1536 Commits

Author SHA1 Message Date
Henrik Rydgård
01b4eb41be Merge pull request #19719 from hrydgard/im-ge-draw-preview
ImGeDebugger framebuffer preview, plus many small changes
2024-12-11 13:04:18 +01:00
Henrik Rydgård
27122a9e64 Work on previews 2024-12-10 22:09:51 +01:00
Henrik Rydgård
ec19c47b89 Add special texture hashing mode solving the Tag Force problem.
Don't want to build some complicated rule-based thing until we have more
use cases, so this is quite specialized.

See #19714
2024-12-10 19:24:20 +01:00
Henrik Rydgård
b3d08977d5 Delete unused code 2024-12-08 11:25:00 +01:00
Henrik Rydgård
0df2a40487 Remove the "GPUInterface" base class. Not really useful, GPUCommon is pretty much the same thing. 2024-12-02 11:12:14 +01:00
Henrik Rydgård
e4adc112ff ImDebugger: Add a basic texture browser 2024-11-29 19:30:38 +01:00
Henrik Rydgård
0e6fc8e0e3 Assorted warning fixes 2024-11-28 15:02:26 +01:00
Henrik Rydgård
4016539c85 Pre-release shader cache version bump for safety 2024-10-29 13:19:58 +01:00
Henrik Rydgård
10db7de53c Prevent bound depal and framebuffer texture views from lingering between frames
Should help #19557
2024-10-29 08:11:39 +01:00
Henrik Rydgård
1221a6e928 Minor code cleanups 2024-10-28 17:50:34 +01:00
Henrik Rydgård
f54d701a2e Decentralize the assert for AllocateAlignedMemory failures 2024-10-22 21:49:50 +02:00
Henrik Rydgård
843fe22968 Remove superfluous .c_str() 2024-10-17 22:21:07 +02:00
Henrik Rydgård
858f37b8fc Add a couple of asserts (to make things error out earlier) 2024-10-17 21:01:58 +02:00
Henrik Rydgård
6797a24199 Texture saving: Try to limp along if memory allocation of buffer memory fails 2024-10-10 16:01:00 +02:00
Henrik Rydgård
dfca3dd87a Work around annoying assert in debug memory allocator on 32-bit Windows 2024-09-25 23:24:25 +02:00
Herman Semenov
3c66f149d3 [Common/Core/Windows] Removed excess check pointer before delete or free() 2024-09-17 11:34:42 +02:00
Henrik Rydgård
7c817f3ecd Add helper for Vulkan struct chaining 2024-07-19 09:45:02 +02:00
Henrik Rydgård
096985f51f Provoking vertex (software transform): Simpler solution
Simply rotate each primitive in the index buffer to simulate a different provoking vertex.

Since at this point we have already generated a plain primitive index
buffer, it's easy to manipulate like this.

An even better solution would be to generate rotated index buffers
directly during decode, although that code is super critical and does
not need more complexity..

We could now also enable this for hardware transform but I'm leaving
that for later.
2024-07-17 14:40:52 +02:00
Henrik Rydgård
6b1e57a840 We never draw non-indexed in software transform mode, so get rid of the path. 2024-07-17 14:40:52 +02:00
Henrik Rydgård
665f03ff62 Add provoking vertex to caps, flip the flag around 2024-07-17 14:40:52 +02:00
Henrik Rydgård
f6aa86dfee Add a comment 2024-07-17 14:40:52 +02:00
Henrik Rydgård
138193a776 Add support for the EXT_provoking_vertex Vulkan extension, allowing us to skip software transform for this case. 2024-07-17 10:41:25 +02:00
Henrik Rydgård
e01ca5b057 Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård
3e11e54405 Remove obsolete flag 2024-05-11 10:00:35 +02:00
Henrik Rydgård
a3d0cb1f12 Switch away from TransitionImageLayout2 2024-04-06 17:12:32 +02:00