Henrik Rydgård
a208afb7b8
OpenGL and D3D11 fixes
2022-09-14 23:35:15 +02:00
Henrik Rydgård
abd58199ce
Add way to bind cached textures to a DrawContext
2022-09-14 22:18:35 +02:00
Henrik Rydgård
0ed1f3d461
Switch multiple bools as parameters to DecodeTextureLevel to a flags enum.
2022-09-14 18:40:08 +02:00
Henrik Rydgård
75efcd9dfd
Merge pull request #16000 from unknownbrackets/gedebugger
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Cleanup some crashes in GE debugger or with large textures
2022-09-11 19:41:11 +02:00
Henrik Rydgård
694dbe1271
Add ShaderDepalMode enum, use in shader ID. Replaces smoothed bit.
2022-09-11 14:40:01 +02:00
Henrik Rydgård
9bd8b11bf8
Implement shader depal for D3D11.
2022-09-11 13:41:17 +02:00
Unknown W. Brackets
1056301c95
D3D11: Prevent crash on larger textures.
2022-09-10 20:16:05 -07:00
Henrik Rydgård
f3c097680e
Merge pull request #15982 from hrydgard/renderpass-refactor
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Vulkan: Refactor renderpass handling
2022-09-08 09:35:55 +02:00
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e6b4495e22
GPU: Make NotifyConfigChanged() calls consistent.
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They're generally centralized in Common.
2022-09-07 23:41:00 -07:00
Henrik Rydgård
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
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62ed43633c
d3d9: Correct decode of 16-bit textures.
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Was causing crashes since we assumed this func could handle non-replaced
formats.
2022-09-06 07:44:08 -07:00
Henrik Rydgård
b15c65540e
Fix the new logic-op-in-shader on OpenGL and D3D11
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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
b84cda2876
Plumb the computed pipeline state into ComputeFragmentShaderID.
2022-09-02 22:16:57 +02:00
Henrik Rydgård
c784c0e94b
Some renaming. Store the BlendState/MaskState.
2022-09-02 21:07:29 +02:00
Henrik Rydgård
2bf0c86ac7
Fix image format when dumping textures.
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Fixes #15831
2022-09-01 15:04:59 +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
Henrik Rydgård
08eaf7665c
Fix race condition in replacement texture loading
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The texture could become valid during the load, causing an inconsistent
state within the texture loading. So can only check for valid-ness once.
2022-08-30 12:52:31 +02:00
Henrik Rydgård
6f2966f502
Clean up mip size calculations
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Calculating the same thing in multiple places is a recipe for bugs, so
let's not.
2022-08-30 12:05:57 +02:00
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a8190f3eb4
GPU: Recheck depth/stencil after Spongebob hack.
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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.
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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
Henrik Rydgård
b529d26f3a
Fix smoothed depal on GLES. Don't enable filtering if not using.
2022-08-24 13:43:41 +02:00
Henrik Rydgård
5d50d02227
Merge pull request #15894 from unknownbrackets/debugger
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GE Debugger: Record only one flip if display framebuf not changed, step on vsync
2022-08-24 06:27:31 +02:00
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c581a83896
GPU: Centralize SetDisplayFramebuffer().
2022-08-23 19:29:06 -07:00
Henrik Rydgård
5084743bbb
Use Draw2D for depal shaders (except the actual blit, for now)
2022-08-23 11:21:40 +02:00
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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
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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
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b5a4843c1f
GPU: Purify ConvertViewportAndScissor().
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This makes it harder to misuse. See #15856 .
2022-08-20 14:21:11 -07:00
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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
Henrik Rydgård
6f484d0aee
Remove unused useBGRA parameter
2022-07-30 08:52:24 +02:00
Henrik Rydgård
c41b780c8c
Remove the ReplacedTextureFormat enum
2022-07-30 08:52:24 +02:00
Henrik Rydgård
ef4a6cf873
Remove support for 16-bit replacement texture formats
2022-07-30 08:52:24 +02:00
Henrik Rydgård
c9a37ec6b9
Remove bool that was always true in state mapping.
2022-07-24 21:04:54 +02:00
Henrik Rydgård
f523341351
Remove unnecessary parameters from MakePixelsTexture
2022-07-24 13:54:09 +02:00
Henrik Rydgård
66ddbe9513
Remove the rather problematic limit on framebuffer copies
2022-05-01 12:49:19 +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
32df78a2cc
Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
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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
b1af940d8e
Save textures on background tasks when texture dumping is enabled.
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Should help #15478 , at least a bit.
2022-04-18 00:26:35 +02:00
Henrik Rydgård
c4dfbf4f1a
Delete a lot of specialized alpha checking code.
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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
42cd937de2
Simplification and some cleanup
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
a68ddd0a8d
Merge separate NEON functions into the normal functions.
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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
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2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
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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
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2718e81c0e
GPU: Expand lines to triangles.
2021-10-31 14:46:46 -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
9fc94a3494
GPU: Skip cull for lines and points.
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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