Commit graph

1936 commits

Author SHA1 Message Date
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
a901fa4315 GE Debugger: Add separate step based on vsync.
I think there were some games where this would step in the middle of a
frame, but not seeing it commonly now.  So make it the default, but allow
both methods in the menu.

Fixes #15893.
2022-08-23 19:48:34 -07:00
Unknown W. Brackets
c581a83896 GPU: Centralize SetDisplayFramebuffer(). 2022-08-23 19:29:06 -07:00
Henrik Rydgård
fc81b76b98 Vulkan: Very minor chnages after checking Best Practices with new validation layer 2022-08-23 23:55:53 +02:00
Henrik Rydgård
5084743bbb Use Draw2D for depal shaders (except the actual blit, for now) 2022-08-23 11:21:40 +02:00
Henrik Rydgård
60e129d88e Break out Draw2D in a class 2022-08-23 11:12:23 +02:00
Henrik Rydgård
83b7386f7d Switch reinterpret shaders over to the Draw2D framework. 2022-08-23 11:12:23 +02:00
Henrik Rydgård
65e4e249ec More Draw2D refactoring 2022-08-23 11:12:23 +02:00
Henrik Rydgård
d1336fe15f Small Draw2D refactor 2022-08-23 08:37:44 +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
Henrik Rydgård
a0722af107 Rename fmt->fb_format 2022-08-23 08:37:44 +02:00
Henrik Rydgård
8fdd00db8c
Merge pull request #15888 from hrydgard/copy-color-on-bind
Copy color from overlapping framebuffers on bind, under certain conditions
2022-08-23 08:37:33 +02:00
Henrik Rydgård
51686f4936 Copy color from overlapping framebuffers on bind, under certain conditions.
Leads to much faster performance in Juiced 2.

This will later be expanded to handle more things in a more elegant way,
like the framebuffer overlap in God of War for the shadows and
color reinterpretation in a generic way.

Fixes #15728
2022-08-22 16:06:55 +02:00
Henrik Rydgård
e3943f6d0d Implement smoothed depal for the "old" depal path as well. 2022-08-22 15:34:26 +02:00
Henrik Rydgård
2a6015c1e3 Better checks for smoothed depal 2022-08-22 15:25:28 +02:00
Henrik Rydgård
6558bde0f6 Remove SmoothedDepal compat setting, instead detect the ramp directly. 2022-08-22 15:24:41 +02:00
Henrik Rydgård
f5e6754ac0 Special case depal lookups for Test Drive's strange usage.
This implements the hack I suggested in #13355, where instead of first
reducing the color to RGB565 as the real game does, we just take each
channel at full precision and do the lookup according to the mask,
linearly filtering the palette.

This makes the game look a lot nicer and is also a small optimization,
but the hack is very specific so kinda ugly in a way.
2022-08-22 15:19:38 +02:00
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
58a6fd3395 Convert TextureShaderApplier to a member function in DepalCache. 2022-08-22 11:45:52 +02:00
Henrik Rydgård
383adcb870 Simplify depal shader apply code a bit. 2022-08-22 11:31:27 +02:00
Henrik Rydgård
3c307c9857
Merge pull request #15884 from unknownbrackets/texreplace-io-async
Replacement: Read files only within time budget
2022-08-22 11:10:16 +02:00
Unknown W. Brackets
e473eb9f5e Replacement: Read files only within time budget.
When delayed texture load is enabled.  Intended to reduce IO delays on
Android.
2022-08-21 22:07:05 -07:00
Unknown W. Brackets
afc9a14b37 GPU: Share CLUTs if no extended CLUT.
Oops, this was backwards.  See #15878.
2022-08-21 16:46:51 -07:00
Henrik Rydgård
a11e7e167b More D3D9 work on depth textures. Something still missing. 2022-08-21 09:58:58 +02:00
Henrik Rydgård
8e7cf596b6 Address more feedback, cleanup scale parameter 2022-08-21 09:58:58 +02:00
Henrik Rydgård
80772dd18e Remove leftover resolutionScale depal config parameter 2022-08-21 09:58:58 +02:00
Henrik Rydgård
668de1f544 Compatibility check 2022-08-21 09:58:58 +02:00
Henrik Rydgård
9cc8cfaa08 Use a DX9-compatible method to pass texwidth and height. the effect doesn't work on DX9 yet though. 2022-08-21 09:58:58 +02:00
Henrik Rydgård
ca24f1b9aa Fixes for D3D11 2022-08-21 09:58:58 +02:00
Henrik Rydgård
e2707d3ab3 Remove debug code, cleanup 2022-08-21 09:58:58 +02:00
Henrik Rydgård
412d44dc92 Fix glitch when changing render resolution 2022-08-21 09:58:58 +02:00
Henrik Rydgård
89c96142a1 Really not sure how we can detect whether a depth deswizzle is needed :( Hopefully temporary flag... 2022-08-21 09:58:58 +02:00
Henrik Rydgård
f3496d34c8 Texture bind channel fix. Still need to figure out a way to decide to swizzle or not. 2022-08-21 09:58:58 +02:00
Henrik Rydgård
e6b60026d1 Fix graphics in Ratchet & Clank. WIP 2022-08-21 09:58:58 +02:00
Henrik Rydgård
346a252593 Fix naming of temp fbos to be in PSP pixels 2022-08-21 09:58:58 +02:00
Henrik Rydgård
5a7bddbfa6 Allow binding depth as 565 by going through depal.
This is a partial fix for #6105 (Ratchet & Clank particles visible
through things), but there's still weird glitchiness. There's a pass
during rendering that scrambles the mini depth buffer by using a
triangle mesh. I wonder if it's trying to simulate the swizzle? But it
doesn't really look like it...
2022-08-21 09:58:58 +02:00
Henrik Rydgård
5097a6a8fb
Merge pull request #15872 from unknownbrackets/tex-3d
GPU: Restrict mip CLUT enhancement a bit
2022-08-21 08:45:08 +02:00
Unknown W. Brackets
e374ea6b21 GPU: Restrict mip CLUT enhancement a bit.
Can't replicate this behavior on a real PSP.

In case a game sets the separate CLUT flag by accident, ignore except
in a safe case that occurs in Misshitsu no Sacrifice.  See #15727.
2022-08-20 17:32:45 -07:00
Henrik Rydgård
669ce4b99d
Merge pull request #15870 from unknownbrackets/gpu-viewport-state
GPU: Dirty params when converting viewport state for sw transform
2022-08-21 02:22:26 +02:00
Unknown W. Brackets
5d46948eca GPU: Correct depal CLUT texture for 5551/565.
See #15823.
2022-08-20 15:36:13 -07:00
Unknown W. Brackets
b5a4843c1f GPU: Purify ConvertViewportAndScissor().
This makes it harder to misuse.  See #15856.
2022-08-20 14:21:11 -07:00
Henrik Rydgård
5046cbd015 Address feedback to PR #15858 2022-08-20 17:23:51 +02:00
Henrik Rydgård
29ea3ffe0c Restore the clearing optimization, avoiding unnecessary depth copies 2022-08-20 09:46:15 +02:00
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
97dbba0ec3 Minor fixes. Everything seems fine now. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
5d8fe4c2a8 Implement copying color to depth on load. However, weird stuff is happening.. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
94ade8c751 Extract depth copies to CopyToDepthFromOverlappingFramebuffers 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
a0ac2dffc7 Defer depth copies until depth buffer is actually used.
Fixes
2022-08-20 08:29:33 +02:00