Commit Graph

1849 Commits

Author SHA1 Message Date
Henrik Rydgård
80f0f90af7 Revert the x-offset bpp fix temporarily. 2022-07-24 17:41:27 +02:00
Henrik Rydgård
89845eae7a Add GPU stat for number of depth copies per frame
Will be useful for evaluating #15700
2022-07-24 17:12:43 +02:00
Unknown W. Brackets
b02fa4ec00
Merge pull request #15718 from hrydgard/getpointer-const-cleanup
Split GetPointer into GetPointer and GetPointerWrite
2022-07-24 07:51:39 -07:00
Henrik Rydgård
f523341351 Remove unnecessary parameters from MakePixelsTexture 2022-07-24 13:54:09 +02:00
Henrik Rydgård
881cc23965 Delete some unused code. 2022-07-24 13:54:04 +02:00
Henrik Rydgård
e6403d7157 Split GetPointer into two versions, to help with const correctness 2022-07-24 13:26:19 +02:00
Henrik Rydgård
04a85b1da0 Allows "merging" render targets that overlap on the Y access. Fixes #7295 (Juiced 2)
To be safe, gating this behind the related AllowLargeFBTextureOffsets,
which is also required for the effect to work.

Additionally, fixes the offset check for X offsets, which I guess is a
very small risk.
2022-07-24 11:58:07 +02:00
Henrik Rydgård
1fd80646cb Mali driver bug workaround for driver 32+.
See #15661

Hope this small bias won't break things.
2022-07-17 22:53:10 +02:00
Henrik Rydgård
15f5ed81a7 Add a simple compat flag to workaround the Clone Wars issue, #12949
Could probably also be fixed by changing the heuristic a bit, but since
we're in heuristic land anyway and close to a release, I feel this is
the safest option.

Also sneaks in a logspam reduction
2022-07-15 11:44:51 +02:00
Henrik Rydgård
0ff8c721e4 Improve comment, variable name 2022-07-12 00:17:26 +02:00
Henrik Rydgård
e52e9094ca Vulkan fragment shaders: Don't opportunistically emit "layout (early_fragment_tests)"
The purpose of this is not really for optimization, it's to get a
specific behavior that we really don't care about. Drivers are pretty
good at getting this potential performance improvement automatically
if it's possible without changing the output.

git blame says I added it, heh.

Don't think it'll make much difference one way or another, though, but
trying to reduce complexity.
2022-07-12 00:14:22 +02:00
Henrik Rydgård
c5a10a5501 Tweak the Mali stencil-test workaround to work for Surf's Up. See #15016 2022-07-11 16:57:52 +02:00
Henrik Rydgård
8922be2015 Out of performance paranoia, limit the Mali workaround to known affected games 2022-06-19 01:48:37 +02:00
Henrik Rydgård
d0ea3b3284 Work around the Mali stencil discard bug the same way as the Adreno one. 2022-06-18 14:23:09 +02:00
Henrik Rydgård
63fdb99ca2 Shaun White Snowboarding: Use compat flag to eliminate a readback per frame
Should be a good performance improvement.

Just another case of a game copying a framebuffer to RAM, then texturing
directly from it.
2022-06-11 12:00:06 +02:00
Henrik Rydgård
751afde7c9 Echochrome lines: Remove UV offsets, avoid reading the destination (much better codegen) 2022-06-11 11:22:29 +02:00
Henrik Rydgård
c82d8a04e0 Add centered line drawing for Echochrome. 2022-06-11 00:20:35 +02:00
Henrik Rydgård
493c17647a Take the absolute value when measuring pixel size for line expansion.
Fixes issues in Echochrome. Though still doesn't look fantastic.
2022-06-11 00:03:40 +02:00
Unknown W. Brackets
868568a744 Postshader: Avoid treating directories as files. 2022-05-25 20:04:47 -07:00
Henrik Rydgård
62808b89ef Fix discrepancy in how the LMODE flag is calculated between VS and FS 2022-05-03 00:06:42 +02:00
Henrik Rydgård
66ddbe9513 Remove the rather problematic limit on framebuffer copies 2022-05-01 12:49:19 +02:00
Henrik Rydgård
5868cf0f1c Convert the blueToAlpha bool to a usageFlag. KEEP instead of CLEAR for depth during reinterpret. 2022-04-30 18:17:29 +02:00
Henrik Rydgård
6b2dec91b5 Finish BlueToAlpha functionality 2022-04-30 18:17:17 +02:00
Henrik Rydgård
0c66087cc7 BlueToAlpha hack to avoid clearing the envmap in split/second :( 2022-04-30 18:17:17 +02:00
Henrik Rydgård
462972f7ea Add option to redirect blue to alpha if 565 mode is rendered and mask is 0x0FFFFF.
This is used by several games to render to the alpha channel of RGBA4444
images, which cannot normally be done directly on the PSP.

