Commit Graph
2540 Commits
Author SHA1 Message Date
Unknown W. Brackets aff0b46523 GPU: Skip depth resize when forcing 1x. 2023-02-08 18:45:01 -08:00
Henrik Rydgård ab63689cca Remove bad comment 2023-02-08 15:37:06 +01:00
Henrik Rydgård 735cd26db6 Document Syphon Filter hack, but don't enable it 2023-02-08 00:56:45 +01:00
Henrik Rydgård 94f51d5d26 Make the Dangan Ronpa readback async 2023-02-07 23:13:36 +01:00
Henrik Rydgård 5f13bc061a Color readback: Read the previous framebuffer instead of the one being switched to 2023-02-07 23:13:36 +01:00
Henrik Rydgård b3e6b81e43 Implement delayed depth readbacks for Vulkan only 2023-02-07 23:13:36 +01:00
Henrik Rydgård 23049533b9 Restore GetDepthBuffer precision - the stretchy-color-readback path is not suitable for this. 2023-02-05 22:58:26 +01:00
Henrik Rydgård 5ac9b88e81 Plumbing miss 2023-02-05 16:41:12 +01:00
Henrik Rydgård 63c43b90f8 Remove a level of indentation in LoadCLUT 2023-02-05 13:59:16 +01:00
Henrik Rydgård 937975000b Add a ReadbackMode parameter to more functions in the FramebufferManager 2023-02-05 13:57:45 +01:00
Henrik Rydgård 92f4de7b74 Small cleanup. Let's reduce the number of readback paths. 2023-02-05 13:57:45 +01:00
Henrik Rydgård 4427cb4fc3 Add parameter to thin3d::CopyFramebufferToMemory to specify blocking mode. Not yet implemented. 2023-02-04 23:40:36 +01:00
Henrik Rydgård 281b0d6aab Quick fix for the lens flare in Burnout
We have to assume that ForceLowerResolutionForEffects has been set for
good reason - in this case, the effect probably can't safely function
without it.

Fixes #11100 once again.
2023-02-04 18:01:53 +01:00
Henrik Rydgård 236611ac16 Initial implementation of depth readback for Syphon Filter. Fixes the lens flares. 2023-02-04 13:54:57 +01:00
Henrik Rydgård 62484f01ed Make ReadbackFramebufferSync able to use the stretch ability of ReadbackDepthbufferSync 2023-02-04 12:05:50 +01:00
Henrik Rydgård c7234aa3b5 Handle scaling internally in ReadFramebufferSync 2023-02-04 11:36:48 +01:00
Henrik Rydgård fb8aff5a8c Split out the depth stuff from the file, move to GPU/Common 2023-02-03 21:06:43 +01:00
Henrik Rydgård 23c8a79473 Make depth readback through the "color path" work on all backends except D3D9 2023-02-03 20:59:58 +01:00
Henrik Rydgård f2a6c744bc Add built-in stretch functionality to depth readback shader path 2023-02-03 19:06:40 +01:00
Henrik Rydgård c11f7e3a5f Fix texture alpha when texturing from full-alpha textures.
Fixes #16875
2023-02-02 16:13:38 +01:00
Unknown W. Brackets 08ac34bae0 GPU: Allow depth above 65535.
Hopefully it rounds down for any == or <= tests.
2023-01-31 18:41:06 -08:00
Serena 30f6296767 Remove some Windows + Qt stuff + meow 2023-01-27 19:12:41 +03:00
Unknown W. Brackets 8d4007ce3f Vulkan: Force align verts to 4 on Apple devices. 2023-01-18 07:24:18 -08:00
Unknown W. Brackets 0f3f2e361f GLES: More uint const paranoia.
We don't use indexing on GLES now, but better to stay consistent.
