Henrik Rydgård
1b5148bb6c
Remove kinda-duplicate function.
2023-02-24 23:54:04 +01:00
Henrik Rydgård
a2c9491a06
Remove a division by 0 that I hadn't noticed before.
2023-02-11 13:27:44 +01:00
Henrik Rydgård
d426ce5118
Clear depth buffers after changing depth rounding mode.
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And thus change of depth buffer scale/offset.
Previously, old depth buffers with values that now are out of range
could stick around, causing #16941 . This clears them to the expected 0
value, which helps Outrun. Ideally we should convert depth buffers to
the new format, but if we can get away without that, that's also nice.
This is enough for #16941 .
2023-02-10 10:03:14 +01:00
Henrik Rydgård
937975000b
Add a ReadbackMode parameter to more functions in the FramebufferManager
2023-02-05 13:57:45 +01:00
Henrik Rydgård
dd64fe871e
Merge pull request #16912 from lvonasek/compat_openxr_mh3hud
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OpenXR - Fix HUD in Monster Hunter 3rd
2023-02-05 08:59:10 +01:00
Lubos
bff0d735e2
OpenXR - Fix HUD in Monster Hunter 3rd
2023-02-05 08:38:43 +01:00
Henrik Rydgård
4427cb4fc3
Add parameter to thin3d::CopyFramebufferToMemory to specify blocking mode. Not yet implemented.
2023-02-04 23:40:36 +01:00
Henrik Rydgård
fb8aff5a8c
Split out the depth stuff from the file, move to GPU/Common
2023-02-03 21:06:43 +01:00
Henrik Rydgård
23c8a79473
Make depth readback through the "color path" work on all backends except D3D9
2023-02-03 20:59:58 +01:00
Henrik Rydgård
4402530ca7
Use ShaderWriter to generate the depth readback shader
2023-02-03 20:33:11 +01:00
Henrik Rydgård
f2a6c744bc
Add built-in stretch functionality to depth readback shader path
2023-02-03 19:06:40 +01:00
Henrik Rydgård
7635c4447c
Oops, apply the alpha fix for D3D9 and OpenGL too.
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See #16875
2023-02-03 08:51:35 +01:00
Henrik Rydgård
b62572a78f
Refactor the framedata/GPU thread management.
2023-01-30 11:49:31 +01:00
Henrik Rydgård
784e8ab782
Fix a race condition during Vulkan shader cache load.
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Could lead to unnecessary pipelines being created.
2023-01-13 10:35:04 +01:00
Henrik Rydgård
5b3ac098ae
Fix for old typo in OpenGL texture allocation
2023-01-12 19:45:40 +01:00
Henrik Rydgård
beed3c06d2
Vulkan: Don't use non-indexed draws for pure tristrips and fans, creates extra pipelines.
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Bump shader cache version
2023-01-11 22:57:23 +01:00
Henrik Rydgård
1c8e456c97
Also apply this to OpenGL and D3D9
2023-01-11 19:29:02 +01:00
Henrik Rydgård
3d376b0ab7
Remove the rather redundant DoTexture flag from vshaders.
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Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Henrik Rydgård
5c79b930e9
Merge pull request #16783 from unknownbrackets/gl-cleanup
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GLES: Remove some unused depth related code
2023-01-11 09:50:39 +01:00
Unknown W. Brackets
4e67194147
GLES: Remove some unused depth related code.
2023-01-11 00:20:11 -08:00
Henrik Rydgård
289206fee0
Merge pull request #16782 from unknownbrackets/gl-shader-del
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GLES: Delete LinkedShaders after the program
2023-01-11 09:07:30 +01:00
Unknown W. Brackets
5102ef8a31
GLES: Delete LinkedShaders after the program.
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The program references the shader, so we have to delete in this order.
Caused problems on useFlag change as well as probably DeviceLost.
2023-01-10 22:13:40 -08:00
Henrik Rydgård
088d0c39dc
Remove the FS_TEXTURE_AT_OFFSET fragment shader flag
2023-01-10 12:37:21 +01:00
Henrik Rydgård
c7c48abb37
Switch the 2x flag to a uniform
2023-01-10 12:36:28 +01:00
Henrik Rydgård
0a6d226ddc
Remove the unused bool utilities
2023-01-10 10:25:41 +01:00