Commit graph

362 commits

Author SHA1 Message Date
Unknown W. Brackets
f8908c691b GLES: Use Draw for depth readback shader.
Was not working before, since the program was not being used by Draw2D.
2022-10-10 00:54:29 -07:00
Unknown W. Brackets
bad4a93d3c D3D11: Correct depth readback. 2022-10-09 15:50:50 -07:00
Unknown W. Brackets
55d5dc3834 GPU: Rename readback and buffer write operations.
Avoid download/upload and pack, which don't have clear directions.
2022-10-09 13:49:41 -07:00
Unknown W. Brackets
d83f736b1f D3D9: Correct depth readback. 2022-10-09 13:21:04 -07:00
Henrik Rydgård
28bc45451c
Merge pull request #16184 from unknownbrackets/depth-download
GPU: Hook Gods Eater Burst avatar read
2022-10-09 16:37:42 +02:00
Unknown W. Brackets
ad3220f857 GLES: Hook up depth download.
Currently, only used by one hook.
2022-10-09 01:08:04 -07:00
Unknown W. Brackets
d0eb14ec02 GPU: Correct sizing account on block transfer. 2022-10-09 00:54:59 -07:00
Unknown W. Brackets
e7e7528fbc GPU: Consider depth buffers in block transfer.
Right now, only with an explicit flag (not yet used.)
2022-10-09 00:50:45 -07:00
Unknown W. Brackets
b2ce4d2c3f GPU: Refuse to set fb_address == z_address.
We don't do it when creating framebufs either, so don't update to
matching values.
2022-10-08 17:50:18 -07:00
Henrik Rydgård
362391b9d8 Fix Kurohyou again. See #9576 2022-10-04 20:56:41 +02:00
Henrik Rydgård
b333695cd1
Merge pull request #16160 from unknownbrackets/vram-mirrors
GPU: Use flags to fix triggered upload/download
2022-10-04 08:45:06 +02:00
Unknown W. Brackets
9ac4523fd2 GPU: Skip matching a framebuf for RAM. 2022-10-03 20:22:27 -07:00
Unknown W. Brackets
a1efed31b9 GPU: Use flags to fix triggered upload/download.
No longer using mirror hacks.
2022-10-03 20:17:25 -07:00
Henrik Rydgård
973d0435c1 Fix another crash with non-buffered rendering 2022-10-03 19:02:16 +02:00
Henrik Rydgård
ed3cd1dc26
Merge pull request #16150 from unknownbrackets/vram-mirrors
GPU: Mask away unused bits in framebuf/zbuf ptr, cleanup
2022-10-03 11:56:24 +02:00
Herman Semenov
29b87e0c0b
Merge branch 'master' into master 2022-10-03 07:49:13 +00:00
Unknown W. Brackets
58a4376998 GPU: Normalize framebuf addresses.
In VRAM, always store without mirror.  In RAM, always store without
cache/kernel bits.
2022-10-02 21:28:53 -07:00
Henrik Rydgård
ab08db6fca Tighten up some color format checks with displays and copies
Now that we allow multiple color format buffers to overlap, and don't
just take one and change its format during copy for example, we could
use some additional checking.

Additionally, do a simple heuristic to reject "obviously" wrong copies
copies to framebuffers.

Fixes #15959, should also help #16124
2022-10-02 00:10:19 +02:00
Henrik Rydgård
9ec41436d1 ES2 crash fix: Don't draw depth if lacking fragment shader depth write. 2022-10-01 19:28:52 +02:00
lainon
c953bf7fc7 Fixed bug and memleaks 2022-09-30 12:32:49 +03:00
Henrik Rydgård
bd759790b0 Update the Vulkan debug names when reassigning depth buffers. 2022-09-28 14:09:40 +02:00
Henrik Rydgård
de51d067f2 If a framebuffer starts using a different depth buffer than before, re-point.
Fixes depth artifacts in Silent Hill: Origins. See issue #16126
2022-09-28 13:41:41 +02:00
Henrik Rydgård
ca5c69d3dd Vulkan: Better debug names for RENDER passes. 2022-09-27 23:41:09 +02:00
Henrik Rydgård
1c0d66aef7 Add compatibility flag for loading pixels on framebuffer create using nearest filtering
Solves the last problem with the speedometers - so we can finally say: Fixes #8509

Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts.  We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.