Can be used as a far more efficient replacement for
ReinterpretFramebuffers/ShaderColorBitmask
2022-04-30 18:17:16 +02:00
Henrik Rydgård
7be86264d0 Move framebufFormat to gstate_c, so we can override it 2022-04-30 18:16:09 +02:00
Henrik Rydgård
5a1ab67cf8 Dirty more state after reinterpret 2022-04-30 18:15:14 +02:00
Henrik Rydgård
6bc7a699fe Minor cleanups in framebuffer manager 2022-04-30 18:14:53 +02:00
Unknown W. Brackets
8779421a3e GLES: Reverse alphamask when comparing to CLUT.
The CLUT is already reversed.
2022-04-25 08:54:02 -07:00
Unknown W. Brackets
ec05bce068
Merge pull request #15502 from hrydgard/gran-turismo-regression-fix
Simplify alphasum checking for DXT textures, and fix a regression
2022-04-24 17:23:59 -07:00
Henrik Rydgård
35e7affa3e Simplify alphasum checking for DXT textures, and fix a regression
Got some weird blackness in the sky in Gran Turismo. This fixes that.
2022-04-25 00:54:47 +02:00
Henrik Rydgård
32df78a2cc Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
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
Henrik Rydgård
3d4c4aa5b5 Fix regression with CLUT16 textures. See #12188 2022-04-24 00:43:15 +02:00
Henrik Rydgård
c52a5e9e25 Fix checks for the "fake mipmap" situation.
Fixes #15492
2022-04-22 22:59:20 +02:00
Henrik Rydgård
3a09c85fb1 Fix hang when choosing "Skip" in first-time init. Warning fix, comment add.
Fixes #15011
2022-04-17 23:02:37 +02:00
Henrik Rydgård
a31608e557 Crashfix 2022-04-15 19:59:24 +02:00
Henrik Rydgård
900ff64cf1 Buildfix 2022-04-15 13:39:01 +02:00
Henrik Rydgård
3efce3ceca Try a clang pragma to avoid overeager auto-vectorization 2022-04-15 13:26:54 +02:00
Henrik Rydgård
9e60b82c54 Buildfixing, correct NEON type usage 2022-04-15 13:19:03 +02:00
Henrik Rydgård
185b93058e SIMD-optimize CheckMask16 / CopyAndSumMask16 2022-04-15 12:40:10 +02:00
Henrik Rydgård
c4dfbf4f1a Delete a lot of specialized alpha checking code.
This was now only used to check alpha in CLUTs, and the generic functions will not actually be any slower.
2022-04-15 12:34:50 +02:00
Henrik Rydgård
a5ee1884c1 Address feedback 2022-04-15 01:08:14 +02:00
Henrik Rydgård
a3d650d3e9 One more NEON optimization 2022-04-15 01:03:55 +02:00
Henrik Rydgård
ffcfef6031 Quick NEON optimization of CheckMask32 2022-04-15 00:56:26 +02:00
Henrik Rydgård
8bc2d1a653 SSE optimize a common case for video 2022-04-15 00:56:26 +02:00
Henrik Rydgård
1dae81a98a Yet another bugfix 2022-04-15 00:56:26 +02:00
Henrik Rydgård
a0ca968b1e Bugfixes, handle the rest of the cases 2022-04-15 00:56:25 +02:00
Henrik Rydgård
42cd937de2 Simplification and some cleanup 2022-04-15 00:56:25 +02:00
Henrik Rydgård
613df29467 Remove redundant line 2022-04-15 00:56:25 +02:00
Henrik Rydgård
35e0bfeacc Fix DeIndexTexture 2022-04-15 00:56:25 +02:00
Henrik Rydgård
e6df3ab23a Comments 2022-04-15 00:56:25 +02:00
Henrik Rydgård
9f7e0978a9 AND together colors while decoding, and then check against fullAlphaMask. 2022-04-15 00:56:25 +02:00
Henrik Rydgård
584e94f01e ARM32: Remove a lot of non-NEON fallback paths 2022-04-13 11:44:55 +02:00
Henrik Rydgård
f54ed3757c Always use the stable quick tex hash. Doesn't actually make a difference except on new CPU archs. 2022-04-13 11:18:18 +02:00
Henrik Rydgård
e6fe31365a Remove more function defines 2022-04-13 10:02:16 +02:00
Henrik Rydgård
a68ddd0a8d Merge separate NEON functions into the normal functions.
We no longer support non-NEON ARM.

