Henrik Rydgård
9512bc6174
Don't cache render target copies for shader blending, only cache copies for overlap
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Fixes #17451 , while also keeping the Dante performance fix from #17032 .
Of course, it's possible that something else could slow down now... But
hopefully not. This could also fix other problems.
2023-05-11 12:04:29 +02:00
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49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
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f6980b9f9d
D3D9: Avoid curve Z clip to be safe.
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I think it does actually happen, but we don't do it in the shader, so
let's not do it here.
2022-12-18 12:01:28 -08:00
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3e77cb1475
D3D9: Support old-style user clip planes.
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This fixes negative Z issues on D3D9 in many cases, such as #14168
and #16574 , but only when clip planes are supported.
2022-12-18 11:04:33 -08:00
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e50eae1bfb
GPU: Cleanup some bounds checks, assignments.
2022-12-03 07:17:12 -08:00
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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
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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
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
ee46f8992e
Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
2022-10-10 18:02:19 +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
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
c784c0e94b
Some renaming. Store the BlendState/MaskState.
2022-09-02 21:07:29 +02:00
Henrik Rydgård
67d6549afd
Rename Slow Framebuf effects to Shader Blending (might remove). Reassign readbacks to BlockTransferGPU.
2022-08-31 14:23:33 +02:00
Henrik Rydgård
4da2ca0935
Implement shader blending for D3D9
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This was easy, dunno why I never got around to it before..
I guess I didn't know about VPOS.
This does raise our minimum shader model requirement to ps_3_0.
2022-08-30 12:19:56 +02:00
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a8190f3eb4
GPU: Recheck depth/stencil after Spongebob hack.
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Since we swap the compare, we should at least recheck it later.
2022-08-28 08:39:05 -07:00
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18e1efece1
GPU: Add a way to defer dirty rechecks.
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These are situations where we have temporary state which will require
recalc again later.
2022-08-28 08:34:48 -07:00
Henrik Rydgård
df92f72ac3
Unify the spongebob depth inverse check
2022-08-28 07:11:00 +02:00
Henrik Rydgård
880ea48e2d
Implement the stencil/alpha reverse trick for all backends
2022-08-27 10:25:18 +02:00
Henrik Rydgård
27ba7438eb
Comment fix, cleanup
2022-08-27 10:05:47 +02:00
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b5a4843c1f
GPU: Purify ConvertViewportAndScissor().
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This makes it harder to misuse. See #15856 .
2022-08-20 14:21:11 -07:00
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
886679c7ec
Remove the color-to-depth mode
2022-08-20 08:29:33 +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
131098c4d4
Some enum renaming, move RasterChannel to GPU.h.
2022-08-09 19:58:48 +02:00
Henrik Rydgård
5987c355d3
D3D9: Fix a lot of stuff
2022-08-06 18:27:04 +02:00
Henrik Rydgård
08e2d951b4
State handling reordering in D3D11 and D3D9 backends.
2022-08-05 23:07:01 +02:00
Henrik Rydgård
7b7d16d2fb
D3D9 fix
2022-08-01 12:11:42 +02:00
Henrik Rydgård
512382c4db
Merge pull request #15723 from hrydgard/d3d9-state-cache-cleanup
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D3D9 state cache cleanup
2022-07-30 08:51:17 +02:00
Henrik Rydgård
16d4545967
Clarity improvement in dx state cache stencil func
2022-07-24 21:44:12 +02:00
Henrik Rydgård
e758506bdb
Remove unnecessary complexity from the D3D9 state cache
2022-07-24 21:26:40 +02:00
Henrik Rydgård
c9a37ec6b9
Remove bool that was always true in state mapping.
2022-07-24 21:04:54 +02:00
Henrik Rydgård
66ddbe9513
Remove the rather problematic limit on framebuffer copies
2022-05-01 12:49:19 +02:00
Henrik Rydgård
32df78a2cc
Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
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It took writing and debugging #15500 for me to understand what the issue with the old path was..
Much simpler alternative to #15500 , or we could merge both but disable Split/Second
for this one. Needs some benchmarks I guess...
2022-04-25 00:11:09 +02:00
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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
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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
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
3d36049b65
Rename shader generator functions, a bit of moving around and adding an errorString param.
2020-10-21 23:20:25 +02:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
821817e6d4
Move the profiler to Common
2020-10-04 11:42:16 +02:00
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cbeeb8fdf1
GPU: Allow culling in through mode.
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It works per tests and is used in Soul Caliber. Fixes #13400 .
2020-09-08 15:52:01 -07:00
Henrik Rydgård
cb568b8f5e
Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
2020-08-03 23:24:50 +02:00