Henrik Rydgård
4aec10d04f
Correct an issue where reformat didn't work if no renderpass was active due to the use of clear.
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Also instantly convert to a clear when binding the framebuffer in cases
when we know it's the optimal thing. The QueueRunner would have later merged
anyway hopefully, but I like the simplicity of this.
2020-05-21 12:01:15 +02:00
Henrik Rydgård
7d10a0c609
Remove a redundant framebuffer bind in CopyDisplayToOutput
2020-05-21 11:54:08 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Henrik Rydgård
52a3c2248d
Move the check from #12908 into the firmware version check.
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The original change took care of #11660 , let's hope it stay fixed. This fixes
Toca (#12936 ).
2020-05-20 11:47:55 +02:00
Unknown W. Brackets
86bbb447d3
Vulkan: Avoid stencilAction != depthAction.
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This is the only place we do it, and apparently there can be bugs on some
drivers when you do that. Let's not.
2020-05-19 22:14:47 -07:00
Unknown W. Brackets
8d900bb432
Vulkan: Check driver version for Adreno 5xx bug.
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It's now fixed at least as of this version (possibly earlier.)
2020-05-19 22:13:15 -07:00
Unknown W. Brackets
2e05d22eb7
Vulkan: Move Harvest Moon fix to Draw::Bugs.
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Also, make it so you can skip using ini settings.
2020-05-19 22:12:30 -07:00
Henrik Rydgård
3a5e07ad4f
Vulkan: Stencil initialization: Use the adreno path for Mali as well.
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Appears to fix the Star Ocean issue and maybe more reported in #12890 .
Strange though...
2020-05-19 23:29:33 +02:00
Henrik Rydgård
f1b9943947
Merge pull request #12930 from unknownbrackets/gpu-stencil
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GPU: Avoid unnecessary clear on stencil upload
2020-05-19 09:05:58 +02:00
Unknown W. Brackets
966ac4458a
Vulkan: Fix leak and remove extra allocator.
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The leak was because we restored immediately after initializing, and
therefore leaked several pipelines.
This allocator isn't used right now, so just using up memory.
2020-05-18 23:07:44 -07:00
Unknown W. Brackets
2a5b465c44
D3D9: Avoid clearing color on stencil upload.
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This makes it match Direct3D 9. We ideally want to clear alpha, but
certainly not RGB.
2020-05-18 21:36:14 -07:00
Unknown W. Brackets
4ef4325fdb
GPU: Avoid unnecessary clear on stencil upload.
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In this common case, we've typically just bound the buffer to upload a
texture to it. No need to start a new render pass.
This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Henrik Rydgård
1e6cd11d4e
Vulkan: Switch the framebuffer-rebind-to-clear on reformat to, well, a normal clear instead.
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Who knows, might be related to #12927 (but in that case we also have more problems).
2020-05-18 22:01:56 +02:00
Unknown W. Brackets
a36239473d
GLES: Add dependency tracking for render passes.
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Let's try to invalidate when it's possible. We move the invalidate to the
end of the render when detected.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
32a7e7345e
GPU: Centralize framebuffer download.
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And try not to use a potentially-null nvfb. Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
Henrik Rydgård
7a6489ebb4
Merge pull request #12905 from unknownbrackets/postshader
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Allow chained post-processing shaders
2020-05-17 16:09:05 +02:00
Henrik Rydgård
8491a674e2
Merge pull request #12914 from unknownbrackets/arm64jit
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Switch: Be more consistent about writable code pointers
2020-05-17 12:17:00 +02:00
Unknown W. Brackets
7910b4029a
arm64jit: Track writable and non-writable pointers.
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Switch uses different memory regions. We can handle this, might as well
cleanup some const abuse.
2020-05-17 00:15:12 -07:00
Unknown W. Brackets
5a5af3871f
GPU: Fix an overflow loading old save states.
2020-05-16 23:49:45 -07:00
Unknown W. Brackets
d88099e701
GLES: Specify buffer type just to be safe.
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Probably doesn't matter, but maybe some drivers take it as a hint?
