Henrik Rydgård
bd674c47b6
OpenGL: Fix regular depal (shader depal still worked) that broke recently
2022-08-24 11:01:57 +02:00
Henrik Rydgård
ff92d7d4b0
Remove duplicate uniform queries
2022-08-24 10:51:45 +02:00
Henrik Rydgård
eb2f12e64a
Drive-by texture slot management cleanup
2022-08-24 10:22:58 +02:00
Luboš Vonásek
c5cb45b1f7
Merge branch 'hrydgard:master' into feature_openxr_6dof
2022-08-24 06:55:31 +02:00
Henrik Rydgård
5d50d02227
Merge pull request #15894 from unknownbrackets/debugger
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GE Debugger: Record only one flip if display framebuf not changed, step on vsync
2022-08-24 06:27:31 +02:00
Unknown W. Brackets
7ec62a32b4
GPU: More consistently clear ptrs on DeviceLost().
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Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
47b7305bf5
GPU: Correct Draw2D::DeviceRestore().
2022-08-23 20:07:53 -07:00
Unknown W. Brackets
27d00199c8
GE Debugger: Fix bad read on step at start of VRAM.
2022-08-23 19:50:19 -07:00
Unknown W. Brackets
a901fa4315
GE Debugger: Add separate step based on vsync.
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I think there were some games where this would step in the middle of a
frame, but not seeing it commonly now. So make it the default, but allow
both methods in the menu.
Fixes #15893 .
2022-08-23 19:48:34 -07:00
Unknown W. Brackets
c581a83896
GPU: Centralize SetDisplayFramebuffer().
2022-08-23 19:29:06 -07:00
Unknown W. Brackets
86085335ca
GE Debugger: Record 1 flip if no display calls.
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Before we were waiting 4 flips before ending recording.
2022-08-23 19:20:14 -07:00
Henrik Rydgård
fc81b76b98
Vulkan: Very minor chnages after checking Best Practices with new validation layer
2022-08-23 23:55:53 +02:00
Henrik Rydgård
5084743bbb
Use Draw2D for depal shaders (except the actual blit, for now)
2022-08-23 11:21:40 +02:00
Henrik Rydgård
60e129d88e
Break out Draw2D in a class
2022-08-23 11:12:23 +02:00
Henrik Rydgård
83b7386f7d
Switch reinterpret shaders over to the Draw2D framework.
2022-08-23 11:12:23 +02:00
Henrik Rydgård
65e4e249ec
More Draw2D refactoring
2022-08-23 11:12:23 +02:00
Henrik Rydgård
d1336fe15f
Small Draw2D refactor
2022-08-23 08:37:44 +02:00
Henrik Rydgård
5415da10bf
Rename VirtualFramebuffer->format to fb_format to line up with fb_address and fb_stride (fundamental parameters)
2022-08-23 08:37:44 +02:00
Henrik Rydgård
a0722af107
Rename fmt->fb_format
2022-08-23 08:37:44 +02:00
Henrik Rydgård
8fdd00db8c
Merge pull request #15888 from hrydgard/copy-color-on-bind
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Copy color from overlapping framebuffers on bind, under certain conditions
2022-08-23 08:37:33 +02:00
Unknown W. Brackets
d1c7520932
D3D9: Correct viewport offset sign.
2022-08-22 21:30:10 -07:00
Unknown W. Brackets
86e754fb4a
D3D11: Correct viewport offset sign handling.
2022-08-22 21:29:49 -07:00
Henrik Rydgård
51686f4936
Copy color from overlapping framebuffers on bind, under certain conditions.
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Leads to much faster performance in Juiced 2.
This will later be expanded to handle more things in a more elegant way,
like the framebuffer overlap in God of War for the shadows and
color reinterpretation in a generic way.
Fixes #15728
2022-08-22 16:06:55 +02:00
Henrik Rydgård
e3943f6d0d
Implement smoothed depal for the "old" depal path as well.
