Henrik Rydgård
df92f72ac3
Unify the spongebob depth inverse check
2022-08-28 07:11:00 +02:00
Henrik Rydgård
880ea48e2d
Implement the stencil/alpha reverse trick for all backends
2022-08-27 10:25:18 +02:00
Henrik Rydgård
6781dd5fe8
Fix Katamari
2022-08-26 23:47:22 +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
586da08820
Merge pull request #15895 from unknownbrackets/gpu-minor
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GPU: Correct Draw2D::DeviceRestore()
2022-08-24 11:50:42 +02:00
Henrik Rydgård
5d50d02227
Merge pull request #15894 from unknownbrackets/debugger
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GE Debugger: Record only one flip if display framebuf not changed, step on vsync
2022-08-24 06:27:31 +02:00
Unknown W. Brackets
7ec62a32b4
GPU: More consistently clear ptrs on DeviceLost().
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Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
a901fa4315
GE Debugger: Add separate step based on vsync.
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I think there were some games where this would step in the middle of a
frame, but not seeing it commonly now. So make it the default, but allow
both methods in the menu.
Fixes #15893 .
2022-08-23 19:48:34 -07:00
Unknown W. Brackets
c581a83896
GPU: Centralize SetDisplayFramebuffer().
2022-08-23 19:29:06 -07:00
Henrik Rydgård
5084743bbb
Use Draw2D for depal shaders (except the actual blit, for now)
2022-08-23 11:21:40 +02:00
Henrik Rydgård
6558bde0f6
Remove SmoothedDepal compat setting, instead detect the ramp directly.
2022-08-22 15:24:41 +02:00
Henrik Rydgård
f5e6754ac0
Special case depal lookups for Test Drive's strange usage.
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This implements the hack I suggested in #13355 , where instead of first
reducing the color to RGB565 as the real game does, we just take each
channel at full precision and do the lookup according to the mask,
linearly filtering the palette.
This makes the game look a lot nicer and is also a small optimization,
but the hack is very specific so kinda ugly in a way.
2022-08-22 15:19:38 +02:00
Henrik Rydgård
b39b74e602
More renaming. Fix shader view for Vulkan
2022-08-22 12:30:51 +02:00
Henrik Rydgård
82a6c42e17
DepalettizeCommon -> TextureShaderCommon. Simplifications.
2022-08-22 12:21:20 +02:00
Henrik Rydgård
3c307c9857
Merge pull request #15884 from unknownbrackets/texreplace-io-async
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Replacement: Read files only within time budget
2022-08-22 11:10:16 +02:00
Unknown W. Brackets
e473eb9f5e
Replacement: Read files only within time budget.
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When delayed texture load is enabled. Intended to reduce IO delays on
Android.
2022-08-21 22:07:05 -07:00
Unknown W. Brackets
73c06bb776
Replacement: Be more consistent about base level.
2022-08-21 22:03:16 -07:00
Unknown W. Brackets
89a499b4d2
GLES: Correct preview of mip levels > 0.
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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
Unknown W. Brackets
b5a4843c1f
GPU: Purify ConvertViewportAndScissor().
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This makes it harder to misuse. See #15856 .
2022-08-20 14:21:11 -07:00
Unknown W. Brackets
d61619db47
GPU: Dirty params when converting viewport state.
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This flag will be false when we convert next time, so parameters won't get
updated as expected.
2022-08-20 14:03:24 -07:00
Henrik Rydgård
12db0e52d4
Fix deferred-depth for bezier/spline. Move updating of last_frame_depth_render to GPUCommon.
2022-08-20 08:29:33 +02:00
Henrik Rydgård
886679c7ec
Remove the color-to-depth mode
2022-08-20 08:29:33 +02:00
Henrik Rydgård
295f5f391e
More consistent handling of lack of depth texture support. Small log improvement.
2022-08-20 08:05:53 +02:00
Unknown W. Brackets
f7e4efdbc2
Merge pull request #15852 from hrydgard/more-code-cleanup
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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.
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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.
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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