Unknown W. Brackets
55d5dc3834
GPU: Rename readback and buffer write operations.
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Avoid download/upload and pack, which don't have clear directions.
2022-10-09 13:49:41 -07:00
Unknown W. Brackets
d83f736b1f
D3D9: Correct depth readback.
2022-10-09 13:21:04 -07:00
Unknown W. Brackets
199bfe4596
Merge pull request #16187 from Nemoumbra/remote-API-tests
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Remote API: hle.func.removeRange added
2022-10-09 12:15:55 -07:00
Unknown W. Brackets
aa410b4896
Merge pull request #16152 from hrydgard/on-demand-depth-buffers
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Vulkan: Create depth/stencil buffers on demand
2022-10-09 12:04:04 -07:00
Henrik Rydgård
0c4935f336
Depal from dynamic CLUT: When detecting bounds, be more conservative.
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Followup to #16188 .
Further fixes the lens flare.
It confused me before that there are two sections of the track on
Sunset Drive where the sun is visible, but only on the second is the
lens flare sprite actually shown, which is rather weird.
Verified that exactly the same thing happens on hardware, so it's not a
an emulation problem! Rather seems like a glitch in the game itself.
2022-10-09 20:57:06 +02:00
Henrik Rydgård
be37de106c
Vulkan: Create depth/stencil buffers on demand
2022-10-09 20:28:32 +02:00
Henrik Rydgård
f21fd36708
Merge pull request #16188 from hrydgard/ridge-racer-sun-flare
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Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
2022-10-09 20:28:02 +02:00
Henrik Rydgård
9422b05ee3
Fix depal bounds with dynamic CLUT. Fixes lens flare glitches in Ridge Racer
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With this wrong, we ended up drawing pixels that came from a DONT_CARE
init of the depal temp buffer, which was a pile of garbage on Android
and blank on PC.
Now, we seem to end up not drawing anything because the depal operation
results in transparent black into whatever is actually intended, but at
least the screen isn't full of glitches when the sun is visible on Adreno.
See issue #16083
2022-10-09 20:27:45 +02:00
Nemoumbra
e67cc16660
Remote API: hle.func.removeRange added
2022-10-09 19:11:14 +03:00
Lubos
43f848a2aa
Merge branch 'master' into feature_openxr_vulkan
2022-10-09 17:49:17 +02:00
Lubos
7c6cff5ae9
Merge branch 'master' into feature_openxr_vulkan
2022-10-09 17:48:23 +02:00
Henrik Rydgård
28bc45451c
Merge pull request #16184 from unknownbrackets/depth-download
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GPU: Hook Gods Eater Burst avatar read
2022-10-09 16:37:42 +02:00
Henrik Rydgård
49de375bff
Merge pull request #16183 from unknownbrackets/depth-usage
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GPU: Ignore depth when masked and ALWAYS
2022-10-09 10:41:40 +02:00
Henrik Rydgård
10fedf19bd
Merge pull request #16182 from unknownbrackets/gles-indexed
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GLES: Use GL_LUMINANCE on GLES for indexed tex
2022-10-09 10:19:26 +02:00
Henrik Rydgård
76be009b41
Merge pull request #16181 from unknownbrackets/d3d9-clut
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Add rendered CLUT handling to D3D9
2022-10-09 10:17:17 +02:00
Henrik Rydgård
7ed3eeea22
Merge pull request #16179 from unknownbrackets/jpeg
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Correct size and YUV order for jpeg decoding
2022-10-09 10:15:07 +02:00
Unknown W. Brackets
ad3220f857
GLES: Hook up depth download.
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Currently, only used by one hook.
2022-10-09 01:08:04 -07:00
Unknown W. Brackets
bc84d6345b
Vulkan: Disable geometry shaders for Mali <= 18.
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These drivers apparently have some weird behavior.
2022-10-09 00:57:10 -07:00
Unknown W. Brackets
d0eb14ec02
GPU: Correct sizing account on block transfer.
2022-10-09 00:54:59 -07:00
Unknown W. Brackets
057661380e
GPU: Hook Gods Eater Burst avatar read.
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Currently not working since depth comes back as 0.
2022-10-09 00:52:35 -07:00
Unknown W. Brackets
e7e7528fbc
GPU: Consider depth buffers in block transfer.
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Right now, only with an explicit flag (not yet used.)
2022-10-09 00:50:45 -07:00
Unknown W. Brackets
33993b8574
Jpeg: Cleanup debug dump file access.
2022-10-08 20:31:39 -07:00
Unknown W. Brackets
9c026927bd
Jpeg: Encode and decode YCbCr as 2x2.
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Verified this is what's output from a PSP's DecodeMJpegYCbCr, and games
directly use its output in MJpegCsc - so change to match.
This makes the colors in Gods Eater Burst character portraits look better.
2022-10-08 20:24:54 -07:00
Unknown W. Brackets
1c18d9b49b
Jpeg: Correct some logging of return types.
