Unknown W. Brackets
0dc7688838
GPU: Cleanup some extra pointers in fb managers.
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These weren't being used / weren't final anyway.
2021-11-14 14:13:48 -08:00
Henrik Rydgård
3d0630c04a
Remove the HLSL fragment shader generator. The GLSL one can now do its job.
2020-10-31 18:32:43 +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
dcd33a4692
Remove redundant bind on GL texture build. Improve dirtying of texture state.
2020-09-21 08:56:58 +02:00
Henrik Rydgård
b43698a13d
Remove most instances of base/logging.h from Common, Core, GPU, more
2020-08-15 19:08:44 +02:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Unknown W. Brackets
4ef4325fdb
GPU: Avoid unnecessary clear on stencil upload.
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In this common case, we've typically just bound the buffer to upload a
texture to it. No need to start a new render pass.
This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
Unknown W. Brackets
762b656ea2
GPU: Use a texture directly for MakePixelTexture.
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This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
Henrik Rydgård
b17fc67c45
Get rid of MaskedEqual
2018-11-12 08:19:19 +01:00
Henrik Rydgård
d565e23f4c
Stencil copy: Avoid clearing the depth buffer.
2017-12-31 01:06:31 +01:00
Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Henrik Rydgård
d670948ad2
Cleanups and fixes around Vulkan stencil upload. thx unknown
2017-11-05 10:14:44 +01:00
Henrik Rydgård
5018e400f2
Remove some code duplication
2017-11-01 14:51:15 +01:00
Unknown W. Brackets
f1cf92988f
Dirty things on stencil buffer upload.
2017-08-14 11:36:06 +02:00
Henrik Rydgård
dfdf54813a
Port a small simplification to D3D9
2017-06-09 14:53:06 +02:00
Henrik Rydgård
5f6e0feacb
D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
2017-06-09 14:50:39 +02:00
Henrik Rydgård
6bcfe539f7
Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
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Also removes a bunch of redundant render target binds.
2017-05-30 09:36:17 +02:00
Unknown W. Brackets
3fbb545451
Allow MakePixelTexture to use a subrange.
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For example, if it has a larger texture it wants to reuse, it can control
this via texcoords. Let's keep it at top left, though.
2017-03-22 20:56:26 -07:00
Henrik Rydgård
4fec3187e4
D3D11: Fix stencil=255 bug
2017-03-15 17:50:10 +01:00
Henrik Rydgård
7520c0e273
UWP: Don't try to use dual source blending on D3D9 feature level devices.
2017-03-10 00:12:57 +01:00
Henrik Rydgård
7be5a18ef8
Don't need a uint in the stencil draw shader
2017-03-10 00:11:02 +01:00
Henrik Rydgard
116edcb77a
Take the D3D11 feature level into account when creating shaders. May help #9369
2017-03-05 12:31:33 +01:00
Henrik Rydgard
9d116505cf
D3D11: Add a large amounts of asserts
2017-03-05 10:34:44 +01:00
Henrik Rydgard
f5fa238e22
More minor changes to make GPU and native build on UWP later
2017-02-24 20:26:38 +01:00
Henrik Rydgard
26f208a212
Unify "DrawPixels"
2017-02-15 23:06:22 +01:00
Henrik Rydgard
5c918da774
Minor cleanups (combined two identical enums, misc)
2017-02-15 11:06:59 +01:00
Henrik Rydgard
b51bcd2247
D3D11 Stencil ref fix, fixes Star Ocean stencil-depth
2017-02-14 01:54:00 +01:00
Henrik Rydgard
780006489e
D3D11 Attempt at fixing Star Ocean stencil .. doesn't quite work.
2017-02-13 17:29:50 +01:00
Henrik Rydgård
3b12ac5f05
D3D11: Stencil and scissor work
2017-02-12 17:09:53 +01:00
Henrik Rydgård
bbdb0ee195
Fix the stencil buffer initialization stuff (not sure it's 100% working et)
2017-02-12 13:55:49 +01:00
Henrik Rydgard
ba95e0f4d9
Initial stab at porting the DX9 backend to D3D11. Not working yet.
2017-02-09 13:28:40 +01:00