2022-08-22 15:34:26 +02:00
Henrik Rydgård
2a6015c1e3
Better checks for smoothed depal
2022-08-22 15:25:28 +02:00
Henrik Rydgård
6558bde0f6
Remove SmoothedDepal compat setting, instead detect the ramp directly.
2022-08-22 15:24:41 +02:00
Henrik Rydgård
f5e6754ac0
Special case depal lookups for Test Drive's strange usage.
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This implements the hack I suggested in #13355 , where instead of first
reducing the color to RGB565 as the real game does, we just take each
channel at full precision and do the lookup according to the mask,
linearly filtering the palette.
This makes the game look a lot nicer and is also a small optimization,
but the hack is very specific so kinda ugly in a way.
2022-08-22 15:19:38 +02:00
Henrik Rydgård
b39b74e602
More renaming. Fix shader view for Vulkan
2022-08-22 12:30:51 +02:00
Henrik Rydgård
82a6c42e17
DepalettizeCommon -> TextureShaderCommon. Simplifications.
2022-08-22 12:21:20 +02:00
Henrik Rydgård
58a6fd3395
Convert TextureShaderApplier to a member function in DepalCache.
2022-08-22 11:45:52 +02:00
Henrik Rydgård
383adcb870
Simplify depal shader apply code a bit.
2022-08-22 11:31:27 +02:00
Henrik Rydgård
3c307c9857
Merge pull request #15884 from unknownbrackets/texreplace-io-async
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Replacement: Read files only within time budget
2022-08-22 11:10:16 +02:00
Unknown W. Brackets
e473eb9f5e
Replacement: Read files only within time budget.
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When delayed texture load is enabled. Intended to reduce IO delays on
Android.
2022-08-21 22:07:05 -07:00
Unknown W. Brackets
73c06bb776
Replacement: Be more consistent about base level.
2022-08-21 22:03:16 -07:00
Unknown W. Brackets
89a499b4d2
GLES: Correct preview of mip levels > 0.
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Don't need to force level 0 anymore. Software can show levels hardware
refuses to load. This is consistent with other backends.
2022-08-21 16:47:46 -07:00
Unknown W. Brackets
afc9a14b37
GPU: Share CLUTs if no extended CLUT.
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Oops, this was backwards. See #15878 .
2022-08-21 16:46:51 -07:00
Henrik Rydgård
58adf3ee48
Merge pull request #15859 from hrydgard/depal-depth-565
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Allow binding depth as 565 by going through depal
2022-08-21 19:54:02 +02:00
Henrik Rydgård
5f30c88e38
Merge pull request #15873 from unknownbrackets/softgpu-xfer-hazard
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softgpu: Flush on transfer to pending tex read
2022-08-21 10:04:27 +02:00
Henrik Rydgård
5ad1301ee8
Merge pull request #15874 from unknownbrackets/softgpu-morph
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softgpu: Correct morph weight updates
2022-08-21 10:03:47 +02:00
Henrik Rydgård
a11e7e167b
More D3D9 work on depth textures. Something still missing.
2022-08-21 09:58:58 +02:00
Henrik Rydgård
8e7cf596b6
Address more feedback, cleanup scale parameter
2022-08-21 09:58:58 +02:00
Henrik Rydgård
80772dd18e
Remove leftover resolutionScale depal config parameter
2022-08-21 09:58:58 +02:00
Henrik Rydgård
668de1f544
Compatibility check
2022-08-21 09:58:58 +02:00
Henrik Rydgård
9cc8cfaa08
Use a DX9-compatible method to pass texwidth and height. the effect doesn't work on DX9 yet though.
2022-08-21 09:58:58 +02:00
Henrik Rydgård
ca24f1b9aa
Fixes for D3D11
2022-08-21 09:58:58 +02:00
Henrik Rydgård
e2707d3ab3
Remove debug code, cleanup
2022-08-21 09:58:58 +02:00
Henrik Rydgård
412d44dc92
Fix glitch when changing render resolution
2022-08-21 09:58:58 +02:00
Henrik Rydgård
89c96142a1
Really not sure how we can detect whether a depth deswizzle is needed :( Hopefully temporary flag...
