Henrik Rydgård
e2480b9fa0
D3D9: Apply a half-pixel offset in 2D shader draws. Makes Tantalus games less broken (but still broken)
2023-12-05 14:09:14 +01:00
Henrik Rydgård
81d741a5fe
D3D9: Fix recent regression (crash)
2023-12-05 13:41:04 +01:00
Henrik Rydgård
d891aaf9cd
Remove code that pretended that we supported multiple vertex streams
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Don't really see that we'll have much use for this feature, so simplify
it away. Only single vertex stream data is now supported by the thin3d
API.
2023-11-13 01:15:28 +01:00
Henrik Rydgård
691c8b8d8d
Write to the frame time history from the other backends too. Needed for the upcoming timing code.
2023-08-16 12:22:49 +02:00
Henrik Rydgård
ff6e118fff
Get rid of a lot of ifdefs around presentation mode. Instead, set things dynamically.
2023-08-14 11:02:29 +02:00
Henrik Rydgård
bec9c5611e
Rename PresentationMode to PresentMode
2023-08-14 11:02:29 +02:00
Henrik Rydgård
ed9b033f7d
D3D9/11: Move away from using context->SwapBuffers(), instead move present to draw_->Present().
2023-08-11 01:57:02 +02:00
Henrik Rydgård
1b6d4df3a4
Move the EndFrame/Present split one level out, to NativeApp.cpp
2023-08-10 09:59:29 +02:00
Henrik Rydgård
49ecc01556
Fix image leak bug when pausing and we're just displaying a framebuffer in memory
2023-05-30 18:29:50 +02:00
Henrik Rydgård
7c4b9bac90
Cache textures created by MakePixelsTexture and reuse where appropriate.
2023-05-30 14:07:44 +02:00
Henrik Rydgård
0b1abf1de9
Add untested UpdateTextureLevels functionality to three of the four backends
2023-05-30 13:28:04 +02:00
Henrik Rydgård
6945deec01
Replace a LOT of sprintf with snprintf, and a few strcpy with truncate_cpy
2023-04-28 21:04:05 +02:00
Henrik Rydgård
42ce619705
Vulkan fastforward: Check the current presentation mode instead of the Vsync setting.
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After 1.15, I'm gonna clean up the presentation mode/vsync management
across the code base. This works around #17308 for now.
2023-04-26 12:02:42 +02:00
Henrik Rydgård
25fbfd7a89
Finish up OpenGL compressed texture format checks. Show in dev screen
2023-03-12 12:20:10 +01:00
Henrik Rydgård
b44e879d21
Support DXT1/3/5 (BC1,2,3) in D3D9
2023-03-12 11:37:17 +01:00
Henrik Rydgård
f936a6e9ce
Structs and enums and build files
2023-03-11 11:19:33 +01:00
Henrik Rydgård
49e5460c9c
Remove count parameter from SetViewports. No use foreseen.
2023-02-25 07:12:53 +01:00
Henrik Rydgård
4427cb4fc3
Add parameter to thin3d::CopyFramebufferToMemory to specify blocking mode. Not yet implemented.
2023-02-04 23:40:36 +01:00
Unknown W. Brackets
6ac67b0a99
D3D9: Fix backbuffer screenshots.
2023-01-04 22:08:50 -08:00
Henrik Rydgård
d83f84fdfd
DrawContext destructor: Need to call DestroyPresets earlier.
2022-12-29 17:32:49 +01:00
Unknown W. Brackets
3e77cb1475
D3D9: Support old-style user clip planes.
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This fixes negative Z issues on D3D9 in many cases, such as #14168
and #16574 , but only when clip planes are supported.
2022-12-18 11:04:33 -08:00
Henrik Rydgård
675c282286
Hides the D3D9 option on Intel Xe graphics.
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For whatever reason, it really doesn't work for me, while all three other
backends work perfectly. So let's just hide it.
You can still enable it through the ini file for debugging purposes.
