Commit Graph

139 Commits

Author SHA1 Message Date
Henrik Rydgård
c5e0b799d9 Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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
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4ef4325fdb GPU: Avoid unnecessary clear on stencil upload.
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.
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.
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().
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.
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.
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.
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.
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.
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.
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.
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"
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
(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
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271389b8e5 GLES: Fix stencil buffer upload at > 1x PSP.
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.
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