Commit Graph

498 Commits

Author SHA1 Message Date
Henrik Rydgård
2a6015c1e3 Better checks for smoothed depal 2022-08-22 15:25:28 +02:00
Henrik Rydgård
6558bde0f6 Remove SmoothedDepal compat setting, instead detect the ramp directly. 2022-08-22 15:24:41 +02:00
Henrik Rydgård
b39b74e602 More renaming. Fix shader view for Vulkan 2022-08-22 12:30:51 +02:00
Henrik Rydgård
82a6c42e17 DepalettizeCommon -> TextureShaderCommon. Simplifications. 2022-08-22 12:21:20 +02:00
Henrik Rydgård
58a6fd3395 Convert TextureShaderApplier to a member function in DepalCache. 2022-08-22 11:45:52 +02:00
Henrik Rydgård
383adcb870 Simplify depal shader apply code a bit. 2022-08-22 11:31:27 +02:00
Henrik Rydgård
3c307c9857 Merge pull request #15884 from unknownbrackets/texreplace-io-async
Replacement: Read files only within time budget
2022-08-22 11:10:16 +02:00
Unknown W. Brackets
e473eb9f5e Replacement: Read files only within time budget.
When delayed texture load is enabled.  Intended to reduce IO delays on
Android.
2022-08-21 22:07:05 -07:00
Unknown W. Brackets
afc9a14b37 GPU: Share CLUTs if no extended CLUT.
Oops, this was backwards.  See #15878.
2022-08-21 16:46:51 -07:00
Henrik Rydgård
a11e7e167b More D3D9 work on depth textures. Something still missing. 2022-08-21 09:58:58 +02:00
Henrik Rydgård
e2707d3ab3 Remove debug code, cleanup 2022-08-21 09:58:58 +02:00
Henrik Rydgård
f3496d34c8 Texture bind channel fix. Still need to figure out a way to decide to swizzle or not. 2022-08-21 09:58:58 +02:00
Henrik Rydgård
5a7bddbfa6 Allow binding depth as 565 by going through depal.
This is a partial fix for #6105 (Ratchet & Clank particles visible
through things), but there's still weird glitchiness. There's a pass
during rendering that scrambles the mini depth buffer by using a
triangle mesh. I wonder if it's trying to simulate the swizzle? But it
doesn't really look like it...
2022-08-21 09:58:58 +02:00
Unknown W. Brackets
e374ea6b21 GPU: Restrict mip CLUT enhancement a bit.
Can't replicate this behavior on a real PSP.

In case a game sets the separate CLUT flag by accident, ignore except
in a safe case that occurs in Misshitsu no Sacrifice.  See #15727.
2022-08-20 17:32:45 -07:00
Henrik Rydgård
97dbba0ec3 Minor fixes. Everything seems fine now. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
886679c7ec Remove the color-to-depth mode 2022-08-20 08:29:33 +02:00
Henrik Rydgård
68480c548d Texture bind channel fix 2022-08-20 08:07:11 +02:00
Henrik Rydgård
295f5f391e More consistent handling of lack of depth texture support. Small log improvement. 2022-08-20 08:05:53 +02:00
Henrik Rydgård
bd3d97b17b Fix bug in framebuffer matching where the wrong format was checked for depth matching. Fixes #15867 2022-08-20 07:59:11 +02:00
Henrik Rydgård
76333f90fe Bias towards the most recently written framebuffer 2022-08-17 23:51:05 +02:00
Henrik Rydgård
fde369332b Remove restrictions on VRAM addresses for depth and color 2022-08-17 23:46:38 +02:00
Henrik Rydgård
31773b42ba Always attempt to match both depth and color 2022-08-17 23:35:36 +02:00
Henrik Rydgård
b5f0e26c24 Pre-reject DXT formats, Misc 2022-08-17 23:31:36 +02:00
Henrik Rydgård
705b34d868 Show seqCount in candidate list 2022-08-17 23:25:07 +02:00
Henrik Rydgård
8251932ae3 Stride fix in matching 2022-08-17 22:58:26 +02:00