Henrik Rydgård
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886679c7ec
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Remove the color-to-depth mode
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2022-08-20 08:29:33 +02:00 |
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Henrik Rydgård
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a0ac2dffc7
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Defer depth copies until depth buffer is actually used.
Fixes
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2022-08-20 08:29:33 +02:00 |
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Henrik Rydgård
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68480c548d
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Texture bind channel fix
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2022-08-20 08:07:11 +02:00 |
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Henrik Rydgård
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295f5f391e
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More consistent handling of lack of depth texture support. Small log improvement.
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2022-08-20 08:05:53 +02:00 |
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Henrik Rydgård
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bd3d97b17b
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Fix bug in framebuffer matching where the wrong format was checked for depth matching. Fixes #15867
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2022-08-20 07:59:11 +02:00 |
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Henrik Rydgård
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76333f90fe
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Bias towards the most recently written framebuffer
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2022-08-17 23:51:05 +02:00 |
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Henrik Rydgård
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fde369332b
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Remove restrictions on VRAM addresses for depth and color
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2022-08-17 23:46:38 +02:00 |
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Henrik Rydgård
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31773b42ba
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Always attempt to match both depth and color
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2022-08-17 23:35:36 +02:00 |
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Henrik Rydgård
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b5f0e26c24
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Pre-reject DXT formats, Misc
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2022-08-17 23:31:36 +02:00 |
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Henrik Rydgård
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705b34d868
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Show seqCount in candidate list
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2022-08-17 23:25:07 +02:00 |
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Henrik Rydgård
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8251932ae3
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Stride fix in matching
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2022-08-17 22:58:26 +02:00 |
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Henrik Rydgård
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7f169436c0
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Framebuffer matching simplification
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2022-08-17 22:47:17 +02:00 |
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Henrik Rydgård
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bd6f79e473
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Fix the raster depth blit again, which I recently broke.
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2022-08-17 16:52:49 +02:00 |
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Henrik Rydgård
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a7e388168d
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Typo fix
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2022-08-17 14:33:38 +02:00 |
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Henrik Rydgård
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74f1c94ddb
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Use sequence numbers instead of a tracking array for depth buffers
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2022-08-17 10:34:07 +02:00 |
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Henrik Rydgård
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078fc881a7
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Revise comments according to feedback
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2022-08-17 10:15:02 +02:00 |
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Henrik Rydgård
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a8b1d1191e
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Oops, remove wrong comments
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2022-08-17 10:09:12 +02:00 |
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Henrik Rydgård
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19367dd890
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Comment updates
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2022-08-17 10:09:12 +02:00 |
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Henrik Rydgård
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5785cf40ad
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Clean up and comment framebuffer struct better, add bind sequence numbers
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2022-08-17 10:09:11 +02:00 |
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Henrik Rydgård
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35a1ca064a
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Refactor 2D pipeline creation
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2022-08-16 19:27:46 +02:00 |
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Henrik Rydgård
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dbf16cb106
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Minor cleanup in reinterpret
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2022-08-16 15:10:48 +02:00 |
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Henrik Rydgård
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570e0326e7
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Rely on refcounting for stencil upload shader modules
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2022-08-16 15:10:48 +02:00 |
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Henrik Rydgård
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1e57a358b8
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thin3d: Properly AddRef and Release shader modules from the pipeline in backends that need it
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2022-08-16 15:10:48 +02:00 |
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Henrik Rydgård
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31fe0fc39e
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Remove some unnecessary bool returns.
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2022-08-16 11:23:34 +02:00 |
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Henrik Rydgård
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ccdb1f7330
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Move out the reinterpret stuff to ReinterpretFramebuffer.cpp. Draw2D refactor.
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2022-08-16 11:11:59 +02:00 |
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Henrik Rydgård
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9f2447c0b4
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Assorted minor cleanup
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2022-08-16 10:55:44 +02:00 |
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Henrik Rydgård
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5f9718ef92
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Merge pull request #15843 from unknownbrackets/gpu-minor
GPU: Skip fb create upload when clearing
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2022-08-16 00:05:10 +02:00 |
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Henrik Rydgård
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913525036b
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Merge pull request #15844 from unknownbrackets/ge-playback
GE Debugger: Correct base accounting in playback
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2022-08-16 00:04:03 +02:00 |
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Unknown W. Brackets
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6060706fc8
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GPU: Avoid using depth buffers for blending.
