Commit Graph

240 Commits

Author SHA1 Message Date
Henrik Rydgård
737688a22a Annotate calls to RebindFramebuffer with their cause. 2020-06-02 09:51:38 +02:00
Henrik Rydgård
fabe987c8f Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step"). 2020-05-21 11:24:05 +02:00
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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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22e46b51c2 GPU: Centralize DestroyAllFBOs().
This cleans up the postshader update code.
2020-05-13 18:15:04 -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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3aa8287b74 softgpu: Enable postshader support. 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
Henrik Rydgard
5aed2a2cee Gate fewer effects behind "Disable slow framebuffer effects". 2019-02-08 15:02:31 +01:00
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7ad6270623 GLES: Remove spurious semicolons in shaders.
Were causing compile errors on some devices.
2018-12-23 20:21:17 -08:00
Henrik Rydgård
a2cc2b39ca Additional raw string shaders 2018-12-18 10:42:29 +01:00
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87085d18f0 GLES: Fix render-to-self detection.
Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Henrik Rydgård
d8f4a70396 Remove constraint that virtual framebuffers have to represent VRAM.
Prerequisite for #11531, virtual readbacks.
2018-11-12 08:19:14 +01:00
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16d7a80980 GPU: Clear alpha more consistently from 565.
Before, the backends all did different things.  Now they are more in sync,
but Vulkan still behaves slightly differently.

Fixes #11326.
2018-08-30 21:00:21 -07:00
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b4496f1975 Core: Move config enums to separate file.
These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
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ad0b8435ca D3D9: Reuse BGRA conversion code.
Also, couldn't have been right to skip it when the pointers equal, not
sure if that case was ever being hit.
2018-06-06 05:56:30 -07:00
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2ab1552f2d D3D9: Use an unordered_map for offscreen.
Also cleanup.  Mostly just for consistent usage.
2018-06-06 05:56:30 -07:00
Henrik Rydgård
c1d113e0e9 When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
Or maybe we should make sure to only download within the width/height by
adding more clamps at the beginning of ReadFramebufferToMemory but seems
more dangerous.

Plus some minor things.

Should help #11113
2018-06-01 21:16:07 +02:00
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8d07e6d985 GPU: Prevent temp FBOs from overwriting each other.
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00
Henrik Rydgård
86cfc411a4 Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
Henrik Rydgård
b9b41f52c5 Add a simple spinner to the game load screen to not look frozen. 2018-02-08 12:03:29 +01:00
Henrik Rydgård
b5e5d72a0a Complete the separation of depth and stencil renderpass flags 2017-12-30 22:52:22 +01:00
Henrik Rydgård
f8b70fe185 Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff. 2017-12-01 12:17:10 +01:00