It's nice also to have the NEON and SSE implementations "close" to each
other, easier to port optimizations back and forth etc.
2022-04-12 23:43:21 +02:00
Henrik Rydgård
6dce4f573c
Merge pull request #15440 from unknownbrackets/softgpu-32bit
softgpu: Plug bad leak of bin queue data
2022-03-13 21:56:58 +01:00
Unknown W. Brackets
ffbd9bbe98 Global: Fix some int/size_t conversion warnings. 2022-03-13 12:03:48 -07:00
Henrik Rydgård
7cab540fca Short circuit the texture replacement code 2022-03-08 19:56:06 +01:00
Unknown W. Brackets
a66377fdf1 softgpu: Remove offset from screenpos.
This simplifies tighter calculations, and reduces the common magnitudes
we'll be dealing with.
2022-02-19 20:38:44 -08:00
Unknown W. Brackets
2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
48b597a1b9 Display: Move core counters/stats to HW file.
This separates things better, so not everything is pulling in HLE.
2022-01-30 11:53:48 -08:00
Unknown W. Brackets
a181c9f7c4 unittest: Correct failing unit test.
Was just an invalid flag combination.
2022-01-29 12:22:11 -08:00
Henrik Rydgård
fbc965fb59
Merge pull request #15343 from unknownbrackets/gpu-region
GPU: Log and report when region1 is non-zero
2022-01-24 09:18:17 +01:00
Unknown W. Brackets
8efb99801e GPU: Log and report when region1 is non-zero. 2022-01-23 19:38:51 -08:00
Unknown W. Brackets
76f9103e97 softgpu: Add a table and initial dirty flags.
Not actually using the dirty flags to skip state, but have moved to
Execute_* functions and everything else like other graphics backends.
2022-01-23 08:08:40 -08:00
Unknown W. Brackets
eb95b99523 GE Debugger: Add option to auto flush.
This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00
Unknown W. Brackets
2797e035df softgpu: Precompute lighting parameters.
In many cases, games use lighting just for diffuse or something, this
helps skip what's not needed too.  Good improvement in a scene from a
Naruto game.
2022-01-16 11:27:53 -08:00
Unknown W. Brackets
8a00c2d233 GPU: Allow gcc/clang/icc runtime SSE4 usage.
All our builds before were only using SSE4 in jit...
2022-01-08 17:09:09 -08:00
Unknown W. Brackets
e82fd3bd33 GPU: Avoid spline crashes on bad data.
If we get 0 prims, we can generate confusing index bounds and go out of
bounds.  Similarly, if we get a crazy number of control points and fail to
allocate, we can crash.
2022-01-01 16:40:59 -08:00
Henrik Rydgård
80ae4b039c Vulkan: Be more restrictive about texture upscaling on "slow" devices.
Applies the same rules as for software upscaling in this case.

