Commit Graph
9475 Commits
Author SHA1 Message Date
Henrik Rydgård c75784351b Merge pull request #14859 from unknownbrackets/vertexcache-gles
GLES: Re-enable vertex cache
2021-10-19 08:02:03 +02:00
Unknown W. Brackets 12ad2b05ef GPU: Blit framebuf depth on create too.
Before we only did it for an existing target framebuffer, and never for a
fresh one.  But there's not really a good reason to skip that, and this
may improve effects that are cemented after a single frame.
2021-10-17 21:53:23 -07:00
Unknown W. Brackets 9306bbd4e4 GPU: Refactor framebuffer depth blit for reuse.
Shouldn't change anything yet, just moving logic around.
2021-10-17 21:51:45 -07:00
Unknown W. Brackets 24c77dc937 GPU: Fix matrix uvgen in software transform.
Fixes #15015.
2021-10-16 23:41:24 -07:00
Unknown W. Brackets 3e9d1e0b00 GLES: Re-enable vertex cache.
Was accidentally left disabled during GL threading effort.
2021-10-12 20:41:18 -07:00
Unknown W. Brackets 275baccc5b GLES: Support GL_APPLE_clip_distance too.
Seems modern Apple mobile chips only support clip.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets 33598f2e75 GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets 7b00c4a572 GPU: Move Z/W equal hack to bugs from supports.
It's really a bug (might even ideally cap the version?), and we already
have other bugs handled the same way.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets 5e6f54033e GPU: Split clip and cull caps.
GL_ARB_cull_distance is needed, sometimes available on older GL.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets c6a52909f9 D3D11: Support vertex clip/cull planes. 2021-10-12 20:34:43 -07:00
Unknown W. Brackets 1a603fedf5 Vulkan: Cull verts fully outside depth.
Following PSP rules of -1 to 1 pre-viewport Z.  This also enables it for
GLES/OpenGL.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets 7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets 046a5c548b GLES: Check clip/cull distance support.
Pretty limited on GLES3+.  Also D3D11.
Seems like doing it on D3D9 might be a bit tricky.
2021-10-12 20:34:42 -07:00
Unknown W. Brackets 2271b41d07 Vulkan: Use clip distance only if supported. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets 273b9a3dc1 Vulkan: Add negative Z clipping. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets 24011c3754 GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
2021-10-12 20:34:41 -07:00
Unknown W. Brackets 6252241c0f GPU: Verify throughmode for clears/rects. 2021-10-12 20:34:41 -07:00
Unknown W. Brackets 4ac36cb810 GPU: Cull rectangles more when depth clamp off.
If any vert is outside Z, it's culled when not clamping/clipping.
2021-10-12 20:34:41 -07:00
Unknown W. Brackets 5315c404c5 GPU: Cull rectangles outside valid Z.
Both TL and BR must be outside in the same direction to be culled when
depth clamp is enabled.
2021-10-12 20:34:41 -07:00
Henrik Rydgård 14bf5de83c Merge pull request #14994 from hrydgard/more-crash-fixes
More crash fixes
2021-10-08 22:56:08 +02:00
Henrik Rydgård e57770977b We don't use primitiveRestart for anything, let's not enable it. It has costs on some hardware. 2021-10-08 22:22:08 +02:00
Henrik Rydgård d7ac6aa63d Fix an assortment of minor VK barrier bugs in mostly texture upload 2021-10-08 21:58:03 +02:00
Henrik Rydgård b426d12a17 More best-practices adjustments 2021-10-08 21:32:40 +02:00
Henrik Rydgård ddc0f0829b Replaced textures: Don't leak handles on failure, check allocation success 2021-10-08 19:09:43 +02:00
Henrik Rydgård 59ac4d3e27 Vulkan: Rework mipmap generation and its image barrier/layout handling.
Fixes bugs on mobile with texture scaling + auto max quality texturing
(since that generates mipmaps with blits from an image which was just generated from
compute, making proper barriers very critical).
2021-10-05 22:50:49 +02:00
Henrik Rydgård 887f6101d5 Remove the "Auto" texture scale factor. It's a performance trap and not really useful. 2021-10-05 20:41:40 +02:00
Unknown W. Brackets b1009f70f9 softgpu: Allow end coordinate at bounds.
Oops, was excluding some valid usage that wouldn't wrap.
