Commit Graph

119 Commits

Author SHA1 Message Date
Unknown W. Brackets 9857e8d1b1 GPU: Respect stencil write mask for 5551 buffers.
If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See #13391.
2021-01-24 15:54:13 -08:00
Henrik Rydgård 6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård 3e06eaccfb Fix some comments 2020-11-08 14:57:35 +01:00
Henrik Rydgård 793e89d2e3 Fix some comments, rename a function. 2020-11-08 14:34:04 +01:00
Henrik Rydgård 391b8155c5 More work on detangling the concepts and making things make more sense. 2020-11-08 13:14:23 +01:00
Henrik Rydgård 3d289594f9 ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.

This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård 9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård bfc88badb8 Buildfix 2020-09-16 13:11:39 +02:00
Henrik Rydgård 5190f85c8e Unify/centralize SetFramebufferSamplingParams. Some include cleanup. 2020-09-14 00:04:39 +02:00
Unknown W. Brackets cbeeb8fdf1 GPU: Allow culling in through mode.
It works per tests and is used in Soul Caliber.  Fixes #13400.
2020-09-08 15:52:01 -07:00
Henrik Rydgård 882cc6295e Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h 2020-08-03 23:22:11 +02:00
Unknown W. Brackets 2e05d22eb7 Vulkan: Move Harvest Moon fix to Draw::Bugs.
Also, make it so you can skip using ini settings.
2020-05-19 22:12:30 -07:00
Unknown W. Brackets ad98609819 GPU: Use consistent buffered rendering state.
The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places.  This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Henrik Rydgård 21eaef04fc Vulkan: Pick shaders after calling ConvertStateToVulkanKey because it may end up disabling shader blending
(due to too many copies, see DrawEngineCommon::ApplyShaderBlending).

(So much state leaking all over the place ... I want to redesign the
whole thing).

Typo fix in comment
2020-03-29 15:02:40 +02:00
Henrik Rydgård 1e3711ee66 Vulkan blend factor: Bugfix and minor optimization 2019-10-13 21:17:29 +02:00
Unknown W. Brackets c5b844cc98 GPU: Respect stencil write mask on clear.
Actually identified this for the softgpu in #11319, but applying it for
RGBA is a problem in most renderers.  Forgot to at least apply it to
stencil.

Fixes #11901.
2019-03-16 19:42:18 -07:00
Henrik Rydgard 8e1a5ef3d6 Minor refactor of physical device property/feature detection, to allow for more extension use. 2019-02-05 18:07:17 +01:00
Henrik Rydgård 0037da55a1 Avoid breaking any alpha-stencil emulation in Adreno bug workaround 2018-12-23 11:57:06 +01:00
Henrik Rydgård 79ef185d6e Vulkan/adreno: Apply workaround for Harvest Moon issue #10421 2018-12-22 18:29:56 +01:00
Unknown W. Brackets 5932cbabc3 GPU: Avoid stencil emulation if possible.
This reduces use of replaceAlpha, and reduces use of more complicated
blend states.  This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
Unknown W. Brackets 9859827645 Vulkan: Avoid depth clamp with clip range.
Vulkan clamps to the clip range, not the full range.  So when clipping, we
don't really want to clamp at all.  Unfortunately, when one side is
clipping, we can't do it exactly right.

But many games clip depth, like Dissidia.  Fixes #11260.
2018-09-17 21:43:29 -07:00
Unknown W. Brackets 77f0499f7f GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets b94ca6e75e Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00
Henrik Rydgård 3e3214d54a Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135 2017-11-15 20:43:29 +01:00
Unknown W. Brackets ef55cf1e74 Vulkan: Correct logicop dirtying.
Needs to be under blend state.
2017-11-05 13:26:18 -08:00
Henrik Rydgård ed2731d197 Vulkan: Fix depal and shader blending. 2017-10-31 12:35:00 +01:00
Henrik Rydgård 1c5bd0f8dc Move the VulkanRenderManager stuff to thin3d, fits in better there. 2017-10-26 10:56:59 +02:00
Henrik Rydgård 02f76ae4a8 Rendering basics now works. 2017-10-26 10:56:59 +02:00
Henrik Rydgård 804aa79376 Various Vulkan image transition fixes and related 2017-10-20 18:09:05 +02:00
Henrik Rydgård 5da165fad6 More work towards passing 1.61 Vulkan validation layers 2017-10-20 17:19:07 +02:00
Henrik Rydgård 50d771961b Vulkan: More minor optimization (avoid pipeline cache lookups when possible) 2017-08-15 16:01:50 +02:00
Henrik Rydgård c4ccf5b734 Simple micro-optimization in AdvanceVerts 2017-08-15 12:02:47 +02:00
Henrik Rydgård 4e7099bf47 Vulkan: Fix some more state dirtying issues. 2017-08-15 10:51:44 +02:00
Henrik Rydgård 000723f29f Fix minor blendstate oversight, restore a disabled optimization 2017-08-14 16:21:02 +02:00
Henrik Rydgård 5a65334646 Use dirty-flags more in Vulkan state setting 2017-08-14 15:14:46 +02:00
Henrik Rydgard 1098bf7342 All: Only convert viewportscissor state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard e439055a32 All: Only convert raster state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard e2b179d6e2 All: Only convert depth stencil state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard e4567c694c All: Only convert blend state if "dirty" 2017-08-14 11:14:26 +02:00
Henrik Rydgård 44423f3ba2 Vulkan: Implement BlitFramebuffer 2017-05-30 09:38:09 +02:00
Henrik Rydgård a95b11c58f Don't forget to initialize logicop.. 2017-05-30 09:36:17 +02:00
Henrik Rydgård 2b93338255 Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit) 2017-05-30 09:36:17 +02:00
Henrik Rydgård d0f3e5cb89 Don't wipe the Vulkan pipeline key, allow for building it incrementally 2017-04-03 17:26:54 +02:00
Henrik Rydgård 5a8e9c4f71 Port some accessors over from #9255 to be able to catch these changes and dirty state later. 2017-04-03 17:04:58 +02:00
Henrik Rydgård 73d762f506 Reorganize raster state mapping 2017-04-03 16:37:11 +02:00
Henrik Rydgard cffb1d7014 Reorganize depth-stencil 2017-04-03 16:37:11 +02:00
Henrik Rydgard d581a96d79 All backends: Reorganize blend state mapping to make dirty-tracking easier 2017-04-03 16:37:08 +02:00
Henrik Rydgard 08d173ceee Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
Henrik Rydgard e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00