Henrik Rydgård
632fa1c9d6
Cache and hash data for DrawPixels.
...
We already had a cache to reuse texture objects so just
opportunistically reuse them when easy to do so.
2023-11-11 19:58:12 +01:00
Henrik Rydgård
b4419a9146
Remove the old screen resolution popup thing
2023-07-16 17:05:26 +02:00
Henrik Rydgård
7c4b9bac90
Cache textures created by MakePixelsTexture and reuse where appropriate.
2023-05-30 14:07:44 +02:00
Henrik Rydgård
9512bc6174
Don't cache render target copies for shader blending, only cache copies for overlap
...
Fixes #17451 , while also keeping the Dante performance fix from #17032 .
Of course, it's possible that something else could slow down now... But
hopefully not. This could also fix other problems.
2023-05-11 12:04:29 +02:00
Unknown W. Brackets
92a18eed01
GPU: Discard framebuffer copy when clearing.
...
This avoids retaining the framebuffer copy any longer than the current
framebuffer target.
2023-03-01 22:11:20 -08:00
Henrik Rydgård
4d0fbdb96f
Add a safety check - don't cache partial copies.
2023-03-01 22:51:23 +01:00
Henrik Rydgård
7a7117f2f7
Cache framebuffer copies (for self-texturing) until the next TexFlush instruction.
...
Fixes #17030 , or at least improves on it - for optimal performance that
big framebuffer used for bloom should be split like in Killzone, but it's not trivial.
The regression in 1.14 is fixed with this, at least.
I tried it with a few other games with no issues - it seems games are
using TexFlush when needed. But let's see if it really is safe to rely
on that...
There might also be other places we should call DiscardFramebufferCopy
in.
2023-03-01 22:42:22 +01:00
Henrik Rydgård
ae9291f3b5
More work on depth copies. Seems to be enough for Iron Man.
2023-02-15 07:35:07 +01:00
Henrik Rydgård
62a6f351d5
Initial work on depth copies
2023-02-15 07:35:07 +01:00
Henrik Rydgård
6b902a7d6b
Minor code cleanup, one very minor stride bugfix
2023-02-15 07:35:07 +01:00
Henrik Rydgård
1938fa44d4
Split the depth copy shader into depth copy and depth encode, dynamic depth scale in Draw2D
2023-02-11 18:24:07 +01:00
Henrik Rydgård
d426ce5118
Clear depth buffers after changing depth rounding mode.
...
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
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
23c8a79473
Make depth readback through the "color path" work on all backends except D3D9
2023-02-03 20:59:58 +01:00
Henrik Rydgård
f2a6c744bc
Add built-in stretch functionality to depth readback shader path
2023-02-03 19:06:40 +01:00
Unknown W. Brackets
e5d67119a8
GPU: Avoid bloom hack on buffers used for depth.
...
If a buffer even has depth transferred to it, let's avoid lowering its
resolution.
2023-01-05 18:00:43 -08:00
Henrik Rydgård
11366a2ded
Don't refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes.
2022-12-14 16:43:37 +01:00
Henrik Rydgård
8a3e92aa38
Not pretty, but with this, you can switch MSAA level at runtime.
2022-12-01 23:41:31 +01:00
Henrik Rydgård
e3679df6cf
Fix switching between MSAA levels
2022-12-01 22:49:00 +01:00
Henrik Rydgård
6d9bb1b29e
Move post-processing settings to DisplayLayoutScreen
2022-11-22 23:29:50 +01:00
Henrik Rydgård
eff4118769
One more refactoring step
2022-11-21 14:54:48 +01:00
Henrik Rydgård
7596713059
Refactor: Split up updating the display and render size.
2022-11-21 14:35:12 +01:00