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
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
Fix issues when games access texture data directly in vram.
Jet Set Radio custom graffiti copy to vmu. Issue #232
Cardcaptor Sakura best shots. Issue #1089
Grandia II battle start effect.
Force Copy to VRAM for Cardcaptor Sakura, Grandia II, Canvas, Sakura
Taisen 3 and more
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
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
Missing call to KeepAliveID was preventing drag scrolling in empty
areas. Also check for HoveredIdDisabled to allow scrolling by dragging
disabled items and enable HoveredIdAllowOverlap.
imgui gl renderer: use ImDrawCmd::IdxOffset instead of counting
manually. Use correct alpha blending function.
Use imgui events for all input. Simplify keyboard input by getting rid
of modifiers.
Enable flat navigation in content window.
Add format string to OptionSlider.
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.
Ignore StrideSel if 0 during texture update and use width instead.
Return false from BaseTextureCacheData::Update() if texture is invalid.
Make sure valid textures have non-null height and size.
gl,vk,dx9,dx11: ignore invalid textures
Fixes MINIDUMP-GP
* 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
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
pvr: Heap use after free due to PolyParam vector reallocation
vk: fix wrong buffer size calculation
Renderer::Process now returns void since it can't fail anymore
naomi2: light model at index 0 is "no light"
dx9, gles: throw if naomi 2 not supported
* Enabled GDB server, compile fix for MSVC, added GDB option to config
* GDB - 'vMustReplyEmpty' should not be explicitly handled, it is a test for how the target responds to unknown vpackets (which was incorrect)
* GDB wait for debugger option to allow debugging from bootstrap, and Event::Resume moved after renderer init so agent.interrupt() can pause the renderer
* Draw "Waiting for debugger", and fixed UI not rendering last frame before a state change
* Fixed GDB regs/mem endianness
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.
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
Merging polygons in per-triangle can produces a large number of
degenerate triangles (up to x3), which must then be sorted, resulting in
a performance hit. This is useless since the sorted triangles are merged
after being sorted. (Regression introduced by
20d25059bf)
Issue #818
In per-strip mode, polygons are now sorted before creating the index and
merging. So it doesn't have to be done in the renderer anymore.
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
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.
Use FB_R_CTRL.vclk_div to detect progressive mode.
transform_matrix: Support non-4:3 aspect ratio such as 640x240. Don't
expect 480 height. Issue #690
Add black bars at top and bottom if screen aspect ratio is too low.
Issue #584.
Framebuffer size doesn't depend on screen stretching. Stretching is done
when blitting to screen.
lr: correct subsequent stretching when drawing vmus and xhair
Correct handling of non square images
Improve search for arcade game names
Retrieve other images if no boxart (titlescreen, screenshot)
Changed some arcade rom names to more friendly ones
Store FT_W_SOF1 and FT_W_CTRL in render context since they can be
modified before render end. New tentative fix for vf4 water reflection
flashing black during netplay.
Refactor texture cache to use constructors. RTT code moved from
renderers.
Partial revert of ddcd3861d3
Use 17 bits for vertex id but substract first vtx index
Use 13 bits for poly number instead of 12
Panzer Front uses more than 4095 tr polys.
Issue #616
vk: Use same descriptor set pool sizes for standalone and core
lr: bind "Insert Card" to L button (Naomi button 6)
lr: reset input descriptors when loading a new game
lr: don't reset maple devices in arcade mode: reloading eeprom cancels game settings
ImGui is now initialized once at startup and shutdown before
terminating. graphics initialization is independent.
Move more imgui stuff into imgui drivers.
switch: set scaling on external screen to 1.4, same as xbox
UI scaling refactoring.
The new texture filter option can be set to:
- Default (keeps the game's intended filter mode).
- Force Nearest-Neighbor (crisper appearance).
- Force Linear (smoother appearance).
Additionally, mipmapping can now be enabled on nearest neighbor-filtered
textures (which is used if nearest-neighbor filtering is enabled, including
with anisotropic filtering).
Anisotropic filtering was already implemented in both OpenGL and Vulkan,
but it was not exposed in the GUI.
Use TA parser to handle list type and clipping for Naomi 2 polys.
Pass all pass-throuch TA data to TA parser but stop on naomi2 command.
Set default projection matrix instead of identity (fixes Area conquered
screen invisible in initd).
Change N2Light and N2LightModel so they are usable in GLSL (vulkan) and
HLSL (dx11).
TA parser throws exception for unhandled param.
ta_vtx.cpp refactoring.
Support for subtractive lights (diffuse+specular). Used in some clubk
circuits.
Fix vulkan crash when direct FB render.
dx11: naomi2 support
n2: ambient color was swapping red and blue
gl, dx11: don't write depth in per-strip to avoid missing geometry,
prefer wrong depth order/blending for now
optimize naomi2 per-triangle sorting
elan: Get rid of geometry shader and do geometry clipping manually.
pvr: Aggressively merge transparent polys in per-triangl and OIT mode, duplicating the last vertex to merge opposite cull mode strips.
gl4: reset OIT pointers in final shader. No need for clear pass.
gl4: alternate between 2 buffers for verts.index/tr poly params.
gl4: use gl_VertexID + poly number for poly index.
gl: new GlBuffer class.
emulate elan v10 (fixes modvol in vf4, initd, beachspiker, wldrider)
wrong color order for model and vtx color
model param override xor support
improved light direction precision. Angle attenuation algo change
get rid of alpha light and modifier volume hacks
texture dma xfer from main and elan ram
gl4: use geometry only vtx and geom shaders for depth pass
2-volume support
n2: do not process elan commands during ggpo rollbacks.
n2: Cache model colors to avoid unpacking for each vtx
pvr: merge equivalent polys with different culling by duping a vtx
pvr: fix crash during direct FB render
pvr: use correct color ordering for naomi2. Use identify matrix for null matrix pointers
ggpo: do not signal end of frame on a render to texture
pvr: link multipass TA contexts. Each pass has its own.
pvr: get rid of context pool
naomi2: constant color shading. Use model diffuse and specular
selection. Don't use vtx color for offset color.
naomi2: pseudo-parallel lights fix
naomi2: pass-through TA data needs forced list type. Terminate with
end-of-list
enable RTT copy to vram for Beach Spikers
Writes current TA_OL_BASE to all tiles OPB block. Read from region array
at render time to identify context.
Fixes vf4 water reflections RTT
get rid of dump_frame/read_frame