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86e754fb4a
D3D11: Correct viewport offset sign handling.
2022-08-22 21:29:49 -07:00
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
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
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
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
295f5f391e
More consistent handling of lack of depth texture support. Small log improvement.
2022-08-20 08:05:53 +02:00
Henrik Rydgård
cbe6a9161a
Remove some unused code in FramebufferManagerD3D11.cpp/h
2022-08-16 12:15:40 +02:00
Henrik Rydgård
131098c4d4
Some enum renaming, move RasterChannel to GPU.h.
2022-08-09 19:58:48 +02:00
Henrik Rydgård
9a5893ce6e
More cleanup
2022-08-06 18:27:04 +02:00
Henrik Rydgård
4e3c258140
Delete all the duplicate implementations of ApplyTextureFramebuffer
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
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
08e2d951b4
State handling reordering in D3D11 and D3D9 backends.
2022-08-05 23:07:01 +02:00
Henrik Rydgård
e28b45481b
Delete more unused code
2022-08-03 22:47:31 +02:00
Henrik Rydgård
f8e0c09463
Delete unused stuff in all backends
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
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
41e327a66b
Cleanup and testfixes
2022-08-03 13:34:59 +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
Henrik Rydgård
19931c003f
Clean up blit/copy feature detection. Don't need fast GPU flags for these.
2022-08-02 09:53:46 +02:00
Henrik Rydgård
655cadc281
D3D11 fix
2022-08-01 11:54:42 +02:00
Henrik Rydgård
90a44579bf
Implement color-to-depth for Vulkan, start implementing for D3D11
2022-08-01 11:30:36 +02:00
Henrik Rydgård
3331654396
Fix Macross glitches.
2022-08-01 00:19:47 +02:00
Henrik Rydgård
0262fbc70a
Implement 3D textures for D3D11
2022-07-31 10:43:48 +02:00
Henrik Rydgård
6a5a232777
Unify the GLES LoadTextureLevel with the D3D ones.
2022-07-30 19:07:21 +02:00
Henrik Rydgård
c6d7423368
Prepare to convert the GLES functions too
2022-07-30 18:37:48 +02:00
Henrik Rydgård
dea979433c
Share LoadTextureLevel between the two D3D backends.
2022-07-30 17:00:34 +02:00
Henrik Rydgård
9ed96921e1
Cleanup
2022-07-30 16:51:29 +02:00
Henrik Rydgård
b7940f9402
Part 2 of the above
2022-07-30 16:43:31 +02:00
Henrik Rydgård
61cf3e8ba0
D3D: Part 1 of breaking out the API stuff
2022-07-30 16:38:40 +02:00
Henrik Rydgård
063cd18254
Simplify CPU upscaling code
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Use the existing expandTo32bit mode in the texture decoder instead of
the backend-specific switches and stuff.
Just gets rid of a bunch of redundant code and makes further changes
easier.
2022-07-30 15:06:25 +02:00
Henrik Rydgård
d0d53091a8
Change from maxLevel to levelsToLoad, for better readability. Cleanup.
2022-07-30 10:45:02 +02:00
Henrik Rydgård
1e9d85cda1
Define texture loading plan semantics better, pre-port some from Vulkan
2022-07-30 10:44:28 +02:00
Henrik Rydgård
1513978019
Use PrepareBuildTexture from DX9 backend
2022-07-30 10:44:28 +02:00
Henrik Rydgård
043989ca8a
Use PrepareBuildTexture from D3D11 backend
2022-07-30 10:44:27 +02:00
Henrik Rydgård
c031f3085b
Additional cleanup
2022-07-30 10:44:26 +02:00
Henrik Rydgård
679a861204
Make the BuildTexture of DX9 and D3D11 backends more similar
2022-07-30 10:44:01 +02:00
Henrik Rydgård
da9f03e356
Remove indentation, useless code
2022-07-30 10:42:16 +02:00
Henrik Rydgård
f728faffdc
Remove fake-mipmap logic from LoadTextureLevel
2022-07-30 10:38:17 +02:00
Henrik Rydgård
8b398bbbb7
Minor code simplification
2022-07-30 10:32:50 +02:00
Henrik Rydgård
4165e146e6
Remove unused parameters to some conversion functions
2022-07-30 08:52:24 +02:00