2022-08-21 09:58:58 +02:00
Henrik Rydgård
f3496d34c8
Texture bind channel fix. Still need to figure out a way to decide to swizzle or not.
2022-08-21 09:58:58 +02:00
Henrik Rydgård
e6b60026d1
Fix graphics in Ratchet & Clank. WIP
2022-08-21 09:58:58 +02:00
Henrik Rydgård
346a252593
Fix naming of temp fbos to be in PSP pixels
2022-08-21 09:58:58 +02:00
Henrik Rydgård
5a7bddbfa6
Allow binding depth as 565 by going through depal.
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This is a partial fix for #6105 (Ratchet & Clank particles visible
through things), but there's still weird glitchiness. There's a pass
during rendering that scrambles the mini depth buffer by using a
triangle mesh. I wonder if it's trying to simulate the swizzle? But it
doesn't really look like it...
2022-08-21 09:58:58 +02:00
Unknown W. Brackets
e14ca87900
softgpu: Correct morph weight updates.
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Broke LittleBigPlanet character's face, for example.
2022-08-21 00:27:31 -07:00
Henrik Rydgård
5097a6a8fb
Merge pull request #15872 from unknownbrackets/tex-3d
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GPU: Restrict mip CLUT enhancement a bit
2022-08-21 08:45:08 +02:00
Unknown W. Brackets
88e8f95293
softgpu: Flush on transfer to pending tex read.
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Potentially could use these for self-render, but so far we should be
detecting that so leaving it alone.
2022-08-20 23:22:21 -07:00
Unknown W. Brackets
3d52b445f1
softgpu: Restrict CLUT to proper size.
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We had 15 KB more space than needed before.
2022-08-20 17:36:15 -07:00
Unknown W. Brackets
229c944208
GE Debugger: Include extended CLUT in frame dumps.
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Not available on a real PSP, but used in an enhancement (see #15727.)
2022-08-20 17:35:06 -07:00
Unknown W. Brackets
e374ea6b21
GPU: Restrict mip CLUT enhancement a bit.
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Can't replicate this behavior on a real PSP.
In case a game sets the separate CLUT flag by accident, ignore except
in a safe case that occurs in Misshitsu no Sacrifice. See #15727 .
2022-08-20 17:32:45 -07:00
Henrik Rydgård
669ce4b99d
Merge pull request #15870 from unknownbrackets/gpu-viewport-state
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GPU: Dirty params when converting viewport state for sw transform
2022-08-21 02:22:26 +02:00
Unknown W. Brackets
5d46948eca
GPU: Correct depal CLUT texture for 5551/565.
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See #15823 .
2022-08-20 15:36:13 -07:00
Unknown W. Brackets
b5a4843c1f
GPU: Purify ConvertViewportAndScissor().
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This makes it harder to misuse. See #15856 .
2022-08-20 14:21:11 -07:00
Unknown W. Brackets
d61619db47
GPU: Dirty params when converting viewport state.
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This flag will be false when we convert next time, so parameters won't get
updated as expected.
2022-08-20 14:03:24 -07:00
Henrik Rydgård
5046cbd015
Address feedback to PR #15858
2022-08-20 17:23:51 +02:00
Henrik Rydgård
29ea3ffe0c
Restore the clearing optimization, avoiding unnecessary depth copies
2022-08-20 09:46:15 +02:00
Henrik Rydgård
12db0e52d4
Fix deferred-depth for bezier/spline. Move updating of last_frame_depth_render to GPUCommon.
2022-08-20 08:29:33 +02:00
Henrik Rydgård
97dbba0ec3
Minor fixes. Everything seems fine now.
