Commit Graph
1832 Commits
Author SHA1 Message Date
Henrik Rydgård 8478a8c86d Merge pull request #15789 from hrydgard/unify-texture-depal
Unify the framebuffer depal process
2022-08-06 18:49:37 +02:00
Henrik Rydgård 4658962b09 Feature detection fix on old GL, more compiler warning fixing 2022-08-06 18:47:12 +02:00
Henrik Rydgård 5987c355d3 D3D9: Fix a lot of stuff 2022-08-06 18:27:04 +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 92a3d45340 Lock out shaderDepal from D3D for now, will implement later. 2022-08-06 18:27:03 +02:00
Henrik Rydgård 81c36578ca Feature detection fixes 2022-08-06 18:27:03 +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 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 7800bfdf72 Move the TextureShaderApplier out to DepalettizeCommon 2022-08-06 18:27:03 +02:00
Henrik Rydgård ab560d9224 Move more stuff to Common 2022-08-06 18:27:03 +02:00
Henrik Rydgård 37555fd442 Move to Common 2022-08-06 18:27:02 +02:00
Henrik Rydgård 8aebf0dca4 Port the OpenGL depal path to thin3d 2022-08-06 18:27:02 +02:00
Henrik Rydgård 5f230ee998 Fix some compiler warnings 2022-08-06 18:19:27 +02:00
Henrik Rydgård fafe727870 Fix corrupted colors when using software upscaling with OpenGL.
Fixes #15779
2022-08-06 18:04:45 +02:00
Henrik Rydgård e28b45481b Delete more unused code 2022-08-03 22:47:31 +02:00
Henrik Rydgård f84d2e9ba7 Fixes, state invalidation 2022-08-03 22:23:07 +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 9d23939e28 Replace D3D11's BlitFramebuffer with the common one 2022-08-03 22:22:51 +02:00
Henrik Rydgård 1ab9293cb3 Convert FramebufferBlit from the GL backend to use thin3d 2022-08-03 22:22:51 +02:00
Henrik Rydgård 64a8a3f7d3 D3D11: Remove more custom drawing 2022-08-03 22:22:51 +02:00
Henrik Rydgård 0f9bf47429 Reimplement filtering in DrawActiveTexture 2022-08-03 14:12:55 +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 1d3075566f Move to common (todo: merge with above) 2022-08-03 14:12:55 +02:00
Henrik Rydgård d55c4a3456 Convert the D3D11 DrawActiveTexture to thin3d 2022-08-03 14:12:55 +02:00
Henrik Rydgård 59b3df0643 Draw2D 2022-08-03 14:12:55 +02:00
Henrik Rydgård 3e1ccf1311 Need a separate cap bit for stencil blits to prevent misuse on D3D9 2022-08-03 13:40:21 +02:00
Henrik Rydgård 41e327a66b Cleanup and testfixes 2022-08-03 13:34:59 +02:00
Henrik Rydgård 9963cd55f0 Rebind the framebuffer only if we're in the blit path. 2022-08-03 13:33:54 +02:00
Henrik Rydgård d26e637bb8 Bufferless path for D3D11/Vulkan
Though we still bind the buffer for simplicity..
2022-08-03 13:33:53 +02:00
Henrik Rydgård 269bff9c0b Get D3D shaders to build (though not working correctly) 2022-08-03 13:31:15 +02:00
Henrik Rydgård 787de81437 Switch to ShaderWriter. Works in OpenGL 2022-08-03 13:31:15 +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 5da7dd42b5 Fix Vulkan as well 2022-08-01 15:48:52 +02:00
Henrik Rydgård b940c8a8b7 Fix for D3D11 and GL, but not Vulkan for some weird reason 2022-08-01 15:45:05 +02:00
Henrik Rydgård fce792458b Avoid upscaling textures used for color-to-depth.
(Not a perfect method, it could theoretically have been upscaled in a
normal render pass...)
2022-08-01 14:10:51 +02:00
Henrik Rydgård f73995b5db Disable texture filtering when drawing color into depth 2022-08-01 14:08:16 +02:00
Henrik Rydgård 7b7d16d2fb D3D9 fix 2022-08-01 12:11:42 +02:00
Henrik Rydgård 73fc9fb520 OpenGL fix 2022-08-01 11:57:22 +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 93321f2d5e Add logging for some non-traditional uses of framebuffers. 2022-08-01 11:30:21 +02:00
Henrik Rydgård e1956b47a0 Merge pull request #15727 from hrydgard/texture-3d
Implement the PSP's equal-size mips "3D texturing"
2022-08-01 08:35:43 +02:00
Henrik Rydgård 3331654396 Fix Macross glitches. 2022-08-01 00:19:47 +02:00
Henrik Rydgård 8260b4667d Merge pull request #15700 from hrydgard/better-depth-tracking
Track depth buffers separately from framebuffers to track previous use for copies
2022-07-31 10:59:09 +02:00
Henrik Rydgård 71ae6e3ad2 Address feedback 2022-07-31 10:44:06 +02:00