For now, until it's implemented.
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2022-08-14 22:13:39 -07:00 |
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Unknown W. Brackets
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daaf448d22
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GE Debugger: Fix crash on 0 count prim.
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2022-08-14 16:17:04 -07:00 |
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Unknown W. Brackets
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0b22c98404
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GPU: Skip fb create upload when clearing.
This doesn't verify it's a full screen clear, but on a new framebuffer
that's very very common.
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2022-08-14 13:19:52 -07:00 |
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Unknown W. Brackets
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cf030c3bce
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Global: Cleanup some unreferenced warnings.
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2022-08-13 12:43:14 -07:00 |
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Henrik Rydgård
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ade8b88766
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Try to fix shader compilation error on Adreno reported by Lubos
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2022-08-12 21:32:32 +02:00 |
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Henrik Rydgård
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190f503565
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Merge pull request #15803 from fp64/cubic-upscaler
Reimplement bicubic upscaling.
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2022-08-11 13:43:23 +02:00 |
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Unknown W. Brackets
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a321aba68c
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GPU: Avoid stencil force pass when writing depth.
There's a risk if the stencil test failed, it might cause a depth write
unless it's also masked. Hunter x Hunter doesn't in this case.
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2022-08-10 23:11:16 -07:00 |
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Henrik Rydgård
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f80dd088b8
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Merge pull request #15822 from unknownbrackets/gpu-stencil
GPU: Write stencil fail to alpha is RGB masked
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2022-08-10 14:59:53 +02:00 |
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Unknown W. Brackets
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710abcc288
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GPU: Write stencil fail to alpha is RGB masked.
See #15813 (Hunter x Hunter) which does this for shadows.
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2022-08-09 18:45:49 -07:00 |
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Henrik Rydgård
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79ee532609
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Fix feature checks
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2022-08-09 20:05:44 +02:00 |
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Henrik Rydgård
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252550fbd2
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Enable framebuffer depth blits through raster. Fixes games like Jeanne D'Arc on D3D9.
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2022-08-09 20:00:32 +02:00 |
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Henrik Rydgård
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131098c4d4
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Some enum renaming, move RasterChannel to GPU.h.
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2022-08-09 19:58:48 +02:00 |
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Henrik Rydgård
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1913930541
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Careful with mipmaps on old OpenGL ES. Lost this check in the refactor, made it clearer than before at least.
Fixes Burnout rendering issue mentioned in #15818
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2022-08-09 17:26:39 +02:00 |
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Henrik Rydgård
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852c395fb7
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Texcoord attrs must be called a_texcoord0, this should be fixed. Oh well.
Also small fix for depth in float-depal.
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2022-08-09 16:07:02 +02:00 |
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Henrik Rydgård
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83fd8a2fd8
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Convert depal shaders to use the ShaderWriter. Add tests for depal shaders.
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2022-08-09 15:32:27 +02:00 |
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Henrik Rydgård
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9bd4201c83
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Cleanup
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2022-08-09 10:47:54 +02:00 |
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Henrik Rydgård
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9a678406b9
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Remove BGRA color swap in depal for D3D, no longer needed (and breaks Simpsons)
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2022-08-08 14:10:55 +02:00 |
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fp64
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25d44ad65e
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Change indentation to tabs.
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2022-08-07 12:41:31 -04:00 |
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Unknown W. Brackets
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e589b4506b
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GLES: Correct alpha check for depal framebuffers.
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2022-08-07 07:43:10 -07:00 |
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Henrik Rydgård
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d61909ca91
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More framebuffer blit fixes.
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2022-08-07 12:02:06 +02:00 |
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Henrik Rydgård
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6f1f482432
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Make GLQueueRunner/RenderManager aware of device caps, use it to check for NPOT and some other stuff
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2022-08-07 11:15:23 +02:00 |
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Henrik Rydgård
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b91ad1d2d7
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Remove optimization in BlitUsingRaster that shouldn't have been there (redundant, lacked feature check)
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2022-08-07 10:55:44 +02:00 |
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