- Put the anisotropy level in the sampler key, so changing it applies on
Vulkan and D3D11.
- Release CLUT textures at shutdown on GLES and D3D11.
- Fix the depth readback viewport, which squeezed the image whenever the
read rectangle was smaller than the fbo.
- Test the computed depth, not the unset result, in the equal-depth clear
check.
- Don't read back a CLUT from a framebuffer without an fbo.
- Tolerate null entries when releasing post-shader objects and CLUT
textures after a failed creation.
- ImGe: Don't crash on a framebuffer without an fbo, or on GetVFB under the
software renderer.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
- Delete TexCacheEntry objects dropped on rehash instead of leaking them.
- Don't leave a released null entry in cache_ when the framebuffer match
returns before the slot is refilled.
- Reset clutRenderAddress_ in Clear(), which releases the dynamic CLUT FBOs.
- Don't cache a null texture in drawPixelsCache_ when creation fails.
- Fix the reversed subtraction in the failed-FBO retry check.
- Remove the never-taken buffered-rendering early-out in UpdateRenderSize.
Taking it would leave existing VFBs without an fbo.
- Include smoothedDepal in the depal shader cache key, and print/parse the
debug IDs as 64-bit.
- Release depal pipelines through Draw2DPipeline::Release so the shader
source isn't leaked, and make that null-safe.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Turns out these were needed after all. For some reason, on Windows and
Mac, <algorithm> gets auto-included by something else so I don't notice
when it's missing, and MSVC's include dependency tracker doesn't see it
either.
Note that we also offset the lookup slightly to miss the wrap-around
points. The existing 31 scale factor instead of 32, together with that
half-texel, are enough to avoid that problem.
Fixes#18300
Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption. Let's try to catch it, but also increase
buffers to be safe.