Commit graph

74 commits

Author SHA1 Message Date
Unknown W. Brackets
3055deeba6 GPU: Fix some case warnings.
Better to avoid the warnings.
2020-08-19 21:18:44 -07:00
Henrik Rydgård
ba0d04a142 Vulkan: Implement depth texturing through depal. 2020-08-09 20:31:04 +02:00
Henrik Rydgård
e6dfb55d3d Optimize value conversion in (unused) depth readback.
This also exposes factors we can feed into shaders to do the conversion
on the GPU.
2020-08-09 10:47:01 +02:00
Henrik Rydgård
fd3a9d4202 Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno). 2020-08-05 19:19:30 +02:00
Henrik Rydgård
1b2d4dd75d Viewport state conversion: Move the pixel scaling to after the overage clipping. 2020-08-05 19:04:12 +02:00
Henrik Rydgård
eadd3c5785 Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
Required fixing a bug in ShaderUniforms.cpp (used by D3D11 and Vulkan,
the two backends that previously exposed LARGE_VIEWPORTS).
2020-08-05 19:03:08 +02:00
Henrik Rydgård
d57edfbdac Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency 2020-08-03 23:17:22 +02:00
Henrik Rydgård
73046239e3 Android: Add option to ignore camera notches when sizing the display.
This is generally what you want, at least on phones with small notches.

Not sure about the most intuitive polarity and name of the setting.. bit
of a shame to create another setting with a negation. But most people
should probably ignore this.
2020-07-05 22:46:25 +02:00
Henrik Rydgård
c8d48a8777 Handle insets correctly for the in-game final screen blit.
Should help #12982 in case of phones with inset cameras.
2020-05-31 20:14:40 +02:00
Henrik Rydgård
e559fc022f Minor refactor in PresentationCommon (combine loose coordinates to a struct) 2020-05-31 19:45:28 +02:00
Unknown W. Brackets
d39b0bdca2 GPU: Split FramebufferCommon into two classes.
Only some things moved over so far.

FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00
Unknown W. Brackets
30ede8240c GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
Unknown W. Brackets
7b8d3e0c36 GPU: Improve a 5551 stencil emulation case.
Hammerin' Hero (see #10777) uses ALWAYS with INCR, which can be rewritten
to maintain more correct stencil values.
2019-06-23 16:14:18 -07:00
Unknown W. Brackets
00d088ab58 GPU: Improve non dual source stencil replace.
If we're replacing with a constant FF, we can make it work more often.
Fixes #11249.
2019-04-07 15:20:56 -07:00
Unknown W. Brackets
c5b844cc98 GPU: Respect stencil write mask on clear.
Actually identified this for the softgpu in #11319, but applying it for
RGBA is a problem in most renderers.  Forgot to at least apply it to
stencil.

Fixes #11901.
2019-03-16 19:42:18 -07:00
Unknown W. Brackets
b955ec70c9 GPU: Correct depth clamp range in range cull.
It was just wrong before, causing wrong culling when using a non-standard
viewport scale/center for depth.

Fixes #11701, fixes #11781.
2019-02-10 09:58:01 -08:00
Henrik Rydgard
3f8aec5147 Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore. 2018-12-14 13:54:03 +01:00
Unknown W. Brackets
5932cbabc3 GPU: Avoid stencil emulation if possible.
This reduces use of replaceAlpha, and reduces use of more complicated
blend states.  This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
Unknown W. Brackets
29b5581416 GLES: Correct invalid scissor handling.
Also improves Direct3D 9.  See #11444.

Per hardware tests, we should correctly not draw in this case.
2018-10-28 15:56:02 -07:00
Unknown W. Brackets
274b1eaa0e GPU: Fix typo with wrong type.
No behavior change, just fixes a warning.
2018-08-26 11:51:06 -07:00
Unknown W. Brackets
5c01bf61e6 GPU: Apply logic op in more cases.
It has well defined behavior with alpha blending, so let's apply it even
when we're blending.  Fixes #11316.
2018-08-24 21:19:54 -07:00
Unknown W. Brackets
734db3d050 GPU: Refactor logic op simulation for better reuse. 2018-08-24 21:05:27 -07:00
Unknown W. Brackets
77f0499f7f GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets
7885a88c0c GPU: Optimize > 0 alpha test using discard rules.
It should be equally unsafe to use src color as dest blend factor, or
use blending with a subtract or min/max equation.
2018-07-29 11:39:06 -07:00
Unknown W. Brackets
fba0de59c1 GPU: Restrict alpha test to zero for dest blend.
We could end up with the wrong blending in other cases, because the
exiting color will get multiplied.

