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
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
Check supported texture formats including mipmap and mipmap autogen.
Fall back to 8888 format.
tentative fix for MINIDUMP-17, MINIDUMP-1R and MINIDUMP-1M
RenderFramebuffer wasn't working if first render after init.
* 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.
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.
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
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