Commit graph

660 commits

Author SHA1 Message Date
Unknown W. Brackets
2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
0dc7688838 GPU: Cleanup some extra pointers in fb managers.
These weren't being used / weren't final anyway.
2021-11-14 14:13:48 -08:00
Unknown W. Brackets
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.
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
Unknown W. Brackets
5128480d74 GPU: Implement cull behavior in sw transform. 2021-10-30 21:04:16 -07:00
Unknown W. Brackets
4ec75de0e7 GPU: Add fog separately for swtransform verts.
At this point, still being processed wrong, this just changes the
attribute structure.
2021-10-30 18:22:54 -07:00
Unknown W. Brackets
159eab5141 GPU: Set projection matrix per backend.
There's a bit of variance, so this keeps the central code clean.
2021-10-30 18:20:36 -07:00
Unknown W. Brackets
f35c7d04bd GPU: Update viewport params before sw transform. 2021-10-30 18:19:16 -07:00
Unknown W. Brackets
3730460bc5 GPU: Move swtransform flippedY to params. 2021-10-30 18:17:22 -07:00
Henrik Rydgård
edc4e69c3d
Merge pull request #15025 from unknownbrackets/texreplace-pop
Allow delayed loading of texture replacements
2021-10-25 23:31:30 +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
83b7b33cfd Replacement: Centralize lookup logic.
And make sure we don't change our minds about using a replacement during a
draw.
2021-10-21 17:05:38 -07:00
Unknown W. Brackets
2356280a9c Replacement: Add structure for delayed loading. 2021-10-21 17:05:38 -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
Henrik Rydgård
1df31e9304 Fix windows menus for the new tex filtering options. 2021-09-05 23:54:41 +02:00
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
Henrik Rydgård
3be5c7bd9a Make the minimum items per thread explicit. Found some bugs, optional arguments are evil. 2021-06-12 21:21:28 +02:00
Henrik Rydgård
73871b9b7e Implement new thread manager, port stuff to it. 2021-06-12 13:03:53 +02:00
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
Unknown W. Brackets
8a8328c431 Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00
Unknown W. Brackets
82a7a26409 GPU: Look up replaced filtering options. 2021-02-27 17:17:21 -08:00
Unknown W. Brackets
557bf0d963 TexCache: Check for videos rendered as slices.
In a few places, we were checking only the start address of the video.
2021-02-20 20:59:04 -08:00
Unknown W. Brackets
ae474f5f18 GPU: Correct some field shadowing. 2021-02-15 12:00:29 -08:00
Unknown W. Brackets
e85a8b0f5b Global: Cleanup class init order warnings. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets
f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Unknown W. Brackets
da2e722794 Windows: Fix some format warnings. 2021-02-14 10:30:10 -08:00
Unknown W. Brackets
2c165c9b6d Windows: Fix improper case or missing includes.
As per mingw errors/warnings.
2021-02-14 10:30:10 -08:00
Unknown W. Brackets
9857e8d1b1 GPU: Respect stencil write mask for 5551 buffers.
If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See #13391.
2021-01-24 15:54:13 -08:00
Unknown W. Brackets
a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård
3f01cbb98c Initialize/Deinitialize the shader translation system once globally.
Fixes #13839.
2021-01-04 23:51:34 +01:00
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
7ca0f6a1c0 D3D11: Avoid the debug layer hazard tracker after blits. 2020-12-19 20:31:58 +01:00
Henrik Rydgård
7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård
559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård
f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
0c66f6c6d0 Assorted drive-by code cleanup 2020-12-13 00:20:47 +01:00
Henrik Rydgård
9818c8aabd Better debug names for BlitFramebuffer operations. 2020-11-28 13:45:26 +01:00
Henrik Rydgård
3c2733d8eb Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668.
Also make a function static.
2020-11-22 18:00:07 +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
c61f9bfd09 Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650. 2020-11-10 22:07:20 +01:00
Henrik Rydgård
766dbc5a9f Move ShaderTranslation.cpp/h to Common/GPU. 2020-11-09 11:18:43 +01:00
Henrik Rydgård
6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård
3e06eaccfb Fix some comments 2020-11-08 14:57:35 +01:00
Henrik Rydgård
793e89d2e3 Fix some comments, rename a function. 2020-11-08 14:34:04 +01:00