Henrik Rydgård
ebfd76d742
Add back the self-render check that kept Ridge Racer working.
...
This hack was removed in #17838
2023-08-08 15:42:52 +02:00
Henrik Rydgård
74a471d7a5
Merge pull request #17846 from hrydgard/debug-overlay-everywhere
...
Debug overlay everywhere
2023-08-03 20:55:35 +02:00
Henrik Rydgård
be63ce3a4a
Minor refactor allowing getting the GPU profile string outside games
2023-08-03 16:31:20 +02:00
Henrik Rydgård
a32249a3cf
Move DebugOverlay rendering to the overlay screen, allowing drawing it on top of the menu
2023-08-03 16:19:18 +02:00
Henrik Rydgård
5ed4b532b7
Micro-optimize SubmitPrim, remove outdated mitigation
2023-08-02 19:14:32 +02:00
Henrik Rydgård
fc6879674e
Refactor overlays into an enum
2023-08-02 13:03:04 +02:00
Henrik Rydgård
1475fcb065
Fix a comment
2023-08-01 00:28:54 +02:00
Henrik Rydgård
3861e97a94
Experiment with the collapsible header thingy. Slightly increase the font size of headers.
2023-07-31 11:48:50 +02:00
Henrik Rydgård
f0fd9e85aa
Try dirtying CULL_PLANES in Execute_BoundingBox in SoftGPU
2023-07-30 18:35:18 +02:00
Henrik Rydgård
fd656c629d
More dirtying
2023-07-30 17:45:19 +02:00
Henrik Rydgård
061131ec8a
Cache planes used for BBOX culling
...
This isn't a huge performance boost for the games that use BBOX (like
Tekken), but it'll be more valuable if we start using soft culling more
widely automatically, see #17808
2023-07-30 14:42:22 +02:00
Henrik Rydgård
6da6de8201
Re-enable framebuffer fetch for blend where available.
...
Accidentally disabled this in #17575
Helps #17797 but only on OpenGL on mobile. There's more to improve
there.
caps_.framebufferFetchSupported is now always set to false in Vulkan.
2023-07-30 11:13:42 +02:00
Unknown W. Brackets
8f404a1961
softgpu: Fix minor typo.
2023-07-25 19:42:36 -07:00
Henrik Rydgård
bee2400230
Merge pull request #17769 from unknownbrackets/vertexjit-debug
...
Add compilation-enabled vertexjit compare tool
2023-07-24 09:39:52 +02:00
Unknown W. Brackets
b041e712de
riscv: Fix signed position bug in vertexjit.
2023-07-23 17:57:08 -07:00
Unknown W. Brackets
5cbad1982b
riscv: Correct 565 morph mistake.
...
Observed ni Valkyria Chronicles 3.
2023-07-23 17:57:08 -07:00
Henrik Rydgård
da2b31e2cc
Merge pull request #17771 from unknownbrackets/riscv-vertexjit
...
Fix some silly mistakes in the RISC-V vertexjit
2023-07-23 23:57:04 +02:00
Henrik Rydgård
89d5f55893
Merge pull request #17768 from unknownbrackets/vertex-uvscale
...
GPU: Correct UV scale for non-jit vertices
2023-07-23 23:52:20 +02:00
Unknown W. Brackets
f1c90a6014
riscv: Fix skinning decode, morph and not.
...
Was transposed and using the wrong matrix when morphing.
2023-07-23 14:35:37 -07:00
Unknown W. Brackets
1790964ffe
riscv: Fix vertexjit skinning, oops.
2023-07-23 14:35:37 -07:00
Unknown W. Brackets
311c78f26b
GPU: Make the vertexjit diff smarter.
2023-07-23 14:28:45 -07:00
Unknown W. Brackets
b6f11d6dae
GPU: Add a little tool to debug vertexjit.
...
Although it's too exacting right now, it still helps.
2023-07-23 14:28:45 -07:00
Unknown W. Brackets
312dcfc1c5
GPU: Correct UV scale for non-jit.
2023-07-23 14:25:43 -07:00
Henrik Rydgård
c1a290b41f
ReplacedTexture: Bugfix D3D workaround log check
2023-07-23 22:06:06 +02:00
Henrik Rydgård
ace217008a
In D3D11, force block compressed textures to have dimensions divisible by 4
...
Fixes #17745 (crash when loading certain texture packs in D3D11)
This is an old unfortunate limitation. Only applies to the top mip
level, which makes it obvious that it's kinda unnecessary for the
hardware and indeed, Vulkan and OpenGL don't have this limitation.
2023-07-20 19:44:00 +02:00