Unknown W. Brackets
2e05d22eb7
Vulkan: Move Harvest Moon fix to Draw::Bugs.
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Also, make it so you can skip using ini settings.
2020-05-19 22:12:30 -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
Henrik Rydgård
21eaef04fc
Vulkan: Pick shaders after calling ConvertStateToVulkanKey because it may end up disabling shader blending
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(due to too many copies, see DrawEngineCommon::ApplyShaderBlending).
(So much state leaking all over the place ... I want to redesign the
whole thing).
Typo fix in comment
2020-03-29 15:02:40 +02:00
Henrik Rydgård
1e3711ee66
Vulkan blend factor: Bugfix and minor optimization
2019-10-13 21:17:29 +02:00
Unknown W. Brackets
c5b844cc98
GPU: Respect stencil write mask on clear.
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Actually identified this for the softgpu in #11319 , but applying it for
RGBA is a problem in most renderers. Forgot to at least apply it to
stencil.
Fixes #11901 .
2019-03-16 19:42:18 -07:00
Henrik Rydgard
8e1a5ef3d6
Minor refactor of physical device property/feature detection, to allow for more extension use.
2019-02-05 18:07:17 +01:00
Henrik Rydgård
0037da55a1
Avoid breaking any alpha-stencil emulation in Adreno bug workaround
2018-12-23 11:57:06 +01:00
Henrik Rydgård
79ef185d6e
Vulkan/adreno: Apply workaround for Harvest Moon issue #10421
2018-12-22 18:29:56 +01:00
Unknown W. Brackets
5932cbabc3
GPU: Avoid stencil emulation if possible.
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This reduces use of replaceAlpha, and reduces use of more complicated
blend states. This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
Unknown W. Brackets
9859827645
Vulkan: Avoid depth clamp with clip range.
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Vulkan clamps to the clip range, not the full range. So when clipping, we
don't really want to clamp at all. Unfortunately, when one side is
clipping, we can't do it exactly right.
But many games clip depth, like Dissidia. Fixes #11260 .
2018-09-17 21:43:29 -07:00
Unknown W. Brackets
77f0499f7f
GPU: Rename clipping flag to depth clamp.
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It seems to just to depth clamp. When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets
b94ca6e75e
Vulkan: Use depth clamping, where available.
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This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00
Henrik Rydgård
3e3214d54a
Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135
2017-11-15 20:43:29 +01:00
Unknown W. Brackets
ef55cf1e74
Vulkan: Correct logicop dirtying.
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Needs to be under blend state.
2017-11-05 13:26:18 -08:00
Henrik Rydgård
ed2731d197
Vulkan: Fix depal and shader blending.
2017-10-31 12:35:00 +01:00
Henrik Rydgård
1c5bd0f8dc
Move the VulkanRenderManager stuff to thin3d, fits in better there.
2017-10-26 10:56:59 +02:00
Henrik Rydgård
02f76ae4a8
Rendering basics now works.
2017-10-26 10:56:59 +02:00
Henrik Rydgård
804aa79376
Various Vulkan image transition fixes and related
2017-10-20 18:09:05 +02:00
Henrik Rydgård
5da165fad6
More work towards passing 1.61 Vulkan validation layers
2017-10-20 17:19:07 +02:00
Henrik Rydgård
50d771961b
Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
2017-08-15 16:01:50 +02:00
Henrik Rydgård
c4ccf5b734
Simple micro-optimization in AdvanceVerts
2017-08-15 12:02:47 +02:00
Henrik Rydgård
4e7099bf47
Vulkan: Fix some more state dirtying issues.
2017-08-15 10:51:44 +02:00
Henrik Rydgård
000723f29f
Fix minor blendstate oversight, restore a disabled optimization
2017-08-14 16:21:02 +02:00
Henrik Rydgård
5a65334646
Use dirty-flags more in Vulkan state setting
2017-08-14 15:14:46 +02:00
Henrik Rydgard
1098bf7342
All: Only convert viewportscissor state if dirty
2017-08-14 11:14:26 +02:00