2022-08-20 08:29:33 +02:00
Henrik Rydgård
5d8fe4c2a8
Implement copying color to depth on load. However, weird stuff is happening..
2022-08-20 08:29:33 +02:00
Henrik Rydgård
94ade8c751
Extract depth copies to CopyToDepthFromOverlappingFramebuffers
2022-08-20 08:29:33 +02:00
Henrik Rydgård
886679c7ec
Remove the color-to-depth mode
2022-08-20 08:29:33 +02:00
Henrik Rydgård
a0ac2dffc7
Defer depth copies until depth buffer is actually used.
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Fixes
2022-08-20 08:29:33 +02:00
Henrik Rydgård
68480c548d
Texture bind channel fix
2022-08-20 08:07:11 +02:00
Henrik Rydgård
295f5f391e
More consistent handling of lack of depth texture support. Small log improvement.
2022-08-20 08:05:53 +02:00
Henrik Rydgård
bd3d97b17b
Fix bug in framebuffer matching where the wrong format was checked for depth matching. Fixes #15867
2022-08-20 07:59:11 +02:00
Henrik Rydgård
76333f90fe
Bias towards the most recently written framebuffer
2022-08-17 23:51:05 +02:00
Henrik Rydgård
fde369332b
Remove restrictions on VRAM addresses for depth and color
2022-08-17 23:46:38 +02:00
Henrik Rydgård
31773b42ba
Always attempt to match both depth and color
2022-08-17 23:35:36 +02:00
Henrik Rydgård
b5f0e26c24
Pre-reject DXT formats, Misc
2022-08-17 23:31:36 +02:00
Henrik Rydgård
705b34d868
Show seqCount in candidate list
2022-08-17 23:25:07 +02:00
Henrik Rydgård
8251932ae3
Stride fix in matching
2022-08-17 22:58:26 +02:00
Henrik Rydgård
7f169436c0
Framebuffer matching simplification
2022-08-17 22:47:17 +02:00
Henrik Rydgård
bd6f79e473
Fix the raster depth blit again, which I recently broke.
2022-08-17 16:52:49 +02:00
Lubos
1e479fa192
Merge branch 'master' into feature_openxr_6dof
2022-08-17 16:48:05 +02:00
Henrik Rydgård
a7e388168d
Typo fix
2022-08-17 14:33:38 +02:00
Henrik Rydgård
74f1c94ddb
Use sequence numbers instead of a tracking array for depth buffers
2022-08-17 10:34:07 +02:00
Henrik Rydgård
078fc881a7
Revise comments according to feedback
2022-08-17 10:15:02 +02:00
Henrik Rydgård
a8b1d1191e
Oops, remove wrong comments
2022-08-17 10:09:12 +02:00
Henrik Rydgård
19367dd890
Comment updates
2022-08-17 10:09:12 +02:00
Henrik Rydgård
5785cf40ad
Clean up and comment framebuffer struct better, add bind sequence numbers
2022-08-17 10:09:11 +02:00
Unknown W. Brackets
2eed8c9f19
Merge pull request #15851 from hrydgard/ge-record-open-explorer
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After recording a GE dump, open an explorer window pointing at the file
2022-08-16 20:32:17 -07:00
Unknown W. Brackets
f7e4efdbc2
Merge pull request #15852 from hrydgard/more-code-cleanup
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Remove DX9 namespace, other code cleanup
2022-08-16 20:16:53 -07:00
Henrik Rydgård
2f3cad9964
After recording a GE dump, open an explorer window pointing at the file
2022-08-16 21:54:36 +02:00
Henrik Rydgård
d0cdb360fd
Remove the DX9 namespace, for consistency with the other backends
2022-08-16 21:49:16 +02:00
Henrik Rydgård
1f276fcc20
Vulkan: Restore a minor old forgotten optimization
2022-08-16 21:42:40 +02:00
Henrik Rydgård
cdb4124bc1
More removing redundant stuff
2022-08-16 21:38:09 +02:00
Henrik Rydgård
35a1ca064a
Refactor 2D pipeline creation
2022-08-16 19:27:46 +02:00
Henrik Rydgård
dbf16cb106
Minor cleanup in reinterpret
2022-08-16 15:10:48 +02:00
Henrik Rydgård
570e0326e7
Rely on refcounting for stencil upload shader modules
2022-08-16 15:10:48 +02:00
Henrik Rydgård
1e57a358b8
thin3d: Properly AddRef and Release shader modules from the pipeline in backends that need it
2022-08-16 15:10:48 +02:00
Henrik Rydgård
cbe6a9161a
Remove some unused code in FramebufferManagerD3D11.cpp/h
2022-08-16 12:15:40 +02:00
Henrik Rydgård
31fe0fc39e
Remove some unnecessary bool returns.
