Unknown W. Brackets
0dc7688838
GPU: Cleanup some extra pointers in fb managers.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Fixes #13839 .
2021-01-04 23:51:34 +01:00
Henrik Rydgård
16f629df3e
Split the DepthRangeHack compat setting into itself and DisableRangeCulling
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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.
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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 .
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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.
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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
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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