Henrik Rydgård
d459eac891
Fix checks for depth texture support, GLES syntax errors
2022-08-24 11:26:07 +02:00
Henrik Rydgård
bd674c47b6
OpenGL: Fix regular depal (shader depal still worked) that broke recently
2022-08-24 11:01:57 +02:00
Henrik Rydgård
5084743bbb
Use Draw2D for depal shaders (except the actual blit, for now)
2022-08-23 11:21:40 +02:00
Henrik Rydgård
5415da10bf
Rename VirtualFramebuffer->format to fb_format to line up with fb_address and fb_stride (fundamental parameters)
2022-08-23 08:37:44 +02:00
Henrik Rydgård
8fdd00db8c
Merge pull request #15888 from hrydgard/copy-color-on-bind
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Copy color from overlapping framebuffers on bind, under certain conditions
2022-08-23 08:37:33 +02:00
Henrik Rydgård
51686f4936
Copy color from overlapping framebuffers on bind, under certain conditions.
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Leads to much faster performance in Juiced 2.
This will later be expanded to handle more things in a more elegant way,
like the framebuffer overlap in God of War for the shadows and
color reinterpretation in a generic way.
Fixes #15728
2022-08-22 16:06:55 +02:00
Henrik Rydgård
e3943f6d0d
Implement smoothed depal for the "old" depal path as well.
2022-08-22 15:34:26 +02:00
Henrik Rydgård
2a6015c1e3
Better checks for smoothed depal
2022-08-22 15:25:28 +02:00
Henrik Rydgård
6558bde0f6
Remove SmoothedDepal compat setting, instead detect the ramp directly.
2022-08-22 15:24:41 +02:00
Henrik Rydgård
b39b74e602
More renaming. Fix shader view for Vulkan
2022-08-22 12:30:51 +02:00
Henrik Rydgård
82a6c42e17
DepalettizeCommon -> TextureShaderCommon. Simplifications.
2022-08-22 12:21:20 +02:00
Henrik Rydgård
58a6fd3395
Convert TextureShaderApplier to a member function in DepalCache.
2022-08-22 11:45:52 +02:00
Henrik Rydgård
383adcb870
Simplify depal shader apply code a bit.
2022-08-22 11:31:27 +02:00
Henrik Rydgård
3c307c9857
Merge pull request #15884 from unknownbrackets/texreplace-io-async
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Replacement: Read files only within time budget
2022-08-22 11:10:16 +02:00
Unknown W. Brackets
e473eb9f5e
Replacement: Read files only within time budget.
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When delayed texture load is enabled. Intended to reduce IO delays on
Android.
2022-08-21 22:07:05 -07:00
Unknown W. Brackets
afc9a14b37
GPU: Share CLUTs if no extended CLUT.
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Oops, this was backwards. See #15878 .
2022-08-21 16:46:51 -07:00
Henrik Rydgård
a11e7e167b
More D3D9 work on depth textures. Something still missing.
2022-08-21 09:58:58 +02:00
Henrik Rydgård
e2707d3ab3
Remove debug code, cleanup
2022-08-21 09:58:58 +02:00
Henrik Rydgård
f3496d34c8
Texture bind channel fix. Still need to figure out a way to decide to swizzle or not.
2022-08-21 09:58:58 +02:00
Henrik Rydgård
5a7bddbfa6
Allow binding depth as 565 by going through depal.
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This is a partial fix for #6105 (Ratchet & Clank particles visible
through things), but there's still weird glitchiness. There's a pass
during rendering that scrambles the mini depth buffer by using a
triangle mesh. I wonder if it's trying to simulate the swizzle? But it
doesn't really look like it...
2022-08-21 09:58:58 +02:00
Unknown W. Brackets
e374ea6b21
GPU: Restrict mip CLUT enhancement a bit.
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Can't replicate this behavior on a real PSP.
In case a game sets the separate CLUT flag by accident, ignore except
in a safe case that occurs in Misshitsu no Sacrifice. See #15727 .
2022-08-20 17:32:45 -07:00
Henrik Rydgård
97dbba0ec3
Minor fixes. Everything seems fine now.
2022-08-20 08:29:33 +02:00
Henrik Rydgård
886679c7ec
Remove the color-to-depth mode
2022-08-20 08:29:33 +02:00
Henrik Rydgård
68480c548d
Texture bind channel fix
2022-08-20 08:07:11 +02:00
Henrik Rydgård
295f5f391e
More consistent handling of lack of depth texture support. Small log improvement.
2022-08-20 08:05:53 +02:00