Henrik Rydgård
d426ce5118
Clear depth buffers after changing depth rounding mode.
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And thus change of depth buffer scale/offset.
Previously, old depth buffers with values that now are out of range
could stick around, causing #16941 . This clears them to the expected 0
value, which helps Outrun. Ideally we should convert depth buffers to
the new format, but if we can get away without that, that's also nice.
This is enough for #16941 .
2023-02-10 10:03:14 +01:00
Unknown W. Brackets
aff0b46523
GPU: Skip depth resize when forcing 1x.
2023-02-08 18:45:01 -08:00
Henrik Rydgård
ab63689cca
Remove bad comment
2023-02-08 15:37:06 +01:00
Henrik Rydgård
94f51d5d26
Make the Dangan Ronpa readback async
2023-02-07 23:13:36 +01:00
Henrik Rydgård
5f13bc061a
Color readback: Read the previous framebuffer instead of the one being switched to
2023-02-07 23:13:36 +01:00
Henrik Rydgård
b3e6b81e43
Implement delayed depth readbacks for Vulkan only
2023-02-07 23:13:36 +01:00
Henrik Rydgård
23049533b9
Restore GetDepthBuffer precision - the stretchy-color-readback path is not suitable for this.
2023-02-05 22:58:26 +01:00
Henrik Rydgård
937975000b
Add a ReadbackMode parameter to more functions in the FramebufferManager
2023-02-05 13:57:45 +01:00
Henrik Rydgård
92f4de7b74
Small cleanup. Let's reduce the number of readback paths.
2023-02-05 13:57:45 +01:00
Henrik Rydgård
4427cb4fc3
Add parameter to thin3d::CopyFramebufferToMemory to specify blocking mode. Not yet implemented.
2023-02-04 23:40:36 +01:00
Henrik Rydgård
281b0d6aab
Quick fix for the lens flare in Burnout
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We have to assume that ForceLowerResolutionForEffects has been set for
good reason - in this case, the effect probably can't safely function
without it.
Fixes #11100 once again.
2023-02-04 18:01:53 +01:00
Henrik Rydgård
236611ac16
Initial implementation of depth readback for Syphon Filter. Fixes the lens flares.
2023-02-04 13:54:57 +01:00
Henrik Rydgård
62484f01ed
Make ReadbackFramebufferSync able to use the stretch ability of ReadbackDepthbufferSync
2023-02-04 12:05:50 +01:00
Henrik Rydgård
c7234aa3b5
Handle scaling internally in ReadFramebufferSync
2023-02-04 11:36:48 +01:00
Henrik Rydgård
23c8a79473
Make depth readback through the "color path" work on all backends except D3D9
2023-02-03 20:59:58 +01:00
Henrik Rydgård
f2a6c744bc
Add built-in stretch functionality to depth readback shader path
2023-02-03 19:06:40 +01:00
Serena
30f6296767
Remove some Windows + Qt stuff + meow
2023-01-27 19:12:41 +03:00
Henrik Rydgård
e1a48d74c4
A bit more GetPointer cleanup.
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Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.
Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
2023-01-10 12:13:47 +01:00
Unknown W. Brackets
e5d67119a8
GPU: Avoid bloom hack on buffers used for depth.
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If a buffer even has depth transferred to it, let's avoid lowering its
resolution.
2023-01-05 18:00:43 -08:00
Henrik Rydgård
a5747d53b3
Fix some report spam
2023-01-02 22:23:50 +01:00
Unknown W. Brackets
49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Henrik Rydgård
11366a2ded
Don't refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes.
2022-12-14 16:43:37 +01:00
Unknown W. Brackets
1810692236
Global: Cleanup some type/range checks.
2022-12-10 21:13:37 -08:00
Unknown W. Brackets
a7b7bf7826
Global: Set many read-only params as const.
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This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
3e9f62a3a4
Minor fixes
2022-12-10 12:28:56 +01:00
Henrik Rydgård
4ec1e2a175
Some minor initialization fixes, and one potential crash found by static analysis
2022-12-10 11:28:19 +01:00
Henrik Rydgård
7aab096791
LittleBigPlanet: Compat flag to work around smoke rendering problem
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See #16030
Hopefully just for the release. There might be a tweak of our heuristics
that can fix it too, but much riskier at this point.
