Unknown W. Brackets
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fc9f200224
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GE Debugger: Centralize current fb tex fetch code.
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2022-10-10 21:50:53 -07:00 |
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Unknown W. Brackets
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999055791d
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D3D9: Remove block transfer code overrides.
We can just use Draw now. Keep depth, though, since it applies scale.
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2022-10-10 21:48:38 -07:00 |
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Unknown W. Brackets
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c89cf1cde7
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D3D9: Implement CopyFramebufferToMemorySync().
This works like other backends, including D3D11. This allows us to get
rid of the old implementation and reuse more code.
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2022-10-10 21:28:14 -07:00 |
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Henrik Rydgård
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ee46f8992e
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Don't use fragmentShaderInt32Support as a replacement for checking for bitwiseOps
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2022-10-10 18:02:19 +02:00 |
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Unknown W. Brackets
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1dc35b3ac4
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GLES: Simplify, enable debug depth readback.
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2022-10-10 01:04:57 -07:00 |
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Unknown W. Brackets
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55d5dc3834
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GPU: Rename readback and buffer write operations.
Avoid download/upload and pack, which don't have clear directions.
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2022-10-09 13:49:41 -07:00 |
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Unknown W. Brackets
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d83f736b1f
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D3D9: Correct depth readback.
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2022-10-09 13:21:04 -07:00 |
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Henrik Rydgård
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28bc45451c
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Merge pull request #16184 from unknownbrackets/depth-download
GPU: Hook Gods Eater Burst avatar read
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2022-10-09 16:37:42 +02:00 |
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Unknown W. Brackets
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ad3220f857
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GLES: Hook up depth download.
Currently, only used by one hook.
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2022-10-09 01:08:04 -07:00 |
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Unknown W. Brackets
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157ffed57f
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D3D9: Add simple rendered CLUT handling.
I think there's still a deeper half-pixel offset issue, but this fixes
Brave Story.
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2022-10-08 15:36:36 -07:00 |
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Unknown W. Brackets
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58a4376998
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GPU: Normalize framebuf addresses.
In VRAM, always store without mirror. In RAM, always store without
cache/kernel bits.
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2022-10-02 21:28:53 -07:00 |
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Unknown W. Brackets
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b9b59f7806
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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.
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2022-10-02 20:44:35 -07:00 |
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Unknown W. Brackets
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81e8336985
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D3D9: Allow INTZ depth buffers more correctly.
The FBO check was wrong and just always failed.
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2022-09-24 15:17:18 -07:00 |
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Unknown W. Brackets
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c76d31dfa8
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GPU: Cleanup unused CheckAlpha() funcs.
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2022-09-24 02:00:03 -07:00 |
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Henrik Rydgård
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aa19712fc3
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Unify depth texture and framebuffer fetch checks
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2022-09-20 10:47:49 +02:00 |
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Henrik Rydgård
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09bcf3ec13
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Unify range culling detection
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2022-09-20 10:15:04 +02:00 |
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Henrik Rydgård
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1ae7c0132c
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Start unifying setting of the GPU feature flags, now that thin3d has feature detection.
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2022-09-20 10:07:01 +02:00 |
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Henrik Rydgård
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ce82fce8de
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Use subpass dependencies to implement shader framebuffer read in Vulkan.
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2022-09-16 19:19:42 +02:00 |
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Henrik Rydgård
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abd58199ce
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Add way to bind cached textures to a DrawContext
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2022-09-14 22:18:35 +02:00 |
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Henrik Rydgård
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0ed1f3d461
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Switch multiple bools as parameters to DecodeTextureLevel to a flags enum.
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2022-09-14 18:40:08 +02:00 |
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Henrik Rydgård
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f3c097680e
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Merge pull request #15982 from hrydgard/renderpass-refactor
Vulkan: Refactor renderpass handling
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2022-09-08 09:35:55 +02:00 |
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Unknown W. Brackets
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e6b4495e22
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GPU: Make NotifyConfigChanged() calls consistent.
They're generally centralized in Common.
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2022-09-07 23:41:00 -07:00 |
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Henrik Rydgård
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e828df9f25
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Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
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2022-09-08 00:32:03 +02:00 |
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Unknown W. Brackets
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62ed43633c
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d3d9: Correct decode of 16-bit textures.
Was causing crashes since we assumed this func could handle non-replaced
formats.
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2022-09-06 07:44:08 -07:00 |
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Henrik Rydgård
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b15c65540e
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Fix the new logic-op-in-shader on OpenGL and D3D11
Also disable BlueToAlpha for now for Outrun and DiRT 2, it breaks the
water effect somehow. Will come back to it later.
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2022-09-04 22:53:05 +02:00 |
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