2023-01-12 17:41:55 -08:00
Henrik Rydgård 0604e51272 Merge pull request #16734 from hrydgard/remove-nonindexed-optimization-vk
Vulkan: Don't use non-indexed draws for pure tristrips and fans (only PowerVR for now)
2023-01-12 08:09:21 +01:00
Henrik Rydgård 86f34c52a4 Revert bad shader optimization 2023-01-12 00:30:41 +01:00
Henrik Rydgård beed3c06d2 Vulkan: Don't use non-indexed draws for pure tristrips and fans, creates extra pipelines.
Bump shader cache version
2023-01-11 22:57:23 +01:00
Henrik Rydgård ca63bb1e5b Even more optimization/cleanup. Don't need to check ldot that we already know is >= 0.0. 2023-01-11 19:34:58 +01:00
Henrik Rydgård 965007d65b Tighten up the lighting shader code a bit, hopefully eliminating a branch or two. 2023-01-11 19:29:02 +01:00
Henrik Rydgård 1c8e456c97 Also apply this to OpenGL and D3D9 2023-01-11 19:29:02 +01:00
Henrik Rydgård 4c2a41cc83 Break out the attenuation term, too 2023-01-11 19:29:02 +01:00
Henrik Rydgård a508f7e345 Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights 2023-01-11 19:29:02 +01:00
Henrik Rydgård 7b62b4626f Comment fixes 2023-01-11 15:29:52 +01:00
Henrik Rydgård 3b46409350 Vertex shaders: On platforms with uniform buffers, use indexing and loop for real over the lights.
Strangely, greatly speeds up pipeline creation on PowerVR.
2023-01-11 15:24:56 +01:00
Henrik Rydgård d894906a7e Fix formatting of lights uniform buffer (tabs->spaces) 2023-01-11 14:18:14 +01:00
Henrik Rydgård c4d8ebcad5 D3D11 fix 2023-01-11 14:16:46 +01:00
Henrik Rydgård 3d376b0ab7 Remove the rather redundant DoTexture flag from vshaders.
Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Henrik Rydgård 56261af697 Uniform dirty-bits: Make room for four more uniforms. Then we're out and need to merge. 2023-01-11 00:16:17 +01:00
Henrik Rydgård edaa5246d1 Merge pull request #16771 from hrydgard/more-getpointer-cleanup
Core: A bit more GetPointer cleanup.
2023-01-10 14:36:08 +01:00
Henrik Rydgård 088d0c39dc Remove the FS_TEXTURE_AT_OFFSET fragment shader flag 2023-01-10 12:37:21 +01:00
Henrik Rydgård c7c48abb37 Switch the 2x flag to a uniform 2023-01-10 12:36:28 +01:00
Henrik Rydgård e1a48d74c4 A bit more GetPointer cleanup.
Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.

Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
2023-01-10 12:13:47 +01:00
Henrik Rydgård 00c44ea799 Get rid of the bool, not worth it. 2023-01-10 10:23:29 +01:00
Henrik Rydgård 5022ddc4fc D3D9 bool constants have a separate register space, oops. 2023-01-10 09:42:54 +01:00
Henrik Rydgård d4ce134292 Shader generator: Move FS_TEX_ALPHA to a uniform bool.
Part of #16567
2023-01-10 09:42:54 +01:00
Unknown W. Brackets f09c09caa8 GLES: Avoid GLSL redefinition error. 2023-01-08 22:30:15 -08:00
Henrik Rydgård 10d7b2d410 Merge pull request #16756 from unknownbrackets/replace-stride
Replacement: Always return w/h from GetMipSize()
2023-01-08 22:34:50 +01:00
Unknown W. Brackets 0f92afb0c1 Replacement: Check replaceValid before load. 2023-01-08 10:20:52 -08:00
Unknown W. Brackets 26aedbe2f5 Replacement: Always return w/h from GetMipSize(). 2023-01-08 10:12:04 -08:00
Unknown W. Brackets f49f7c6371 D3D9: Force branch usage for fog compute.
When using `[flatten]`/default, it picks the wrong value, seemingly always
taking the else case (even if the condition is changed or reversed.)
2023-01-06 17:25:04 -08:00