Should fix the stutters seen in #15109
2021-12-16 21:00:49 +01:00
Unknown W. Brackets
001d67b711
GPU: Remove explicit rect/line depth cull.
This appears to be breaking NFS (#15129) and isn't fully correct since
the triangles are still later checked anyway.
2021-12-13 23:07:26 -08:00
Henrik Rydgård
c07068f89b Fix text wrapping on PromptScreen by improving the layout 2021-12-13 22:42:03 +01:00
Henrik Rydgård
b85a7e9a46 Name uniform buffers, add more asserts. Used this to track down the bug fixed in the previous commit. 2021-12-10 21:01:01 +01:00
Henrik Rydgård
3e5ba249bf
Merge pull request #15217 from hrydgard/scissor-auto-clamp
Vulkan is strict about scissor rect, so let's clamp centrally.
2021-12-08 22:55:12 +01:00
Henrik Rydgård
45308a16c0 Vulkan is strict about scissor rect, so let's clamp centrally.
Better than spreading the logic all over.

Fixes #15207
2021-12-08 22:38:01 +01:00
Henrik Rydgård
44dc3555ad FramebufferManagerCommon: Fix some issues where currentRenderVfb_ could get out of sync.
It would get out of sync with draw_->GetCurrentFramebuffer(), which led
to checks for self-texturing not working, hitting an assert.

This caused problems when turning off "slow effects", and who knows what
else.

Fixes #15208
2021-12-08 22:01:23 +01:00
Unknown W. Brackets
0b6e7c421f softgpu: Make decal tex func more accurate.
Tested for all values of A * B + 0 * (255 - B), as well as A * 127 + B *
(255 - 127), and matches accurately.  Spot checked other values, but not
exhaustively.
2021-12-05 13:34:19 -08:00
Unknown W. Brackets
367cca96b4 vertexjit: Optimize 5551 read a bit on x86/x64. 2021-11-25 19:23:59 -08:00
Henrik Rydgård
6349704924 Switch texture scaling shaders to a fixed scale model, preparing for the next change. 2021-11-07 13:12:28 +01:00
Unknown W. Brackets
142db5d61e GLES: Explicitly enable ARB_cull_distance. 2021-11-06 11:33:41 -07:00
Unknown W. Brackets
ec1d980b30 GPU: Sort line verts to correct bias.
We want it to consistently go down and right.  This improves Persona 2 UI
significantly (see #3332.)
2021-11-02 21:57:00 -07:00
Unknown W. Brackets
76e1690646 GPU: Keep diagonal lines the same width. 2021-10-31 15:49:20 -07:00
Unknown W. Brackets
2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
Unknown W. Brackets
ea6d0f07e4 GPU: Correct point width/height.
Oops, shouldn't be half in 3D transform.
2021-10-31 13:19:51 -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
4fb09859fd GPU: Refactor out rectangle expansion.
Just so it's cleaner when the same is done for lines.
2021-10-31 11:09:04 -07:00
Unknown W. Brackets
9fc94a3494 GPU: Skip cull for lines and points.
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
Implement depth culling in software transform
2021-10-31 17:29:41 +01:00
Unknown W. Brackets
bffa68a566 GPU: Cleanup comments on swtranform cull. 2021-10-31 07:22:59 -07:00
Henrik Rydgård
3245f54dc1 Optimize the rotation a bit (limit to VK/D3D11, mat2 instead of mat4) 2021-10-31 13:44:54 +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
7edfdd2cdd GPU: Rename pos/uv w for clarity. 2021-10-30 21:04:00 -07:00
Unknown W. Brackets
b4bc4c5c78 GPU: Remove buggy rectangle culling.
Transformed rectangles are uncommon, but culling them properly is a bit
trickier than this, so remove for now.
2021-10-30 18:26:23 -07:00
Unknown W. Brackets
b5a2afef76 D3D11: Fix fog in software transform. 2021-10-30 18:24:01 -07:00
Unknown W. Brackets
e688bb2cdf GPU: Correct software transform projection.
Now reading the new fog value.
2021-10-30 18:23:58 -07:00
Unknown W. Brackets
4ec75de0e7 GPU: Add fog separately for swtransform verts.
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
4e5ce403b5 GPU: Process proj matrix in sw transform.
Will need this to properly handle culling and clipping in software
transform.

