Unknown W. Brackets
a901fa4315
GE Debugger: Add separate step based on vsync.
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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
Henrik Rydgård
8e7cf596b6
Address more feedback, cleanup scale parameter
2022-08-21 09:58:58 +02:00
Henrik Rydgård
668de1f544
Compatibility check
2022-08-21 09:58:58 +02:00
Henrik Rydgård
9cc8cfaa08
Use a DX9-compatible method to pass texwidth and height. the effect doesn't work on DX9 yet though.
2022-08-21 09:58:58 +02:00
Henrik Rydgård
ca24f1b9aa
Fixes for D3D11
2022-08-21 09:58:58 +02:00
Henrik Rydgård
412d44dc92
Fix glitch when changing render resolution
2022-08-21 09:58:58 +02:00
Henrik Rydgård
89c96142a1
Really not sure how we can detect whether a depth deswizzle is needed :( Hopefully temporary flag...
2022-08-21 09:58:58 +02:00
Henrik Rydgård
e6b60026d1
Fix graphics in Ratchet & Clank. WIP
2022-08-21 09:58:58 +02:00
Henrik Rydgård
346a252593
Fix naming of temp fbos to be in PSP pixels
2022-08-21 09:58:58 +02:00
Henrik Rydgård
5046cbd015
Address feedback to PR #15858
2022-08-20 17:23:51 +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
97dbba0ec3
Minor fixes. Everything seems fine now.
2022-08-20 08:29:33 +02:00
Henrik Rydgård
5d8fe4c2a8
Implement copying color to depth on load. However, weird stuff is happening..
2022-08-20 08:29:33 +02:00
Henrik Rydgård
94ade8c751
Extract depth copies to CopyToDepthFromOverlappingFramebuffers
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
a0ac2dffc7
Defer depth copies until depth buffer is actually used.
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Fixes
2022-08-20 08:29:33 +02:00
Henrik Rydgård
bd6f79e473
Fix the raster depth blit again, which I recently broke.
2022-08-17 16:52:49 +02:00
Henrik Rydgård
74f1c94ddb
Use sequence numbers instead of a tracking array for depth buffers
2022-08-17 10:34:07 +02:00
Henrik Rydgård
078fc881a7
Revise comments according to feedback
2022-08-17 10:15:02 +02:00
Henrik Rydgård
a8b1d1191e
Oops, remove wrong comments
2022-08-17 10:09:12 +02:00
Henrik Rydgård
19367dd890
Comment updates
2022-08-17 10:09:12 +02:00
Henrik Rydgård
5785cf40ad
Clean up and comment framebuffer struct better, add bind sequence numbers
2022-08-17 10:09:11 +02:00
Henrik Rydgård
35a1ca064a
Refactor 2D pipeline creation
2022-08-16 19:27:46 +02:00