Henrik Rydgård
3d5526a175
Allow specifying the VFS when loading INI files.
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Will be useful in the tex replacer.
2023-03-07 10:04:10 +01:00
Henrik Rydgård
3b39e9e068
Turn the VFS into a class, to be able to reuse it for other purposes.
2023-03-06 16:42:47 +01:00
Henrik Rydgård
ebd8a63914
Merge pull request #17032 from hrydgard/cache-framebuffer-copy
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Cache framebuffer copies (for self-texturing) until the next TexFlush GPU instruction
2023-03-06 09:03:39 +01:00
Unknown W. Brackets
9fcc1509e4
GPU: Correct depth clip/cull for zero scale.
2023-03-05 08:51:45 -08:00
Unknown W. Brackets
92a18eed01
GPU: Discard framebuffer copy when clearing.
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This avoids retaining the framebuffer copy any longer than the current
framebuffer target.
2023-03-01 22:11:20 -08:00
Henrik Rydgård
4d0fbdb96f
Add a safety check - don't cache partial copies.
2023-03-01 22:51:23 +01:00
Henrik Rydgård
7a7117f2f7
Cache framebuffer copies (for self-texturing) until the next TexFlush instruction.
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Fixes #17030 , or at least improves on it - for optimal performance that
big framebuffer used for bloom should be split like in Killzone, but it's not trivial.
The regression in 1.14 is fixed with this, at least.
I tried it with a few other games with no issues - it seems games are
using TexFlush when needed. But let's see if it really is safe to rely
on that...
There might also be other places we should call DiscardFramebufferCopy
in.
2023-03-01 22:42:22 +01:00
Unknown W. Brackets
9c21184352
vertexjit: Simplify CPU core check.
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This also avoids allocating the memory we won't use if it's off.
2023-02-28 07:03:12 -08:00
Henrik Rydgård
970f7993df
Android: Make font rendering work even absent support for R4G4B4A4 textures.
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This shouldn't normally happen as conforming drivers are required to
support that texture format, but the software driver that we
accidentally choose on Poco C40 (see issue #16391 ) doesn't.
That we choose that driver will be fixed separately. This fix on its own
at least lets the user comfortably navigate to settings and switch to
OpenGL.
2023-02-28 00:01:29 +01:00
Henrik Rydgård
72bed6f2b5
Some DeviceLost/DeviceRestore cleanup
2023-02-26 11:05:52 +01:00
Henrik Rydgård
3dc47c7fef
Unify TextureCache ::StartFrame as much as possible.
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Tiny optimization avoiding a Vulkan pool reset on most frames.
2023-02-25 23:20:41 +01:00
Henrik Rydgård
8fb75e0c12
Unify most of the DebugGetShader* functions
2023-02-25 16:42:09 +01:00
Henrik Rydgård
c74f5b2189
Prepare for unifying more stuff
2023-02-25 16:01:32 +01:00
Henrik Rydgård
c4f4439b8c
Merge pull request #17000 from hrydgard/more-rendering-cleanup
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More rendering cleanup
2023-02-25 13:11:05 +01:00
Henrik Rydgård
8b431b39ba
Wrap the display globals in a struct ( #16998 )
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* Wrap the display globals in a struct
Makes it easier to search/replace these, for future refactorings.
* Some renaming
* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)
* Attempt at buildfixing ios
* UWP buildfix
2023-02-25 13:09:44 +01:00
Henrik Rydgård
0d57f3beee
Unify GPUCommon::DoState.
2023-02-25 12:21:03 +01:00
Henrik Rydgård
49e5460c9c
Remove count parameter from SetViewports. No use foreseen.
2023-02-25 07:12:53 +01:00
Henrik Rydgård
1b5148bb6c
Remove kinda-duplicate function.
2023-02-24 23:54:04 +01:00
Unknown W. Brackets
df1bd64662
riscv: Add morph+skin to vertexjit.
2023-02-16 18:45:10 -08:00
Unknown W. Brackets
71f4b116fe
riscv: Implement skinning in vertexjit.
2023-02-16 18:32:58 -08:00
Unknown W. Brackets
27e60a9f2e
riscv: Sum weighted matrices in vertexjit.
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Not yet doing pos/norm, so not used yet.
2023-02-16 18:32:58 -08:00
Henrik Rydgård
adda49d05d
Add a heuristic avoiding joining framebuffers horizontally
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...when texturing from the other one.