(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
2022-09-26 20:47:55 +02:00
Unknown W. Brackets
93c909a88e GPU: Upload depth only on first usage.
Fixes various glitches in Kingdom Hearts, etc.
2022-09-23 00:04:14 -07:00
Henrik Rydgård
a6d6e0a3cc Texture/Framebuffer match: Ignore stride if texHeight == 1. Fixes Ridge Racer lens flares. 2022-09-22 22:11:16 +02:00
Henrik Rydgård
c108db0e71
Merge pull request #16081 from hrydgard/zbuffer-upload-heuristic
Fix green flashes with Burnout Dominator lens flare
2022-09-22 11:02:27 +02:00
Henrik Rydgård
a31c5c8239 Cleanup logic 2022-09-22 10:48:45 +02:00
Henrik Rydgård
bd196f7a50 Preserve depth buffer on framebuffer resize, if has been used. 2022-09-22 09:59:49 +02:00
Henrik Rydgård
188ab67d6a More lenient heuristic for uploading depth buffers. Still behind compat flag. See #11100 2022-09-22 09:29:33 +02:00
Henrik Rydgård
287e025978 Minor cleanups around dirtying of render state 2022-09-22 09:12:58 +02:00
Henrik Rydgård
94ae0fabfa CLUTs can be loaded from small rectangular textures. Need to linearize.
Fixes #8406, although technically, we should wrap by bufw, not the
texture width.
2022-09-21 18:33:15 +02:00
Unknown W. Brackets
bf86f00df8 GPU: Correct display framebuffer reading.
The displayFramebuf_ might not be set yet, but that doesn't mean we want
an INVALID format and zero stride.  We might also be rendering to a
different target, but still want the display.
2022-09-20 14:01:36 -07:00
Henrik Rydgård
662126a0a1 Small simplification 2022-09-15 16:57:03 +02:00
Henrik Rydgård
36c98ab367 Address feedback, change roles of the two dynamic clut fbos to eliminate the need for state (see next commit) 2022-09-15 09:15:02 +02:00
Henrik Rydgård
85bb6786a1 Log improvements 2022-09-14 23:13:46 +02:00
Henrik Rydgård
7213e9b7c2 Comment 2022-09-14 22:18:34 +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
4803825f83 Buffer copy matching workaround 2022-09-14 22:18:34 +02:00
Henrik Rydgård
776c650017 Fix regression in Tantalus games. See #15914 2022-09-14 08:58:06 +02:00
Henrik Rydgård
cf2ad5ceaf
Merge pull request #16024 from unknownbrackets/logicop-simulate
GPU: Fix simulating logicop with blend and shader
2022-09-14 08:41:29 +02:00
Unknown W. Brackets
440062530e GE Debugger: Allow fb copies while stepping.
This is now causing crashes and should be allowed.
2022-09-13 19:07:54 -07:00
Henrik Rydgård
39890f7d6f Extract function GetReinterpretPipeline 2022-09-13 11:46:47 +02:00
Henrik Rydgård
d6fd9a386b Non-buffered rendering crashfix 2022-09-13 00:29:46 +02:00
Henrik Rydgård
5e6b064835 DownloadFramebufferForCLUT: Apply the fix mentioned in #8590 2022-09-11 10:30:43 +02:00
Unknown W. Brackets
b4e1f6d902 GPU: Fix crash on overlap copy w/o cur target. 2022-09-06 18:55:25 -07:00
Henrik Rydgård
7065a7fa8f Water effect fix #1: Force "Lower resolution for effects" on in Outrun and DiRT 2 2022-09-04 23:42:35 +02:00
Henrik Rydgård
3787b43b7a Fix "Lower resolution for effects" in Ratchet & Clank. Bad option for this game though. 2022-09-04 23:28:55 +02:00
Henrik Rydgård
d3309dd8e9 Minor refactor with pipelines in QueueRunner (makes more information available for easier debugging) 2022-09-03 23:08:02 +02:00
Henrik Rydgård
a854fbbe76 fbtex matching: Shrink the matching struct, use TinySet instead of vector to avoid an allocation. 2022-09-01 10:24:52 +02:00