Commit Graph
1171 Commits
Author SHA1 Message Date
Unknown W. Brackets 0dc7688838 GPU: Cleanup some extra pointers in fb managers.
These weren't being used / weren't final anyway.
2021-11-14 14:13:48 -08:00
Unknown W. Brackets 2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
Unknown W. Brackets 9fc94a3494 GPU: Skip cull for lines and points.
These already always go through software transform, so make sure we handle
them consistently.  We'll eventually convert to triangles.
2021-10-31 10:54:50 -07:00
Henrik Rydgård 8a718a8202 Merge pull request #15072 from unknownbrackets/guardband
Implement depth culling in software transform
2021-10-31 17:29:41 +01:00
Henrik Rydgård 3bf6b140c7 Don't forget to check for bufferedRendering before enabling screen rotation in the shader. 2021-10-31 13:35:13 +01:00
Unknown W. Brackets 5128480d74 GPU: Implement cull behavior in sw transform. 2021-10-30 21:04:16 -07:00
Unknown W. Brackets 4ec75de0e7 GPU: Add fog separately for swtransform verts.
At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
Unknown W. Brackets b87451de92 GPU: Restore rotation handling in sw transform. 2021-10-30 18:22:53 -07:00
Unknown W. Brackets 159eab5141 GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets f35c7d04bd GPU: Update viewport params before sw transform. 2021-10-30 18:19:16 -07:00
Unknown W. Brackets 3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
Unknown W. Brackets 83b7b33cfd Replacement: Centralize lookup logic.
And make sure we don't change our minds about using a replacement during a
draw.
2021-10-21 17:05:38 -07:00
Unknown W. Brackets 2356280a9c Replacement: Add structure for delayed loading. 2021-10-21 17:05:38 -07:00
Unknown W. Brackets 24011c3754 GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
2021-10-12 20:34:41 -07:00
Henrik Rydgård 3be5c7bd9a Make the minimum items per thread explicit. Found some bugs, optional arguments are evil. 2021-06-12 21:21:28 +02:00
Henrik Rydgård 73871b9b7e Implement new thread manager, port stuff to it. 2021-06-12 13:03:53 +02:00
Unknown W. Brackets de46b0998a GPU: Correctly initialize HW tessellation support.
Oops, shouldn't call a virtual in a constructor.
2021-05-08 09:10:23 -07:00
Unknown W. Brackets 8a8328c431 Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00
Unknown W. Brackets 82a7a26409 GPU: Look up replaced filtering options. 2021-02-27 17:17:21 -08:00
Unknown W. Brackets 557bf0d963 TexCache: Check for videos rendered as slices.
In a few places, we were checking only the start address of the video.
2021-02-20 20:59:04 -08:00
Unknown W. Brackets 229d684214 GPU: Prevent memory fault when no framebuf yet. 2021-02-16 19:29:37 -08:00
Unknown W. Brackets ae474f5f18 GPU: Correct some field shadowing. 2021-02-15 12:00:29 -08:00
Unknown W. Brackets e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets da2e722794 Windows: Fix some format warnings. 2021-02-14 10:30:10 -08:00
Unknown W. Brackets 6247e4d0ee Windows: Add some missing override specifiers. 2021-02-14 10:30:10 -08:00
Unknown W. Brackets 0e25f6a83f D3D9: Don't allow separate alpha clears.
Doesn't seem like the color mask applies to clears.
2021-01-24 16:07:13 -08:00
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
Unknown W. Brackets a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård 3f01cbb98c Initialize/Deinitialize the shader translation system once globally.
Fixes #13839.
2021-01-04 23:51:34 +01:00
Henrik Rydgård 16f629df3e Split the DepthRangeHack compat setting into itself and DisableRangeCulling
Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.

Also disables range culling for Splinter Cell Essentials (see #13035)

We really need to understand range culling better. This is a "ship hack" for 1.11.
2020-12-26 19:56:49 +01:00
Henrik Rydgård 7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård 559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård 0c66f6c6d0 Assorted drive-by code cleanup 2020-12-13 00:20:47 +01:00
Henrik Rydgård 9818c8aabd Better debug names for BlitFramebuffer operations. 2020-11-28 13:45:26 +01:00
Henrik Rydgård 3c2733d8eb Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668.
Also make a function static.
2020-11-22 18:00:07 +01:00
Henrik Rydgård 766dbc5a9f Move ShaderTranslation.cpp/h to Common/GPU. 2020-11-09 11:18:43 +01:00
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 f2e315b9a6 More shadergen work
Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård c23ed09a32 Unify FramebufferManager::BindFramebufferAsColorTexture 2020-11-07 11:10:54 +01:00
Henrik Rydgård a24f4e3e70 Start unifying BindFramebufferAsColorTexture 2020-11-07 11:03:53 +01:00
Henrik Rydgård d9ee06a60d Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it. 2020-11-07 10:51:54 +01:00
Henrik Rydgård 7a690f177e Move shader language feature detection to the draw context. 2020-11-06 09:11:57 +01:00
Henrik Rydgård 44ec286ba4 Framebuffer: Keep the render scale factor around, no need to recompute it. 2020-11-06 09:11:57 +01:00