Greatly improves GPU performance in Rainbow Six: Vegas.
Fixes #9324 .
2023-02-15 15:35:28 +01:00
Henrik Rydgård
ae9291f3b5
More work on depth copies. Seems to be enough for Iron Man.
2023-02-15 07:35:07 +01:00
Henrik Rydgård
62a6f351d5
Initial work on depth copies
2023-02-15 07:35:07 +01:00
Henrik Rydgård
27a03de826
CreateRAMFramebuffer: Don't create a depth buffer by default
2023-02-15 07:35:07 +01:00
Henrik Rydgård
6b902a7d6b
Minor code cleanup, one very minor stride bugfix
2023-02-15 07:35:07 +01:00
Henrik Rydgård
18b08637f6
Merge pull request #16968 from unknownbrackets/riscv-vertexjit
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riscv: Include morph in vertexjit
2023-02-15 07:31:01 +01:00
Unknown W. Brackets
9f43010004
riscv: Reuse some color morphing code.
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Small optimization loss in 5551, but fairly minimal and I think it's worth
it.
2023-02-14 20:46:05 -08:00
Unknown W. Brackets
684aa75388
riscv: Include morph in vertexjit.
2023-02-14 20:20:55 -08:00
Henrik Rydgård
3dc9fd86e1
Merge pull request #16962 from unknownbrackets/riscv-vertexjit
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riscv: Correct offset prescale in vertexjit
2023-02-14 09:41:45 +01:00
Unknown W. Brackets
ada6aa77e0
riscv: Correct offset prescale in vertexjit.
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Also implement doubling while here.
2023-02-13 17:16:48 -08:00
Unknown W. Brackets
e1c391b1c8
riscv: Use vertexjit for hardware skinned verts.
2023-02-13 17:15:49 -08:00
Unknown W. Brackets
991c596490
riscv: Set constants once in vertexjit.
2023-02-13 16:57:13 -08:00
Henrik Rydgård
86a19cebfd
Merge pull request #16957 from unknownbrackets/riscv-vertexjit
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riscv: Initial vertexjit
2023-02-13 08:33:05 +01:00
Unknown W. Brackets
dc4136d547
riscv: Add prescale to vertexjit.
2023-02-12 23:05:35 -08:00
Unknown W. Brackets
77b2e63876
riscv: Add colors to vertexjit.
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This don't feel very efficient, but they overall beat non-jit.
2023-02-12 23:05:35 -08:00
Unknown W. Brackets
ee10fae04e
riscv: Add basic steps to vertex decode.
2023-02-12 23:05:34 -08:00
Unknown W. Brackets
219e0db4e5
riscv: Initial vertexjit.
2023-02-12 14:28:51 -08:00
Henrik Rydgård
1938fa44d4
Split the depth copy shader into depth copy and depth encode, dynamic depth scale in Draw2D
2023-02-11 18:24:07 +01:00
Henrik Rydgård
a083a65f77
Depal: Get depth scale factors dynamically
2023-02-11 16:12:58 +01:00
Henrik Rydgård
547ecec074
Replace the rest of the uses of DepthSliceFactor
2023-02-11 14:45:14 +01:00
Henrik Rydgård
99e6fd62f7
Remove a baffling depth offset I don't quite get
2023-02-11 14:41:25 +01:00
Henrik Rydgård
241f8e75bc
Replace some uses of DepthSliceFactor
2023-02-11 14:37:48 +01:00
Henrik Rydgård
5bdbe6984c
Simplify GetDepthScaleFactors
2023-02-11 13:34:08 +01:00
Henrik Rydgård
a2c9491a06
Remove a division by 0 that I hadn't noticed before.
2023-02-11 13:27:44 +01:00
Henrik Rydgård
d40aa17198
Remove ToScaledDepthFromIntegerScale
2023-02-11 13:27:44 +01:00
Henrik Rydgård
805591e493
Replace all uses of ToScaledDepthFromIntegerScale.
2023-02-11 13:27:44 +01:00
Henrik Rydgård
9053d8ccc7
Flip a sign for consistency
2023-02-11 13:27:44 +01:00
Henrik Rydgård
116b3ba8cc
Increase precision of GetDepthScaleFactors to match ToScaledDepthFromIntegerScale
2023-02-11 13:27:44 +01:00
Henrik Rydgård
639ca31814
Address feedback
2023-02-11 11:23:00 +01:00