Unknown W. Brackets
81e8336985
D3D9: Allow INTZ depth buffers more correctly.
...
The FBO check was wrong and just always failed.
2022-09-24 15:17:18 -07:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
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
Henrik Rydgård
ce82fce8de
Use subpass dependencies to implement shader framebuffer read in Vulkan.
2022-09-16 19:19:42 +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
f3c097680e
Merge pull request #15982 from hrydgard/renderpass-refactor
...
Vulkan: Refactor renderpass handling
2022-09-08 09:35:55 +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
e828df9f25
Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
2022-09-08 00:32:03 +02:00
Unknown W. Brackets
62ed43633c
d3d9: Correct decode of 16-bit textures.
...
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
...
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.
...
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
59813fff6d
Merge pull request #15929 from hrydgard/fix-tex-replace-race
...
Fix race condition in replacement texture loading
2022-08-30 13:17:19 +02:00
Henrik Rydgård
ead833561b
Merge pull request #15926 from hrydgard/fix-framebuffer-read-dx9
...
Implement shader blending for D3D9
2022-08-30 13:01:04 +02:00
Henrik Rydgård
08eaf7665c
Fix race condition in replacement texture loading
...
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
4da2ca0935
Implement shader blending for D3D9
...
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
6f2966f502
Clean up mip size calculations
...
Calculating the same thing in multiple places is a recipe for bugs, so
let's not.
2022-08-30 12:05:57 +02:00
Henrik Rydgård
670c31e746
Add support for reading depth buffers to the PackFramebufferSync function.
...
Also adds D16 conversion code (though, could probably get away with just
creating a 16-bit depth buffer on the GPU and blit to it, where depth
blit is available).
Not yet used, just getting it in separately.
2022-08-30 00:00:59 +02:00
Unknown W. Brackets
a8190f3eb4
GPU: Recheck depth/stencil after Spongebob hack.
...
Since we swap the compare, we should at least recheck it later.
2022-08-28 08:39:05 -07:00
Unknown W. Brackets
18e1efece1
GPU: Add a way to defer dirty rechecks.
...
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
27ba7438eb
Comment fix, cleanup
2022-08-27 10:05:47 +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
...
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
5415da10bf
Rename VirtualFramebuffer->format to fb_format to line up with fb_address and fb_stride (fundamental parameters)
2022-08-23 08:37:44 +02:00
Unknown W. Brackets
d1c7520932
D3D9: Correct viewport offset sign.
2022-08-22 21:30:10 -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
Henrik Rydgård
a11e7e167b
More D3D9 work on depth textures. Something still missing.
2022-08-21 09:58:58 +02:00
Unknown W. Brackets
b5a4843c1f
GPU: Purify ConvertViewportAndScissor().
...
This makes it harder to misuse. See #15856 .
2022-08-20 14:21:11 -07:00
Unknown W. Brackets
d61619db47
GPU: Dirty params when converting viewport state.
...
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
d0cdb360fd
Remove the DX9 namespace, for consistency with the other backends
2022-08-16 21:49:16 +02:00
Henrik Rydgård
cdb4124bc1
More removing redundant stuff
2022-08-16 21:38:09 +02:00
Henrik Rydgård
cbe6a9161a
Remove some unused code in FramebufferManagerD3D11.cpp/h
2022-08-16 12:15:40 +02:00