Henrik Rydgård
ecb84987ef
Remove allocation from the heaviest MemBlockInfo path (BlockTransfer). Required some refactoring.
2022-09-01 11:59:35 +02:00
Henrik Rydgård
437d6d30a0
KillZone: Fix margin detection on the title screen, fixing some glitches. Need more fixes though to fix the shimmer effect.
...
See #6207 comments
2022-08-31 11:40:42 +02:00
Henrik Rydgård
70f7f74a05
Check X coordinate of through-mode drawcalls to figure out which of the splits to render to
2022-08-31 01:09:23 +02:00
Henrik Rydgård
44d822be3b
Address feedback
2022-08-30 06:41:37 +02:00
Henrik Rydgård
847e05140b
Add another stat, for self-tex
2022-08-29 17:41:29 +02:00
Henrik Rydgård
f228de76ef
Fix OpenGL bug when framebuffer fetch is available. Add two new stats.
2022-08-29 15:39:29 +02:00
Henrik Rydgård
cd37bffdaa
Better framebuffer checks, remove all ways that framebuffer formats can change.
2022-08-29 11:06:45 +02:00
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