2022-12-11 20:55:09 +01:00
Unknown W. Brackets
9cfcbc46e6
Global: Cleanup initialization/pointer checks.
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Cleaning up a lot of cases of uninitialized data, unchecked return values
for failures, and similar.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
f44852bb18
Global: Cleanup virtual/override specifiers.
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Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
4dfce4f6bc
Basically working MSAA on desktop GPUs! Some glitches remain.
2022-12-01 22:49:00 +01:00
Henrik Rydgård
6daecb4e2b
Add check for tiling GPUs. We'll use this to inform on what MSAA modes to support.
2022-12-01 22:48:59 +01:00
Henrik Rydgård
331d024a8c
Add a flags parameter to InvalidateCachedState and rename it Invalidate.
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Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
d97035fffc
Merge pull request #16434 from unknownbrackets/stencil-opt
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Vulkan: Use stencil export when available
2022-11-25 10:06:41 +01:00
Unknown W. Brackets
b33662550f
Vulkan: Use stencil export when available.
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This prevents multiple passes to upload stencil buffers.
2022-11-24 18:48:46 -08:00
Henrik Rydgård
70d1d8fa07
Replace the "GetCurrentStepId"-based state invalidation with callbacks
2022-11-24 10:52:42 +01:00
Henrik Rydgård
763afd4a8e
Improve compatibility checks for stereo rendering.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
91259aaad7
Always use array textures for framebuffers in Vulkan for simplicity.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
7a620962aa
thin3d: Replace hint at future MRT support with basic multi layer support
2022-10-27 11:05:58 +02:00
Henrik Rydgård
90d395a10d
Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
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Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00
Unknown W. Brackets
8156f6fe28
D3D9: Correct scissor state cache in Draw.
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Gets reset when updating the render target. This fixes UI scissors.
2022-10-15 12:50:27 -07:00
Unknown W. Brackets
c89cf1cde7
D3D9: Implement CopyFramebufferToMemorySync().
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This works like other backends, including D3D11. This allows us to get
rid of the old implementation and reuse more code.
2022-10-10 21:28:14 -07:00
Unknown W. Brackets
81cf76a619
D3D9: Correct sampler states for binding 1+.
2022-10-08 15:34:00 -07:00
Unknown W. Brackets
59a489f883
Draw: Add COLOR1 semantic.
2022-10-01 12:14:46 -07:00
Unknown W. Brackets
81e8336985
D3D9: Allow INTZ depth buffers more correctly.
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The FBO check was wrong and just always failed.
2022-09-24 15:17:18 -07:00
Henrik Rydgård
09bcf3ec13
Unify range culling detection
2022-09-20 10:15:04 +02:00
Henrik Rydgård
1ae7c0132c
Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
2022-09-20 10:07:01 +02:00
Henrik Rydgård
e8aaf22163
D3D9 crashfix (flare doesn't render correctly though)
2022-09-15 17:22:09 +02:00
Henrik Rydgård
f745e94899
Allow binding "native" texture objects to thin3d
2022-09-14 22:18:35 +02:00
Henrik Rydgård
a52e62a187
Enable depth uploads on render-to-clut-buffer. Esoteric but needed for #11100 . Compat flag for now.
2022-09-14 22:18:34 +02:00
Henrik Rydgård
347f7c4e5a
Vulkan: Improve tagging of pipelines for debugging purposes
2022-09-08 00:47:22 +02:00
Henrik Rydgård
4da2ca0935
Implement shader blending for D3D9
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This was easy, dunno why I never got around to it before..
I guess I didn't know about VPOS.
This does raise our minimum shader model requirement to ps_3_0.
2022-08-30 12:19:56 +02:00
Henrik Rydgård
d459eac891
Fix checks for depth texture support, GLES syntax errors
2022-08-24 11:26:07 +02:00
Henrik Rydgård
bd6f79e473
Fix the raster depth blit again, which I recently broke.
2022-08-17 16:52:49 +02:00