Henrik Rydgård
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d55c4a3456
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Convert the D3D11 DrawActiveTexture to thin3d
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2022-08-03 14:12:55 +02:00 |
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Henrik Rydgård
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59b3df0643
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Draw2D
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2022-08-03 14:12:55 +02:00 |
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Henrik Rydgård
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3e1ccf1311
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Need a separate cap bit for stencil blits to prevent misuse on D3D9
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2022-08-03 13:40:21 +02:00 |
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Henrik Rydgård
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41e327a66b
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Cleanup and testfixes
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2022-08-03 13:34:59 +02:00 |
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Henrik Rydgård
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9963cd55f0
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Rebind the framebuffer only if we're in the blit path.
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2022-08-03 13:33:54 +02:00 |
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Henrik Rydgård
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d26e637bb8
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Bufferless path for D3D11/Vulkan
Though we still bind the buffer for simplicity..
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2022-08-03 13:33:53 +02:00 |
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Henrik Rydgård
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269bff9c0b
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Get D3D shaders to build (though not working correctly)
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2022-08-03 13:31:15 +02:00 |
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Henrik Rydgård
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787de81437
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Switch to ShaderWriter. Works in OpenGL
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2022-08-03 13:31:15 +02:00 |
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Henrik Rydgård
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9bead443c3
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Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation).
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2022-08-03 13:31:13 +02:00 |
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Henrik Rydgård
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770cb49f94
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GLES: FramebufferBlit: Don't blit if the target is the current framebuffer.
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2022-08-02 14:57:20 +02:00 |
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Henrik Rydgård
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19931c003f
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Clean up blit/copy feature detection. Don't need fast GPU flags for these.
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2022-08-02 09:53:46 +02:00 |
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Henrik Rydgård
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710c6b6ad1
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Fix crash in shader upscaling. This variable shadowed the one that now lives in Common.
Fixes #15778
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2022-08-02 08:33:50 +02:00 |
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Henrik Rydgård
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5da7dd42b5
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Fix Vulkan as well
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2022-08-01 15:48:52 +02:00 |
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Henrik Rydgård
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b940c8a8b7
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Fix for D3D11 and GL, but not Vulkan for some weird reason
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2022-08-01 15:45:05 +02:00 |
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Henrik Rydgård
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fce792458b
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Avoid upscaling textures used for color-to-depth.
(Not a perfect method, it could theoretically have been upscaled in a
normal render pass...)
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2022-08-01 14:10:51 +02:00 |
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Henrik Rydgård
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f73995b5db
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Disable texture filtering when drawing color into depth
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2022-08-01 14:08:16 +02:00 |
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Henrik Rydgård
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7b7d16d2fb
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D3D9 fix
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2022-08-01 12:11:42 +02:00 |
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Henrik Rydgård
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73fc9fb520
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OpenGL fix
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2022-08-01 11:57:22 +02:00 |
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Henrik Rydgård
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655cadc281
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D3D11 fix
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2022-08-01 11:54:42 +02:00 |
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Henrik Rydgård
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90a44579bf
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Implement color-to-depth for Vulkan, start implementing for D3D11
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2022-08-01 11:30:36 +02:00 |
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Henrik Rydgård
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93321f2d5e
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Add logging for some non-traditional uses of framebuffers.
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2022-08-01 11:30:21 +02:00 |
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Henrik Rydgård
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9437d5e3b0
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Fix small breakage in Vulkan texture decoder
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2022-08-01 11:29:25 +02:00 |
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Henrik Rydgård
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e1956b47a0
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Merge pull request #15727 from hrydgard/texture-3d
Implement the PSP's equal-size mips "3D texturing"
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2022-08-01 08:35:43 +02:00 |
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Henrik Rydgård
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3331654396
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Fix Macross glitches.
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2022-08-01 00:19:47 +02:00 |
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Henrik Rydgård
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99b4e7c54c
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Vulkan: Don't try to auto-mipmap 3D textures in max quality filter mode
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2022-08-01 00:16:57 +02:00 |
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Henrik Rydgård
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8260b4667d
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Merge pull request #15700 from hrydgard/better-depth-tracking
Track depth buffers separately from framebuffers to track previous use for copies
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2022-07-31 10:59:09 +02:00 |
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Henrik Rydgård
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71ae6e3ad2
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Address feedback
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2022-07-31 10:44:06 +02:00 |
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Henrik Rydgård
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7f0f119cfe
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Check for color/Z clashes
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2022-07-31 10:44:06 +02:00 |
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Henrik Rydgård
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b5f5aa1653
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Track depth buffers separately from framebuffers to track previous use for copies
Fixes the depth testing problem reported in #11013
(WIP: Does not yet include the extra checking unknown suggested for
depth/color address clashes)
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2022-07-31 10:44:06 +02:00 |
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Henrik Rydgård
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c158414858
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Give the mip bias its own uniform flag.
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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0caaa74be9
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Possible flicker fix for Macross
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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cc857e8217
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Revert mistaken change in D3D9 fragment shader gen
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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46d6b43618
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Support 3D textures in OpenGL ES, add feature check
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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129f3fe997
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Testfix, cleanup
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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fecf9127a0
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Implement 3D texturing in the OpenGL backend too. Assorted fixes.
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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566385f762
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Remove some dead code
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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f87b4cf232
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Implement 3D textures for D3D9 as well
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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0262fbc70a
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Implement 3D textures for D3D11
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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e455d6bcfe
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Some safety checks to avoid bad combinations, probably not really needed in practice.
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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176b460d76
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Quick attempt at fixing the Macross glitch
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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d7aa3ee486
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Fix the mip bias to take the texture depth and sampling offset into account.
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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2cb9e09ad3
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Implement new discovery of a larger CLUT than we thought, plus non-shared CLUTs for 8-bit indices.
Not sure yet what limitations apply, regarding using it for even more
16-bit colors, etc...
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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f061eadc04
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Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
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2022-07-31 10:43:47 +02:00 |
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Henrik Rydgård
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29befd3b27
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Merge pull request #15764 from unknownbrackets/gpu-minor
GPU: Small scaling variable cleanup
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2022-07-31 06:31:16 +02:00 |
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Unknown W. Brackets
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1233d1d376
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Reporting: Disable when debugger methods used.
This won't catch all means of hacking memory, but will catch some.
Trying to reduce noise in reporting from debugging.
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2022-07-30 18:21:32 -07:00 |
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Unknown W. Brackets
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795b1c04a9
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GPU: Small scaling variable cleanup.
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2022-07-30 18:18:51 -07:00 |
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Henrik Rydgård
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6a5a232777
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Unify the GLES LoadTextureLevel with the D3D ones.
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2022-07-30 19:07:21 +02:00 |
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Henrik Rydgård
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c6d7423368
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Prepare to convert the GLES functions too
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2022-07-30 18:37:48 +02:00 |
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Henrik Rydgård
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dea979433c
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Share LoadTextureLevel between the two D3D backends.
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2022-07-30 17:00:34 +02:00 |
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Henrik Rydgård
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9ed96921e1
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Cleanup
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2022-07-30 16:51:29 +02:00 |
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