Feature/graphics api#138
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…2KB, heap CopyTo, packaging
…zz2-native into feature/graphics-api
…/jazz2-native into feature/graphics-api
…/jazz2-native into feature/graphics-api
…/jazz2-native into feature/graphics-api
…/jazz2-native into feature/graphics-api
… 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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This reverts commit ce9a98f.
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