Commit Graph

131 Commits

Author SHA1 Message Date
Henrik Rydgård
bd6f79e473 Fix the raster depth blit again, which I recently broke. 2022-08-17 16:52:49 +02:00
Henrik Rydgård
74f1c94ddb Use sequence numbers instead of a tracking array for depth buffers 2022-08-17 10:34:07 +02:00
Henrik Rydgård
078fc881a7 Revise comments according to feedback 2022-08-17 10:15:02 +02:00
Henrik Rydgård
19367dd890 Comment updates 2022-08-17 10:09:12 +02:00
Henrik Rydgård
5785cf40ad Clean up and comment framebuffer struct better, add bind sequence numbers 2022-08-17 10:09:11 +02:00
Henrik Rydgård
35a1ca064a Refactor 2D pipeline creation 2022-08-16 19:27:46 +02:00
Henrik Rydgård
570e0326e7 Rely on refcounting for stencil upload shader modules 2022-08-16 15:10:48 +02:00
Henrik Rydgård
1e57a358b8 thin3d: Properly AddRef and Release shader modules from the pipeline in backends that need it 2022-08-16 15:10:48 +02:00
Henrik Rydgård
ccdb1f7330 Move out the reinterpret stuff to ReinterpretFramebuffer.cpp. Draw2D refactor. 2022-08-16 11:11:59 +02:00
Henrik Rydgård
9f2447c0b4 Assorted minor cleanup 2022-08-16 10:55:44 +02:00
Unknown W. Brackets
6060706fc8 GPU: Avoid using depth buffers for blending.
For now, until it's implemented.
2022-08-14 22:13:39 -07:00
Henrik Rydgård
252550fbd2 Enable framebuffer depth blits through raster. Fixes games like Jeanne D'Arc on D3D9. 2022-08-09 20:00:32 +02:00
Unknown W. Brackets
20c2ec1392 GPU: Skip alpha stencil upload when safe.
Otherwise, let's not do things that give different behavior at 1x or are
inconsistent.
2022-08-06 21:12:59 -07:00
Henrik Rydgård
9a5893ce6e More cleanup 2022-08-06 18:27:04 +02:00
Henrik Rydgård
e28b45481b Delete more unused code 2022-08-03 22:47:31 +02:00
Henrik Rydgård
f8e0c09463 Delete unused stuff in all backends 2022-08-03 22:22:52 +02:00
Henrik Rydgård
1ab9293cb3 Convert FramebufferBlit from the GL backend to use thin3d 2022-08-03 22:22:51 +02:00
Henrik Rydgård
64a8a3f7d3 D3D11: Remove more custom drawing 2022-08-03 22:22:51 +02:00
Henrik Rydgård
0f9bf47429 Reimplement filtering in DrawActiveTexture 2022-08-03 14:12:55 +02:00
Henrik Rydgård
1d3075566f Move to common (todo: merge with above) 2022-08-03 14:12:55 +02:00
Henrik Rydgård
d55c4a3456 Convert the D3D11 DrawActiveTexture to thin3d 2022-08-03 14:12:55 +02:00
Henrik Rydgård
59b3df0643 Draw2D 2022-08-03 14:12:55 +02:00
Henrik Rydgård
41e327a66b Cleanup and testfixes 2022-08-03 13:34:59 +02:00
Henrik Rydgård
9bead443c3 Unify stencil buffer upload using Draw. Only OpenGL tested yet (shaders need adaptation). 2022-08-03 13:31:13 +02:00
Henrik Rydgård
90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00