Commit graph

162 commits

Author SHA1 Message Date
Henrik Rydgård
d426ce5118 Clear depth buffers after changing depth rounding mode.
And thus change of depth buffer scale/offset.

Previously, old depth buffers with values that now are out of range
could stick around, causing #16941. This clears them to the expected 0
value, which helps Outrun. Ideally we should convert depth buffers to
the new format, but if we can get away without that, that's also nice.

This is enough for #16941.
2023-02-10 10:03:14 +01:00
Henrik Rydgård
1b4018d19a Fix shader cache clearing in D3D11 - need to clear the input layout maps too 2023-01-11 14:16:12 +01:00
Unknown W. Brackets
5749b5a825 GPU: Clear shaders on use flag change. 2023-01-05 18:24:29 -08:00
Unknown W. Brackets
fdf5fefa91 GPU: Normalize CopyDisplayToOutput across backends. 2022-12-30 12:33:02 -08:00
Unknown W. Brackets
492cf3f123 D3D11: Fix Draw state issues on pause screen. 2022-12-30 12:27:49 -08:00
Unknown W. Brackets
49f6c461ad Reporting: Fix some header includes.
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Unknown W. Brackets
0496ca32ff Global: Cleanup some minor includes and typos. 2022-12-27 08:33:07 -08:00
Henrik Rydgård
11366a2ded Don't refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes. 2022-12-14 16:43:37 +01:00
Henrik Rydgård
ee19db091f Add accessor for UseFlags 2022-12-13 18:27:45 +01:00
Henrik Rydgård
0f12d44e59 Remove some unused/unnecessary code 2022-12-03 12:05:10 +01:00
Henrik Rydgård
92df6b832c Safer and simpler alternative to cbfa4bf.
See #16483
2022-12-03 12:05:08 +01:00
Lubos
b41a782fcd Revert "Centralize ClearCacheNextFrame"
This reverts commit cbfa4bfc8e.
2022-12-02 14:32:27 +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
5c2663e37c
Merge pull request #16413 from unknownbrackets/heap-partition
Kernel: Respect partition param in heap funcs
2022-11-22 10:18:47 +01:00
Unknown W. Brackets
2f4e0e7d50 D3D11: Remove unused hack USE flag.
Only GLES uses this now, we always have accurate depth here.
2022-11-22 00:12:32 -08:00
Henrik Rydgård
cbfa4bfc8e Centralize ClearCacheNextFrame 2022-11-21 18:13:13 +01:00
Henrik Rydgård
ce5a1b8b7e Some minor "centralization" 2022-11-21 17:55:30 +01:00
Henrik Rydgård
37ec31dedd Fix resizing issue. Took some refactoring. 2022-11-20 12:57:32 +01:00
Unknown W. Brackets
4a367148e6 GPU: Centralize more GPU_USE flags, like depth. 2022-11-13 08:04:47 -08:00
Unknown W. Brackets
855d16ffb3 GPU: Prefer scaling depth to 16-bit if using 24.
In most cases, this will be a lot faster than pixel depth rounding, and
may avoid more issues in vertex rounding.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård
9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Henrik Rydgård
aa19712fc3 Unify depth texture and framebuffer fetch checks 2022-09-20 10:47:49 +02:00
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
Unknown W. Brackets
e6b4495e22 GPU: Make NotifyConfigChanged() calls consistent.
They're generally centralized in Common.
2022-09-07 23:41:00 -07:00
Henrik Rydgård
5d50d02227
Merge pull request #15894 from unknownbrackets/debugger
GE Debugger: Record only one flip if display framebuf not changed, step on vsync
2022-08-24 06:27:31 +02:00
Unknown W. Brackets
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
Henrik Rydgård
b39b74e602 More renaming. Fix shader view for Vulkan 2022-08-22 12:30:51 +02:00
Henrik Rydgård
cbe6a9161a Remove some unused code in FramebufferManagerD3D11.cpp/h 2022-08-16 12:15:40 +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
19931c003f Clean up blit/copy feature detection. Don't need fast GPU flags for these. 2022-08-02 09:53:46 +02:00
Unknown W. Brackets
5557950a4b GPU: Allow range cull on Mali/etc.
Previously had been disabled when cullDistance/clipDistance were
unsupported, but it's still helpful without those.  See #15049.
2021-10-23 08:43:14 -07:00
Unknown W. Brackets
d804d35dcb GPU: Enable new guardband culling again. 2021-10-21 15:29:51 -07:00
Unknown W. Brackets
c72d045170 Compat: Ignore DisableRangeCulling with clip/cull.
As long as we support these things and the NAN issue isn't there, we
should be able to safely enable regardless.
2021-10-21 13:23:13 -07:00
Unknown W. Brackets
33598f2e75 GPU: Support clip and cull distances separately.
Older GL devices, and it seems Apple devices, may not support cull.
2021-10-12 20:34:44 -07:00
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
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
9a841664a6 D3D11: Use right state in flush before output.
We were accidentally changing the blend state for the final draw in a
frame.  This could cause apparently random issues if a game didn't align
drawing with vblanks.

Fixes #13152.
2021-08-02 23:45:49 -07:00
Unknown W. Brackets
3304814fd6 GPU: Minor cleanup duplicate header/conditions. 2021-05-08 09:12:22 -07:00
Unknown W. Brackets
de46b0998a GPU: Correctly initialize HW tessellation support.
Oops, shouldn't call a virtual in a constructor.
2021-05-08 09:10:23 -07:00
Henrik Rydgård
16f629df3e Split the DepthRangeHack compat setting into itself and DisableRangeCulling
Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.

Also disables range culling for Splinter Cell Essentials (see #13035)

We really need to understand range culling better. This is a "ship hack" for 1.11.
2020-12-26 19:56:49 +01:00
Henrik Rydgård
559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård
575ae376a9 Don't try to texture from depth if not supported by backend. Works around #13621 2020-11-10 23:36:33 +01:00
Henrik Rydgård
d9ee06a60d Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it. 2020-11-07 10:51:54 +01:00
Henrik Rydgård
7b2236778b Remove remnants of an old, no longer applicable readback optimization 2020-11-05 14:38:20 +01:00
Henrik Rydgård
f01ba6dc84 Move NativeApp.h to Common/System, split into NativeApp.h and System.h
Buildfix
2020-10-04 11:42:16 +02:00