2022-08-16 11:23:34 +02:00
Henrik Rydgård
ccdb1f7330
Move out the reinterpret stuff to ReinterpretFramebuffer.cpp. Draw2D refactor.
2022-08-16 11:11:59 +02:00
Henrik Rydgård
9f2447c0b4
Assorted minor cleanup
2022-08-16 10:55:44 +02:00
Henrik Rydgård
5f9718ef92
Merge pull request #15843 from unknownbrackets/gpu-minor
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GPU: Skip fb create upload when clearing
2022-08-16 00:05:10 +02:00
Henrik Rydgård
913525036b
Merge pull request #15844 from unknownbrackets/ge-playback
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GE Debugger: Correct base accounting in playback
2022-08-16 00:04:03 +02:00
Lubos
d34d1e4af9
OpenXR - Ensure PSP aspect ratio for 2D content
2022-08-15 17:41:04 +02:00
Unknown W. Brackets
6060706fc8
GPU: Avoid using depth buffers for blending.
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For now, until it's implemented.
2022-08-14 22:13:39 -07:00
Unknown W. Brackets
daaf448d22
GE Debugger: Fix crash on 0 count prim.
2022-08-14 16:17:04 -07:00
Unknown W. Brackets
132686513d
GE Debugger: Correct base accounting in playback.
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On a jump, was forgetting the base value which caused corruption.
2022-08-14 16:14:23 -07:00
Unknown W. Brackets
0b22c98404
GPU: Skip fb create upload when clearing.
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This doesn't verify it's a full screen clear, but on a new framebuffer
that's very very common.
2022-08-14 13:19:52 -07:00
Unknown W. Brackets
cf030c3bce
Global: Cleanup some unreferenced warnings.
2022-08-13 12:43:14 -07:00
Lubos
f81779b0de
Merge branch 'master' into feature_openxr_6dof
2022-08-13 14:27:29 +02:00
Unknown W. Brackets
482dbb66ea
softgpu: Ensure TCs are initialized.
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Even if they're not read, we want consistent behavior.
2022-08-12 23:58:57 -07:00
Unknown W. Brackets
49b98de97a
softgpu: Correct bad munmap() size.
2022-08-12 23:48:25 -07:00
Henrik Rydgård
ade8b88766
Try to fix shader compilation error on Adreno reported by Lubos
2022-08-12 21:32:32 +02:00
Lubos
3542fbbc38
Merge branch 'master' into feature_openxr_6dof
2022-08-12 10:31:00 +02:00
Lubos
76bea33ef0
OpenXR - Better detecting of 2D menus
2022-08-12 08:41:22 +02:00
Unknown W. Brackets
4467b7830f
Debugger: Bump GE dump version to ignore bad flag.
2022-08-11 20:28:56 -07:00
Unknown W. Brackets
c74d69bc2d
Debugger: Correct GE frame dump VRAM dirty flag.
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Was just wrong before, causing incorrect ignoring in some cases.
2022-08-11 20:25:01 -07:00
Henrik Rydgård
190f503565
Merge pull request #15803 from fp64/cubic-upscaler
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Reimplement bicubic upscaling.
