Commit Graph
1581 Commits
Author SHA1 Message Date
Unknown W. BracketsandGitHub f7e4efdbc2 Merge pull request #15852 from hrydgard/more-code-cleanup
Remove DX9 namespace, other code cleanup
2022-08-16 20:16:53 -07:00
Henrik Rydgård 1f276fcc20 Vulkan: Restore a minor old forgotten optimization 2022-08-16 21:42:40 +02:00
Henrik Rydgård cdb4124bc1 More removing redundant stuff 2022-08-16 21:38:09 +02:00
Unknown W. Brackets cf030c3bce Global: Cleanup some unreferenced warnings. 2022-08-13 12:43:14 -07:00
Henrik Rydgård 131098c4d4 Some enum renaming, move RasterChannel to GPU.h. 2022-08-09 19:58:48 +02:00
Henrik Rydgård 1913930541 Careful with mipmaps on old OpenGL ES. Lost this check in the refactor, made it clearer than before at least.
Fixes Burnout rendering issue mentioned in #15818
2022-08-09 17:26:39 +02:00
Henrik Rydgård 6f1f482432 Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff 2022-08-07 11:15:23 +02:00
Henrik Rydgård ded8ba8806 More cleanup, fixes. 2022-08-06 18:27:04 +02:00
Henrik Rydgård 9a5893ce6e More cleanup 2022-08-06 18:27:04 +02:00
Henrik Rydgård de10c1fddd Buildfixes 2022-08-06 18:27:04 +02:00
Henrik Rydgård 4e3c258140 Delete all the duplicate implementations of ApplyTextureFramebuffer 2022-08-06 18:27:03 +02:00
Henrik Rydgård b5597d1013 Remove Vulkan2D 2022-08-06 18:27:03 +02:00
Henrik Rydgård 45def772ee Move the depal cache instance ownership to TextureCacheCommon 2022-08-06 18:27:03 +02:00
Henrik Rydgård 87b128ecaf Compiles on Vulkan, but doesn't yet work. 2022-08-06 18:27:03 +02:00
Henrik Rydgård e345a6ba3c Works with D3D11, except the depth texturing case 2022-08-06 18:27:03 +02:00
Henrik Rydgård 2fa9b0d0c7 Simplify 2022-08-06 18:27:03 +02:00
Henrik Rydgård 08e2d951b4 State handling reordering in D3D11 and D3D9 backends. 2022-08-05 23:07:01 +02:00
Henrik Rydgård e28b45481b Delete more unused code 2022-08-03 22:47:31 +02:00
Henrik Rydgård f8e0c09463 Delete unused stuff in all backends 2022-08-03 22:22:52 +02:00
Henrik Rydgård 126ace770e Remove the D3D9 and Vulkan BlitFramebuffer functions 2022-08-03 22:22:52 +02:00
Henrik Rydgård d5a0249678 Fix upscaling in Vulkan. Fixes #15779 2022-08-03 22:22:24 +02:00
Henrik Rydgård 6ca47076e7 Delete the Vulkan implementation of DrawActiveTexture, fixups to shader gen 2022-08-03 14:12:55 +02:00
Henrik Rydgård 9bead443c3 Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation). 2022-08-03 13:31:13 +02:00
Henrik Rydgård 19931c003f Clean up blit/copy feature detection. Don't need fast GPU flags for these. 2022-08-02 09:53:46 +02:00
Henrik Rydgård 710c6b6ad1 Fix crash in shader upscaling. This variable shadowed the one that now lives in Common.
Fixes #15778
2022-08-02 08:33:50 +02:00
Henrik Rydgård 90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00
Henrik Rydgård 9437d5e3b0 Fix small breakage in Vulkan texture decoder 2022-08-01 11:29:25 +02:00
Henrik Rydgård 99b4e7c54c Vulkan: Don't try to auto-mipmap 3D textures in max quality filter mode 2022-08-01 00:16:57 +02:00
Henrik Rydgård 0262fbc70a Implement 3D textures for D3D11 2022-07-31 10:43:48 +02:00
Henrik Rydgård e455d6bcfe Some safety checks to avoid bad combinations, probably not really needed in practice. 2022-07-31 10:43:48 +02:00
Henrik Rydgård 176b460d76 Quick attempt at fixing the Macross glitch 2022-07-31 10:43:48 +02:00
Henrik Rydgård f061eadc04 Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00
Unknown W. Brackets 795b1c04a9 GPU: Small scaling variable cleanup. 2022-07-30 18:18:51 -07:00
Henrik Rydgård 6a5a232777 Unify the GLES LoadTextureLevel with the D3D ones. 2022-07-30 19:07:21 +02:00
Henrik Rydgård 9ed96921e1 Cleanup 2022-07-30 16:51:29 +02:00
Henrik Rydgård 063cd18254 Simplify CPU upscaling code
Use the existing expandTo32bit mode in the texture decoder instead of
the backend-specific switches and stuff.

Just gets rid of a bunch of redundant code and makes further changes
easier.
2022-07-30 15:06:25 +02:00
Henrik Rydgård b9b3310c21 Remove some indentation 2022-07-30 10:45:03 +02:00
Henrik Rydgård 9f1fdc6c02 Use PrepareBuildTexture from the Vulkan backend too 2022-07-30 10:45:03 +02:00
Henrik Rydgård d0d53091a8 Change from maxLevel to levelsToLoad, for better readability. Cleanup. 2022-07-30 10:45:02 +02:00
Henrik Rydgård 1e9d85cda1 Define texture loading plan semantics better, pre-port some from Vulkan 2022-07-30 10:44:28 +02:00
Henrik Rydgård eb6d364a2d Vulkan: One step closer to using PrepareBuildTexture 2022-07-30 10:44:28 +02:00
Henrik Rydgård c031f3085b Additional cleanup 2022-07-30 10:44:26 +02:00
Henrik Rydgård 679a861204 Make the BuildTexture of DX9 and D3D11 backends more similar 2022-07-30 10:44:01 +02:00
Henrik Rydgård da9f03e356 Remove indentation, useless code 2022-07-30 10:42:16 +02:00
Henrik Rydgård f728faffdc Remove fake-mipmap logic from LoadTextureLevel 2022-07-30 10:38:17 +02:00
Henrik Rydgård 8b398bbbb7 Minor code simplification 2022-07-30 10:32:50 +02:00
Henrik Rydgård 6f484d0aee Remove unused useBGRA parameter 2022-07-30 08:52:24 +02:00
Henrik Rydgård c41b780c8c Remove the ReplacedTextureFormat enum 2022-07-30 08:52:24 +02:00
Henrik Rydgård ef4a6cf873 Remove support for 16-bit replacement texture formats 2022-07-30 08:52:24 +02:00
Henrik Rydgård c9a37ec6b9 Remove bool that was always true in state mapping. 2022-07-24 21:04:54 +02:00