Luckily, this is still the common case.
2018-07-29 11:26:04 -07:00
Unknown W. Brackets
5ccd3ee4dc GPU: Allow skipping discard when write disabled.
Even if we depth test, if we don't write, we can still force alpha to
zero.
2018-07-27 20:16:51 -07:00
Unknown W. Brackets
5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Unknown W. Brackets
b4496f1975 Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Henrik Rydgård
9340260802 Finish the shader manager (almost) 2018-01-27 15:10:17 +01:00
Henrik Rydgård
2dda2bfa78 Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly. 2017-12-30 00:53:24 +01:00
Unknown W. Brackets
e8ca467bc9 Vulkan: Allow full depth range with depth clamp. 2017-12-26 16:54:40 -08:00
Unknown W. Brackets
c5897a1c5c GPU: Cleanup some feature flags usage. 2017-12-21 18:50:41 -08:00
Unknown W. Brackets
9c52155d3f GPU: Minor cleanup. 2017-12-02 09:47:59 -08:00
Henrik Rydgård
6a3d41892a Workarounds for issue with "accurate depth". See #9545, #10087 2017-11-21 12:11:05 +01:00
Henrik Rydgard
56cd991833 All: Only recompute the vertex shader ID when dirty 2017-08-14 11:36:06 +02:00
Henrik Rydgård
474db602ca UWP: Fix screen rotation in non-buffered rendering mode 2017-03-07 15:32:26 +01:00
Florent Castelli
70593d1004 android: Change preprocessor define to standard __ANDROID__
ANDROID is only standard to the old Makefile buildsystem, not the platform.
2016-10-12 11:14:09 +02:00
Unknown W. Brackets
f101e2710c Avoid a c++11 rule violation.
No default args on lambdas, unfortunately...?
2016-08-06 20:01:50 -07:00
Unknown W. Brackets
fed0089c81 Rewrite 5551 test mask to 0xFF in more cases.
If nothing else, this may improve cacheability or something, since states
will be more regular.

May somehow help PowerVR in #7740?
2016-05-28 09:11:53 -07:00
Henrik Rydgard
0b1cfaf751 Be more economical with UBO pushbuffer space by reusing the last data when possible. 2016-03-20 19:35:31 +01:00
Henrik Rydgard
a995dd2ff4 Get rid of strange offset in Vulkan matrix converter 2016-03-20 19:31:02 +01:00
Unknown W. Brackets
944a1f380b Disable alpha test optimization with logic ops.
We still need to discard the pixels in the case of a logic op, like
invert.  Otherwise we will invert the blended pixels too.

See #8632.
2016-03-12 09:27:18 -08:00
Henrik Rydgard
58b07e00d7 Assorted fixes and cleanups. 2016-03-06 11:46:41 -08:00
Unknown W. Brackets
6b9b00aa16 Assume DUALSOURCE replace alpha means supported.
We already check supports when generating this value, don't need to check
again when using it.
2016-03-05 17:18:04 -08:00
Unknown W. Brackets
8b51bc5b0b Fix debugging and depth packing with old depth.
Which means, OpenGL in general right now.
2016-02-07 22:42:47 -08:00
Unknown W. Brackets
f1c06d25ea Switch to old-style depth in OpenGL.
Some devices really aren't handling the new method well.  There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00
Unknown W. Brackets
87b75235e7 Improve depth accuracy a bit in 16-bit slice mode. 2016-02-06 20:02:18 -08:00
Victor Xie
dc32805256 Made commit 0920f6c a little more robust.
Eliminated division-by-zero when depth range is zero.
2016-02-01 13:17:15 +08:00
Unknown W. Brackets
79750ed1ad Add a config setting to control depth quality.
For those who want 1x PSP like behavior.
2016-01-20 22:11:00 -08:00
Henrik Rydgård
4c8384aa09 Merge pull request #8461 from unknownbrackets/gpu-depth
Swap depth range to use minz/maxz
2016-01-20 10:19:51 +01:00