Temporarily breaks display rotation handling (Vulkan/UWP.)
2021-10-30 18:22:53 -07:00
Unknown W. Brackets
159eab5141 GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets
3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
Unknown W. Brackets
030bfb1fb6
GPU: Fix missing newline in shader. 2021-10-26 06:54:03 -07:00
Henrik Rydgård
906a04f1fd Make sure to not leave cull distance uninitialized in other paths, if we do write to it in some path. 2021-10-26 09:56:38 +02:00
Unknown W. Brackets
09f0578a64 Replacement: Use a thread to load tex replacements. 2021-10-21 17:05:39 -07:00
Unknown W. Brackets
ee882d1861 Replacement: Avoid rebuild until ready. 2021-10-21 17:05:38 -07:00
Unknown W. Brackets
0721405628 Replacement: Avoid clash with X define. 2021-10-21 17:05:38 -07:00
Unknown W. Brackets
83b7b33cfd Replacement: Centralize lookup logic.
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
36fc2c2628 Replacement: Purge old cached decoded textures.
Not actually decoding into the cache, just setup.
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
Henrik Rydgård
16bf5197e4
Merge pull request #14833 from unknownbrackets/guardband
Handle guardband clip/cull better for hardware backends
2021-10-19 12:00:01 +02:00
Henrik Rydgård
09db22c841
Merge pull request #15027 from unknownbrackets/depth-blit
GPU: Blit framebuf depth on create too
2021-10-19 10:11:48 +02:00
Unknown W. Brackets
12ad2b05ef GPU: Blit framebuf depth on create too.
Before we only did it for an existing target framebuffer, and never for a
fresh one.  But there's not really a good reason to skip that, and this
may improve effects that are cemented after a single frame.
2021-10-17 21:53:23 -07:00
Unknown W. Brackets
9306bbd4e4 GPU: Refactor framebuffer depth blit for reuse.
Shouldn't change anything yet, just moving logic around.
2021-10-17 21:51:45 -07:00
Unknown W. Brackets
24c77dc937 GPU: Fix matrix uvgen in software transform.
Fixes #15015.
2021-10-16 23:41:24 -07:00
Unknown W. Brackets
275baccc5b GLES: Support GL_APPLE_clip_distance too.
Seems modern Apple mobile chips only support clip.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets
33598f2e75 GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets
7b00c4a572 GPU: Move Z/W equal hack to bugs from supports.
It's really a bug (might even ideally cap the version?), and we already
have other bugs handled the same way.
2021-10-12 20:34:44 -07:00
Unknown W. Brackets
c6a52909f9 D3D11: Support vertex clip/cull planes. 2021-10-12 20:34:43 -07:00
Unknown W. Brackets
1a603fedf5 Vulkan: Cull verts fully outside depth.
Following PSP rules of -1 to 1 pre-viewport Z.  This also enables it for
GLES/OpenGL.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets
7d00b6ca90 GLES: Enable/disable clip distance 0. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets
2271b41d07 Vulkan: Use clip distance only if supported. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets
273b9a3dc1 Vulkan: Add negative Z clipping. 2021-10-12 20:34:42 -07:00
Unknown W. Brackets
24011c3754 GPU: Correct depth handling for guardband.
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
Unknown W. Brackets
6252241c0f GPU: Verify throughmode for clears/rects. 2021-10-12 20:34:41 -07:00
Unknown W. Brackets
4ac36cb810 GPU: Cull rectangles more when depth clamp off.
If any vert is outside Z, it's culled when not clamping/clipping.
2021-10-12 20:34:41 -07:00
Unknown W. Brackets
5315c404c5 GPU: Cull rectangles outside valid Z.
Both TL and BR must be outside in the same direction to be culled when
depth clamp is enabled.
2021-10-12 20:34:41 -07:00
Henrik Rydgård
887f6101d5 Remove the "Auto" texture scale factor. It's a performance trap and not really useful. 2021-10-05 20:41:40 +02:00
Henrik Rydgård
992ad801e7 Add a crude way to blacklist post/texture shaders from certain vendors.
Use it to work around #14530 for now.
2021-09-28 23:39:52 +02:00
Unknown W. Brackets
2d9719ed26 TexCache: Avoid hashing videos at all in lazy mode. 2021-09-19 07:35:25 -07:00
Unknown W. Brackets
e2c7366c92 TexCache: Prevent lazy cache on video textures. 2021-09-19 07:31:31 -07:00
Unknown W. Brackets
6762903087 TexCache: Correct confusing red/blue var names.
This decodes to RGBA (R least significant), so it's confusing to refer to
it as BGRA.  It's actually the 565 colors in the DXT data that are BGR.
2021-09-12 17:21:45 -07:00
Unknown W. Brackets
a0eeb52444 softgpu: Decode DXT texels directly.
This improves performance a lot compared to decoding the whole block.
Eventually we may implement a cache, but threading makes that complex to
make properly fast.
2021-09-12 09:37:34 -07:00
Unknown W. Brackets
1ee5352d3e TexCache: Correct DXT5 alpha calculation.
This matches PSP alpha values from an exhaustive test.
2021-09-12 09:35:53 -07:00
Henrik Rydgård
5876388c65 Vulkan scissor fix (validation errors). 2021-09-10 01:15:29 +02:00
Stuart Kenny
f442f4012c Expose texture shader core option. 2021-09-08 16:42:11 +01:00
Henrik Rydgård
5dab9994b6 Bezier/Spline: Fix logical error (must flush buffered data before we modify submitType).
Should fix #14774
2021-09-07 23:52:06 +02:00
Henrik Rydgård
6b76bcf070 Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality.
It does this by enforcing mipmapping and minification filters, and
always autogenerates mipmaps and enforces anisotropic filtering for all
modes (if that's separately enabled).