2021-09-30 06:33:25 -07:00
Unknown W. Brackets 953916a842 softgpu: Avoid fast path for clamp/wrap cases.
It doesn't clamp or wrap, and those are uncommon for the fast path.
Fixes #14951.
2021-09-29 19:19:21 -07:00
Henrik Rydgård 992ad801e7 Add a crude way to blacklist post/texture shaders from certain vendors.
Use it to work around #14530 for now.
2021-09-28 23:39:52 +02:00
Unknown W. Brackets 2d9719ed26 TexCache: Avoid hashing videos at all in lazy mode. 2021-09-19 07:35:25 -07:00
Unknown W. Brackets e2c7366c92 TexCache: Prevent lazy cache on video textures. 2021-09-19 07:31:31 -07:00
Unknown W. Brackets c755dedbf6 Merge pull request #14842 from unknownbrackets/texfilt
Vulkan: Expand 16-bit textures to generate mips
2021-09-13 07:26:43 -07:00
Unknown W. Brackets c37c078254 Vulkan: Only force 32-bit if needed.
If there are mips already, we can keep 16-bit.
2021-09-13 00:07:01 -07:00
Unknown W. Brackets d9f62d690a Vulkan: Expand 16-bit textures to generate mips.
When using "Auto Max Quality", we can't use 16-bit formats.
See #14804.
2021-09-13 00:03:42 -07:00
Unknown W. Brackets 6762903087 TexCache: Correct confusing red/blue var names.
This decodes to RGBA (R least significant), so it's confusing to refer to
it as BGRA.  It's actually the 565 colors in the DXT data that are BGR.
2021-09-12 17:21:45 -07:00
Unknown W. Brackets 08816a544d softgpu: Implement DXT5 in samplerx86. 2021-09-12 17:17:09 -07:00
Unknown W. Brackets c4de5bfb9f softgpu: Implement DXT3 in samplerx86. 2021-09-12 14:53:55 -07:00
Unknown W. Brackets ee9d19430f softgpu: Implement DXT1 decoding in samplerx86. 2021-09-12 13:57:28 -07:00
Unknown W. Brackets a0eeb52444 softgpu: Decode DXT texels directly.
This improves performance a lot compared to decoding the whole block.
Eventually we may implement a cache, but threading makes that complex to
make properly fast.
2021-09-12 09:37:34 -07:00
Unknown W. Brackets 1ee5352d3e TexCache: Correct DXT5 alpha calculation.
This matches PSP alpha values from an exhaustive test.
2021-09-12 09:35:53 -07:00
Unknown W. Brackets 121c56e6db softgpu: Clip only on -Z, cull if entirely outside.
This is important for several issues, like #12058 or #12060, where
something is drawn entirely outside valid Z, and should be culled.
2021-09-09 20:13:42 -07:00
Unknown W. Brackets 0b73c1ce83 softgpu: Correct guardband cull behavior.
Culling is based on whether clipping happens, not whether clamping
happens.  This is important for issues like #12348.
2021-09-09 20:05:41 -07:00
Henrik Rydgård 5876388c65 Vulkan scissor fix (validation errors). 2021-09-10 01:15:29 +02:00
Stuart Kenny f442f4012c Expose texture shader core option. 2021-09-08 16:42:11 +01:00
Henrik Rydgård 5dab9994b6 Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType).
Should fix #14774
2021-09-07 23:52:06 +02:00
Henrik Rydgård e2b0137400 VK: Only autogenerate mipmaps for R8G8B8A8 format textures.
Quickfix for bug with Auto High Quality texture filtering.

Fixes #14804 (good enough for now at least).
2021-09-07 23:41:03 +02:00
Unknown W. Brackets b5ba469826 softgpu: Prevent pixel gaps when drawing sprites.
If you end a sprite at 255.9, it draws the pixel at 255.  This uses the
same logic to handle that as in the triangle path.
2021-09-06 22:05:39 -07:00
Henrik Rydgård b5e8e22dc9 Merge pull request #14789 from hrydgard/auto-max-quality-texfilter
Add new texture filtering mode "Auto Max Quality"
2021-09-07 00:58:48 +02:00
Unknown W. Brackets 7addc18a6b softgpu: Avoid overflow infinite loop.
For certain large values, it would overflow and continue looping
endlessly.
2021-09-05 23:24:08 -07:00
Henrik Rydgård 1df31e9304 Fix windows menus for the new tex filtering options. 2021-09-05 23:54:41 +02:00