Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Henrik Rydgård
737688a22a
Annotate calls to RebindFramebuffer with their cause.
2020-06-02 09:51:38 +02:00
Unknown W. Brackets
4ef4325fdb
GPU: Avoid unnecessary clear on stencil upload.
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In this common case, we've typically just bound the buffer to upload a
texture to it. No need to start a new render pass.
This dodges #12927 but doesn't really fix the underlying issue.
2020-05-18 21:36:06 -07:00
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32a7e7345e
GPU: Centralize framebuffer download.
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And try not to use a potentially-null nvfb. Primarily this can happen on
Direct3D backends.
2020-05-17 10:59:33 -07:00
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d9195c68b3
GPU: Move calculating render res to presentation.
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Since it best understands what the first postshader wants.
2020-05-16 12:33:35 -07:00
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22e46b51c2
GPU: Centralize DestroyAllFBOs().
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This cleans up the postshader update code.
2020-05-13 18:15:04 -07:00
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6b251dac4c
GPU: Simplify direct render when skipping buffers.
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This may have been uploading twice before, so there may be a small
performance improvement in some games now.
2020-05-13 18:10:09 -07:00
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2faab0e082
GPU: Use postshader for direct VRAM draws again.
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Also centralize the pixel texture code while at it.
2020-05-13 18:10:09 -07:00
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762b656ea2
GPU: Use a texture directly for MakePixelTexture.
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This makes it easier to do things with it.
2020-05-13 18:10:09 -07:00
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fa6544b737
GPU: Cleanup leftover postshader stuff.
2020-05-13 18:10:09 -07:00
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cb94487a16
GPU: Move post shader handling to new class.
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Currently, Vulkan is not working properly and direct (RAM -> output) is
not hooked up. But in general, it works.
2020-05-13 18:10:06 -07:00
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d39b0bdca2
GPU: Split FramebufferCommon into two classes.
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Only some things moved over so far.
FramebufferCommon does too much, we want to share it with softgpu without
all the buffer management stuff.
2020-05-13 18:07:22 -07:00
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ad98609819
GPU: Use consistent buffered rendering state.
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The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places. This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
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cebcfb1bbd
GPU: Use old frame when presenting a skip.
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If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Henrik Rydgård
9b8533c936
Revert "Remove Google Cardboard support. Fixes #11668 "
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This reverts commit e284d9f00d .
2019-10-25 16:03:00 +02:00
Henrik Rydgård
c7798715a5
Fix issue preventing video to work correctly in Digimon. Fixes #12186
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(due to BlockTransferAllowCreateFB not updating the framebuffer range
speedhack).
2019-09-17 14:47:38 +02:00
Henrik Rydgård
e284d9f00d
Remove Google Cardboard support. Fixes #11668
2019-07-01 14:47:42 +02:00
Henrik Rydgård
b8bde71efe
Address feedback, delete some unused code.
2019-06-22 22:15:09 +02:00
Henrik Rydgård
b5ad92b9ef
Avoid rotating the image when DrawActiveTexture is used for other things than drawing to the backbuffer.
2019-06-21 14:00:02 +02:00
Unknown W. Brackets
271389b8e5
GLES: Fix stencil buffer upload at > 1x PSP.
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Also fixes crashes on ATI. See #6627 .
2019-03-10 08:36:12 -07:00
Henrik Rydgard
56bc7b1d52
Remove outdated TrueColor setting.
2018-12-14 16:13:44 +01:00
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d9510f8824
D3D11: Allow shader blend to self.
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It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
Henrik Rydgård
6269d9b893
Support virtual readbacks for detected-memcpy framebuffer copies, delete MotoGP hack.
2018-11-12 08:20:28 +01:00
Henrik Rydgård
7abbc1bebd
Add compat flag to allow virtual framebuffer readbacks (auto-create fb from readback destination). Does not yet work outside VRAM but should fix Digimon Adventure.
2018-11-12 08:20:27 +01:00
Henrik Rydgård
b17fc67c45
Get rid of MaskedEqual
2018-11-12 08:19:19 +01:00