This looks nice and flicker free in most games without any additional
tweaking, including GTA and Burnout which have long been painfully
flickery in the distance due to undersampling.

Needs a bit more testing before merge, maybe.

Fixes #13888
2021-09-03 00:14:58 +02:00
Henrik Rydgård
6e8e375eea Increase the range of cardboard setting sliders to 150%. See #14768 2021-08-29 15:27:51 +02:00
Henrik Rydgård
c0d80b63a9 Hack the math better in cardboard VR mode, to avoid issues with very wide aspect ratios.
Fixes #12982
2021-08-28 22:28:02 +02:00
Unknown W. Brackets
4cb6976029 GPU: Use an empty vertex buf for reinterpret.
See #14552.
2021-08-07 22:22:36 -07:00
Henrik Rydgård
bea9f67c02 Fix assorted path issues 2021-07-19 17:34:51 +02:00
Henrik Rydgård
b0558b2174 Assorted directory fixes 2021-07-19 17:34:50 +02:00
Henrik Rydgård
69ae3f4c02 Better protection against broken viewports.
It's ok if this emits a single pixel sized viewport, since the cause of
this is generally the viewport being specified outside the scissor
rectangle.

Fixes #13921
2021-07-12 21:19:26 +02:00
Henrik Rydgård
7359c8f083 Revert "Make sure we don't try to set a negative viewport size."
This reverts commit 0386cafe53.
2021-07-12 21:03:29 +02:00
Henrik Rydgård
95dc7bb185 Minor cleanup 2021-07-10 20:00:50 +02:00
Henrik Rydgård
90460df9b5 HLSL depal simplification 2021-07-09 21:09:44 +02:00
Henrik Rydgård
4e8ffae024 Implement basic depth texturing for OpenGL, requires depth clamp for now.
Need to figure out what to do about other Z mappings.

Helps #6411 for OpenGL on desktop primarily, and certain other games affected by #13256
are likely working too like the fog in Harry Potter.
2021-07-09 21:09:44 +02:00
Unknown W. Brackets
87716a158f
Merge pull request #14391 from hrydgard/new-threadpool
New ThreadManager, replacing threadpools and "PrioritizedWorkQueue"
2021-06-13 07:08:32 -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