Commit Graph

8805 Commits

Author SHA1 Message Date
Henrik Rydgård
23049533b9 Restore GetDepthBuffer precision - the stretchy-color-readback path is not suitable for this. 2023-02-05 22:58:26 +01:00
Henrik Rydgård
ec5afb2d8d Merge pull request #16812 from unknownbrackets/task-priority
ThreadManager: Add simple priority queues
2023-02-05 21:00:47 +01:00
Henrik Rydgård
5ac9b88e81 Plumbing miss 2023-02-05 16:41:12 +01:00
Henrik Rydgård
63c43b90f8 Remove a level of indentation in LoadCLUT 2023-02-05 13:59:16 +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
92f4de7b74 Small cleanup. Let's reduce the number of readback paths. 2023-02-05 13:57:45 +01:00
Henrik Rydgård
dd64fe871e Merge pull request #16912 from lvonasek/compat_openxr_mh3hud
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
281b0d6aab Quick fix for the lens flare in Burnout
We have to assume that ForceLowerResolutionForEffects has been set for
good reason - in this case, the effect probably can't safely function
without it.

Fixes #11100 once again.
2023-02-04 18:01:53 +01:00
Henrik Rydgård
236611ac16 Initial implementation of depth readback for Syphon Filter. Fixes the lens flares. 2023-02-04 13:54:57 +01:00
Henrik Rydgård
62484f01ed Make ReadbackFramebufferSync able to use the stretch ability of ReadbackDepthbufferSync 2023-02-04 12:05:50 +01:00
Henrik Rydgård
c7234aa3b5 Handle scaling internally in ReadFramebufferSync 2023-02-04 11:36:48 +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.
See #16875
2023-02-03 08:51:35 +01:00
Unknown W. Brackets
88ba003f46 ThreadManager: Add a simple priority field.
Currently, not actually respected.
2023-02-02 17:08:24 -08:00
Henrik Rydgård
c11f7e3a5f Fix texture alpha when texturing from full-alpha textures.
Fixes #16875
2023-02-02 16:13:38 +01:00
Henrik Rydgård
d7605c6877 Use dedicated threads for the shader object creation. Bypasses the deadlock possibility. 2023-02-01 11:15:33 +01:00
Unknown W. Brackets
08ac34bae0 GPU: Allow depth above 65535.
Hopefully it rounds down for any == or <= tests.
2023-01-31 18:41:06 -08:00
Henrik Rydgård
1f3969aff3 Merge pull request #16873 from hrydgard/dedicated-thread
Add facility to run tasks on dedicated threads using the ThreadManager interface
2023-01-31 11:50:59 +01:00
Henrik Rydgård
6b0903f566 Add facility to run tasks on dedicated threads using the ThreadManager interface.
Useful for things that should be run ASAP even if the threadpool is full,
at a small extra cost. (Not recommended for very small tasks).

Considering using this to resolve the deadlocks in #16802.
2023-01-31 11:07:40 +01:00
Henrik Rydgård
b62572a78f Refactor the framedata/GPU thread management. 2023-01-30 11:49:31 +01:00