2022-08-11 13:43:23 +02:00
Unknown W. Brackets
a321aba68c
GPU: Avoid stencil force pass when writing depth.
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There's a risk if the stencil test failed, it might cause a depth write
unless it's also masked. Hunter x Hunter doesn't in this case.
2022-08-10 23:11:16 -07:00
Henrik Rydgård
f80dd088b8
Merge pull request #15822 from unknownbrackets/gpu-stencil
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GPU: Write stencil fail to alpha is RGB masked
2022-08-10 14:59:53 +02:00
Unknown W. Brackets
710abcc288
GPU: Write stencil fail to alpha is RGB masked.
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See #15813 (Hunter x Hunter) which does this for shadows.
2022-08-09 18:45:49 -07:00
Henrik Rydgård
79ee532609
Fix feature checks
2022-08-09 20:05:44 +02:00
Henrik Rydgård
252550fbd2
Enable framebuffer depth blits through raster. Fixes games like Jeanne D'Arc on D3D9.
2022-08-09 20:00:32 +02:00
Henrik Rydgård
131098c4d4
Some enum renaming, move RasterChannel to GPU.h.
2022-08-09 19:58:48 +02:00
Lubos
89a0a28c70
Merge branch 'master' into feature_openxr_6dof
2022-08-09 19:35:13 +02:00
Henrik Rydgård
1913930541
Careful with mipmaps on old OpenGL ES. Lost this check in the refactor, made it clearer than before at least.
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Fixes Burnout rendering issue mentioned in #15818
2022-08-09 17:26:39 +02:00
Henrik Rydgård
852c395fb7
Texcoord attrs must be called a_texcoord0, this should be fixed. Oh well.
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Also small fix for depth in float-depal.
2022-08-09 16:07:02 +02:00
Henrik Rydgård
83fd8a2fd8
Convert depal shaders to use the ShaderWriter. Add tests for depal shaders.
2022-08-09 15:32:27 +02:00
Henrik Rydgård
9bd4201c83
Cleanup
2022-08-09 10:47:54 +02:00
Lubos
5c3ff4f357
OpenXR - Detect 3D content better
2022-08-08 18:43:16 +02:00
Henrik Rydgård
9a678406b9
Remove BGRA color swap in depal for D3D, no longer needed (and breaks Simpsons)
2022-08-08 14:10:55 +02:00
Lubos
c00fea1b22
Merge branch 'master' into feature_openxr_6dof
2022-08-07 20:33:14 +02:00
Lubos
c7e321b866
OpenXR - Detecting UI mode improved
2022-08-07 20:32:34 +02:00
fp64
25d44ad65e
Change indentation to tabs.
2022-08-07 12:41:31 -04:00
Unknown W. Brackets
e589b4506b
GLES: Correct alpha check for depal framebuffers.
2022-08-07 07:43:10 -07:00
Henrik Rydgård
d61909ca91
More framebuffer blit fixes.
2022-08-07 12:02:06 +02:00
Henrik Rydgård
6f1f482432
Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff
2022-08-07 11:15:23 +02:00
Henrik Rydgård
b91ad1d2d7
Remove optimization in BlitUsingRaster that shouldn't have been there (redundant, lacked feature check)
2022-08-07 10:55:44 +02:00
fp64
5d9134087e
Reimplement bicubic upscaling.
2022-08-07 04:54:40 -04:00
Henrik Rydgård
1fb04a7d33
Merge pull request #15798 from unknownbrackets/gpu-minor
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Cleanup some stencil upload things, clarify alpha skipping
2022-08-07 08:36:02 +02:00
Unknown W. Brackets
b87854bc66
GLES: Correct semantic name for Draw2D.
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Draw hardcodes the names. Fixes #15799 .
2022-08-06 22:13:03 -07:00
Unknown W. Brackets
c212bd0fec
GPU: Clarify new framebuf stencil upload.
