10-25 15:00:04 +02:00
Flyinghead 5722dc90f0 Full framebuffer emulation. Renderer interface changes
Helps for:
Densha de Go! 2, Issue #171
Vigilante 8, Issue #275
Xtreme Sports
Sonic Shuffle
The Ring of the Nibelungen
2022-10-23 16:32:42 +02:00
Flyinghead 1858cf3b33 Merge remote-tracking branch 'origin/master' into dev 2022-09-24 19:28:38 +02:00
Edward Li c2e1425209 Stop Apple fanboys from asking where is Metal 2022-09-21 14:43:28 +02:00
Flyinghead e0d87eb093 Merge remote-tracking branch 'origin/master' into dev
# Conflicts:
#	core/rend/gui.cpp
2022-08-22 13:09:56 +02:00
Flyinghead 85b8c599c4 pvr: object list is sometimes shared between op and tr modvols
Region tile object list pointers can be identical for op and tr modvols,
in which case tr modvols should be drawn using op modvols geometry.
Used by crazy taxi 1/2, alien front online, daytona usa and probably
many others.
Issue #717
2022-08-22 12:38:04 +02:00
Flyinghead 807b8dea91 lr: Framebuffer size and aspect ratio. Fix vmu size and position (GL)
gl4: fix lightgun xhair size and position
2022-07-19 20:26:37 +02:00