Commit Graph

92 Commits

Author SHA1 Message Date
Henrik Rydgård 0796918914 Remove and fix obsolete translation strings (from the D3D9 removal) 2025-08-29 23:12:06 +02:00
Henrik Rydgård 6cfea96e58 Remove D3D9 support, to make future changes easier 2025-06-10 15:07:16 +02:00
Henrik Rydgård df6ed8cfc9 Do some cleanup of #includes in GPU 2024-12-18 13:57:26 +01:00
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 6945deec01 Replace a LOT of sprintf with snprintf, and a few strcpy with truncate_cpy 2023-04-28 21:04:05 +02:00
Henrik Rydgård 68be93467e Fix some checks around translation. 2023-04-27 12:05:11 +02:00
Henrik Rydgård 6274eb7cae Follow the intent of the game's lookups rather than the practice, to reduce banding. 2023-04-25 23:17:40 +02:00
Henrik Rydgård c70b71f945 Fix night vision in D3D9/ES2 as well. 2023-04-21 00:05:27 +02:00
Henrik Rydgård 913c460fe0 Fix night vision in SOCOM games (in fact, fix the CLUT8 effect properly)
I failed to notice that when doing the shift to apply the "texel offset"
translating CLUT8 to a CLUT16 lookup, we also need to shift the mask
used to choose color components to read.
2023-04-20 23:46:45 +02:00
Henrik Rydgård db13fa6e66 Apply the SOCOM fix to D3D9/ES2 depal shaders too 2023-04-20 10:10:26 +02:00
Henrik Rydgård 9a3ff69091 Workaround for some SOCOM game's misuse of CLUT8 textures.
Emulating this correctly would be possible too but would only work at 1x
rendering resolution.
2023-04-17 09:34:26 +02:00
Henrik Rydgård 1938fa44d4 Split the depth copy shader into depth copy and depth encode, dynamic depth scale in Draw2D 2023-02-11 18:24:07 +01:00
Henrik Rydgård a083a65f77 Depal: Get depth scale factors dynamically 2023-02-11 16:12:58 +01:00
Henrik Rydgård d65dae7185 Depth scale functions: Clean up the naming, add a failing test 2023-02-10 14:57:45 +01:00
Unknown W. Brackets 26dc773b2a Merge pull request #16709 from unknownbrackets/shader-errors
Correct some shader errors in reporting
2023-01-02 13:51:23 -08:00
Henrik Rydgård ae99b797d7 Remove some bad float suffixes 2023-01-02 22:30:01 +01:00
Unknown W. Brackets c8728a12d0 GLES: Use mod() not fmod() in depal shaders. 2023-01-02 13:25:40 -08:00
Unknown W. Brackets 761fdd353f GPU: Avoid large constant in depal shader. 2023-01-02 12:59:19 -08:00
Unknown W. Brackets 49f6c461ad Reporting: Fix some header includes.
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Henrik Rydgård 524e92374f Use arrays more consistently. 2022-10-27 11:05:59 +02:00
Henrik Rydgård 80e1db07a7 Minor ShaderWriter refactor, prep for later changes 2022-10-24 17:45:18 +02:00
Henrik Rydgård ecf2797173 Minor refactor of ShaderWriter flags. Extracted from the stereo PR 2022-10-23 21:57:01 +02:00
Unknown W. Brackets 157ffed57f D3D9: Add simple rendered CLUT handling.
I think there's still a deeper half-pixel offset issue, but this fixes
Brave Story.
2022-10-08 15:36:36 -07:00
Henrik Rydgård e8aaf22163 D3D9 crashfix (flare doesn't render correctly though) 2022-09-15 17:22:09 +02:00
Henrik Rydgård 9907957242 Start implementing ApplyTextureDepal 2022-09-14 22:18:35 +02:00
Henrik Rydgård b4d0ac2e1c Unify CLUT texture size at 512 to reduce complexity. Worth the extra bytes. 2022-09-13 11:56:56 +02:00
Henrik Rydgård 322f29ce80 Comments and fixes 2022-08-27 23:37:02 +02:00
Henrik Rydgård 27ba7438eb Comment fix, cleanup 2022-08-27 10:05:47 +02:00
Henrik Rydgård 693fd0870f Bugfix, better logging 2022-08-26 23:26:44 +02:00
Henrik Rydgård dfccdc6367 More successful swizzle impl. Not perfect 2022-08-26 16:16:11 +02:00
Henrik Rydgård 6aecbef11f Unsuccessful swizzle implementation 2022-08-26 16:06:45 +02:00
Henrik Rydgård 1ccfd7986a wip 2022-08-26 15:51:25 +02:00
Henrik Rydgård 4390a05fe0 Fix shader compilation error in depth->565 2022-08-26 15:13:32 +02:00
Henrik Rydgård 67c911d13f Fix smoothed CLUT lookups. Shouldn't go beyond the mask's reach.
Should help #15896
2022-08-24 17:13:36 +02:00
Henrik Rydgård 5084743bbb Use Draw2D for depal shaders (except the actual blit, for now) 2022-08-23 11:21:40 +02:00
Henrik Rydgård e3943f6d0d Implement smoothed depal for the "old" depal path as well. 2022-08-22 15:34:26 +02:00
Henrik Rydgård 82a6c42e17 DepalettizeCommon -> TextureShaderCommon. Simplifications. 2022-08-22 12:21:20 +02:00
Henrik Rydgård a11e7e167b More D3D9 work on depth textures. Something still missing. 2022-08-21 09:58:58 +02:00
Henrik Rydgård 5a7bddbfa6 Allow binding depth as 565 by going through depal.
This is a partial fix for #6105 (Ratchet & Clank particles visible
through things), but there's still weird glitchiness. There's a pass
during rendering that scrambles the mini depth buffer by using a
triangle mesh. I wonder if it's trying to simulate the swizzle? But it
doesn't really look like it...
2022-08-21 09:58:58 +02:00
Henrik Rydgård 295f5f391e More consistent handling of lack of depth texture support. Small log improvement. 2022-08-20 08:05:53 +02:00
Henrik Rydgård 31fe0fc39e Remove some unnecessary bool returns. 2022-08-16 11:23:34 +02:00
Henrik Rydgård 252550fbd2 Enable framebuffer depth blits through raster. Fixes games like Jeanne D'Arc on D3D9. 2022-08-09 20:00:32 +02:00
Henrik Rydgård 852c395fb7 Texcoord attrs must be called a_texcoord0, this should be fixed. Oh well.
Also small fix for depth in float-depal.
2022-08-09 16:07:02 +02:00
Henrik Rydgård 83fd8a2fd8 Convert depal shaders to use the ShaderWriter. Add tests for depal shaders. 2022-08-09 15:32:27 +02:00
Henrik Rydgård 9bd4201c83 Cleanup 2022-08-09 10:47:54 +02:00
Henrik Rydgård 9a678406b9 Remove BGRA color swap in depal for D3D, no longer needed (and breaks Simpsons) 2022-08-08 14:10:55 +02:00
Henrik Rydgård 87b128ecaf Compiles on Vulkan, but doesn't yet work. 2022-08-06 18:27:03 +02:00
Henrik Rydgård 2fa9b0d0c7 Simplify 2022-08-06 18:27:03 +02:00
Henrik Rydgård 8aebf0dca4 Port the OpenGL depal path to thin3d 2022-08-06 18:27:02 +02:00
Henrik Rydgård 90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00