Henrik Rydgård
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5697b6a9c5
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Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
Also removes reporting that no longer makes sense.
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2020-09-01 23:05:15 +02:00 |
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Henrik Rydgård
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a1e5f1b052
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When going the other way, there can be multiple textures that need updating.
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2020-09-01 22:54:36 +02:00 |
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Henrik Rydgård
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a22181df1c
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Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
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2020-09-01 22:54:36 +02:00 |
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Henrik Rydgård
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5043f05687
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Oops, crashfix for late change
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2020-08-31 10:37:28 +02:00 |
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Henrik Rydgård
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064f2b6d01
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Add some ONCE-reporting of multiple candidate situations
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2020-08-31 09:42:15 +02:00 |
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Henrik Rydgård
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4252036d89
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Apply the scoring model when creating/updating framebuffers too.
Reuses the same mechanism.
This is the second part of the Test Drive fix.
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2020-08-30 16:21:56 +02:00 |
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Henrik Rydgård
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a70ea98475
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Switch framebuffer matching to a scoring model.
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2020-08-30 16:21:56 +02:00 |
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Henrik Rydgård
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e9ff037e91
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Extract AttachFramebufferToEntry function
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2020-08-30 16:21:56 +02:00 |
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Henrik Rydgård
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41fe6f9e12
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Delete an unused buffer, saving 0.5MB of RAM.
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2020-08-28 10:38:00 +02:00 |
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Henrik Rydgård
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13552550bc
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Merge pull request #13330 from unknownbrackets/gpu-clear
TexCache: Force recreate texture on detach
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2020-08-24 07:24:04 +02:00 |
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Unknown W. Brackets
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f44717c4f5
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TexCache: Force recreate texture on detach.
We could have multiple detaches, and we delete the texture on attach, so
we really must make sure we recreate.
Fixes #13320.
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2020-08-23 21:29:53 -07:00 |
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Henrik Rydgård
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055588c1a1
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Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
This should have no change in behavior, but prepares the ground for the
next steps. Want this merged separately.
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2020-08-24 00:01:02 +02:00 |
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Henrik Rydgård
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35c5308c30
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Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
Fixes God of War issue reported in a comment of #13317.
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2020-08-23 22:11:18 +02:00 |
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Henrik Rydgård
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48ba304a4a
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Minor logging improvements
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2020-08-10 20:17:01 +02:00 |
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Henrik Rydgård
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0aa2ceb372
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Address feedback
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2020-08-10 09:16:28 +02:00 |
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Henrik Rydgård
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ba0d04a142
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Vulkan: Implement depth texturing through depal.
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2020-08-09 20:31:04 +02:00 |
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Henrik Rydgård
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c24dad2ac4
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Logging improvement
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2020-08-06 14:33:29 +02:00 |
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Henrik Rydgård
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8e1caadb48
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Remove some unnecessary reporting.
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2020-08-06 10:20:27 +02:00 |
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Henrik Rydgård
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09e300e646
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Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
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2020-08-04 14:51:37 +02:00 |
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Henrik Rydgård
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58ef0c8e80
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Texture from framebuffer: Logging improvements
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2020-08-04 14:45:14 +02:00 |
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Henrik Rydgård
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d57edfbdac
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Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
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2020-08-03 23:17:22 +02:00 |
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Henrik Rydgård
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c5e0b799d9
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Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
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2020-07-19 20:33:25 +02:00 |
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Unknown W. Brackets
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7024a2877d
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GPU: Take A off RGB565 conversion funcs.
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2020-05-13 18:17:58 -07:00 |
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Unknown W. Brackets
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884a64b932
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GPU: Cleanup skip buffer texture draws.
These will be used when a game does multiple transfers from RAM to the
screen, rather than one big one. Wasn't clearing some state, though.
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2020-05-13 18:10:09 -07:00 |
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Unknown W. Brackets
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16e47f6333
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GPU: Calc framebuf offset with right params.
It has nothing to do with the target or source framebuf, oops.
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2020-05-07 23:22:51 -07:00 |
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