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Feature/graphics api#138

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myname24 wants to merge 29 commits intodeathkiller:feature/graphics-apifrom
myname24:feature/graphics-api
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Feature/graphics api#138
myname24 wants to merge 29 commits intodeathkiller:feature/graphics-apifrom
myname24:feature/graphics-api

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@myname24 myname24 commented May 5, 2026

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myname24 and others added 28 commits May 1, 2026 00:07
… fixes

- TileRenderer: replace Mutex/CondVariable with raw pthreads to enable
  timed waits; track numSpawnedWorkers so workersActive is never set
  higher than threads that actually started; add 1-second
  pthread_cond_timedwait safety timeout to prevent permanent hang on
  worker crash; make workersActive atomic; add memory fences around
  worker completion; fix scissor Y-flip to only apply for FBO targets;
  properly destroy pthread primitives on Shutdown
- TileRasterizer: cache ctx.fragmentShader in a local before loops to
  prevent null-ptr call if ctx is overwritten mid-frame; guard against
  zero-dimension textures (division by zero in WrapTexelFix on ARM);
  use std::memcpy for unaligned float reads in FetchVertex to avoid
  ARM Data Abort; clamp tile-local coordinates and texture sample
  indices to prevent out-of-bounds access
- RenderStatistics: minor fix
- HUD.cpp, SdlGfxDevice.cpp: minor fixes

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Apply remote changes from commit 2bd4b83 for all files not modified
locally: PlayerViewport/UpscaleRenderPass unified to FBO-based path,
CombineRenderer lighting rewrite, RHI_SW TryFastBlit + scissor fixes,
Texture/GlfwGfxDevice/SdlGfxDevice/InGameMenu minor updates.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The remote sync unified PlayerViewport to always use FBO-based rendering
(removing RHI_CAP_SHADERS guards). In SW mode this breaks the render
chain: the scene renders to _viewTexture but CombineRenderer and
UpscaleRenderPass both return false, so nothing ever copies the scene to
mainColorBuffer. Restore the original SW-specific path where the scene
viewport is NoTexture (renders directly to screen buffer), matching the
path CombineRenderer expects.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Reverts the previous revert. The SW-specific NoTexture path breaks the
new rendering architecture introduced by the remote sync.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
SDL uploads textures bottom-up, but the SW color buffer is top-down
(row 0 = screen top). Use SDL_RenderCopyEx with SDL_FLIP_VERTICAL to
correct the orientation when presenting on Vita/Vita3K.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Invert V texture coordinates in the fullscreen blit quad so the
top-down SW color buffer maps correctly to the screen. GL textures
are bottom-up (V=0 = bottom), so the coordinates must be flipped
to present the top-down SW buffer without vertical inversion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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