2022-10-08 18:12:37 -07:00
Unknown W. Brackets
1c7a5bbb49
Debugger: Fix off-by-one in func scanning.
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This is inclusive.
2022-10-08 17:51:04 -07:00
Unknown W. Brackets
b2ce4d2c3f
GPU: Refuse to set fb_address == z_address.
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We don't do it when creating framebufs either, so don't update to
matching values.
2022-10-08 17:50:18 -07:00
Unknown W. Brackets
7d331f1928
GPU: Ignore depth when masked and ALWAYS.
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Seen in NFS Pro Street, for example. Shouldn't be interpreted as depth
usage.
2022-10-08 17:49:25 -07:00
Unknown W. Brackets
ce79649c02
GLES: Use GL_LUMINANCE on GLES for indexed tex.
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See #16176 , used for rendered CLUTs.
2022-10-08 17:32:11 -07:00
Unknown W. Brackets
157ffed57f
D3D9: Add simple rendered CLUT handling.
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I think there's still a deeper half-pixel offset issue, but this fixes
Brave Story.
2022-10-08 15:36:36 -07:00
Unknown W. Brackets
81cf76a619
D3D9: Correct sampler states for binding 1+.
2022-10-08 15:34:00 -07:00
Unknown W. Brackets
af28a3d497
Jpeg: Correct colorspace conversion funcs.
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For non-mjpeg, the height and width are halved, and more sampling modes
are supported. This also checks for invalid pointers and notifies the
debugger.
The exact YCbCr->RGBA conversion is not accurate, but it writes in the
correct places now. MJpeg is still a bit off.
2022-10-08 12:20:41 -07:00
Unknown W. Brackets
159d4ed4a3
Jpeg: Decode buffers using configured stride.
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Previously, it was assumed that the stride was the nearest power of two,
but it's actually the Create width.
2022-10-08 12:20:41 -07:00
Unknown W. Brackets
dc18b6cf80
Jpeg: Improve error handling for YCbCr decode.
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This also fixes a crash on invalid output pointer.
2022-10-08 12:20:41 -07:00
Unknown W. Brackets
95d40cc09f
Jpeg: Retain previous width/height.
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Seems to be reused even after Delete, strangely.
2022-10-08 12:20:41 -07:00
Henrik Rydgård
a081d684ee
Merge pull request #16177 from lvonasek/hotfix_openxr_rendering
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OpenXR - Revision of VR rendering
2022-10-08 20:35:17 +02:00
Lubos
bf14ca84d3
OpenXR - Revision of VR rendering
2022-10-08 14:38:49 +02:00
Unknown W. Brackets
bcee6c0310
Jpeg: Improve timing/errors for GetOutputInfo.
2022-10-07 23:22:54 -07:00
Henrik Rydgård
72a7a7773c
Merge pull request #16173 from unknownbrackets/psmf
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Psmf: Fix save states
2022-10-07 16:22:13 +02:00
Unknown W. Brackets
3af8a667e1
Psmf: Fix save states.
2022-10-07 07:03:29 -07:00
Unknown W. Brackets
7f87cd077a
Jpeg: Play it safe with load/unload handling.
2022-10-07 00:24:19 -07:00
Unknown W. Brackets
0931b343c2
Jpeg: Validate CreateMJpeg() parameters.
2022-10-07 00:16:30 -07:00
Unknown W. Brackets
62fe178608
Jpeg: Cleanup Init/Finish error checks.
2022-10-06 22:45:18 -07:00
Henrik Rydgård
591a748ae2
Merge pull request #16159 from sum2012/patch_1
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Add crc calculation in loading module
2022-10-07 00:36:01 +02:00
sum2012
d716b74480
Fix as @hrydgard suggest
2022-10-07 06:01:53 +08:00
Henrik Rydgård
131c1ca79e
Typo fix, thanks iota97
2022-10-06 20:46:57 +02:00
Henrik Rydgård
c1f820ff24
Merge pull request #16168 from hrydgard/uniform-padding-fix
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Shader uniforms (VK/D3D11): Fix issue where we could overwrite values in the fourth component padding.
2022-10-06 11:45:42 +02:00
Henrik Rydgård
bf25f4b283
Shader uniforms (VK/D3D11): Fix issue where we could overwrite the fourth component padding.
2022-10-06 10:52:58 +02:00
Henrik Rydgård
7dd93f9068
Merge pull request #16167 from unknownbrackets/rangecull
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GPU: Clip against neg Z even w/o cull support
2022-10-06 10:00:52 +02:00
Unknown W. Brackets
3aa863ec41
GPU: Clip against neg Z even w/o cull support.
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This should fix rendering issues on Apple devices.
2022-10-06 00:34:02 -07:00
Henrik Rydgård
87d00f79da
Merge pull request #16165 from unknownbrackets/geo-shader
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Vulkan: Clip clamped depth in geometry shader
2022-10-06 09:18:08 +02:00