Commit Graph

112 Commits

Author SHA1 Message Date
Unknown W. Brackets
2f859425a8 GPU: Use unordered_map for tempFBOs. 2018-06-06 05:56:30 -07:00
Unknown W. Brackets
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
LunaMoo
ffac542f95 Change to int to allow higher supersampling scale. 2018-04-02 13:44:28 +02:00
LunaMoo
199106cad6 Add SSAA flag for post process shaders,
enforces 2x auto resolution, to be used with blurry effects
Also includes a perf. friendly example using simplified gauss filter
2018-04-01 17:00:10 +02:00
aliaspider
23dae72bce prevent reads of uninitialized memory. 2018-03-22 22:25:04 +01:00
Henrik Rydgård
3c93eaf164 GL: Fix clearing alpha on stencil uploads. 2018-02-10 17:18:18 +01:00
Henrik Rydgård
625595c6cc For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally.. 2018-02-08 16:59:03 +01:00
Henrik Rydgård
86cfc411a4 Remove the confusing "DisableState" across the codebase 2018-02-08 16:27:36 +01:00
Henrik Rydgård
542f9f9ef1 Assorted cleanup 2018-01-27 15:10:17 +01:00
Henrik Rydgård
63b9140ebf Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
f3282dcfda Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes. 2018-01-27 15:10:17 +01:00
Unknown W. Brackets
ebce6da223 UI: Remove auto-download options.
See previous commit removing actual functionality.
2017-12-25 11:20:26 -08:00
Unknown W. Brackets
025a806ab4 GPU: Remove FBO auto-download hack.
See #6261.  This should be replaced now with block transfer detection,
which is faster and doesn't cause crashes.

Games that previously required this setting should use block transfer
instead.  If that doesn't work, it's a bug.
2017-12-25 11:17:59 -08:00
Unknown W. Brackets
0956fa3ff6 GPU: Reduce depth blits when not updated.
If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.

Improves #8538, by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Henrik Rydgård
23f7819329 Unify RebindFramebuffer, mostly. 2017-11-15 20:44:25 +01:00
Henrik Rydgård
93e148fed6 Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
Bit hacky but works.
2017-11-12 16:12:26 +01:00
Henrik Rydgård
9e65ae1cef Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043. 2017-11-04 11:43:19 +01:00
Henrik Rydgård
85cb604a24 Fix (some) crashes on blits. Validation issues remain. 2017-10-26 10:57:00 +02:00
Henrik Rydgård
d53c88456a Unify GetFramebufferList() (trivial) 2017-10-18 12:49:15 +02:00
Henrik Rydgård
898716cc26 Unify DownloadFramebufferForClut 2017-10-18 12:34:01 +02:00
Henrik Rydgård
981c49615c Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager. 2017-10-18 12:26:02 +02:00
Henrik Rydgård
4e3a9bc3e3 Unify some more framebuffer functions. Leave the GL stuff alone for now due to async. 2017-10-18 11:20:58 +02:00
Henrik Rydgård
f2ea0ce472 Unify (well, almost) GetOutputFramebuffer (D3D11/GL) 2017-10-18 10:54:26 +02:00
Henrik Rydgård
214270d192 Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11 2017-10-18 10:54:26 +02:00
Henrik Rydgård
9b1ee6fce6 Unify GetFramebuffer in GLES and D3D11.
D3D9 is left behind for now, and Vulkan still needs implementation - got a branch with initial work towards that.
2017-10-11 13:39:34 +02:00