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Actually, this doesn't need alpha either.
2022-08-06 21:18:48 -07:00
Unknown W. Brackets
20c2ec1392
GPU: Skip alpha stencil upload when safe.
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Otherwise, let's not do things that give different behavior at 1x or are
inconsistent.
2022-08-06 21:12:59 -07:00
Unknown W. Brackets
e6ea07bc9d
GPU: Cleanup remnants of GLES-only stencil upload.
2022-08-06 20:33:34 -07:00
Henrik Rydgård
8478a8c86d
Merge pull request #15789 from hrydgard/unify-texture-depal
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Unify the framebuffer depal process
2022-08-06 18:49:37 +02:00
Henrik Rydgård
4658962b09
Feature detection fix on old GL, more compiler warning fixing
2022-08-06 18:47:12 +02:00
Henrik Rydgård
5987c355d3
D3D9: Fix a lot of stuff
2022-08-06 18:27:04 +02:00
Henrik Rydgård
ded8ba8806
More cleanup, fixes.
2022-08-06 18:27:04 +02:00
Henrik Rydgård
9a5893ce6e
More cleanup
2022-08-06 18:27:04 +02:00
Henrik Rydgård
de10c1fddd
Buildfixes
2022-08-06 18:27:04 +02:00
Henrik Rydgård
92a3d45340
Lock out shaderDepal from D3D for now, will implement later.
2022-08-06 18:27:03 +02:00
Henrik Rydgård
81c36578ca
Feature detection fixes
2022-08-06 18:27:03 +02:00
Henrik Rydgård
4e3c258140
Delete all the duplicate implementations of ApplyTextureFramebuffer
2022-08-06 18:27:03 +02:00
Henrik Rydgård
b5597d1013
Remove Vulkan2D
2022-08-06 18:27:03 +02:00
Henrik Rydgård
45def772ee
Move the depal cache instance ownership to TextureCacheCommon
2022-08-06 18:27:03 +02:00
Henrik Rydgård
87b128ecaf
Compiles on Vulkan, but doesn't yet work.
2022-08-06 18:27:03 +02:00
Henrik Rydgård
7085861aad
Switch over D3D9 as well. Buggy, will debug after unification
2022-08-06 18:27:03 +02:00
Henrik Rydgård
e345a6ba3c
Works with D3D11, except the depth texturing case
2022-08-06 18:27:03 +02:00
Henrik Rydgård
2fa9b0d0c7
Simplify
2022-08-06 18:27:03 +02:00
Henrik Rydgård
8d23c5ecfb
Fixy fix
2022-08-06 18:27:03 +02:00
Henrik Rydgård
da65af832a
D3D11 prep
2022-08-06 18:27:03 +02:00
Henrik Rydgård
7800bfdf72
Move the TextureShaderApplier out to DepalettizeCommon
2022-08-06 18:27:03 +02:00
Henrik Rydgård
ab560d9224
Move more stuff to Common
2022-08-06 18:27:03 +02:00
Henrik Rydgård
4e89174b85
OpenGL: Fix shader depal too.
2022-08-06 18:27:03 +02:00
Henrik Rydgård
37555fd442
Move to Common
2022-08-06 18:27:02 +02:00
Henrik Rydgård
d3070005a2
Mostly works for OpenGL.
2022-08-06 18:27:02 +02:00
Henrik Rydgård
8aebf0dca4
Port the OpenGL depal path to thin3d
2022-08-06 18:27:02 +02:00
Henrik Rydgård
5f230ee998
Fix some compiler warnings
2022-08-06 18:19:27 +02:00
Henrik Rydgård
fafe727870
Fix corrupted colors when using software upscaling with OpenGL.
...
Fixes #15779
2022-08-06 18:04:45 +02:00
Henrik Rydgård
08e2d951b4
State handling reordering in D3D11 and D3D9 backends.
