Henrik Rydgård
70d1d8fa07
Replace the "GetCurrentStepId"-based state invalidation with callbacks
2022-11-24 10:52:42 +01:00
Henrik Rydgård
cbfa4bfc8e
Centralize ClearCacheNextFrame
2022-11-21 18:13:13 +01:00
Henrik Rydgård
ce5a1b8b7e
Some minor "centralization"
2022-11-21 17:55:30 +01:00
Henrik Rydgård
37ec31dedd
Fix resizing issue. Took some refactoring.
2022-11-20 12:57:32 +01:00
Unknown W. Brackets
4a367148e6
GPU: Centralize more GPU_USE flags, like depth.
2022-11-13 08:04:47 -08:00
Unknown W. Brackets
70c3205564
GPU: Correct equal depth checks.
2022-11-09 20:34:29 -08:00
Unknown W. Brackets
1c0a37f252
GPU: Correct vertex decoder in software transform.
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It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Unknown W. Brackets
745d9ad320
GPU: Avoid enabling depth test pointlessly.
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See #16015 . Attempting to avoid a driver bug.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3333f2a5aa
GPU: Avoid clears for non-simple depth values.
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Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches. We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3de2557ecb
GPU: Always skin in decode for software transform.
2022-11-06 08:55:07 -08:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5
Misc multiview hackery
2022-10-27 11:05:58 +02:00
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
Henrik Rydgård
e0e29a1556
Merge pull request #16197 from hrydgard/more-uniform-optimization
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More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
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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
999055791d
D3D9: Remove block transfer code overrides.
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We can just use Draw now. Keep depth, though, since it applies scale.
2022-10-10 21:48:38 -07:00
Unknown W. Brackets
c89cf1cde7
D3D9: Implement CopyFramebufferToMemorySync().
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This works like other backends, including D3D11. This allows us to get
rid of the old implementation and reuse more code.
2022-10-10 21:28:14 -07:00
Henrik Rydgård
ee46f8992e
Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
2022-10-10 18:02:19 +02:00
Unknown W. Brackets
1dc35b3ac4
GLES: Simplify, enable debug depth readback.
2022-10-10 01:04:57 -07:00
Unknown W. Brackets
55d5dc3834
GPU: Rename readback and buffer write operations.
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Avoid download/upload and pack, which don't have clear directions.
2022-10-09 13:49:41 -07:00
Unknown W. Brackets
d83f736b1f
D3D9: Correct depth readback.
2022-10-09 13:21:04 -07:00
Henrik Rydgård
28bc45451c
Merge pull request #16184 from unknownbrackets/depth-download
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GPU: Hook Gods Eater Burst avatar read
2022-10-09 16:37:42 +02:00
Unknown W. Brackets
ad3220f857
GLES: Hook up depth download.
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Currently, only used by one hook.
2022-10-09 01:08:04 -07:00
Unknown W. Brackets
157ffed57f
D3D9: Add simple rendered CLUT handling.
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I think there's still a deeper half-pixel offset issue, but this fixes
Brave Story.
2022-10-08 15:36:36 -07:00
Unknown W. Brackets
58a4376998
GPU: Normalize framebuf addresses.
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In VRAM, always store without mirror. In RAM, always store without
cache/kernel bits.
2022-10-02 21:28:53 -07:00
Unknown W. Brackets
b9b59f7806
GPU: Mask away unused bits in framebuf/zbuf ptr.
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Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
81e8336985
D3D9: Allow INTZ depth buffers more correctly.
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The FBO check was wrong and just always failed.
2022-09-24 15:17:18 -07:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
Henrik Rydgård
aa19712fc3
Unify depth texture and framebuffer fetch checks
2022-09-20 10:47:49 +02:00
Henrik Rydgård
09bcf3ec13
Unify range culling detection
2022-09-20 10:15:04 +02:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Henrik Rydgård
ce82fce8de
Use subpass dependencies to implement shader framebuffer read in Vulkan.
2022-09-16 19:19:42 +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 Rydgård
f3c097680e
Merge pull request #15982 from hrydgard/renderpass-refactor
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Vulkan: Refactor renderpass handling
2022-09-08 09:35:55 +02:00
Unknown W. Brackets
e6b4495e22
GPU: Make NotifyConfigChanged() calls consistent.
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They're generally centralized in Common.
2022-09-07 23:41:00 -07:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Unknown W. Brackets
62ed43633c
d3d9: Correct decode of 16-bit textures.
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Was causing crashes since we assumed this func could handle non-replaced
formats.
2022-09-06 07:44:08 -07:00
Henrik Rydgård
b15c65540e
Fix the new logic-op-in-shader on OpenGL and D3D11
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Also disable BlueToAlpha for now for Outrun and DiRT 2, it breaks the
water effect somehow. Will come back to it later.
2022-09-04 22:53:05 +02:00
Henrik Rydgård
ec173559f8
Additional cleanup
2022-09-04 00:10:55 +02:00
Henrik Rydgård
87b14fe1c2
Some more renaming and refactoring, extracted from a future PR
2022-09-04 00:10:55 +02:00
Henrik Rydgård
8e39018b95
Channel mask refactor
2022-09-04 00:10:54 +02:00
Henrik Rydgård
c846c2dfa8
Remove confusing resetFramebufferRead flag from secondary framebuffer binding
2022-09-03 14:48:07 +02:00
Henrik Rydgård
8c56abd3dc
Remove setting "Disable slower framebuffer effects"
2022-09-03 11:06:43 +02:00
Henrik Rydgård
b84cda2876
Plumb the computed pipeline state into ComputeFragmentShaderID.
2022-09-02 22:16:57 +02:00
Henrik Rydgård
c784c0e94b
Some renaming. Store the BlendState/MaskState.
2022-09-02 21:07:29 +02:00
Henrik Rydgård
2bf0c86ac7
Fix image format when dumping textures.
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Fixes #15831
2022-09-01 15:04:59 +02:00