Commit Graph

107 Commits

Author SHA1 Message Date
Henrik Rydgård
c846c2dfa8 Remove confusing resetFramebufferRead flag from secondary framebuffer binding 2022-09-03 14:48:07 +02:00
Henrik Rydgård
8c56abd3dc Remove setting "Disable slower framebuffer effects" 2022-09-03 11:06:43 +02:00
Henrik Rydgård
68d88726ae Remove unused function 2022-09-03 11:06:43 +02:00
Henrik Rydgård
fd6ab4c495 Avoid recomputing the shaderblend setup in ComputeFragmentShaderID. 2022-09-02 23:06:41 +02:00
Henrik Rydgård
0fe064d970 Small steps 2022-09-02 22:43:58 +02:00
Henrik Rydgård
de712b7804 More renaming 2022-09-02 22:20:11 +02:00
Henrik Rydgård
c784c0e94b Some renaming. Store the BlendState/MaskState. 2022-09-02 21:07:29 +02:00
Henrik Rydgård
d99e4b6714 Quicker way to update the through projection matrix with the split framebuffer offset 2022-08-31 08:44:15 +02:00
Henrik Rydgård
7186fc2c17 Offset the draws properly. Now just some texel clamping left to fix 2022-08-31 01:40:53 +02:00
Unknown W. Brackets
b5a4843c1f GPU: Purify ConvertViewportAndScissor().
This makes it harder to misuse.  See #15856.
2022-08-20 14:21:11 -07:00
Henrik Rydgård
886679c7ec Remove the color-to-depth mode 2022-08-20 08:29:33 +02:00
Unknown W. Brackets
a321aba68c GPU: Avoid stencil force pass when writing depth.
There's a risk if the stencil test failed, it might cause a depth write
unless it's also masked.  Hunter x Hunter doesn't in this case.
2022-08-10 23:11:16 -07:00
Henrik Rydgård
f80dd088b8 Merge pull request #15822 from unknownbrackets/gpu-stencil
GPU: Write stencil fail to alpha is RGB masked
2022-08-10 14:59:53 +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
Henrik Rydgård
131098c4d4 Some enum renaming, move RasterChannel to GPU.h. 2022-08-09 19:58:48 +02:00
Henrik Rydgård
90a44579bf Implement color-to-depth for Vulkan, start implementing for D3D11 2022-08-01 11:30:36 +02:00
Henrik Rydgård
a44bee6f85 Fix bug in blue-to-alpha - alpha blending could be on when it shouldn't be.
Fixes #15732. (Split/Second environment mapping problem in the menu).
2022-07-27 10:59:39 +02:00
Henrik Rydgård
c9a37ec6b9 Remove bool that was always true in state mapping. 2022-07-24 21:04:54 +02:00
Henrik Rydgård
04a85b1da0 Allows "merging" render targets that overlap on the Y access. Fixes #7295 (Juiced 2)
To be safe, gating this behind the related AllowLargeFBTextureOffsets,
which is also required for the effect to work.

Additionally, fixes the offset check for X offsets, which I guess is a
very small risk.
2022-07-24 11:58:07 +02:00
Henrik Rydgård
6b2dec91b5 Finish BlueToAlpha functionality 2022-04-30 18:17:17 +02:00
Henrik Rydgård
462972f7ea Add option to redirect blue to alpha if 565 mode is rendered and mask is 0x0FFFFF.
This is used by several games to render to the alpha channel of RGBA4444
images, which cannot normally be done directly on the PSP.

Can be used as a far more efficient replacement for
ReinterpretFramebuffers/ShaderColorBitmask
2022-04-30 18:17:16 +02:00
Henrik Rydgård
7be86264d0 Move framebufFormat to gstate_c, so we can override it 2022-04-30 18:16:09 +02:00
Henrik Rydgård
32df78a2cc Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
It took writing and debugging #15500 for me to understand what the issue with the old path was..

Much simpler alternative to #15500, or we could merge both but disable Split/Second
for this one. Needs some benchmarks I guess...
2022-04-25 00:11:09 +02:00
Henrik Rydgård
69ae3f4c02 Better protection against broken viewports.
It's ok if this emits a single pixel sized viewport, since the cause of
this is generally the viewport being specified outside the scissor
rectangle.

Fixes #13921
2021-07-12 21:19:26 +02:00
Henrik Rydgård
7359c8f083 Revert "Make sure we don't try to set a negative viewport size."
This reverts commit 0386cafe53.
2021-07-12 21:03:29 +02:00