Commit Graph
183 Commits
Author SHA1 Message Date
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
Unknown W. Brackets 9cfcbc46e6 Global: Cleanup initialization/pointer checks.
Cleaning up a lot of cases of uninitialized data, unchecked return values
for failures, and similar.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets 7533b64940 GE Debugger: Allow reading tex on D3D11. 2022-10-23 22:01:50 -07:00
Henrik Rydgård 9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Unknown W. Brackets 416265431b GE Debugger: Display if tex is framebuf.
Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets fc9f200224 GE Debugger: Centralize current fb tex fetch code. 2022-10-10 21:50:53 -07:00
Unknown W. Brackets c76d31dfa8 GPU: Cleanup unused CheckAlpha() funcs. 2022-09-24 02:00:03 -07:00
Henrik Rydgård a208afb7b8 OpenGL and D3D11 fixes 2022-09-14 23:35:15 +02:00
Henrik Rydgård abd58199ce Add way to bind cached textures to a DrawContext 2022-09-14 22:18:35 +02:00
Henrik Rydgård 0ed1f3d461 Switch multiple bools as parameters to DecodeTextureLevel to a flags enum. 2022-09-14 18:40:08 +02:00
Henrik RydgårdandGitHub 75efcd9dfd Merge pull request #16000 from unknownbrackets/gedebugger
Cleanup some crashes in GE debugger or with large textures
2022-09-11 19:41:11 +02:00
Henrik Rydgård 694dbe1271 Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit. 2022-09-11 14:40:01 +02:00
Henrik Rydgård 9bd8b11bf8 Implement shader depal for D3D11. 2022-09-11 13:41:17 +02:00
Unknown W. Brackets 1056301c95 D3D11: Prevent crash on larger textures. 2022-09-10 20:16:05 -07:00
Unknown W. Brackets 62ed43633c d3d9: Correct decode of 16-bit textures.
Was causing crashes since we assumed this func could handle non-replaced
formats.
2022-09-06 07:44:08 -07:00
Henrik Rydgård 2bf0c86ac7 Fix image format when dumping textures.
Fixes #15831
2022-09-01 15:04:59 +02:00
Henrik Rydgård 08eaf7665c Fix race condition in replacement texture loading
The texture could become valid during the load, causing an inconsistent
state within the texture loading. So can only check for valid-ness once.
2022-08-30 12:52:31 +02:00
Henrik Rydgård 6f2966f502 Clean up mip size calculations
Calculating the same thing in multiple places is a recipe for bugs, so
let's not.
2022-08-30 12:05:57 +02:00
Henrik Rydgård b529d26f3a Fix smoothed depal on GLES. Don't enable filtering if not using. 2022-08-24 13:43:41 +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 82a6c42e17 DepalettizeCommon -> TextureShaderCommon. Simplifications. 2022-08-22 12:21:20 +02:00
Unknown W. Brackets 89a499b4d2 GLES: Correct preview of mip levels > 0.
Don't need to force level 0 anymore.  Software can show levels hardware
refuses to load.  This is consistent with other backends.
2022-08-21 16:47:46 -07:00
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 4e3c258140 Delete all the duplicate implementations of ApplyTextureFramebuffer 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 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 8d23c5ecfb Fixy fix 2022-08-06 18:27:03 +02:00
Henrik Rydgård da65af832a D3D11 prep 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 0262fbc70a Implement 3D textures for D3D11 2022-07-31 10:43:48 +02:00
Henrik Rydgård 6a5a232777 Unify the GLES LoadTextureLevel with the D3D ones. 2022-07-30 19:07:21 +02:00
Henrik Rydgård c6d7423368 Prepare to convert the GLES functions too 2022-07-30 18:37:48 +02:00
Henrik Rydgård dea979433c Share LoadTextureLevel between the two D3D backends. 2022-07-30 17:00:34 +02:00
Henrik Rydgård 9ed96921e1 Cleanup 2022-07-30 16:51:29 +02:00
Henrik Rydgård b7940f9402 Part 2 of the above 2022-07-30 16:43:31 +02:00
Henrik Rydgård 61cf3e8ba0 D3D: Part 1 of breaking out the API stuff 2022-07-30 16:38:40 +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 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 1513978019 Use PrepareBuildTexture from DX9 backend 2022-07-30 10:44:28 +02:00
Henrik Rydgård 043989ca8a Use PrepareBuildTexture from D3D11 backend 2022-07-30 10:44:27 +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 4165e146e6 Remove unused parameters to some conversion functions 2022-07-30 08:52:24 +02:00
Henrik Rydgård 6f484d0aee Remove unused useBGRA parameter 2022-07-30 08:52:24 +02:00