Commit Graph

439 Commits

Author SHA1 Message Date
Henrik Rydgård
f79acd651d Comment updates 2022-08-25 00:29:44 +02:00
Henrik Rydgård
99404f0a15 Fix BlueToAlpha together with reinterpret. Add back fake reinterpret for now. 2022-08-24 14:40:37 +02:00
Henrik Rydgård
5d50d02227 Merge pull request #15894 from unknownbrackets/debugger
GE Debugger: Record only one flip if display framebuf not changed, step on vsync
2022-08-24 06:27:31 +02:00
Unknown W. Brackets
27d00199c8 GE Debugger: Fix bad read on step at start of VRAM. 2022-08-23 19:50:19 -07:00
Unknown W. Brackets
a901fa4315 GE Debugger: Add separate step based on vsync.
I think there were some games where this would step in the middle of a
frame, but not seeing it commonly now.  So make it the default, but allow
both methods in the menu.

Fixes #15893.
2022-08-23 19:48:34 -07:00
Unknown W. Brackets
c581a83896 GPU: Centralize SetDisplayFramebuffer(). 2022-08-23 19:29:06 -07:00
Unknown W. Brackets
86085335ca GE Debugger: Record 1 flip if no display calls.
Before we were waiting 4 flips before ending recording.
2022-08-23 19:20:14 -07:00
Henrik Rydgård
51686f4936 Copy color from overlapping framebuffers on bind, under certain conditions.
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
29ea3ffe0c Restore the clearing optimization, avoiding unnecessary depth copies 2022-08-20 09:46:15 +02:00
Henrik Rydgård
12db0e52d4 Fix deferred-depth for bezier/spline. Move updating of last_frame_depth_render to GPUCommon. 2022-08-20 08:29:33 +02:00
Henrik Rydgård
a0ac2dffc7 Defer depth copies until depth buffer is actually used.
Fixes
2022-08-20 08:29:33 +02:00
Henrik Rydgård
9f2447c0b4 Assorted minor cleanup 2022-08-16 10:55:44 +02:00
Unknown W. Brackets
710abcc288 GPU: Write stencil fail to alpha is RGB masked.
See #15813 (Hunter x Hunter) which does this for shadows.
2022-08-09 18:45:49 -07:00
Unknown W. Brackets
20c2ec1392 GPU: Skip alpha stencil upload when safe.
Otherwise, let's not do things that give different behavior at 1x or are
inconsistent.
2022-08-06 21:12:59 -07:00
Henrik Rydgård
41e327a66b Cleanup and testfixes 2022-08-03 13:34:59 +02:00
Henrik Rydgård
c158414858 Give the mip bias its own uniform flag. 2022-07-31 10:43:48 +02:00
Henrik Rydgård
0caaa74be9 Possible flicker fix for Macross 2022-07-31 10:43:48 +02:00
Henrik Rydgård
f061eadc04 Initial implementation of 3D texturing through equal-size mips (see #6357)
Vulkan-only currently, though all the other backends except ES 2.0
without GL_OES_texture_3d can support it with some work.
2022-07-31 10:43:47 +02:00
Unknown W. Brackets
1233d1d376 Reporting: Disable when debugger methods used.
This won't catch all means of hacking memory, but will catch some.
Trying to reduce noise in reporting from debugging.
2022-07-30 18:21:32 -07:00
Henrik Rydgård
89845eae7a Add GPU stat for number of depth copies per frame
Will be useful for evaluating #15700
2022-07-24 17:12:43 +02:00
Henrik Rydgård
e6403d7157 Split GetPointer into two versions, to help with const correctness 2022-07-24 13:26:19 +02:00
Unknown W. Brackets
c15c4a6967 UI: Add analog speed limit mapping.
Only shows up as a setting if mapped, to avoid cluttering settings.
2022-07-04 19:14:05 -07:00
Unknown W. Brackets
a60d27a4f3 GPU: Fix skip buffer effects rendering.
Broken by blue-to-alpha changes.  Without calling SetRenderFramebuffer, we
were never reconsidering the initial SKIPDRAW_NON_DISPLAYED_FB flag and
all drawing was getting skipped.
2022-05-22 12:24:03 -07:00
Henrik Rydgård
62808b89ef Fix discrepancy in how the LMODE flag is calculated between VS and FS 2022-05-03 00:06:42 +02:00
Henrik Rydgård
5868cf0f1c Convert the blueToAlpha bool to a usageFlag. KEEP instead of CLEAR for depth during reinterpret. 2022-04-30 18:17:29 +02:00