Commit graph

68 commits

Author SHA1 Message Date
Henrik Rydgård
4427cb4fc3 Add parameter to thin3d::CopyFramebufferToMemory to specify blocking mode. Not yet implemented. 2023-02-04 23:40:36 +01:00
Henrik Rydgård
91cca1c980 Improve scissor rect clipping. Affected D3D11 validation when maximizing/minimizing. 2023-01-24 16:48:13 +01:00
Henrik Rydgård
5cae5615ea Use more unusual values as "fog-disabled". 2023-01-04 10:14:12 +01:00
Henrik Rydgård
d83f84fdfd DrawContext destructor: Need to call DestroyPresets earlier. 2022-12-29 17:32:49 +01:00
Henrik Rydgård
675c282286 Hides the D3D9 option on Intel Xe graphics.
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.
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
a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
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.
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
Vulkan: Use stencil export when available
2022-11-25 10:06:41 +01:00
Unknown W. Brackets
b33662550f Vulkan: Use stencil export when available.
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
Unknown W. Brackets
4a367148e6 GPU: Centralize more GPU_USE flags, like depth. 2022-11-13 08:04:47 -08:00
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.
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
c89cf1cde7 D3D9: Implement CopyFramebufferToMemorySync().
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
bad4a93d3c D3D11: Correct depth readback. 2022-10-09 15:50:50 -07:00
Unknown W. Brackets
59a489f883 Draw: Add COLOR1 semantic. 2022-10-01 12:14:46 -07:00
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
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
5f1ffeae70 Correct LogicOp API support detection 2022-09-04 00:08:40 +02:00
Henrik Rydgård
d459eac891 Fix checks for depth texture support, GLES syntax errors 2022-08-24 11:26:07 +02:00
Henrik Rydgård
3a0d43ae1e Remove deprecated function (mostly) 2022-08-16 11:47:38 +02:00
Henrik Rydgård
79ee532609 Fix feature checks 2022-08-09 20:05:44 +02:00
Henrik Rydgård
4ff8f85110 Forgot these... 2022-08-07 11:48:59 +02:00
Henrik Rydgård
6f1f482432 Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff 2022-08-07 11:15:23 +02:00
Henrik Rydgård
81c36578ca Feature detection fixes 2022-08-06 18:27:03 +02:00
Henrik Rydgård
da65af832a D3D11 prep 2022-08-06 18:27:03 +02:00
Henrik Rydgård
4e89174b85 OpenGL: Fix shader depal too. 2022-08-06 18:27:03 +02:00
Henrik Rydgård
3e1ccf1311 Need a separate cap bit for stencil blits to prevent misuse on D3D9 2022-08-03 13:40:21 +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
d4d92e39ff Implement DrawUP for D3D11
This is so we can do simple drawing without buffer management through
thin3d on all backends.
2022-08-03 13:28:54 +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
46d6b43618 Support 3D textures in OpenGL ES, add feature check 2022-07-31 10:43:48 +02:00
Henrik Rydgård
08c33f8e54 More thin3d d3d11 fixes 2022-07-30 10:47:18 +02:00
Henrik Rydgård
e43b5e2081 thin3d: Make writeMask and compareMask dynamic in all backends. D3D11 needs emulation. 2022-07-30 10:47:18 +02:00
Henrik Rydgård
4a18629e63 thin3d: Remove dual sided stencil, not supported by all backends anyway 2022-07-30 10:47:18 +02:00
Unknown W. Brackets
5e6f54033e GPU: Split clip and cull caps.
GL_ARB_cull_distance is needed, sometimes available on older GL.
2021-10-12 20:34:43 -07:00
Unknown W. Brackets
1e66a66ed7 D3D11: Correct clearing samplers. 2021-10-12 20:34:43 -07:00
Unknown W. Brackets
046a5c548b GLES: Check clip/cull distance support.
Pretty limited on GLES3+.  Also D3D11.
Seems like doing it on D3D9 might be a bit tricky.
2021-10-12 20:34:42 -07:00
Unknown W. Brackets
4cb6976029 GPU: Use an empty vertex buf for reinterpret.
See #14552.
2021-08-07 22:22:36 -07:00
Unknown W. Brackets
7f8144494e Draw: Use constants for texture slots.
GL actually had a check for 16 but then an array for 8.  This should make
it easier to figure out if we ever hit those limits.
2021-06-12 14:10:57 -07:00
Unknown W. Brackets
44d2d8a2a3 Draw: Assert sampler bindings are in valid ranges. 2021-06-12 10:10:42 -07:00
Unknown W. Brackets
8a8328c431 Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00