Henrik Rydgård
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241f8e75bc
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Replace some uses of DepthSliceFactor
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2023-02-11 14:37:48 +01:00 |
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Henrik Rydgård
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5bdbe6984c
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Simplify GetDepthScaleFactors
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2023-02-11 13:34:08 +01:00 |
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Henrik Rydgård
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d40aa17198
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Remove ToScaledDepthFromIntegerScale
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2023-02-11 13:27:44 +01:00 |
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Henrik Rydgård
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805591e493
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Replace all uses of ToScaledDepthFromIntegerScale.
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2023-02-11 13:27:44 +01:00 |
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Henrik Rydgård
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116b3ba8cc
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Increase precision of GetDepthScaleFactors to match ToScaledDepthFromIntegerScale
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2023-02-11 13:27:44 +01:00 |
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Henrik Rydgård
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639ca31814
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Address feedback
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2023-02-11 11:23:00 +01:00 |
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Henrik Rydgård
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28a7912ae6
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Add comments, re-enable remaining tests (they do work, just forgot to add expected values)
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2023-02-11 01:11:02 +01:00 |
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Henrik Rydgård
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8d40684833
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Make the test pass, add some commented-out failing ones
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2023-02-10 14:57:48 +01:00 |
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Henrik Rydgård
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d65dae7185
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Depth scale functions: Clean up the naming, add a failing test
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2023-02-10 14:57:45 +01:00 |
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Unknown W. Brackets
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08ac34bae0
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GPU: Allow depth above 65535.
Hopefully it rounds down for any == or <= tests.
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2023-01-31 18:41:06 -08:00 |
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Unknown W. Brackets
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98758573e3
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GPU: Convert alphamask to FF/00 for 5551.
When masking via uniform, we don't care about the lower bits of alpha.
Games often use 7F / 80 to control writes of FF/00.
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2022-11-12 17:41:48 -08:00 |
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Unknown W. Brackets
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745d9ad320
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GPU: Avoid enabling depth test pointlessly.
See #16015. Attempting to avoid a driver bug.
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2022-11-08 20:06:08 -08:00 |
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Henrik Rydgård
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69941c0d72
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Android fix
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2022-11-06 20:01:22 +01:00 |
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Henrik Rydgård
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30aa07b156
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Two more renames to make things read better
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2022-10-17 08:47:05 +02:00 |
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Henrik Rydgård
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9b8a5d1db3
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Rename GPU_SUPPORTS_ to GPU_USE_
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2022-10-17 08:47:03 +02:00 |
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Henrik Rydgård
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daca0b2109
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Rename gstate_c.Supports to gstate_c.Use
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2022-10-17 08:46:37 +02:00 |
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Unknown W. Brackets
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162b27e136
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GPU: Replace logic ops with blend for simple cases.
So that alpha/stencil are handled correctly.
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2022-10-16 22:24:43 -07:00 |
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Henrik Rydgård
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85d1f28997
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Throw in assorted warning fixes
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2022-09-20 18:04:08 +02:00 |
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Henrik Rydgård
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9ec35d1464
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Logic op fix, min filter fix. Also remove some unnecessary indentation. Fixes the water on Adreno (no logic)
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2022-09-16 12:39:37 +02:00 |
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Unknown W. Brackets
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a397c74140
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GPU: Fix simulating logicop with blend and shader.
We only need to do it in the shader, if we're doing it in the shader.
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2022-09-13 19:07:25 -07:00 |
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Henrik Rydgård
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b86648b352
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Address feedback
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2022-09-12 16:30:08 +02:00 |
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Henrik Rydgård
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d9989ffc16
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Don't start blending in the shader just because there's bitmasks, if blend is disabled.
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2022-09-12 15:39:29 +02:00 |
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Henrik Rydgård
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ed8c4e8758
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Remove the assembly implementation of 4x4 matrix mul, in favor of intrinsics.
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2022-09-05 10:33:05 +02:00 |
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Henrik Rydgård
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b15c65540e
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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.
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2022-09-04 22:53:05 +02:00 |
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Henrik Rydgård
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8194bb73a1
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Turn on logic ops in shader when shader bitmasking is used.
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2022-09-04 11:43:36 +02:00 |
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Henrik Rydgård
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3d2e78fbf4
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spaces->tabs
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2022-09-04 00:11:22 +02:00 |
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Henrik Rydgård
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ec173559f8
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Additional cleanup
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2022-09-04 00:10:55 +02:00 |
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Henrik Rydgård
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ceda7aef49
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Add log functions to state structs
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2022-09-04 00:10:55 +02:00 |
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Henrik Rydgård
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d35749bfc8
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Move the computation of simulate-logic shader type earlier
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2022-09-04 00:10:55 +02:00 |
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Henrik Rydgård
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87b14fe1c2
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Some more renaming and refactoring, extracted from a future PR
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2022-09-04 00:10:55 +02:00 |
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Henrik Rydgård
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8e39018b95
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Channel mask refactor
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2022-09-04 00:10:54 +02:00 |
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Henrik Rydgård
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5f1ffeae70
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Correct LogicOp API support detection
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2022-09-04 00:08:40 +02:00 |
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Henrik Rydgård
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c846c2dfa8
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Remove confusing resetFramebufferRead flag from secondary framebuffer binding
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2022-09-03 14:48:07 +02:00 |
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Henrik Rydgård
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8c56abd3dc
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Remove setting "Disable slower framebuffer effects"
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2022-09-03 11:06:43 +02:00 |
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Henrik Rydgård
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68d88726ae
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Remove unused function
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2022-09-03 11:06:43 +02:00 |
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Henrik Rydgård
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fd6ab4c495
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Avoid recomputing the shaderblend setup in ComputeFragmentShaderID.
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2022-09-02 23:06:41 +02:00 |
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Henrik Rydgård
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0fe064d970
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Small steps
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2022-09-02 22:43:58 +02:00 |
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Henrik Rydgård
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de712b7804
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More renaming
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2022-09-02 22:20:11 +02:00 |
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Henrik Rydgård
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c784c0e94b
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Some renaming. Store the BlendState/MaskState.
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2022-09-02 21:07:29 +02:00 |
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Henrik Rydgård
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d99e4b6714
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Quicker way to update the through projection matrix with the split framebuffer offset
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2022-08-31 08:44:15 +02:00 |
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Henrik Rydgård
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7186fc2c17
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Offset the draws properly. Now just some texel clamping left to fix
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2022-08-31 01:40:53 +02:00 |
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Unknown W. Brackets
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b5a4843c1f
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GPU: Purify ConvertViewportAndScissor().
This makes it harder to misuse. See #15856.
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2022-08-20 14:21:11 -07:00 |
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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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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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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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90a44579bf
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Implement color-to-depth for Vulkan, start implementing for D3D11
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2022-08-01 11:30:36 +02:00 |
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Henrik Rydgård
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a44bee6f85
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Fix bug in blue-to-alpha - alpha blending could be on when it shouldn't be.
Fixes #15732. (Split/Second environment mapping problem in the menu).
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2022-07-27 10:59:39 +02:00 |
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Henrik Rydgård
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c9a37ec6b9
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Remove bool that was always true in state mapping.
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2022-07-24 21:04:54 +02:00 |
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