Commit Graph

703 Commits

Author SHA1 Message Date
Unknown W. Brackets
2c165c9b6d Windows: Fix improper case or missing includes.
As per mingw errors/warnings.
2021-02-14 10:30:10 -08:00
Unknown W. Brackets
9857e8d1b1 GPU: Respect stencil write mask for 5551 buffers.
If the mask is 0x7F on 5551, that's equivalent to allowing the clear
entirely.  See #13391.
2021-01-24 15:54:13 -08:00
Unknown W. Brackets
a73c15babc GPU: Correct shader gen with weights as floats.
For now, this supports the option.  We should probably just move to
everything being floats, but we already prefer software skinning.

Fixes #13903.
2021-01-10 08:52:28 -08:00
Henrik Rydgård
3f01cbb98c Initialize/Deinitialize the shader translation system once globally.
Fixes #13839.
2021-01-04 23:51:34 +01:00
Henrik Rydgård
16f629df3e Split the DepthRangeHack compat setting into itself and DisableRangeCulling
Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.

Also disables range culling for Splinter Cell Essentials (see #13035)

We really need to understand range culling better. This is a "ship hack" for 1.11.
2020-12-26 19:56:49 +01:00
Henrik Rydgård
7ca0f6a1c0 D3D11: Avoid the debug layer hazard tracker after blits. 2020-12-19 20:31:58 +01:00
Henrik Rydgård
7de7680416 Apple driver bug workaround. See issue #13451 2020-12-16 14:39:08 +01:00
Henrik Rydgård
559ccd9f33 Minor cleanups 2020-12-14 20:06:06 +01:00
Henrik Rydgård
f3ebd6553d Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.

Fixes #11692
2020-12-13 16:04:16 +01:00
Henrik Rydgård
0c66f6c6d0 Assorted drive-by code cleanup 2020-12-13 00:20:47 +01:00
Henrik Rydgård
9818c8aabd Better debug names for BlitFramebuffer operations. 2020-11-28 13:45:26 +01:00
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
575ae376a9 Don't try to texture from depth if not supported by backend. Works around #13621 2020-11-10 23:36:33 +01:00
Henrik Rydgård
c61f9bfd09 Fix bug in the new color writemask code, failing to limit it to Outrun properly. Fixes #13650. 2020-11-10 22:07:20 +01:00
Henrik Rydgård
766dbc5a9f Move ShaderTranslation.cpp/h to Common/GPU. 2020-11-09 11:18:43 +01:00
Henrik Rydgård
6310af25fa Get shader color write masking going on all backends. 2020-11-08 23:45:47 +01:00
Henrik Rydgård
3e06eaccfb Fix some comments 2020-11-08 14:57:35 +01:00
Henrik Rydgård
793e89d2e3 Fix some comments, rename a function. 2020-11-08 14:34:04 +01:00
Henrik Rydgård
391b8155c5 More work on detangling the concepts and making things make more sense. 2020-11-08 13:14:23 +01:00
Henrik Rydgård
3d289594f9 ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
The former has forms that don't need to read the framebuffer.

This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård
9105249901 Add compat flag for reinterpret shader, also disable on platforms that can't support it yet 2020-11-08 11:32:55 +01:00
Henrik Rydgård
f2e315b9a6 More shadergen work
Buildfix
2020-11-08 11:32:53 +01:00
Henrik Rydgård
c23ed09a32 Unify FramebufferManager::BindFramebufferAsColorTexture 2020-11-07 11:10:54 +01:00
Henrik Rydgård
a24f4e3e70 Start unifying BindFramebufferAsColorTexture 2020-11-07 11:03:53 +01:00
Henrik Rydgård
d9ee06a60d Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it. 2020-11-07 10:51:54 +01:00