Unknown W. Brackets
ea6d0f07e4
GPU: Correct point width/height.
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Oops, shouldn't be half in 3D transform.
2021-10-31 13:19:51 -07:00
Unknown W. Brackets
b3a8e013f6
GPU: Expand points into triangles for higher res.
2021-10-31 13:06:06 -07:00
Unknown W. Brackets
4fb09859fd
GPU: Refactor out rectangle expansion.
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Just so it's cleaner when the same is done for lines.
2021-10-31 11:09:04 -07:00
Unknown W. Brackets
9fc94a3494
GPU: Skip cull for lines and points.
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These already always go through software transform, so make sure we handle
them consistently. We'll eventually convert to triangles.
2021-10-31 10:54:50 -07:00
Henrik Rydgård and GitHub
8a718a8202
Merge pull request #15072 from unknownbrackets/guardband
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Implement depth culling in software transform
2021-10-31 17:29:41 +01:00
Unknown W. Brackets
bffa68a566
GPU: Cleanup comments on swtranform cull.
2021-10-31 07:22:59 -07:00
Henrik Rydgård
3245f54dc1
Optimize the rotation a bit (limit to VK/D3D11, mat2 instead of mat4)
2021-10-31 13:44:54 +01:00
Henrik Rydgård
3bf6b140c7
Don't forget to check for bufferedRendering before enabling screen rotation in the shader.
2021-10-31 13:35:13 +01:00
Unknown W. Brackets
5128480d74
GPU: Implement cull behavior in sw transform.
2021-10-30 21:04:16 -07:00
Unknown W. Brackets
7edfdd2cdd
GPU: Rename pos/uv w for clarity.
2021-10-30 21:04:00 -07:00
Unknown W. Brackets
b4bc4c5c78
GPU: Remove buggy rectangle culling.
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Transformed rectangles are uncommon, but culling them properly is a bit
trickier than this, so remove for now.
2021-10-30 18:26:23 -07:00
Unknown W. Brackets
b5a2afef76
D3D11: Fix fog in software transform.
2021-10-30 18:24:01 -07:00
Unknown W. Brackets
e688bb2cdf
GPU: Correct software transform projection.
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Now reading the new fog value.
2021-10-30 18:23:58 -07:00
Unknown W. Brackets
4ec75de0e7
GPU: Add fog separately for swtransform verts.
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At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
Unknown W. Brackets
b87451de92
GPU: Restore rotation handling in sw transform.
2021-10-30 18:22:53 -07:00
Unknown W. Brackets
4e5ce403b5
GPU: Process proj matrix in sw transform.
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Will need this to properly handle culling and clipping in software
transform.
Temporarily breaks display rotation handling (Vulkan/UWP.)
2021-10-30 18:22:53 -07:00
Unknown W. Brackets
159eab5141
GPU: Set projection matrix per backend.
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There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets
3730460bc5
GPU: Move swtransform flippedY to params.
2021-10-30 18:17:22 -07:00
Unknown W. Brackets and GitHub
030bfb1fb6
GPU: Fix missing newline in shader.
2021-10-26 06:54:03 -07:00
Henrik Rydgård
906a04f1fd
Make sure to not leave cull distance uninitialized in other paths, if we do write to it in some path.
2021-10-26 09:56:38 +02:00
Unknown W. Brackets
09f0578a64
Replacement: Use a thread to load tex replacements.
2021-10-21 17:05:39 -07:00
Unknown W. Brackets
ee882d1861
Replacement: Avoid rebuild until ready.
2021-10-21 17:05:38 -07:00
Unknown W. Brackets
0721405628
Replacement: Avoid clash with X define.
2021-10-21 17:05:38 -07:00
Unknown W. Brackets
83b7b33cfd
Replacement: Centralize lookup logic.
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And make sure we don't change our minds about using a replacement during a
draw.
2021-10-21 17:05:38 -07:00
Unknown W. Brackets
36fc2c2628
Replacement: Purge old cached decoded textures.
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Not actually decoding into the cache, just setup.
2021-10-21 17:05:38 -07:00
Unknown W. Brackets
2356280a9c
Replacement: Add structure for delayed loading.
2021-10-21 17:05:38 -07:00
Henrik Rydgård and GitHub
16bf5197e4
Merge pull request #14833 from unknownbrackets/guardband
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Handle guardband clip/cull better for hardware backends
2021-10-19 12:00:01 +02:00
Henrik Rydgård and GitHub
09db22c841
Merge pull request #15027 from unknownbrackets/depth-blit
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GPU: Blit framebuf depth on create too
2021-10-19 10:11:48 +02:00
Unknown W. Brackets
12ad2b05ef
GPU: Blit framebuf depth on create too.
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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.
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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.
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Fixes #15015 .
2021-10-16 23:41:24 -07:00
Unknown W. Brackets
275baccc5b
GLES: Support GL_APPLE_clip_distance too.
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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.
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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.
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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
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.
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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
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.
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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.
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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.
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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
887f6101d5
Remove the "Auto" texture scale factor. It's a performance trap and not really useful.
2021-10-05 20:41:40 +02:00
Henrik Rydgård
992ad801e7
Add a crude way to blacklist post/texture shaders from certain vendors.
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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
6762903087
TexCache: Correct confusing red/blue var names.
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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
a0eeb52444
softgpu: Decode DXT texels directly.
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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.
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This matches PSP alpha values from an exhaustive test.
2021-09-12 09:35:53 -07:00