Commit Graph

96 Commits

Author SHA1 Message Date
Henrik Rydgård
10f93875c6 Fix the semantics of DenseHashMap to be consistent even when inserting nulls 2023-09-11 12:07:18 +02:00
Henrik Rydgård
9512bc6174 Don't cache render target copies for shader blending, only cache copies for overlap
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
Henrik Rydgård
49e5460c9c Remove count parameter from SetViewports. No use foreseen. 2023-02-25 07:12:53 +01:00
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49f6c461ad Reporting: Fix some header includes.
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
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745d9ad320 GPU: Avoid enabling depth test pointlessly.
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.
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
9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Henrik Rydgård
ee46f8992e Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
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b9b59f7806 GPU: Mask away unused bits in framebuf/zbuf ptr.
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Henrik Rydgård
262a306b9a Flag shader blending as broken on Adreno for now. 2022-09-16 19:19:42 +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
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
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a8190f3eb4 GPU: Recheck depth/stencil after Spongebob hack.
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.
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
8acae79013 Minor D3D11 refactoring 2022-08-27 10:05:18 +02:00
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b5a4843c1f GPU: Purify ConvertViewportAndScissor().
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
131098c4d4 Some enum renaming, move RasterChannel to GPU.h. 2022-08-09 19:58:48 +02:00
Henrik Rydgård
08e2d951b4 State handling reordering in D3D11 and D3D9 backends. 2022-08-05 23:07:01 +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
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
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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2718e81c0e GPU: Expand lines to triangles. 2021-10-31 14:46:46 -07:00
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b3a8e013f6 GPU: Expand points into triangles for higher res. 2021-10-31 13:06:06 -07:00
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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
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9857e8d1b1 GPU: Respect stencil write mask for 5551 buffers.
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
c61f9bfd09 Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650. 2020-11-10 22:07:20 +01:00
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.
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
9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00
Henrik Rydgård
1b3413945b Some header include cleanup 2020-09-16 09:20:41 +02:00
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cbeeb8fdf1 GPU: Allow culling in through mode.
It works per tests and is used in Soul Caliber.  Fixes #13400.
2020-09-08 15:52:01 -07:00
Henrik Rydgård
d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00