2020-05-16 23:48:56 -07:00
Unknown W. Brackets
cb739fc0b9
GPU: Allow each shader in chain to have settings.
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It'll be up to the author to make the setting names make sense, though.
They'll show from first shader to last.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
ff68a0d50f
UI: Translate shader setting names.
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Also, only save settings in ini that have names.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
1e0c5db3a9
GPU: Keep last output size in chained postshaders.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
978aa89768
GPU: Prevent infinite loops in postshader chains.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
8a626dffc5
GPU: Force nearest only for the upscaling filter.
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So, if we upscale and then apply an effect, we won't use nearest on that
effect.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
d9195c68b3
GPU: Move calculating render res to presentation.
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Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
477e988a68
GPU: Allow postshaders to have parents.
2020-05-16 12:33:35 -07:00
Unknown W. Brackets
b79ecc159f
GPU: Update postshader uniforms for each.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
2d8ea9576a
GPU: Process all postshader pipelines.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
5612f9b0af
GPU: Cleanup a comment, we use shorts now.
2020-05-16 12:04:36 -07:00
Unknown W. Brackets
31ffbbf44f
GPU: Move things around to be per postshader.
2020-05-16 12:04:36 -07:00
Henrik Rydgård
67ab51bb90
Merge pull request #12901 from iota97/postshader-setting
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Post shader setting uniform
2020-05-16 21:01:23 +02:00
sum2012
fbc2bf116d
oop
2020-05-16 21:42:27 +08:00
sum2012
54ffe9b235
Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
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Fix #11660
based from
f9a116f78a
the varable name is differcult from jpcsp,so that I translate wrong.
2020-05-16 21:34:55 +08:00
Henrik Rydgård
a63706925f
Very minor optimization in PresentationCommon (don't upload the indices every frame).
2020-05-16 14:56:38 +02:00
iota97
b07874cd00
Fix per game setting and pack setting in vec4
2020-05-16 09:27:53 +02:00
iota97
a666635fa2
Post shader setting uniform
2020-05-15 18:08:52 +02:00
Henrik Rydgård
4bf92a66c5
Thin3D: use 16-bit indices. Fixes #12898 .
2020-05-15 18:07:07 +02:00
Unknown W. Brackets
192198ef3b
GPU: Oops, don't skip copy if stride different.
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Should've tested that change better, but wanted the mip level fix...
2020-05-14 18:45:06 -07:00
Henrik Rydgård
864d138cd9
Fix DarkStalkers after the just-merged refactoring.
2020-05-14 23:28:37 +02:00
Unknown W. Brackets
8b4821bc05
Draw: Small optimization to callback.
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This allows the callback to say "I didn't copy, please copy for me." This
helps when additional conversions will be applied during the copy, or a
copy can be skipped.
Also, fixed a couple cases of the wrong mip level being used.
2020-05-13 20:30:24 -07:00
Unknown W. Brackets
7024a2877d
GPU: Take A off RGB565 conversion funcs.
2020-05-13 18:17:58 -07:00
Unknown W. Brackets
203da7d6e1
GPU: Use texclamp for postshader/present draw.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
22e46b51c2
GPU: Centralize DestroyAllFBOs().
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This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
Unknown W. Brackets
03e3a935da
GPU: Cleanup presentation flipping a bit.
2020-05-13 18:11:25 -07:00
Unknown W. Brackets
884a64b932
GPU: Cleanup skip buffer texture draws.
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These will be used when a game does multiple transfers from RAM to the
screen, rather than one big one. Wasn't clearing some state, though.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
6b251dac4c
GPU: Simplify direct render when skipping buffers.
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This may have been uploading twice before, so there may be a small
performance improvement in some games now.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
a41fbb9225
softgpu: Fix postshader on 5551.
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This also fixes rendering on Windows 7 Direct3D 11.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
2faab0e082
GPU: Use postshader for direct VRAM draws again.
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Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
Unknown W. Brackets
762b656ea2
GPU: Use a texture directly for MakePixelTexture.
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This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00