2022-12-07 13:29:47 +01:00
Henrik Rydgård
8567416be6
Force "Lower resolution for effects" off in Ratchet & Clank and a few other games
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It breaks or just makes things look terrible in these games, so no
reason to allow it.
An alternative for this would be to remove the option entirely, and only
use it though the ForceLowerResolutionForEffectsOn flag instead.
2022-12-03 23:35:54 +01:00
Henrik Rydgård
35777d5eef
Use proper copies for depth blits between multisampled framebuffers. Needed to keep all the information.
2022-12-02 15:26:29 +01:00
Henrik Rydgård
8a3e92aa38
Not pretty, but with this, you can switch MSAA level at runtime.
2022-12-01 23:41:31 +01:00
Henrik Rydgård
b9ea8de135
Use raster copies to work around lack of working copy support in MSAA mode.
2022-12-01 22:49:00 +01:00
Henrik Rydgård
e3679df6cf
Fix switching between MSAA levels
2022-12-01 22:49:00 +01:00
Henrik Rydgård
4dfce4f6bc
Basically working MSAA on desktop GPUs! Some glitches remain.
2022-12-01 22:49:00 +01:00
Henrik Rydgård
06af304c8d
Multisampling groundwork
2022-12-01 22:49:00 +01:00
Henrik Rydgård
331d024a8c
Add a flags parameter to InvalidateCachedState and rename it Invalidate.
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Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
390bf3e912
Fix Burnout Dominator lens flare on OpenGL ES
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Not the prettiest solution, but works: Use R8_UNORM as a fallback
if R16_UNORM is not available.
2022-11-29 13:05:18 +01:00
Henrik Rydgård
0b375bb357
Colin McRae: Use compat flag to avoid GPU readbacks for VRAM->VRAM copies.
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Improves performance when the sun is visible, see #7810
2022-11-26 18:53:13 +01:00
Henrik Rydgård
6d9bb1b29e
Move post-processing settings to DisplayLayoutScreen
2022-11-22 23:29:50 +01:00
Lubos
70d30d1cf6
OpenXR - Aspect ratio of menu background fixed
2022-11-22 21:49:52 +01:00
Henrik Rydgård
eff4118769
One more refactoring step
2022-11-21 14:54:48 +01:00
Henrik Rydgård
7596713059
Refactor: Split up updating the display and render size.
2022-11-21 14:35:12 +01:00
Unknown W. Brackets
47e5df3844
GPU: Prefer raster for depth blit if supported.
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This seems to work around an apparent NVIDIA driver bug.
2022-11-17 18:32:38 -08:00
Henrik Rydgård
c91e7912bf
Change "Simulate block transfer" to "Skip GPU Readbacks". Group the speed hacks together
2022-11-06 19:30:38 +01:00
Henrik Rydgård
519db766b6
Change "Rendering Mode" to just a "Skip buffer effects" checkbox. Reuse translations.
2022-11-06 19:26:56 +01:00
Henrik Rydgård
524e92374f
Use arrays more consistently.
2022-10-27 11:05:59 +02:00
Henrik Rydgård
91259aaad7
Always use array textures for framebuffers in Vulkan for simplicity.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
0de12f5ca9
Some refactoring of framebuffer views, layer issues, more work.
2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29
More multiview work
2022-10-27 11:05:58 +02:00
Henrik Rydgård
cafce7365b
Vulkan: Fix frame ordering issue with postprocessing shaders
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Requested an init command buffer outside the frame, which is dangerous
and caused validation problems with command pool resets.
Would like to assert on insideFrame in GetInitCmd, but we use it from
some init code where it does work correctly. Might clean that up at some
point.
2022-10-21 12:52:21 +02:00
Henrik Rydgård
90d395a10d
Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
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Not actually useful since our framebuffer objects don't support multiple
color images, and probably won't ever need to.
2022-10-20 10:15:19 +02:00