2022-08-05 23:07:01 +02:00
Lubos
cc3981a328
OpenXR - 72Hz support added
2022-08-05 15:14:21 +02:00
Lubos
5f377f82eb
Merge branch 'master' into feature_openxr_6dof
2022-08-05 13:49:42 +02:00
Lubos
92d3ed6ee3
OpenXR - HUD is enabled based on gstate
2022-08-05 11:31:33 +02:00
Henrik Rydgård
e28b45481b
Delete more unused code
2022-08-03 22:47:31 +02:00
Henrik Rydgård
f84d2e9ba7
Fixes, state invalidation
2022-08-03 22:23:07 +02:00
Henrik Rydgård
f8e0c09463
Delete unused stuff in all backends
2022-08-03 22:22:52 +02:00
Henrik Rydgård
126ace770e
Remove the D3D9 and Vulkan BlitFramebuffer functions
2022-08-03 22:22:52 +02:00
Henrik Rydgård
9d23939e28
Replace D3D11's BlitFramebuffer with the common one
2022-08-03 22:22:51 +02:00
Henrik Rydgård
1ab9293cb3
Convert FramebufferBlit from the GL backend to use thin3d
2022-08-03 22:22:51 +02:00
Henrik Rydgård
64a8a3f7d3
D3D11: Remove more custom drawing
2022-08-03 22:22:51 +02:00
Henrik Rydgård
d5a0249678
Fix upscaling in Vulkan. Fixes #15779
2022-08-03 22:22:24 +02:00
Lubos
3578656b8b
OpenXR - Introduce VR tweaks
2022-08-03 18:52:55 +02:00
Henrik Rydgård
0f9bf47429
Reimplement filtering in DrawActiveTexture
2022-08-03 14:12:55 +02:00
Henrik Rydgård
192e331b11
Delete the OpenGL implementation of DrawActiveTexture.
2022-08-03 14:12:55 +02:00
Henrik Rydgård
6ca47076e7
Delete the Vulkan implementation of DrawActiveTexture, fixups to shader gen
2022-08-03 14:12:55 +02:00
Henrik Rydgård
1fe2bced54
Delete the D3D9 impl of DrawActiveTexture
2022-08-03 14:12:55 +02:00
Henrik Rydgård
1d3075566f
Move to common (todo: merge with above)
2022-08-03 14:12:55 +02:00
Henrik Rydgård
d55c4a3456
Convert the D3D11 DrawActiveTexture to thin3d
2022-08-03 14:12:55 +02:00
Henrik Rydgård
59b3df0643
Draw2D
2022-08-03 14:12:55 +02:00
Henrik Rydgård
3e1ccf1311
Need a separate cap bit for stencil blits to prevent misuse on D3D9
2022-08-03 13:40:21 +02:00
Henrik Rydgård
41e327a66b
Cleanup and testfixes
2022-08-03 13:34:59 +02:00
Henrik Rydgård
9963cd55f0
Rebind the framebuffer only if we're in the blit path.
2022-08-03 13:33:54 +02:00
Henrik Rydgård
d26e637bb8
Bufferless path for D3D11/Vulkan
...
Though we still bind the buffer for simplicity..
2022-08-03 13:33:53 +02:00
Henrik Rydgård
269bff9c0b
Get D3D shaders to build (though not working correctly)
2022-08-03 13:31:15 +02:00
Henrik Rydgård
787de81437
Switch to ShaderWriter. Works in OpenGL
2022-08-03 13:31:15 +02:00
Henrik Rydgård
9bead443c3
Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation).
2022-08-03 13:31:13 +02:00
Lubos
cb6448ff2d
Merge branch 'master' into feature_openxr_6dof
2022-08-02 21:01:05 +02:00
Lubos
4814bed7df
OpenXR - HUD support added
2022-08-02 20:58:16 +02:00
Henrik Rydgård
770cb49f94
GLES: FramebufferBlit: Don't blit if the target is the current framebuffer.
2022-08-02 14:57:20 +02:00