Commit Graph

703 Commits

Author SHA1 Message Date
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1c0a37f252 GPU: Correct vertex decoder in software transform.
It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
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745d9ad320 GPU: Avoid enabling depth test pointlessly.
See #16015.  Attempting to avoid a driver bug.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
855d16ffb3 GPU: Prefer scaling depth to 16-bit if using 24.
In most cases, this will be a lot faster than pixel depth rounding, and
may avoid more issues in vertex rounding.
2022-11-08 20:06:08 -08:00
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3333f2a5aa GPU: Avoid clears for non-simple depth values.
Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches.  We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
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3de2557ecb GPU: Always skin in decode for software transform. 2022-11-06 08:55:07 -08:00
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6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård
fb250c4b29 More multiview work 2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5 Misc multiview hackery 2022-10-27 11:05:58 +02:00
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7533b64940 GE Debugger: Allow reading tex on D3D11. 2022-10-23 22:01:50 -07:00
Henrik Rydgård
9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Henrik Rydgård
e0e29a1556 Merge pull request #16197 from hrydgard/more-uniform-optimization
More uniform optimization, fixes
2022-10-12 01:00:27 +02:00
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
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fc9f200224 GE Debugger: Centralize current fb tex fetch code. 2022-10-10 21:50:53 -07:00
Henrik Rydgård
ee46f8992e Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps 2022-10-10 18:02:19 +02:00
Unknown W. Brackets
aee2ad46a2 GPU: Verify generated shader buffer length.
Hardware tessellation + uberlighting + clamp was exceeding the buffer,
causing memory corruption.  Let's try to catch it, but also increase
buffers to be safe.
2022-10-05 21:41:09 -07:00
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b9b59f7806 GPU: Mask away unused bits in framebuf/zbuf ptr.
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
c76d31dfa8 GPU: Cleanup unused CheckAlpha() funcs. 2022-09-24 02:00:03 -07:00
Henrik Rydgård
aa19712fc3 Unify depth texture and framebuffer fetch checks 2022-09-20 10:47:49 +02:00
Henrik Rydgård
09bcf3ec13 Unify range culling detection 2022-09-20 10:15:04 +02:00
Henrik Rydgård
1ae7c0132c Start unifying setting of the GPU feature flags, now that thin3d has feature detection. 2022-09-20 10:07:01 +02:00
Henrik Rydgård
262a306b9a Flag shader blending as broken on Adreno for now. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
a208afb7b8 OpenGL and D3D11 fixes 2022-09-14 23:35:15 +02:00
Henrik Rydgård
abd58199ce Add way to bind cached textures to a DrawContext 2022-09-14 22:18:35 +02:00