Commit Graph

330 Commits

Author SHA1 Message Date
Henrik Rydgård
adda49d05d Add a heuristic avoiding joining framebuffers horizontally
...when texturing from the other one.

Greatly improves GPU performance in Rainbow Six: Vegas.

Fixes #9324.
2023-02-15 15:35:28 +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
27a03de826 CreateRAMFramebuffer: Don't create a depth buffer by default 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
a083a65f77 Depal: Get depth scale factors dynamically 2023-02-11 16:12:58 +01:00
Henrik Rydgård
d65dae7185 Depth scale functions: Clean up the naming, add a failing test 2023-02-10 14:57:45 +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
Unknown W. Brackets
aff0b46523 GPU: Skip depth resize when forcing 1x. 2023-02-08 18:45:01 -08:00
Henrik Rydgård
ab63689cca Remove bad comment 2023-02-08 15:37:06 +01:00
Henrik Rydgård
94f51d5d26 Make the Dangan Ronpa readback async 2023-02-07 23:13:36 +01:00
Henrik Rydgård
5f13bc061a Color readback: Read the previous framebuffer instead of the one being switched to 2023-02-07 23:13:36 +01:00
Henrik Rydgård
b3e6b81e43 Implement delayed depth readbacks for Vulkan only 2023-02-07 23:13:36 +01:00
Henrik Rydgård
23049533b9 Restore GetDepthBuffer precision - the stretchy-color-readback path is not suitable for this. 2023-02-05 22:58:26 +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
92f4de7b74 Small cleanup. Let's reduce the number of readback paths. 2023-02-05 13:57:45 +01:00
Henrik Rydgård
4427cb4fc3 Add parameter to thin3d::CopyFramebufferToMemory to specify blocking mode. Not yet implemented. 2023-02-04 23:40:36 +01:00
Henrik Rydgård
281b0d6aab Quick fix for the lens flare in Burnout
We have to assume that ForceLowerResolutionForEffects has been set for
good reason - in this case, the effect probably can't safely function
without it.

Fixes #11100 once again.
2023-02-04 18:01:53 +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
Serena
30f6296767 Remove some Windows + Qt stuff + meow 2023-01-27 19:12:41 +03:00