Henrik Rydgård
7e4dc23bcc
Fix BC textures in D3D11 - except that they're red/blue swapped. Ugh.
2023-03-11 23:55:43 +01:00
Henrik Rydgård
72bed6f2b5
Some DeviceLost/DeviceRestore cleanup
2023-02-26 11:05:52 +01:00
Henrik Rydgård
3dc47c7fef
Unify TextureCache ::StartFrame as much as possible.
...
Tiny optimization avoiding a Vulkan pool reset on most frames.
2023-02-25 23:20:41 +01:00
Henrik Rydgård
c74f5b2189
Prepare for unifying more stuff
2023-02-25 16:01:32 +01:00
Henrik Rydgård
1b5148bb6c
Remove kinda-duplicate function.
2023-02-24 23:54:04 +01:00
Unknown W. Brackets
416265431b
GE Debugger: Display if tex is framebuf.
...
Rather than guessing based on size, let's show explicitly.
2022-10-10 22:35:42 -07:00
Unknown W. Brackets
c76d31dfa8
GPU: Cleanup unused CheckAlpha() funcs.
2022-09-24 02:00:03 -07:00
Henrik Rydgård
abd58199ce
Add way to bind cached textures to a DrawContext
2022-09-14 22:18:35 +02:00
Henrik Rydgård
b529d26f3a
Fix smoothed depal on GLES. Don't enable filtering if not using.
2022-08-24 13:43:41 +02:00
Henrik Rydgård
5084743bbb
Use Draw2D for depal shaders (except the actual blit, for now)
2022-08-23 11:21:40 +02:00
Henrik Rydgård
82a6c42e17
DepalettizeCommon -> TextureShaderCommon. Simplifications.
2022-08-22 12:21:20 +02:00
Henrik Rydgård
4e3c258140
Delete all the duplicate implementations of ApplyTextureFramebuffer
2022-08-06 18:27:03 +02:00
Henrik Rydgård
45def772ee
Move the depal cache instance ownership to TextureCacheCommon
2022-08-06 18:27:03 +02:00
Henrik Rydgård
e345a6ba3c
Works with D3D11, except the depth texturing case
2022-08-06 18:27:03 +02:00
Henrik Rydgård
da65af832a
D3D11 prep
2022-08-06 18:27:03 +02:00
Henrik Rydgård
0262fbc70a
Implement 3D textures for D3D11
2022-07-31 10:43:48 +02:00
Henrik Rydgård
dea979433c
Share LoadTextureLevel between the two D3D backends.
2022-07-30 17:00:34 +02:00
Henrik Rydgård
b7940f9402
Part 2 of the above
2022-07-30 16:43:31 +02:00
Henrik Rydgård
063cd18254
Simplify CPU upscaling code
...
Use the existing expandTo32bit mode in the texture decoder instead of
the backend-specific switches and stuff.
Just gets rid of a bunch of redundant code and makes further changes
easier.
2022-07-30 15:06:25 +02:00
Henrik Rydgård
679a861204
Make the BuildTexture of DX9 and D3D11 backends more similar
2022-07-30 10:44:01 +02:00
Henrik Rydgård
f728faffdc
Remove fake-mipmap logic from LoadTextureLevel
2022-07-30 10:38:17 +02:00
Henrik Rydgård
c4dfbf4f1a
Delete a lot of specialized alpha checking code.
...
This was now only used to check alpha in CLUTs, and the generic functions will not actually be any slower.
2022-04-15 12:34:50 +02:00
Unknown W. Brackets
ae474f5f18
GPU: Correct some field shadowing.
2021-02-15 12:00:29 -08:00
Henrik Rydgård
3c2733d8eb
Adreno/OpenGL: Limit shader depal to 6xx series GPUs. Should help #13668 .
...
Also make a function static.
2020-11-22 18:00:07 +01:00
Henrik Rydgård
e80a526015
D3D11: Implement depth texturing. Fixes, for D3D11, #6411 .
2020-10-18 20:14:25 +02:00